Valid HTML 4.0! Valid CSS!
%%% -*-BibTeX-*-
%%% ====================================================================
%%% BibTeX-file{
%%%     author          = "Nelson H. F. Beebe",
%%%     version         = "1.156",
%%%     date            = "13 April 2024",
%%%     time            = "05:45:30 MST",
%%%     filename        = "tog.bib",
%%%     address         = "University of Utah
%%%                        Department of Mathematics, 110 LCB
%%%                        155 S 1400 E RM 233
%%%                        Salt Lake City, UT 84112-0090
%%%                        USA",
%%%     telephone       = "+1 801 581 5254",
%%%     FAX             = "+1 801 581 4148",
%%%     URL             = "https://www.math.utah.edu/~beebe",
%%%     checksum        = "58649 174711 908525 8545549",
%%%     email           = "beebe at math.utah.edu, beebe at acm.org,
%%%                        beebe at computer.org (Internet)",
%%%     codetable       = "ISO/ASCII",
%%%     keywords        = "bibliography; BibTeX; computer graphics;
%%%                       Transactions on Graphics",
%%%     license         = "public domain",
%%%     supported       = "yes",
%%%     docstring       = "This is a COMPLETE BibTeX bibliography for
%%%                        ACM Transactions on Graphics (CODEN ATGRDF,
%%%                        ISSN 0730-0301 (print), 1557-7368
%%%                        (electronic)), covering all journal issues
%%%                        from 1982 -- date.
%%%
%%%                        At version 1.156, the COMPLETE journal
%%%                        coverage looked like this:
%%%
%%%                             1982 (  20)    1997 (  15)    2012 ( 203)
%%%                             1983 (  15)    1998 (  12)    2013 ( 222)
%%%                             1984 (  17)    1999 (  14)    2014 ( 247)
%%%                             1985 (  15)    2000 (  13)    2015 ( 245)
%%%                             1986 (  16)    2001 (  10)    2016 ( 240)
%%%                             1987 (  18)    2002 (  81)    2017 ( 285)
%%%                             1988 (  15)    2003 ( 106)    2018 ( 309)
%%%                             1989 (  22)    2004 ( 104)    2019 ( 150)
%%%                             1990 (  28)    2005 ( 133)    2020 ( 185)
%%%                             1991 (  20)    2006 ( 115)    2021 ( 279)
%%%                             1992 (  25)    2007 ( 128)    2022 ( 274)
%%%                             1993 (  17)    2008 ( 166)    2023 ( 274)
%%%                             1994 (  20)    2009 ( 185)    2024 (  24)
%%%                             1995 (  19)    2010 ( 175)
%%%                             1996 (  16)    2011 ( 190)
%%%
%%%                             Article:       4667
%%%
%%%                             Total entries: 4667
%%%
%%%                        The journal Web page can be found at:
%%%
%%%                            http://www.acm.org/pubs/tog
%%%
%%%                        The journal table of contents page is at:
%%%
%%%                            http://www.acm.org/pubs/tog/TOC.html
%%%
%%%                        The article and Web site searcher is at:
%%%
%%%                            http://www.acm.org/pubs/tog/search.html
%%%
%%%                        The ACM Portal database site for the journal is at:
%%%
%%%                            http://portal.acm.org/browse_dl.cfm?idx=J778
%%%
%%%                        Qualified subscribers can retrieve the full
%%%                        text of recent articles in PDF form.
%%%
%%%                        The initial draft was extracted from the ACM
%%%                        Computing Archive CD ROM for the 1980s, with
%%%                        manual corrections and additions from
%%%                        bibliographies in the TeX User Group
%%%                        collection, the author's personal
%%%                        bibliography files, the OCLC Contents1st
%%%                        database, and a very large computer science
%%%                        bibliography collection on ftp.ira.uka.de in
%%%                        /pub/bibliography to which many people of
%%%                        have contributed.  The snapshot of this
%%%                        collection was taken on 5-May-1994, and it
%%%                        consists of 441 BibTeX files, 2,672,675
%%%                        lines, 205,289 entries, and 6,375
%%%                        <at>String{} abbreviations, occupying 94.8MB
%%%                        of disk space.  Where multiple sources of a
%%%                        particular entry existed, field values have
%%%                        been manually merged to preserve maximal
%%%                        information.
%%%
%%%                        The ACM maintains Web pages with journal
%%%                        tables of contents for 1985--1995 at
%%%                        http://www.acm.org/pubs/toc.  That data has
%%%                        been automatically converted to BibTeX
%%%                        form, corrected for spelling and page
%%%                        number errors, and merged into this file.
%%%
%%%                        ACM copyrights explicitly permit abstracting
%%%                        with credit, so article abstracts, keywords,
%%%                        and subject classifications have been
%%%                        included in this bibliography wherever
%%%                        available.  Article reviews have been
%%%                        omitted, until their copyright status has
%%%                        been clarified.
%%%
%%%                        bibsource keys in the bibliography entries
%%%                        below indicate the entry originally came
%%%                        from the computer science bibliography
%%%                        archive, even though it has likely since
%%%                        been corrected and updated.
%%%
%%%                        URL keys in the bibliography point to
%%%                        World Wide Web locations of additional
%%%                        information about the entry.
%%%
%%%                        BibTeX citation tags are uniformly chosen
%%%                        as name:year:abbrev, where name is the
%%%                        family name of the first author or editor,
%%%                        year is a 4-digit number, and abbrev is a
%%%                        3-letter condensation of important title
%%%                        words. Citation tags were automatically
%%%                        generated by software developed for the
%%%                        BibNet Project.
%%%
%%%                        In this bibliography, entries are sorted in
%%%                        publication order, using ``bibsort -byvolume.''
%%%
%%%                        The checksum field above contains a CRC-16
%%%                        checksum as the first value, followed by the
%%%                        equivalent of the standard UNIX wc (word
%%%                        count) utility output of lines, words, and
%%%                        characters.  This is produced by Robert
%%%                        Solovay's checksum utility."
%%%     }
%%% ====================================================================
@Preamble{
    "\input bibnames.sty"
  # "\ifx \undefined \booktitle \def \booktitle #1{{{\em #1}}} \fi"
  # "\ifx \undefined \circled \def \circled #1{(#1)}\fi"
  # "\ifx \undefined \reg \def \reg {\circled{R}}\fi"
  # "\ifx \undefined \TM \def \TM {${}^{\sc TM}$} \fi"
}

%%% ====================================================================
%%% Acknowledgement abbreviations:
@String{ack-nhfb = "Nelson H. F. Beebe,
                    University of Utah,
                    Department of Mathematics, 110 LCB,
                    155 S 1400 E RM 233,
                    Salt Lake City, UT 84112-0090, USA,
                    Tel: +1 801 581 5254,
                    FAX: +1 801 581 4148,
                    e-mail: \path|beebe@math.utah.edu|,
                            \path|beebe@acm.org|,
                            \path|beebe@computer.org| (Internet),
                    URL: \path|https://www.math.utah.edu/~beebe/|"}

@String{ack-pb =    "Preston Briggs,
                     Tera Computer Company,
                     2815 Eastlake East,
                     Seattle, WA 98102,
                     USA,
                     Tel: +1 206 325-0800,
                     e-mail: \path|preston@tera.com|"}

%%% ====================================================================
%%% Journal abbreviations:
@String{j-TOG                   = "ACM Transactions on Graphics"}

%%% ====================================================================
%%% Bibliography entries:
@Article{Bergeron:1982:EIa,
  author =       "R. D. Bergeron",
  title =        "{Editor}'s Introduction",
  journal =      j-TOG,
  volume =       "1",
  number =       "1",
  pages =        "1--4",
  month =        jan,
  year =         "1982",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Aug 13 17:25:58 MDT 1994",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  info =         "Association for Computing Machinery, 11 West 42nd St.,
                 New York, NY, 10036. Published quarterly. Vol. 1, No. 1
                 (Jan. 1982). Annual subscription: 24 members, US\$65
                 nonmembers. Single copies: US\$10 members, US\$20
                 nonmembers ISSN 0730-03010",
  journal-URL =  "https://dl.acm.org/loi/tog",
  review =       "ACM CR 39358",
  subject =      "I.3 Computing Methodologies, COMPUTER GRAPHICS,
                 General",
}

@Article{Fuchs:1982:GEI,
  author =       "Henry Fuchs",
  title =        "{Guest Editor}'s Introduction",
  journal =      j-TOG,
  volume =       "1",
  number =       "1",
  pages =        "5--6",
  month =        jan,
  year =         "1982",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Aug 13 17:25:58 MDT 1994",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cook:1982:RMC,
  author =       "R. L. Cook and K. E. Torrance",
  title =        "A Reflectance Model for Computer Graphics",
  journal =      j-TOG,
  volume =       "1",
  number =       "1",
  pages =        "7--24",
  month =        jan,
  year =         "1982",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:11 2012",
  bibsource =    "Graphics/imager/imager.82.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "I37 reflected light and color; shading; TOG",
}

@Article{Sechrest:1982:VPR,
  author =       "S. Sechrest and D. P. Greenberg",
  title =        "A Visible Polygon Reconstruction Algorithm",
  journal =      j-TOG,
  volume =       "1",
  number =       "1",
  pages =        "25--42",
  month =        jan,
  year =         "1982",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/siggraph/82.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "I35 polygon reconstruction algorithm",
}

@Article{Whitted:1982:STD,
  author =       "T. Whitted and D. M. Weimer",
  title =        "A Software Testbed for the Development of {3D} Raster
                 Graphics Systems",
  journal =      j-TOG,
  volume =       "1",
  number =       "1",
  pages =        "43--57",
  month =        jan,
  year =         "1982",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:08:29 1994",
  bibsource =    "Graphics/siggraph/82.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "I34 software testbed and I37 3-D shaded display",
}

@Article{Feiner:1982:ESC,
  author =       "Steven Feiner and Sandor Nagy and Andries van Dam",
  title =        "An experimental system for creating and presenting
                 interactive graphical documents",
  journal =      j-TOG,
  volume =       "1",
  number =       "1",
  pages =        "59--77",
  month =        jan,
  year =         "1982",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 31 06:38:49 2003",
  bibsource =    "Graphics/imager/imager.82.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "I34 interactive graphical documents",
}

@Article{Krogh:1982:AAP,
  author =       "F. T. Krogh",
  title =        "{ACM} Algorithms Policy",
  journal =      j-TOG,
  volume =       "1",
  number =       "1",
  pages =        "78--81",
  month =        jan,
  year =         "1982",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Anonymous:1982:IA,
  author =       "Anonymous",
  title =        "Information for Authors",
  journal =      j-TOG,
  volume =       "1",
  number =       "1",
  pages =        "82--84",
  month =        jan,
  year =         "1982",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 15:51:22 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Potmesil:1982:SIG,
  author =       "M. Potmesil and I. Chakravarty",
  title =        "Synthetic Image Generation with a Lens and Aperture
                 Camera Model",
  journal =      j-TOG,
  volume =       "1",
  number =       "2",
  pages =        "85--108",
  month =        apr,
  year =         "1982",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/imager/imager.82.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "I33 camera model; ray tracing effects; TOG",
}

@Article{Garrett:1982:GPU,
  author =       "M. T. Garrett and J. D. Foley",
  title =        "Graphics Programming Using a Database System with
                 Dependency Declarations",
  journal =      j-TOG,
  volume =       "1",
  number =       "2",
  pages =        "109--128",
  month =        apr,
  year =         "1982",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/siggraph/82.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "I34 software support and I35 specification of
                 dependencies",
}

@Article{Hubschman:1982:FFC,
  author =       "H. Hubschman and S. W. Zucker",
  title =        "Frame-to-frame coherence and the hidden surface
                 computation: constraints for a convex world",
  journal =      j-TOG,
  volume =       "1",
  number =       "2",
  pages =        "129--162",
  month =        apr,
  year =         "1982",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/imager/imager.82.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "I37 frame-to-frame coherence",
}

@Article{VanWyk:1982:HLL,
  author =       "Christopher J. {Van Wyk}",
  title =        "A High-Level Language for Specifying Pictures",
  journal =      j-TOG,
  volume =       "1",
  number =       "2",
  pages =        "163--182",
  month =        apr,
  year =         "1982",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib;
                 Misc/beebe.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Baecker:1982:SPR,
  author =       "R. M. Baecker",
  title =        "Sizing and Positioning Rectangles",
  journal =      j-TOG,
  volume =       "1",
  number =       "2",
  pages =        "184--185",
  month =        apr,
  year =         "1982",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/imager/imager.82.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "I36 Input Technique",
}

@Article{Tanner:1982:R,
  author =       "Peter P. Tanner and Kenneth B. Evans",
  title =        "The Rack",
  journal =      j-TOG,
  volume =       "1",
  number =       "2",
  pages =        "186--188",
  month =        apr,
  year =         "1982",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 6 16:39:10 1996",
  bibsource =    "Graphics/siggraph/82.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "I37 Input Techniques",
}

@Article{Bergeron:1982:EIb,
  author =       "R. Daniel Bergeron",
  title =        "{Editor}'s Introduction",
  journal =      j-TOG,
  volume =       "1",
  number =       "3",
  pages =        "189--189",
  month =        jul,
  year =         "1982",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 16:39:30 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guibas:1982:LBM,
  author =       "L. J. Guibas and J. Stolfi",
  title =        "A language for bitmap manipulation",
  journal =      j-TOG,
  volume =       "1",
  number =       "3",
  pages =        "191--214",
  month =        jul,
  year =         "1982",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/357306.357308",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Aug 13 17:25:58 MDT 1994",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; languages; standardization",
  review =       "ACM CR 39952",
  subject =      "D.3 Software, PROGRAMMING LANGUAGES, Language
                 Classifications \\ I.3.4 Computing Methodologies,
                 COMPUTER GRAPHICS, Graphics Utilities, Graphics
                 packages \\ I.3.4 Computing Methodologies, COMPUTER
                 GRAPHICS, Graphics Utilities, Picture description
                 languages \\ I.3.4 Computing Methodologies, COMPUTER
                 GRAPHICS, Graphics Utilities, Software support \\ I.3.6
                 Computing Methodologies, COMPUTER GRAPHICS, Methodology
                 and Techniques, Languages \\ I.4.0 Computing
                 Methodologies, IMAGE PROCESSING, General, Image
                 processing software",
}

@Article{Turkowski:1982:AAT,
  author =       "K. Turkowski",
  title =        "Anti-Aliasing through the Use of Coordinate
                 Transformations",
  journal =      j-TOG,
  volume =       "1",
  number =       "3",
  pages =        "215--234",
  month =        jul,
  year =         "1982",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:07:27 1994",
  bibsource =    "Graphics/imager/imager.82.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "I35 anti-aliasing convolution",
}

@Article{Blinn:1982:GAS,
  author =       "James F. Blinn",
  title =        "A Generalization of Algebraic Surface Drawing",
  journal =      j-TOG,
  volume =       "1",
  number =       "3",
  pages =        "235--256",
  month =        jul,
  year =         "1982",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/imager/imager.82.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  annote =       "ray tracing ``blobby'' models: finding roots of sums
                 of Gaussians",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "blob; I33 light reflection; I33 realism clouds; model
                 visible; root finding; TOG",
}

@Article{Sproull:1982:UPT,
  author =       "R. F. Sproull",
  title =        "Using program transformations to derive line-drawing
                 algorithms",
  journal =      j-TOG,
  volume =       "1",
  number =       "4",
  pages =        "259--273",
  month =        oct,
  year =         "1982",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/imager/imager.82.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "I33 display algorithms",
}

@Article{Anderson:1982:HLE,
  author =       "D. P. Anderson",
  title =        "Hidden Line Elimination in Projected Grid Surfaces",
  journal =      j-TOG,
  volume =       "1",
  number =       "4",
  pages =        "274--288",
  month =        oct,
  year =         "1982",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/siggraph/82.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "I37 hidden line algorithms",
}

@Article{Pavlidis:1983:CFC,
  author =       "Theodosios Pavlidis",
  title =        "Curve Fitting with Conic Splines",
  journal =      j-TOG,
  volume =       "2",
  number =       "1",
  pages =        "1--31",
  month =        jan,
  year =         "1983",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/imager/imager.83.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "I35 B{\'e}zier polynomials; I35 splines",
}

@Article{Sproull:1983:D,
  author =       "R. F. Sproull and I. E. Sutherland and A. Thomson and
                 S. Gupta and C. Minter",
  title =        "The 8 by 8 display",
  journal =      j-TOG,
  volume =       "2",
  number =       "1",
  pages =        "32--56",
  month =        jan,
  year =         "1983",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/imager/imager.83.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "frame-buffer; I32 display system",
}

@Article{Carlbom:1983:QAV,
  author =       "I. Carlbom and J. Michener",
  title =        "Quantitative Analysis of Vector Graphics System
                 Performance",
  journal =      j-TOG,
  volume =       "2",
  number =       "1",
  pages =        "57--88",
  month =        jan,
  year =         "1983",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/siggraph/83.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "I32 system performance evaluations and I36 addressing
                 schemes",
}

@Article{Tanner:1983:GEI,
  author =       "Peter P. Tanner",
  title =        "Guest Editor Introduction",
  journal =      j-TOG,
  volume =       "2",
  number =       "2",
  pages =        "89--89",
  month =        apr,
  year =         "1983",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 16:44:13 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Reeves:1983:PST,
  author =       "W. T. Reeves",
  title =        "Particle Systems -- a Technique for Modeling a Class
                 of Fuzzy Objects",
  journal =      j-TOG,
  volume =       "2",
  number =       "2",
  pages =        "91--108",
  month =        apr,
  year =         "1983",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/siggraph/83.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "I35 particle systems and I35 fuzzy objects and I37
                 aliasing and I37 clouds and I37 fire and I35 particle
                 systems and I37 temporal antialiasing and I37 water",
}

@Article{Barsky:1983:LCB,
  author =       "Brian A. Barsky and John C. Beatty",
  title =        "Local Control of Bias and Tension in Beta-splines",
  journal =      j-TOG,
  volume =       "2",
  number =       "2",
  pages =        "109--134",
  month =        apr,
  year =         "1983",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:10:04 1994",
  bibsource =    "Graphics/imager/imager.83.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  annote =       "Also published in SIGGRAPH '83 Conference Proceedings
                 (Vol. 17, No. 3).",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; CAD/CAM; curves and surfaces; design and
                 modeling; differential geometry; I35 splines",
}

@Article{Pike:1983:GOB,
  author =       "R. Pike",
  title =        "Graphics in overlapping bitmap layers",
  journal =      j-TOG,
  volume =       "2",
  number =       "2",
  pages =        "135--160",
  month =        apr,
  year =         "1983",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/imager/imager.83.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib;
                 https://www.math.utah.edu/pub/tex/bib/unix.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "bit blit; I33 asynchronous windows; I35 low-level
                 graphics primitives; I36 bitmap layers",
}

@Article{Kajiya:1983:NTR,
  author =       "James T. Kajiya",
  title =        "New Techniques for Ray Tracing Procedurally Defined
                 Objects",
  journal =      j-TOG,
  volume =       "2",
  number =       "3",
  pages =        "161--181",
  month =        jul,
  year =         "1983",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:12:20 1994",
  bibsource =    "Graphics/ray.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  note =         "Also appeared in SIGGRAPH '83 Proceedings, and in
                 Tutorial: Computer Graphics: Image Synthesis, Computer
                 Society Press, Washington, 1988, pp. 168--188.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "fractal; object intersection; prism; ray tracing;
                 surfaces of revolution",
}

@Article{Prosser:1983:IMG,
  author =       "Colin J. Prosser and Alistair C. Kilgour",
  title =        "An Integer Method for the Graphical Output of Conic
                 Sections",
  journal =      j-TOG,
  volume =       "2",
  number =       "3",
  pages =        "182--191",
  month =        jul,
  year =         "1983",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 6 16:45:56 1996",
  bibsource =    "Graphics/siggraph/83.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "I35 conic section definitions and I35 curve
                 generation",
}

@Article{Lane:1983:AFR,
  author =       "J. M. Lane and R. Magedson and M. Rarick",
  title =        "An Algorithm for Filling Regions on Graphics Display
                 Devices",
  journal =      j-TOG,
  volume =       "2",
  number =       "3",
  pages =        "192--196",
  month =        jul,
  year =         "1983",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:13:47 1994",
  bibsource =    "Graphics/siggraph/83.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "I35 shaded polygons; I37 filling algorithms",
}

@Article{Anderson:1983:TRP,
  author =       "D. P. Anderson",
  title =        "Techniques for Reducing Pen Plotting Time",
  journal =      j-TOG,
  volume =       "2",
  number =       "3",
  pages =        "197--212",
  month =        jul,
  year =         "1983",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/siggraph/83.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "I35 quadtrees and I36 plot minimisation",
}

@Article{Anonymous:1983:IA,
  author =       "Anonymous",
  title =        "Information for Authors",
  journal =      j-TOG,
  volume =       "2",
  number =       "3",
  pages =        "213--216",
  month =        jul,
  year =         "1983",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 15:51:22 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Burt:1983:MSA,
  author =       "P. J. Burt and E. H. Adelson",
  title =        "A multiresolution spline with application to image
                 mosaics",
  journal =      j-TOG,
  volume =       "2",
  number =       "4",
  pages =        "217--236",
  month =        oct,
  year =         "1983",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/imager/imager.83.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "I33 Image Mosaics; I35 Multiresolution Splines; I35
                 Splines",
}

@Article{McIlroy:1983:BAC,
  author =       "M. McIlroy",
  title =        "Best Approximate Circles on Integer Grids",
  journal =      j-TOG,
  volume =       "2",
  number =       "4",
  pages =        "237--263",
  month =        oct,
  year =         "1983",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/245.246",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:14:04 1994",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib;
                 https://www.math.utah.edu/pub/tex/bib/unix.bib",
  abstract =     "The problem of drawing an approximate circle on an
                 integer $x$--$y$ grid has a unique best solution in
                 practical cases. If the center is (0, 0) and the square
                 of the radius ($ r^2$) is integral, then each grid line
                 that intersects the circle contains near each
                 intersection a unique grid point that simultaneously
                 minimizes (1) the residual $ x^2 + y^2 - r^2$, (2)
                 Euclidean distance to the circle, and (3) displacement
                 along the grid line from the intersection. Thus the set
                 of such minimizing points is the ``best'' approximation
                 to the circle in several natural senses. Criteria
                 (1)--(3) collectively, but not severally, define unique
                 approximate circles when half-integer center
                 coordinates and integer squared diameters ($ 4 r^2$)
                 are admitted. In other cases the criteria may disagree.
                 Simple, efficient, all-integer algorithms for drawing
                 circles and arcs with approximately known endpoints
                 follow from the analysis. Diophantine problems arise in
                 connection with the occasional appearance of sharp
                 (90$^\ocirc $) corners in the resulting
                 approximations.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; theory; verification",
  review =       "ACM CR 8502-0147",
  subject =      "I.3 Computing Methodologies, COMPUTER GRAPHICS,
                 Picture/Image Generation \\ F.2.2 Theory of
                 Computation, ANALYSIS OF ALGORITHMS AND PROBLEM
                 COMPLEXITY, Nonnumerical Algorithms and Problems,
                 Geometrical problems and computations",
}

@Article{Dunlavey:1983:EPF,
  author =       "M. R. Dunlavey",
  title =        "Efficient Polygon-Filling Algorithms for Raster
                 Displays",
  journal =      j-TOG,
  volume =       "2",
  number =       "4",
  pages =        "264--273",
  month =        oct,
  year =         "1983",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/siggraph/83.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "I37 Filling Algorithm",
}

@Article{Liang:1984:NCM,
  author =       "Y.-D. Liang and B. A. Barsky",
  title =        "A New Concept and Method for Line Clipping",
  journal =      j-TOG,
  volume =       "3",
  number =       "1",
  pages =        "1--22",
  month =        jan,
  year =         "1984",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:22:24 1994",
  bibsource =    "Graphics/siggraph/84.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "I33 Line Clipping",
}

@Article{Lantz:1984:SGD,
  author =       "K. A. Lantz and W. I. Nowicki",
  title =        "Structured Graphics for Distributed Systems",
  journal =      j-TOG,
  volume =       "3",
  number =       "1",
  pages =        "23--51",
  month =        jan,
  year =         "1984",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/imager/imager.84.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "I32 distributed systems; I32 workstations; I36 user
                 interfaces",
}

@Article{Weghorst:1984:ICM,
  author =       "Hank Weghorst and Gary Hooper and Donald P.
                 Greenberg",
  title =        "Improved Computational Methods for Ray Tracing",
  journal =      j-TOG,
  volume =       "3",
  number =       "1",
  pages =        "52--69",
  month =        jan,
  year =         "1984",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/imager/imager.84.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  annote =       "discussion of bounding volumes, hierarchical
                 structures and the ``item buffer'' \\ This paper
                 describes algorithmic procedures that have been
                 implemented to reduce the computational expense of
                 producing ray-traced images. The selection of bounding
                 volumes is examined to reduce the computational cost of
                 the ray-intersection test. The use of object coherence,
                 which relies on a hierarchical description of the
                 environment, is then presented. Finally, since the
                 building of the ray-intersection trees is such a large
                 portion of the computation, a method using image
                 coherence is described. This visible-surface
                 preprocessing method, which is dependent upon the
                 creation of an ``item buffer,'' takes advantage of {\em
                 a priori} image formation. Examples that indicate the
                 efficiency of these techniques for a variety of
                 representative environments are presented.",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "bounding volume; I35 Ray Tracing",
}

@Article{Levy:1984:VSG,
  author =       "Henry M. Levy",
  title =        "{VAXstation}: a General-Purpose Raster Graphics
                 Architecture",
  journal =      j-TOG,
  volume =       "3",
  number =       "1",
  pages =        "70--83",
  month =        jan,
  year =         "1984",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/357332.357336",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/imager/imager.84.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A raster graphics architecture and a raster graphics
                 device are described. The graphics architecture is an
                 extension of the RasterOp model and supports operations
                 for rectangle movement, text writing, curve drawing,
                 flood, and fill. The architecture is intended for
                 implementation by both closely and loosely coupled
                 display subsystems. The first implementation of the
                 architecture is a remote raster display connected by
                 fiber optics to a VAX minicomputer. The device contains
                 a separate microprocessor, frame buffer, and additional
                 local memory; it is capable of executing raster
                 commands on operands in local memory or VAX host
                 memory.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "I32 raster graphics architecture; I32 workstations",
}

@Article{Edahiro:1984:NPL,
  author =       "M. Edahiro and I. Kokubo and Ta. Asano",
  title =        "A new point-location algorithm and its practical
                 efficiency: comparison with existing algorithms",
  journal =      j-TOG,
  volume =       "3",
  number =       "2",
  pages =        "86--109",
  month =        apr,
  year =         "1984",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:17:50 1994",
  bibsource =    "Graphics/siggraph/84.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "bucketing; computational complexity; computational
                 geometry; implementing algorithms; multidimensional
                 search; planar graphs; point location; VLSI design",
}

@Article{Ghosh:1984:BTA,
  author =       "P. K. Ghosh and S. P. Mudur",
  title =        "The Bush-Trajectory Approach to Figure Specification:
                 Some Algebraic Solutions",
  journal =      j-TOG,
  volume =       "3",
  number =       "2",
  pages =        "110--134",
  month =        apr,
  year =         "1984",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/imager/imager.84.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "I37 figure specification",
}

@Article{Chazelle:1984:TSC,
  author =       "B. Chazelle and J. Incerpi",
  title =        "Triangulation and shape-complexity",
  journal =      j-TOG,
  volume =       "3",
  number =       "2",
  pages =        "135--152",
  month =        apr,
  year =         "1984",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/siggraph/84.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "decomposition; divide-and-conquer; polygons; simple;
                 triangulation",
  oldlabel =     "geom-1055",
}

@Article{Fournier:1984:TSP,
  author =       "A. Fournier and D. Y. Montuno",
  title =        "Triangulating Simple Polygons and Equivalent
                 Problems",
  journal =      j-TOG,
  volume =       "3",
  number =       "2",
  pages =        "153--174",
  month =        apr,
  year =         "1984",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/imager/imager.84.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  annote =       "Also, DGP Technical Memo DGP84--4.",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computational geometry; decomposition; scan
                 conversion; trapezoid",
}

@Article{Olsen:1984:PAU,
  author =       "Dan R. {Olsen, Jr.}",
  title =        "Pushdown automata for user interface management",
  journal =      j-TOG,
  volume =       "3",
  number =       "3",
  pages =        "177--203",
  month =        jul,
  year =         "1984",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/siggraph/84.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "automata; graphical device handling; interaction",
}

@Article{Goldman:1984:MCC,
  author =       "Ronald N. Goldman",
  title =        "{Markov} Chains and Computer-Aided Geometric Design:
                 {Part I} --- Problems and Constraints",
  journal =      j-TOG,
  volume =       "3",
  number =       "3",
  pages =        "204--222",
  month =        jul,
  year =         "1984",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:20:34 1994",
  bibsource =    "Graphics/siggraph/84.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "probability distribution; stochastic process",
}

@Article{vanWijk:1984:RTO,
  author =       "Jarke J. van Wijk",
  title =        "Ray Tracing Objects Defined By Sweeping Planar Cubic
                 Splines",
  journal =      j-TOG,
  volume =       "3",
  number =       "3",
  pages =        "223--237",
  month =        jul,
  year =         "1984",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 13:10:45 1996",
  bibsource =    "Graphics/imager/imager.84.bib;
                 Graphics/siggraph/85.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  annote =       "ray tracing prisms, cones, and surfaces of revolution
                 \\ The crucial step in a program based on ray tracing
                 is the calculation of the intersection of a line with
                 an object. In this paper, algorithms are presented for
                 performing this calculation for objects defined by
                 sweeping a planar cubic spline through space.
                 Translational, rotational, and conic sweeping are
                 treated. Besides solutions for the exact calculation,
                 rectangle tests for improving efficiency are given.
                 Possible extensions and improvements are discussed.",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "cones; I37 ray-tracing and I35 sweeping planar cubic
                 splines; object intersection; prisms; ray tracing
                 intersect sweep; spline; surfaces of revolution; TOG",
}

@Article{Anonymous:1984:IA,
  author =       "Anonymous",
  title =        "Information for Authors",
  journal =      j-TOG,
  volume =       "3",
  number =       "3",
  pages =        "238--240",
  month =        jul,
  year =         "1984",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 13:10:43 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Forrest:1984:GEI,
  author =       "Robin Forrest and Leo Guibas and Jurg Nievergelt",
  title =        "{Guest Editor}'s Introduction to Special Issue on
                 Computational Geometry",
  journal =      j-TOG,
  volume =       "3",
  number =       "4",
  pages =        "241--243",
  month =        oct,
  year =         "1984",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 16:50:37 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tor:1984:CDS,
  author =       "S. B. Tor and A. E. Middleditch",
  title =        "Convex Decomposition of Simple Polygons",
  journal =      j-TOG,
  volume =       "3",
  number =       "4",
  pages =        "244--265",
  month =        oct,
  year =         "1984",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/imager/imager.84.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "complexity; geometric modeling; geometrical convexity;
                 I35 convex decomposition; point set operations;
                 polygons; region decomposition",
}

@Article{Boissonnat:1984:GST,
  author =       "Jean-Daniel Boissonnat",
  title =        "Geometric structures for three-dimensional shape
                 representation",
  journal =      j-TOG,
  volume =       "3",
  number =       "4",
  pages =        "266--286",
  month =        oct,
  year =         "1984",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/imager/imager.84.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "$k-d$ tree; computational geometry; Delaunay
                 triangulation; polyhedra",
}

@Article{Lee:1984:AFE,
  author =       "Y. T. Lee and A. de Pennington and N. K. Shaw",
  title =        "Automatic finite-element mesh generation from
                 geometric models --- {A} point-based approach",
  journal =      j-TOG,
  volume =       "3",
  number =       "4",
  pages =        "287--311",
  month =        oct,
  year =         "1984",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/imager/imager.84.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computational geometry; CSG; finite-element analysis;
                 geometric modeling; mesh construction; point
                 distribution",
}

@Article{Badler:1984:WC,
  author =       "Norman I. Badler and Tamar E. Granor",
  title =        "The window controller",
  journal =      j-TOG,
  volume =       "3",
  number =       "4",
  pages =        "312--315",
  month =        oct,
  year =         "1984",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/siggraph/84.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Field:1985:ILI,
  author =       "Dan Field",
  title =        "Incremental Linear Interpolation",
  journal =      j-TOG,
  volume =       "4",
  number =       "1",
  pages =        "1--11",
  month =        jan,
  year =         "1985",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:29:02 1994",
  bibsource =    "Graphics/siggraph/85.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/3976.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Bresenham's algorithm; digital differential analyzer;
                 scan conversion",
  subject =      "{\bf G.1.1}: Mathematics of Computing, NUMERICAL
                 ANALYSIS, Interpolation. {\bf G.1.0}: Mathematics of
                 Computing, NUMERICAL ANALYSIS, General, Error analysis.
                 {\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display
                 algorithms.",
}

@Article{Goldman:1985:MCC,
  author =       "R. N. Goldman",
  title =        "{Markov} Chains and Computer Aided Geometric Design
                 {II} --- Examples and Subdivision Matrices",
  journal =      j-TOG,
  volume =       "4",
  number =       "1",
  pages =        "12--40",
  month =        jan,
  year =         "1985",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/imager/imager.85.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/3974.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "design; I37 Markov processes; I37 stochastic
                 processes; probability distribution; stochastic
                 process; theory",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 F.2.2}: Theory of Computation, ANALYSIS OF ALGORITHMS
                 AND PROBLEM COMPLEXITY, Nonnumerical Algorithms and
                 Problems, Geometrical problems and computations. {\bf
                 J.6}: Computer Applications, COMPUTER-AIDED
                 ENGINEERING, Computer-aided design (CAD).",
}

@Article{Ayala:1985:ORM,
  author =       "D. Ayala and P. Brunet and R. Juan and I. Navazo",
  title =        "Object representation by means of nonminimal division
                 quadtrees and octrees",
  journal =      j-TOG,
  volume =       "4",
  number =       "1",
  pages =        "41--59",
  month =        jan,
  year =         "1985",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/imager/imager.85.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/3975.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; geometric modeling",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 I.3.5}: Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Geometric
                 algorithms, languages, and systems. {\bf I.3.5}:
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Modeling
                 packages. {\bf I.3.3}: Computing Methodologies,
                 COMPUTER GRAPHICS, Picture/Image Generation, Display
                 algorithms.",
}

@Article{Woo:1985:LTA,
  author =       "T. C. Woo and S. Y. Shin",
  title =        "A Linear Time Algorithm for Triangulating a
                 Point-Visible Polygon",
  journal =      j-TOG,
  volume =       "4",
  number =       "1",
  pages =        "60--69",
  month =        jan,
  year =         "1985",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 6 16:58:51 1996",
  bibsource =    "Graphics/siggraph/85.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computational geometry; triangulation",
}

@Article{Anonymous:1985:AI,
  author =       "Anonymous",
  title =        "Author Index",
  journal =      j-TOG,
  volume =       "4",
  number =       "1",
  pages =        "71--72",
  month =        jan,
  year =         "1985",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 15:42:46 1996",
  bibsource =    "Graphics/siggraph/85.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guibas:1985:PMG,
  author =       "Leonidas Guibas and Jorge Stolfi",
  title =        "Primitives for the manipulation of general
                 subdivisions and computation of {Voronoi} diagrams",
  journal =      j-TOG,
  volume =       "4",
  number =       "2",
  pages =        "74--123",
  month =        apr,
  year =         "1985",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:30:45 1994",
  bibsource =    "Graphics/imager/imager.85.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "closest point; computational topology; convex hull;
                 data structuring; Delaunay diagrams; design of
                 algorithms; Euler operators; geometric primitives;
                 nearest neighbors; planar graphs; point location;
                 representation of polyhedra; triangulations",
}

@Article{Nishita:1985:SMP,
  author =       "T. Nishita and I. Okamura and E. Nakamae",
  title =        "Shading Models for Point and Linear Sources",
  journal =      j-TOG,
  volume =       "4",
  number =       "2",
  pages =        "124--146",
  month =        apr,
  year =         "1985",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 26 02:08:52 1994",
  bibsource =    "Graphics/imager/imager.85.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "I37 shading models; lighting simulation; luminous
                 intensity distribution",
}

@Article{VanAken:1985:CDA,
  author =       "J. {Van Aken} and M. Novak",
  title =        "Curve-Drawing Algorithms for Raster Displays",
  journal =      j-TOG,
  volume =       "4",
  number =       "2",
  pages =        "147--169",
  month =        apr,
  year =         "1985",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/imager/imager.85.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  annote =       "Corrections in TOG 1987 vol.6 no.1, p.80",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "I35 curve drawing algorithms",
}

@Article{Cohen:1985:ADR,
  author =       "Elaine Cohen and Tom Lyche and Larry L. Schumaker",
  title =        "Algorithms for degree-raising of splines",
  journal =      j-TOG,
  volume =       "4",
  number =       "3",
  pages =        "171--181",
  month =        jul,
  year =         "1985",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/imager/imager.85.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "B-spline; subdivision",
}

@Article{Samet:1985:SCP,
  author =       "Hanan Samet and Robert E. Webber",
  title =        "Storing a collection of polygons using quadtrees",
  journal =      j-TOG,
  volume =       "4",
  number =       "3",
  pages =        "182--222",
  month =        jul,
  year =         "1985",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/imager/imager.85.bib;
                 Graphics/siggraph/82.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "geographic information; hierarchical data structures;
                 line representations; map overlay; polygonal
                 representations",
}

@Article{Goldman:1985:IEV,
  author =       "Ronald N. Goldman",
  title =        "Illicit expressions in vector algebra",
  journal =      j-TOG,
  volume =       "4",
  number =       "3",
  pages =        "223--243",
  month =        jul,
  year =         "1985",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/imager/imager.85.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "vector geometry",
}

@Article{Anonymous:1985:CP,
  author =       "Anonymous",
  title =        "Call for Papers",
  journal =      j-TOG,
  volume =       "4",
  number =       "3",
  pages =        "244--244",
  month =        jul,
  year =         "1985",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 15:44:00 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Robertson:1985:ASS,
  author =       "Philip K. Robertson and John F. O'Callaghan",
  title =        "The Application of Scene Synthesis Techniques to the
                 Display of Multidimensional Image Data",
  journal =      j-TOG,
  volume =       "4",
  number =       "4",
  pages =        "247--274",
  month =        oct,
  year =         "1985",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:33:57 1994",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  note =         "See corrigenda \cite{Robertson:1987:CAS}.",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/6117.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; I30 picture processing; I37 realism; I37
                 scene synthesis; theory",
  review =       "ACM CR 8704-0311",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation. {\bf H.1.2}:
                 Information Systems, MODELS AND PRINCIPLES,
                 User/Machine Systems.",
}

@Article{Patterson:1985:PTP,
  author =       "Richard R. Patterson",
  title =        "Projective Transformations of the Parameter of a
                 {Bernstein}-{B{\'e}zier} Curve",
  journal =      j-TOG,
  volume =       "4",
  number =       "4",
  pages =        "276--290",
  month =        oct,
  year =         "1985",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:33:07 1994",
  bibsource =    "Graphics/siggraph/86.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  note =         "See corrigendum \cite{Patterson:1987:CPT}.",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/6119.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "design; I35 Bernstein--B{\'e}zier curve; I35
                 projective transformations; theory",
  review =       "ACM CR 8704-0312",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 F.2.2}: Theory of Computation, ANALYSIS OF ALGORITHMS
                 AND PROBLEM COMPLEXITY, Nonnumerical Algorithms and
                 Problems, Geometrical problems and computations.",
}

@Article{Bronsvoort:1985:RTG,
  author =       "Willem F. Bronsvoort and Fopke Klok",
  title =        "Ray Tracing Generalized Cylinders",
  journal =      j-TOG,
  volume =       "4",
  number =       "4",
  pages =        "291--303",
  month =        oct,
  year =         "1985",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:27:04 1994",
  bibsource =    "Graphics/imager/imager.85.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  note =         "See corrigendum \cite{Bronsvoort:1987:CRT}.",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/6118.html",
  acknowledgement = ack-nhfb,
  annote =       "An algorithm is presented for ray tracing generalized
                 cylinders, that is, objects defined by sweeping a
                 two-dimensional contour along a three-dimensional
                 trajectory. The contour can be any ``well-behaved''
                 curve in the sense that it is continuous, and that the
                 points where the tangent is horizontal or vertical can
                 be determined; the trajectory can be any spline curve.
                 First a definition is given of generalized cylinders in
                 terms of the Frenet frame of the trajectory. Then the
                 main problem in ray tracing these objects, the
                 computation of the intersection points with a ray, is
                 reduced to the problem of intersecting two
                 two-dimensional curves. This problem is solved by a
                 subdivision algorithm. The three-dimensional normal at
                 the intersection point closest to the eye point,
                 necessary to perform the shading, is obtained by
                 transforming the two-dimensional normal at the
                 corresponding intersection point of the two
                 two-dimensional curves. In this way it is possible to
                 obtain highly realistic images for a very broad class
                 of objects.",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; Frenet frame; human factors; I37
                 ray tracing; object intersection; solid modeling;
                 splines; theory",
  review =       "ACM CR 8708-0703",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 I.3.5}: Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Geometric
                 algorithms, languages, and systems. {\bf I.3.5}:
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Modeling
                 packages. {\bf I.3.7}: Computing Methodologies,
                 COMPUTER GRAPHICS, Three-Dimensional Graphics and
                 Realism, Color, shading, shadowing, and texture. {\bf
                 J.6}: Computer Applications, COMPUTER-AIDED
                 ENGINEERING, Computer-aided design (CAD). {\bf I.3.7}:
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism, Visible
                 line/surface algorithms.",
}

@Article{Mantyla:1986:BOM,
  author =       "Martti Mantyla",
  title =        "{Boolean} operations of 2-manifolds through vertex
                 neighborhood classification",
  journal =      j-TOG,
  volume =       "5",
  number =       "1",
  pages =        "1--29",
  month =        jan,
  year =         "1986",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:47:29 1994",
  bibsource =    "Graphics/imager/imager.86.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/7530.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; set operations; shape operations; solid
                 modeling",
  review =       "ACM CR 8707-0610",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Geometric algorithms, languages, and systems. {\bf
                 J.6}: Computer Applications, COMPUTER-AIDED
                 ENGINEERING, Computer-aided design (CAD). {\bf F.2.2}:
                 Theory of Computation, ANALYSIS OF ALGORITHMS AND
                 PROBLEM COMPLEXITY, Nonnumerical Algorithms and
                 Problems, Geometrical problems and computations.",
}

@Article{Meyer:1986:EEC,
  author =       "Gary W. Meyer and Holly E. Rushmeier and Michael F.
                 Cohen and Donald P. Greenberg and Kenneth E. Torrance",
  title =        "An Experimental Evaluation of Computer Graphics
                 Imagery",
  journal =      j-TOG,
  volume =       "5",
  number =       "1",
  pages =        "30--50",
  month =        jan,
  year =         "1986",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:47:53 1994",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/7920.html",
  acknowledgement = ack-nhfb,
  annote =       "side-by-side test of reality vs. a radiosity image",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "experimentation; human factors; measurement;
                 verification",
  review =       "ACM CR 8707-0608",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Viewing algorithms.
                 {\bf I.3.6}: Computing Methodologies, COMPUTER
                 GRAPHICS, Methodology and Techniques, Ergonomics. {\bf
                 I.3.7}: Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism, Color, shading,
                 shadowing, and texture. {\bf I.4.8}: Computing
                 Methodologies, IMAGE PROCESSING, Scene Analysis,
                 Photometry. {\bf I.2.10}: Computing Methodologies,
                 ARTIFICIAL INTELLIGENCE, Vision and Scene
                 Understanding, Intensity, color, photometry, and
                 thresholding.",
}

@Article{Cook:1986:SSC,
  author =       "Robert L. Cook",
  title =        "Stochastic Sampling in Computer Graphics",
  journal =      j-TOG,
  volume =       "5",
  number =       "1",
  pages =        "51--72",
  month =        jan,
  year =         "1986",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:39:28 1994",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  note =         "See remarks \cite{Pavlidis:1990:RCS,Wold:1990:RCS}.
                 Also in Tutorial: Computer Graphics: Image Synthesis,
                 Computer Society Press, Washington, 1988, pp.
                 283--304.",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/8927.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; antialiasing; depth of field; filtering;
                 image synthesis; Monte Carlo integration; motion blur;
                 raster graphics; ray tracing; stochastic sampling",
  review =       "ACM CR 8709-0784",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Viewing algorithms.
                 {\bf G.3}: Mathematics of Computing, PROBABILITY AND
                 STATISTICS, Probabilistic algorithms (including Monte
                 Carlo).",
}

@Article{Foley:1986:GEIa,
  author =       "James Foley",
  title =        "{Guest Editor}'s Introduction: Special Issue on User
                 Interface Software",
  journal =      j-TOG,
  volume =       "5",
  number =       "2",
  pages =        "75--78",
  month =        apr,
  year =         "1986",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 17:02:57 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Scheifler:1986:XWS,
  author =       "Robert W. Scheifler and Jim Gettys",
  title =        "The {X} Window System",
  journal =      j-TOG,
  volume =       "5",
  number =       "2",
  pages =        "79--109",
  month =        apr,
  year =         "1986",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:51:29 1994",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/24053.html",
  acknowledgement = ack-nhfb,
  annote =       "An overview of the X Window System is presented,
                 focusing on the system substrate and the low-level
                 facilities provided to build applications and to manage
                 the desktop. The system provides high-performance,
                 high-level, device-independent graphics. A hierarchy of
                 resizable, overlapping windows allows a wide variety of
                 application and user interfaces to be built easily.
                 Network-transparent access to the display provides an
                 important degree of functional separation, without
                 significantly affecting performance, which is crucial
                 to building applications for a distributed environment.
                 To a reasonable extent, desktop management can be
                 custom-tailored to individual environments, without
                 modifying the base system and typically without
                 affecting applications.",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "communication management; computer graphics;
                 computer-communication networks; design; device
                 independence; distributed applications; distributed
                 systems; distributed/network graphics; experimentation;
                 graphics packages; graphics systems; graphics
                 utilities; human factors; interaction techniques;
                 methodology and techniques; models and principles;
                 network communication; network protocols; operating
                 systems; protocol architecture; software support;
                 standardization; terminal management; user/machine
                 systems; virtual terminals; window managers; window
                 systems",
  review =       "ACM CR 8803-0219",
  subject =      "{\bf I.3.2}: Computing Methodologies, COMPUTER
                 GRAPHICS, Graphics Systems, Distributed/network
                 graphics. {\bf D.4.4}: Software, OPERATING SYSTEMS,
                 Communications Management, Terminal management. {\bf
                 H.1.2}: Information Systems, MODELS AND PRINCIPLES,
                 User/Machine Systems, Human factors. {\bf I.3.4}:
                 Computing Methodologies, COMPUTER GRAPHICS, Graphics
                 Utilities, Graphics packages. {\bf I.3.4}: Computing
                 Methodologies, COMPUTER GRAPHICS, Graphics Utilities,
                 Software support. {\bf I.3.6}: Computing Methodologies,
                 COMPUTER GRAPHICS, Methodology and Techniques, Device
                 independence. {\bf I.3.6}: Computing Methodologies,
                 COMPUTER GRAPHICS, Methodology and Techniques,
                 Interaction techniques.",
}

@Article{Mackinlay:1986:ADG,
  author =       "Jock Mackinlay",
  title =        "Automating the Design of Graphical Presentations of
                 Relational Information",
  journal =      j-TOG,
  volume =       "5",
  number =       "2",
  pages =        "110--141",
  month =        apr,
  year =         "1986",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:46:30 1994",
  bibsource =    "Graphics/siggraph/86.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/22950.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; applications and expert systems;
                 artificial intelligence; automatic generation;
                 composition algebra; computer graphics; design; device
                 independence; effectiveness; ergonomics;
                 expressiveness; graphic design; human factors; human
                 information processing; information presentation;
                 information storage and retrieval; languages;
                 methodology and techniques; models and principles;
                 presentation tool; software engineering; systems and
                 software; theory; tools and techniques; user interface;
                 user interfaces; user/machine systems",
  subject =      "{\bf D.2.2}: Software, SOFTWARE ENGINEERING, Tools and
                 Techniques, User interfaces. {\bf H.1.2}: Information
                 Systems, MODELS AND PRINCIPLES, User/Machine Systems,
                 Human information processing. {\bf H.3.4}: Information
                 Systems, INFORMATION STORAGE AND RETRIEVAL, Systems and
                 Software. {\bf I.2.1}: Computing Methodologies,
                 ARTIFICIAL INTELLIGENCE, Applications and Expert
                 Systems. {\bf I.3.6}: Computing Methodologies, COMPUTER
                 GRAPHICS, Methodology and Techniques, Device
                 independence. {\bf I.3.6}: Computing Methodologies,
                 COMPUTER GRAPHICS, Methodology and Techniques,
                 Ergonomics.",
}

@Article{Barth:1986:OOA,
  author =       "Paul S. Barth",
  title =        "An Object-Oriented Approach to Graphical Interfaces",
  journal =      j-TOG,
  volume =       "5",
  number =       "2",
  pages =        "142--172",
  month =        apr,
  year =         "1986",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:37:27 1994",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/22951.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computer graphics; design; extensible languages;
                 graphical constraints; graphical interfaces; graphics
                 utilities; language classifications; languages;
                 methodology and techniques; object-oriented graphics;
                 programming languages; software reusability; software
                 support",
  review =       "ACM CR 8803-0185",
  subject =      "{\bf D.3.2}: Software, PROGRAMMING LANGUAGES, Language
                 Classifications. {\bf I.3.6}: Computing Methodologies,
                 COMPUTER GRAPHICS, Methodology and Techniques,
                 Languages. {\bf I.3.4}: Computing Methodologies,
                 COMPUTER GRAPHICS, Graphics Utilities, Software
                 support. {\bf I.3.6}: Computing Methodologies, COMPUTER
                 GRAPHICS, Methodology and Techniques, GROW. {\bf
                 D.3.2}: Software, PROGRAMMING LANGUAGES, Language
                 Classifications, Extensible languages.",
}

@Article{Foley:1986:GEIb,
  author =       "James Foley",
  title =        "{Guest Editor}'s Introduction: Special Issue on User
                 Interface Software",
  journal =      j-TOG,
  volume =       "5",
  number =       "3",
  pages =        "175--178",
  month =        jul,
  year =         "1986",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 17:04:13 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hill:1986:SCC,
  author =       "Ralph D. Hill",
  title =        "Supporting Concurrency, Communication, and
                 Synchronization in Human-Computer Interaction -- the
                 {Sassafras} {UIMS}",
  journal =      j-TOG,
  volume =       "5",
  number =       "3",
  pages =        "179--210",
  month =        jul,
  year =         "1986",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:44:29 1994",
  bibsource =    "Graphics/siggraph/86.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/24055.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computer graphics; concurrency; design;
                 experimentation; human factors; information systems;
                 interaction techniques; languages; message passing;
                 methodology and techniques; software engineering; tools
                 and techniques; user interface management systems; user
                 interfaces; user/machine systems",
  review =       "ACM CR 8712-0990",
  subject =      "{\bf D.2.2}: Software, SOFTWARE ENGINEERING, Tools and
                 Techniques, Sassafras. {\bf I.3.6}: Computing
                 Methodologies, COMPUTER GRAPHICS, Methodology and
                 Techniques, Languages. {\bf I.3.6}: Computing
                 Methodologies, COMPUTER GRAPHICS, Methodology and
                 Techniques, Interaction techniques. {\bf H.1.2}:
                 Information Systems, MODELS AND PRINCIPLES,
                 User/Machine Systems, Human factors. {\bf H.1.2}:
                 Information Systems, MODELS AND PRINCIPLES,
                 User/Machine Systems, UIMS.",
}

@Article{Henderson:1986:RUM,
  author =       "D. Austin {Henderson, Jr.} and Stuart K. Card",
  title =        "Rooms: the Use of Multiple Virtual Workspaces to
                 Reduce Space Contention in a Window-Based Graphical
                 User Interface",
  journal =      j-TOG,
  volume =       "5",
  number =       "3",
  pages =        "211--243",
  month =        jul,
  year =         "1986",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:42:58 1994",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/24056.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "bounded locality interval; computer graphics; design;
                 desktop; ergonomics; human factors; human information
                 processing; interaction techniques; locality set;
                 methodology and technique; models and principles;
                 operating systems; project views; resource contention;
                 rooms; storage management; theory; user/machine
                 systems; virtual memory; virtual workspace windows;
                 window manager; working set",
  subject =      "{\bf D.4.2}: Software, OPERATING SYSTEMS, Storage
                 Management, Virtual memory. {\bf H.1.2}: Information
                 Systems, MODELS AND PRINCIPLES, User/Machine Systems,
                 Human factors. {\bf H.1.2}: Information Systems, MODELS
                 AND PRINCIPLES, User/Machine Systems, Human information
                 processing. {\bf I.3.6}: Computing Methodologies,
                 COMPUTER GRAPHICS, Methodology and Techniques,
                 Ergonomics. {\bf I.3.6}: Computing Methodologies,
                 COMPUTER GRAPHICS, Methodology and Techniques,
                 Interaction techniques.",
}

@Article{Green:1986:STD,
  author =       "Mark Green",
  title =        "A Survey of Three Dialogue Models",
  journal =      j-TOG,
  volume =       "5",
  number =       "3",
  pages =        "244--275",
  month =        jul,
  year =         "1986",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:41:43 1994",
  bibsource =    "Graphics/siggraph/86.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/24057.html",
  acknowledgement = ack-nhfb,
  annote =       "A dialogue model is an abstract model that is used to
                 describe the structure of the dialogue between a user
                 and an interactive computer system. Dialogue models
                 form the basis of the notations that are used in user
                 interface management systems (UIMS). In this paper
                 three classes of dialogue models are investigated.
                 These classes are transition networks, grammars, and
                 events. Formal definitions of all three models are
                 presented, along with algorithms for converting the
                 notations into an executable form. It is shown that the
                 event model has the greatest descriptive power.
                 Efficient algorithms for converting from the transition
                 diagram and grammar models to the event model are
                 presented. The implications of these results for the
                 design and implementation of UIMSs are also
                 discussed.",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; automata; computation by abstract devices;
                 computer graphics; design; dialogue models; human
                 factors; human-computer interaction; languages;
                 methodology and techniques; models of computation;
                 software engineering; theory; tools and techniques;
                 user interface management; user interfaces",
  subject =      "{\bf D.2.2}: Software, SOFTWARE ENGINEERING, Tools and
                 Techniques, User interfaces. {\bf F.1.1}: Theory of
                 Computation, COMPUTATION BY ABSTRACT DEVICES, Models of
                 Computation, Automata. {\bf I.3.6}: Computing
                 Methodologies, COMPUTER GRAPHICS, Methodology and
                 Techniques, Interaction techniques.",
}

@Article{Anonymous:1986:IA,
  author =       "Anonymous",
  title =        "Information for Authors",
  journal =      j-TOG,
  volume =       "5",
  number =       "3",
  pages =        "276--278",
  month =        jul,
  year =         "1986",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 17:06:48 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Foley:1986:GEIc,
  author =       "James Foley",
  title =        "{Guest Editor}'s Introduction: Special Issue on User
                 Interface Software",
  journal =      j-TOG,
  volume =       "5",
  number =       "4",
  pages =        "279--282",
  month =        oct,
  year =         "1986",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 17:04:13 1996",
  bibsource =    "Graphics/siggraph/86.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jacob:1986:SLD,
  author =       "Robert J. K. Jacob",
  title =        "A Specification Language for Direct-Manipulation User
                 Interfaces",
  journal =      j-TOG,
  volume =       "5",
  number =       "4",
  pages =        "283--317",
  month =        oct,
  year =         "1986",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Aug 13 17:25:58 MDT 1994",
  bibsource =    "Graphics/siggraph/86.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/27624.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "design; direct manipulation; human factors; languages;
                 logics and meanings of programs; models and principles;
                 software engineering; specification language;
                 specification techniques; specifying and verifying and
                 reasoning about programs; state transition diagram;
                 tools and techniques; user interfaces; user-interface
                 management system (UIMS); user/machine systems",
  review =       "ACM CR 8804-0266",
  subject =      "{\bf D.2.2}: Software, SOFTWARE ENGINEERING, Tools and
                 Techniques, User interfaces. {\bf H.1.2}: Information
                 Systems, MODELS AND PRINCIPLES, User/Machine Systems,
                 Human factors. {\bf F.3.1}: Theory of Computation,
                 LOGICS AND MEANINGS OF PROGRAMS, Specifying and
                 Verifying and Reasoning about Programs, Specification
                 techniques. {\bf D.2.1}: Software, SOFTWARE
                 ENGINEERING, Requirements/Specifications, Languages.",
}

@Article{Olsen:1986:MMI,
  author =       "Dan R. {Olsen, Jr.}",
  title =        "{MIKE}: The Menu Interaction Kontrol Environment",
  journal =      j-TOG,
  volume =       "5",
  number =       "4",
  pages =        "318--344",
  month =        oct,
  year =         "1986",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:49:36 1994",
  bibsource =    "Graphics/siggraph/86.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/28868.html",
  acknowledgement = ack-nhfb,
  annote =       "A User Interface Management System (UIMS) called MIKE
                 that does not use the syntactic specifications found in
                 most UIMSs is described. Instead, MIKE provides a
                 default syntax that is automatically generated from the
                 definition of the semantic commands that the
                 interaction is to support. The default syntax is
                 refined using an interface editor that allows
                 modification of the presentation of the interface. It
                 is shown how active pictures can be created by adding
                 action expressions to the viewports of MIKE's windowing
                 system. The implications of MIKE's command-based
                 dialogue description are discussed in terms of
                 extensible interfaces, device and dialogue-style
                 independence, and system support functions.",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computer graphics; design; dialogue design tools;
                 human factors; human-computer interfaces; interaction
                 techniques; methodologies; methodology and techniques;
                 miscellaneous; rapid prototyping; software engineering;
                 UIMS; user interface management systems",
  review =       "ACM CR 8803-0183",
  subject =      "{\bf D.2.2}: Software, SOFTWARE ENGINEERING, Tools and
                 Techniques, User interfaces. {\bf D.2.m}: Software,
                 SOFTWARE ENGINEERING, Miscellaneous, Rapid prototyping.
                 {\bf I.3.6}: Computing Methodologies, COMPUTER
                 GRAPHICS, Methodology and Techniques, Interaction
                 techniques. {\bf H.1.2}: Information Systems, MODELS
                 AND PRINCIPLES, User/Machine Systems, Human factors.
                 {\bf D.2.2}: Software, SOFTWARE ENGINEERING, Tools and
                 Techniques, MIKE. {\bf D.2.10}: Software, SOFTWARE
                 ENGINEERING, Design, Methodologies.",
}

@Article{Borning:1986:CBT,
  author =       "Alan Borning and Robert Duisberg",
  title =        "Constraint-Based Tools for Building User Interfaces",
  journal =      j-TOG,
  volume =       "5",
  number =       "4",
  pages =        "345--374",
  month =        oct,
  year =         "1986",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:38:23 1994",
  bibsource =    "Graphics/siggraph/86.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/29354.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; animation; computer graphics; consistency
                 of multiple views; constraint satisfaction;
                 constraints; graphical programming; language
                 classifications; languages; methodology and techniques;
                 miscellaneous; nonprocedural languages; object-oriented
                 programming; programming languages; rapid prototyping;
                 software engineering; temporal constraints; tools and
                 techniques; user interfaces; user-interface management
                 systems",
  subject =      "{\bf D.2.2}: Software, SOFTWARE ENGINEERING, Tools and
                 Techniques, User interfaces. {\bf D.2.m}: Software,
                 SOFTWARE ENGINEERING, Miscellaneous, Rapid prototyping.
                 {\bf D.3.2}: Software, PROGRAMMING LANGUAGES, Language
                 Classifications, Nonprocedural languages. {\bf I.3.6}:
                 Computing Methodologies, COMPUTER GRAPHICS, Methodology
                 and Techniques, Languages. {\bf I.3.7}: Computing
                 Methodologies, COMPUTER GRAPHICS, Three-Dimensional
                 Graphics and Realism, Animation.",
}

@Article{Foley:1987:WBS,
  author =       "Thomas A. Foley",
  title =        "Weighted Bicubic Spline Interpolation to Rapidly
                 Varying Data",
  journal =      j-TOG,
  volume =       "6",
  number =       "1",
  pages =        "1--18",
  month =        jan,
  year =         "1987",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 26 09:07:21 1994",
  bibsource =    "Graphics/imager/imager.87.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/27626.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; bivariate interpolation; computer-aided
                 design",
  review =       "ACM CR 8803-0220",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 G.1.1}: Mathematics of Computing, NUMERICAL ANALYSIS,
                 Interpolation, Spline and piecewise polynomial
                 interpolation.",
}

@Article{McKenna:1987:WCO,
  author =       "Michael McKenna",
  title =        "Worst-case optimal hidden-surface removal",
  journal =      j-TOG,
  volume =       "6",
  number =       "1",
  pages =        "19--28",
  month =        jan,
  year =         "1987",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:58:09 1994",
  bibsource =    "Graphics/siggraph/87.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/27627.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; arrangements of lines; complexity theory;
                 computer graphics; design; design of algorithms;
                 geometric complexity; hidden line/surface elimination;
                 hidden-line removal; performance; plane-sweep; theory;
                 topological sweep; verification; visibility; visibility
                 algorithm; visibility polyhedron",
  subject =      "{\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Visible line/surface algorithms. {\bf F.2.2}: Theory of
                 Computation, ANALYSIS OF ALGORITHMS AND PROBLEM
                 COMPLEXITY, Nonnumerical Algorithms and Problems,
                 Computations on discrete structures. {\bf I.3.5}:
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Geometric
                 algorithms, languages, and systems.",
}

@Article{Nasri:1987:PSM,
  author =       "Ahmad H. Nasri",
  title =        "Polyhedral subdivision methods for free-form
                 surfaces",
  journal =      j-TOG,
  volume =       "6",
  number =       "1",
  pages =        "29--73",
  month =        jan,
  year =         "1987",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:59:23 1994",
  bibsource =    "Graphics/imager/imager.87.bib;
                 Graphics/siggraph/85.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/27628.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; B-spline; design; polyhedral subdivision",
  review =       "ACM CR 8802-0120",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 I.3.3}: Computing Methodologies, COMPUTER GRAPHICS,
                 Picture/Image Generation, Display algorithms. {\bf
                 F.2.2}: Theory of Computation, ANALYSIS OF ALGORITHMS
                 AND PROBLEM COMPLEXITY, Nonnumerical Algorithms and
                 Problems.",
}

@Article{Ressler:1987:IGT,
  author =       "Sanford Ressler",
  title =        "The Incrementor: a Graphical Technique for
                 Manipulating Parameters",
  journal =      j-TOG,
  volume =       "6",
  number =       "1",
  pages =        "74--78",
  month =        jan,
  year =         "1987",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/siggraph/87.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/214381.html",
  acknowledgement = ack-nhfb,
  annote =       "To visually organize a set of variables and to change
                 the values of those variables.",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "design; human factors",
  subject =      "{\bf I.3.6}: Computing Methodologies, COMPUTER
                 GRAPHICS, Methodology and Techniques, Interaction
                 techniques. {\bf H.5.2}: Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces, Input devices and strategies. {\bf H.5.2}:
                 Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, User Interfaces, Interaction styles.",
}

@Article{Patterson:1987:CPT,
  author =       "Richard R. Patterson",
  title =        "Corrigendum: ``{Projective Transformations of the
                 Parameter of a Bernstein-{B{\'e}zier} Curve}''",
  journal =      j-TOG,
  volume =       "6",
  number =       "1",
  pages =        "79--79",
  month =        jan,
  year =         "1987",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 17:10:41 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  note =         "See \cite{Patterson:1985:PTP}.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cohen:1987:NLB,
  author =       "Elaine Cohen",
  title =        "A new local basis for designing with tensioned
                 splines",
  journal =      j-TOG,
  volume =       "6",
  number =       "2",
  pages =        "81--122",
  month =        apr,
  year =         "1987",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 26 02:22:05 1994",
  bibsource =    "Graphics/imager/imager.87.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/31337.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; B-splines; beta-splines; CAGD; convex hull
                 property; geometric continuity; knot insertion;
                 nu-splines; theory; variation diminishing property;
                 visual continuity",
  review =       "ACM CR 8807-0544",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling.
                 {\bf G.1.1}: Mathematics of Computing, NUMERICAL
                 ANALYSIS, Interpolation, Spline and piecewise
                 polynomial interpolation.",
}

@Article{Schwarz:1987:ECR,
  author =       "Michael W. Schwarz and William B. Cowan and John C.
                 Beatty",
  title =        "An Experimental Comparison of {RGB}, {YIQ}, {LAB},
                 {HSV}, and Opponent Color Models",
  journal =      j-TOG,
  volume =       "6",
  number =       "2",
  pages =        "123--158",
  month =        apr,
  year =         "1987",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 26 00:00:43 1994",
  bibsource =    "Graphics/imager/imager.87.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/31338.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "color matching; colour; experimentation; human
                 factors",
  review =       "ACM CR 8808-0634",
  subject =      "{\bf I.3.6}: Computing Methodologies, COMPUTER
                 GRAPHICS, Methodology and Techniques, Ergonomics. {\bf
                 I.3.6}: Computing Methodologies, COMPUTER GRAPHICS,
                 Methodology and Techniques, Interaction techniques.
                 {\bf I.3.1}: Computing Methodologies, COMPUTER
                 GRAPHICS, Hardware architecture, Raster display
                 devices.",
}

@Article{Hill:1987:ADR,
  author =       "Ralph D. Hill",
  title =        "Adaptive {$2$-D} Rotation Control",
  journal =      j-TOG,
  volume =       "6",
  number =       "2",
  pages =        "159--161",
  month =        apr,
  year =         "1987",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:53:59 1994",
  bibsource =    "Graphics/siggraph/87.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  annote =       "To rotate objects rapidly and precisely to multiples
                 of 90 degrees, yet allow accurate selection of
                 arbitrary rotations.",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Robertson:1987:CAS,
  author =       "Philip K. Robertson and John F. O'Callaghan",
  title =        "Corrigenda: ``{The Application of Scene Synthesis
                 Techniques to the Display of Multidimensional Image
                 Data}''",
  journal =      j-TOG,
  volume =       "6",
  number =       "2",
  pages =        "162--162",
  month =        apr,
  year =         "1987",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 13:13:04 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  note =         "See \cite{Robertson:1985:ASS}.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fournier:1987:GEI,
  author =       "A. Fournier and W. T. Reeves",
  title =        "{Guest Editors}' Introduction",
  journal =      j-TOG,
  volume =       "6",
  number =       "3",
  pages =        "165--166",
  month =        jul,
  year =         "1987",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/siggraph/87.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lewis:1987:GSS,
  author =       "J. P. Lewis",
  title =        "Generalized Stochastic Subdivision",
  journal =      j-TOG,
  volume =       "6",
  number =       "3",
  pages =        "167--190",
  month =        jul,
  year =         "1987",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:56:51 1994",
  bibsource =    "Graphics/imager/imager.87.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/35069.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; color; fractals; modeling of natural
                 phenomena; shading; shadowing; stochastic
                 interpolation; stochastic models; texture synthesis;
                 waves",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation. {\bf I.3.7}:
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism, Color, shading,
                 shadowing, and texture. {\bf G.3}: Mathematics of
                 Computing, PROBABILITY AND STATISTICS, Probabilistic
                 algorithms (including Monte Carlo).",
}

@Article{Tso:1987:MRW,
  author =       "Pauline Y. Ts'o and Brian A. Barsky",
  title =        "Modeling and Rendering Waves: Wave-Tracing Using
                 Beta-Splines and Reflective and Refractive Texture
                 Mapping",
  journal =      j-TOG,
  volume =       "6",
  number =       "3",
  pages =        "191--214",
  month =        jul,
  year =         "1987",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 26 00:01:29 1994",
  bibsource =    "Graphics/imager/imager.87.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/35070.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; Fresnel; hydrodynamics; wave
                 refraction; waves",
  review =       "ACM CR 8809-0721",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation. {\bf I.3.7}:
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism.",
}

@Article{Klassen:1987:MEA,
  author =       "R. Victor Klassen",
  title =        "Modeling the Effect of the Atmosphere on Light",
  journal =      j-TOG,
  volume =       "6",
  number =       "3",
  pages =        "215--237",
  month =        jul,
  year =         "1987",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:55:32 1994",
  bibsource =    "Graphics/imager/imager.87.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/35071.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; fog; image synthesis; lighting
                 interaction; model atmosphere; natural sky simulation;
                 scattering; theory",
  review =       "ACM CR 8807-0543",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation. {\bf I.3.7}:
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism.",
}

@Article{Bronsvoort:1987:CRT,
  author =       "Willem F. Bronsvoort and Fopke Klok",
  title =        "Corrigendum: ``{Ray Tracing Generalized Cylinders}''",
  journal =      j-TOG,
  volume =       "6",
  number =       "3",
  pages =        "238--239",
  month =        jul,
  year =         "1987",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 17:15:30 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  note =         "See \cite{Bronsvoort:1985:RTG}.",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/214383.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; human factors; theory",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling.
                 {\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism. {\bf
                 J.6}: Computer Applications, COMPUTER-AIDED
                 ENGINEERING, Computer-aided design (CAD).",
}

@Article{Anonymous:1987:IA,
  author =       "Anonymous",
  title =        "Information for Authors",
  journal =      j-TOG,
  volume =       "6",
  number =       "3",
  pages =        "240--242",
  month =        jul,
  year =         "1987",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 17:17:45 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Knuth:1987:DHD,
  author =       "Donald E. Knuth",
  title =        "Digital Halftones by Dot Diffusion",
  journal =      j-TOG,
  volume =       "6",
  number =       "4",
  pages =        "245--273",
  month =        oct,
  year =         "1987",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/35039.35040",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Mar 23 15:03:38 2002",
  bibsource =    "Graphics/imager/imager.87.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/35040.html",
  abstract =     "This paper describes a technique for approximating
                 real-valued pixels by two-valued pixels. The new
                 method, called dot diffusion, appears to avoid some
                 deficiencies of other commonly used techniques. It
                 requires approximately the same total number of
                 arithmetic operations as the Floyd-Steinberg method of
                 adaptive grayscale, and it is well suited to parallel
                 computation; but it requires more buffers and more
                 complex program logic than other methods when
                 implemented sequentially. A smooth variant of the
                 method may prove to be useful in high-resolution
                 printing.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; bilevel display; constrained average; edge
                 enhancement; error diffusion; facsimiles;
                 Floyd-Steinberg method; minimized average error; Mona
                 Lisa; ordered dither; parallel computing; printing",
  review =       "ACM CR 8808-0633",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf I.4.1}: Computing Methodologies, IMAGE PROCESSING,
                 Digitization, Quantization. {\bf I.4.3}: Computing
                 Methodologies, IMAGE PROCESSING, Enhancement, Grayscale
                 manipulation.",
}

@Article{Miller:1987:GAN,
  author =       "James R. Miller",
  title =        "Geometric Approaches to Nonplanar Quadric Surface
                 Intersection Curves",
  journal =      j-TOG,
  volume =       "6",
  number =       "4",
  pages =        "274--307",
  month =        oct,
  year =         "1987",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:58:48 1994",
  bibsource =    "Graphics/imager/imager.87.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/35041.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; boundary evaluation; performance;
                 reliability; solid modeling",
  review =       "ACM CR 8807-0545",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 I.3.5}: Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Geometric
                 algorithms, languages, and systems. {\bf J.6}: Computer
                 Applications, COMPUTER-AIDED ENGINEERING,
                 Computer-aided design (CAD).",
}

@Article{Kamada:1987:ETH,
  author =       "Tomihisa Kamada and Satoru Kawai",
  title =        "An enhanced treatment of hidden lines",
  journal =      j-TOG,
  volume =       "6",
  number =       "4",
  pages =        "308--323",
  month =        oct,
  year =         "1987",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 25 23:54:50 1994",
  bibsource =    "Graphics/imager/imager.87.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/35042.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; attribute binding; dotted hidden lines;
                 hidden line/surface removal; viewing transformation",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Viewing algorithms.
                 {\bf I.3.4}: Computing Methodologies, COMPUTER
                 GRAPHICS, Graphics Utilities, Graphics packages. {\bf
                 I.3.7}: Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism, Visible
                 line/surface algorithms.",
}

@Article{DeRose:1988:GCS,
  author =       "Tony D. DeRose and Brian A. Barsky",
  title =        "Geometric Continuity, Shape Parameters, and Geometric
                 Constructions for {Catmull}-{Rom} Splines",
  journal =      j-TOG,
  volume =       "7",
  number =       "1",
  pages =        "1--41",
  month =        jan,
  year =         "1988",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 26 00:06:05 1994",
  bibsource =    "Graphics/imager/imager.88.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/42265.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; approximation; B-spline; B{\'e}zier
                 curves; computer-aided geometric design; curves and
                 surfaces; design",
  review =       "ACM CR 8811-0884",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 J.6}: Computer Applications, COMPUTER-AIDED
                 ENGINEERING, Computer-aided design (CAD). {\bf G.1.1}:
                 Mathematics of Computing, NUMERICAL ANALYSIS,
                 Interpolation, Spline and piecewise polynomial
                 interpolation. {\bf F.2.2}: Theory of Computation,
                 ANALYSIS OF ALGORITHMS AND PROBLEM COMPLEXITY,
                 Nonnumerical Algorithms and Problems, Geometrical
                 problems and computations. {\bf I.3.5}: Computing
                 Methodologies, COMPUTER GRAPHICS, Computational
                 Geometry and Object Modeling, Geometric algorithms,
                 languages, and systems.",
}

@Article{DeFloriani:1988:HBM,
  author =       "Leila {De Floriani} and Bianca Falcidieno",
  title =        "A hierarchical boundary model for solid object
                 representation",
  journal =      j-TOG,
  volume =       "7",
  number =       "1",
  pages =        "42--60",
  month =        jan,
  year =         "1988",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Aug 13 17:25:58 MDT 1994",
  bibsource =    "Graphics/imager/imager.88.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/46164.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; hierarchical data structures;
                 solid modeling boundary representation; tree graphs",
  review =       "ACM CR 8903-0165",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 J.6}: Computer Applications, COMPUTER-AIDED
                 ENGINEERING, Computer-aided design (CAD).",
}

@Article{Veenstra:1988:LDO,
  author =       "Jack Veenstra and Narendra Ahuja",
  title =        "Line drawings of octree-represented objects",
  journal =      j-TOG,
  volume =       "7",
  number =       "1",
  pages =        "61--75",
  month =        jan,
  year =         "1988",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 26 00:11:13 1994",
  bibsource =    "Graphics/imager/imager.88.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/42189.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; hidden line removal; three-dimensional
                 representation",
  review =       "ACM CR 8810-0807",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation.",
}

@Article{Bleser:1988:CSR,
  author =       "Teresa W. Bleser and John L. Sibert and J. Patrick
                 McGee",
  title =        "Charcoal Sketching: Returning Control to the Artist",
  journal =      j-TOG,
  volume =       "7",
  number =       "1",
  pages =        "76--81",
  month =        jan,
  year =         "1988",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 26 00:02:54 1994",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/42230.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "design; drawing; human factors",
  review =       "ACM CR 8902-0091",
  subject =      "{\bf J.5}: Computer Applications, ARTS AND HUMANITIES,
                 Arts, fine and performing. {\bf B.4.2}: Hardware,
                 INPUT/OUTPUT AND DATA COMMUNICATIONS, Input/Output
                 Devices.",
}

@Article{Ball:1988:CTP,
  author =       "A. A. Ball and D. J. T. Storry",
  title =        "Conditions for Tangent Plane Continuity Over
                 Recursively Generated {B}-Spline Surfaces",
  journal =      j-TOG,
  volume =       "7",
  number =       "2",
  pages =        "83--102",
  month =        apr,
  year =         "1988",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 26 00:02:06 1994",
  bibsource =    "Graphics/imager/imager.88.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/42459.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; discrete Fourier transform;
                 nonrectangular topologies; recursive subdivision;
                 theory",
  subject =      "{\bf G.1.1}: Mathematics of Computing, NUMERICAL
                 ANALYSIS, Interpolation, Smoothing. {\bf G.1.1}:
                 Mathematics of Computing, NUMERICAL ANALYSIS,
                 Interpolation, Spline and piecewise polynomial
                 interpolation. {\bf G.1.3}: Mathematics of Computing,
                 NUMERICAL ANALYSIS, Numerical Linear Algebra,
                 Eigenvalues. {\bf I.3.5}: Computing Methodologies,
                 COMPUTER GRAPHICS, Computational Geometry and Object
                 Modeling, Geometric algorithms, languages, and systems.
                 {\bf J.6}: Computer Applications, COMPUTER-AIDED
                 ENGINEERING, Computer-aided design (CAD).",
}

@Article{Fournier:1988:PFB,
  author =       "Alain Fournier and Donald Fussell",
  title =        "On the Power of the Frame Buffer",
  journal =      j-TOG,
  volume =       "7",
  number =       "2",
  pages =        "103--128",
  month =        apr,
  year =         "1988",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Aug 13 17:25:58 MDT 1994",
  bibsource =    "Graphics/imager/imager.88.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/42460.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; complexity; shadow; visibility",
  review =       "ACM CR 8902-0088",
  subject =      "{\bf I.3.1}: Computing Methodologies, COMPUTER
                 GRAPHICS, Hardware architecture, Raster display
                 devices. {\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling.
                 {\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Color, shading, shadowing, and texture. {\bf I.3.7}:
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism, Visible
                 line/surface algorithms.",
}

@Article{Zyda:1988:DAC,
  author =       "Michael J. Zyda",
  title =        "A Decomposable Algorithm for Contour Surface Display
                 Generation",
  journal =      j-TOG,
  volume =       "7",
  number =       "2",
  pages =        "129--148",
  month =        apr,
  year =         "1988",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 26 00:12:34 1994",
  bibsource =    "Graphics/imager/imager.88.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/42461.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; contour surface display generation;
                 contouring; contouring tree",
  review =       "ACM CR 8811-0883",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling.
                 {\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Visible line/surface algorithms.",
}

@Article{Gaudet:1988:MEH,
  author =       "Severin Gaudet and Richard Hobson and Pradeep Chilka
                 and Thomas Calvert",
  title =        "Multiprocessor Experiments for High Speed Ray
                 Tracing",
  journal =      j-TOG,
  volume =       "7",
  number =       "3",
  pages =        "151--179",
  month =        jul,
  year =         "1988",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Aug 13 17:25:58 MDT 1994",
  bibsource =    "Graphics/imager/imager.88.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/44480.html",
  acknowledgement = ack-nhfb,
  annote =       "Good review of previous work. They classify space into
                 shells (bounding volumes), starting from the parent
                 shell (the scene) to the leaf nodes (primitives). They
                 divide processing into three major tasks which are easy
                 to schedule and pipeline, and then define a processor
                 called a PERT (Pipelined Engine for Ray Tracing) which
                 can support these tasks and work either separately or
                 in parallel. A powerful, flexible system. \\ New
                 single- and multiprocessor models for ray tracing are
                 presented. Important features are (1) the use of custom
                 VLSI building blocks, (2) the use of a modified
                 hierarchical data-structure-based ray tracing algorithm
                 with three disjoint data sets, and (3) scene access
                 through adaptive information broadcasting. A modular
                 design is presented that permits incremental
                 performance enhancement up to two orders of magnitude
                 over conventional minicomputers or workstations. Ray
                 tracing is a surprisingly good application for a shared
                 bus architecture because of the computational
                 complexity of intersecting light rays with graphics
                 objects.",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "adaptive broadcasting; algorithms; bounding volume;
                 design; hardware; parallel processing; VLSI systems
                 design",
  subject =      "{\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Color, shading, shadowing, and texture. {\bf C.1.2}:
                 Computer Systems Organization, PROCESSOR ARCHITECTURES,
                 Multiple Data Stream Architectures (Multiprocessors),
                 Parallel processors. {\bf C.1.2}: Computer Systems
                 Organization, PROCESSOR ARCHITECTURES, Multiple Data
                 Stream Architectures (Multiprocessors), Pipeline
                 processors. {\bf C.3}: Computer Systems Organization,
                 SPECIAL-PURPOSE AND APPLICATION-BASED SYSTEMS,
                 Microprocessor/microcomputer applications. {\bf I.3.3}:
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Picture/Image Generation, Display algorithms. {\bf
                 I.3.7}: Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism, Animation.",
}

@Article{Duce:1988:FSS,
  author =       "D. A. Duce and E. V. C. Fielding and L. S. Marshall",
  title =        "Formal Specification of a Small Example Based on
                 {GKS}",
  journal =      j-TOG,
  volume =       "7",
  number =       "3",
  pages =        "180--197",
  month =        jul,
  year =         "1988",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Aug 13 17:25:58 MDT 1994",
  bibsource =    "Graphics/imager/imager.88.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/44481.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "abstract data type; bundled attributes; constructive
                 specification; design; implicit regeneration; standard;
                 standardization; verification",
  review =       "ACM CR 8904-0267",
  subject =      "{\bf I.3.4}: Computing Methodologies, COMPUTER
                 GRAPHICS, Graphics Utilities. {\bf I.3.4}: Computing
                 Methodologies, COMPUTER GRAPHICS, Graphics Utilities,
                 GKS. {\bf D.2.1}: Software, SOFTWARE ENGINEERING,
                 Requirements/Specifications. {\bf F.3.1}: Theory of
                 Computation, LOGICS AND MEANINGS OF PROGRAMS,
                 Specifying and Verifying and Reasoning about Programs,
                 Specification techniques.",
}

@Article{DeRose:1988:CBS,
  author =       "Tony D. DeRose",
  title =        "Composing {B{\'e}zier} simplexes",
  journal =      j-TOG,
  volume =       "7",
  number =       "3",
  pages =        "198--221",
  month =        jul,
  year =         "1988",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 26 00:05:15 1994",
  bibsource =    "Graphics/imager/imager.88.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/44482.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; B{\'e}zier curves; computer-aided
                 geometric design; free-form deformations; geometric
                 continuity; triangular B{\'e}zier surface patches",
  subject =      "I.3.5 Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Curve,
                 surface, solid, and object representations \\ J.6
                 Computer Applications, COMPUTER-AIDED ENGINEERING,
                 Computer-aided design (CAD)",
}

@Article{Anonymous:1988:IA,
  author =       "Anonymous",
  title =        "Information for Authors",
  journal =      j-TOG,
  volume =       "7",
  number =       "3",
  pages =        "222--224",
  month =        jul,
  year =         "1988",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 17:19:55 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Olsen:1988:CST,
  author =       "Dan Olsen",
  title =        "Call for Submissions to the {TOG} Interactive
                 Techniques Notebook",
  journal =      j-TOG,
  volume =       "7",
  number =       "4",
  pages =        "227--228",
  month =        oct,
  year =         "1988",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/siggraph/88.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Beatty:1988:VAT,
  author =       "John C. Beatty",
  title =        "A Video Adjunct to {{\em Transactions on Graphics}}",
  journal =      j-TOG,
  volume =       "7",
  number =       "4",
  pages =        "229--230",
  month =        oct,
  year =         "1988",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 17:22:18 1996",
  bibsource =    "Graphics/siggraph/88.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Westmore:1988:WBG,
  author =       "Richard J. Westmore",
  title =        "A Window-Based Graphics Frame Store Architecture",
  journal =      j-TOG,
  volume =       "7",
  number =       "4",
  pages =        "233--248",
  month =        oct,
  year =         "1988",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 26 00:11:56 1994",
  bibsource =    "Graphics/imager/imager.88.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/46166.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "2D graphics; bit-mapped frame stores; design; VLSI;
                 window graphics; WSI",
  review =       "ACM CR 8903-0163",
  subject =      "{\bf I.3.1}: Computing Methodologies, COMPUTER
                 GRAPHICS, Hardware architecture, Raster display
                 devices. {\bf C.1.3}: Computer Systems Organization,
                 PROCESSOR ARCHITECTURES, Other Architecture Styles,
                 Cellular architecture. {\bf C.5.4}: Computer Systems
                 Organization, COMPUTER SYSTEM IMPLEMENTATION, VLSI
                 Systems. {\bf B.4.2}: Hardware, INPUT/OUTPUT AND DATA
                 COMMUNICATIONS, Input/Output Devices, Image display.
                 {\bf I.3.6}: Computing Methodologies, COMPUTER
                 GRAPHICS, Methodology and Techniques, Interaction
                 techniques.",
}

@Article{Stone:1988:CGM,
  author =       "Maureen C. Stone and William B. Cowan and John C.
                 Beatty",
  title =        "Color Gamut Mapping and the Printing of Digital Color
                 Images",
  journal =      j-TOG,
  volume =       "7",
  number =       "4",
  pages =        "249--292",
  month =        oct,
  year =         "1988",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 26 00:10:33 1994",
  bibsource =    "Graphics/imager/imager.88.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/48045.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; color; color correction; color printing;
                 color reproduction; experimentation",
  review =       "ACM CR 8906-0410",
  subject =      "{\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Color, shading, shadowing, and texture. {\bf I.3.4}:
                 Computing Methodologies, COMPUTER GRAPHICS, Graphics
                 Utilities. {\bf I.4.3}: Computing Methodologies, IMAGE
                 PROCESSING, Enhancement. {\bf I.4.1}: Computing
                 Methodologies, IMAGE PROCESSING, Digitization.",
}

@Article{Posch:1989:CBA,
  author =       "K. C. Posch and W. D. Fellner",
  title =        "The Circle-Brush Algorithm",
  journal =      j-TOG,
  volume =       "8",
  number =       "1",
  pages =        "1--24",
  month =        jan,
  year =         "1989",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Aug 13 17:25:58 MDT 1994",
  bibsource =    "Graphics/imager/imager.89.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/49156.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; brushing; design; performance; raster
                 graphics",
  review =       "ACM CR 8907-0500",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf I.3.1}: Computing Methodologies, COMPUTER
                 GRAPHICS, Hardware architecture, Raster display
                 devices.",
}

@Article{Middleditch:1989:IAL,
  author =       "A. E. Middleditch and T. W. Stacey and S. B. Tor",
  title =        "Intersection Algorithms for Lines and Circles",
  journal =      j-TOG,
  volume =       "8",
  number =       "1",
  pages =        "25--40",
  month =        jan,
  year =         "1989",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 12:48:55 1996",
  bibsource =    "Graphics/imager/imager.89.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  note =         "See corrigenda \cite{Baker:1994:CIA}.",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/49157.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "circle intersection; computation errors; computational
                 geometry; computer-aided drawing; line intersection;
                 measurement",
  review =       "ACM CR 8909-0683",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling.
                 {\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Geometric algorithms, languages, and systems. {\bf
                 J.6}: Computer Applications, COMPUTER-AIDED
                 ENGINEERING, Computer-aided design (CAD).",
}

@Article{Cheng:1989:PBS,
  author =       "Fuhua Cheng and Ardeshir Goshtasby",
  title =        "A Parallel {B}-spline Surface Fitting Algorithm",
  journal =      j-TOG,
  volume =       "8",
  number =       "1",
  pages =        "41--50",
  month =        jan,
  year =         "1989",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 26 00:13:43 1994",
  bibsource =    "Graphics/imager/imager.89.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/214377.html",
  acknowledgement = ack-nhfb,
  annote =       "Support different surface types. Because surface
                 fitting appears to be a O(nm) problem, attacking the
                 problem in parallel can make B-splines more
                 supportable. See also [Yang 87], [Schnieder 87].",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "cyclic reduction; interpolation; recursive doubling;
                 uniform cubic B-spline",
  subject =      "{\bf G.1.1}: Mathematics of Computing, NUMERICAL
                 ANALYSIS, Interpolation, Spline and piecewise
                 polynomial interpolation. {\bf I.3.5}: Computing
                 Methodologies, COMPUTER GRAPHICS, Computational
                 Geometry and Object Modeling, Geometric algorithms,
                 languages, and systems.",
}

@Article{Rossignac:1989:AZC,
  author =       "Jaroslaw R. Rossignac and Herbert B. Voelcker",
  title =        "Active Zones in {CSG} for Accelerating Boundary
                 Evaluation, Redundancy Elimination, Interference
                 Detection, and Shading Algorithms",
  journal =      j-TOG,
  volume =       "8",
  number =       "1",
  pages =        "51--87",
  month =        jan,
  year =         "1989",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 26 00:24:40 1994",
  bibsource =    "Graphics/imager/imager.89.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/51123.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; boolean algebra; boundary evaluation;
                 design; performance; representation simplification;
                 solid modeling; theory",
  review =       "ACM CR 8909-0665 8909-0664",
  subject =      "{\bf F.2.2}: Theory of Computation, ANALYSIS OF
                 ALGORITHMS AND PROBLEM COMPLEXITY, Nonnumerical
                 Algorithms and Problems, Geometrical problems and
                 computations. {\bf B.6.3}: Hardware, LOGIC DESIGN,
                 Design Aids, Optimization. {\bf G.2.2}: Mathematics of
                 Computing, DISCRETE MATHEMATICS, Graph Theory, Trees.
                 {\bf I.1.1}: Computing Methodologies, ALGEBRAIC
                 MANIPULATION, Expressions and Their Representation,
                 Simplification of expressions. {\bf I.3.3}: Computing
                 Methodologies, COMPUTER GRAPHICS, Picture/Image
                 Generation, Display algorithms. {\bf I.3.7}: Computing
                 Methodologies, COMPUTER GRAPHICS, Three-Dimensional
                 Graphics and Realism, Color, shading, shadowing, and
                 texture. {\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Visible line/surface algorithms. {\bf J.6}: Computer
                 Applications, COMPUTER-AIDED ENGINEERING,
                 Computer-aided design (CAD).",
}

@Article{Farin:1989:CCO,
  author =       "Gerald Farin",
  title =        "Curvature continuity and offsets for piecewise
                 conics",
  journal =      j-TOG,
  volume =       "8",
  number =       "2",
  pages =        "89--99",
  month =        apr,
  year =         "1989",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 26 00:15:15 1994",
  bibsource =    "Graphics/imager/imager.89.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/62056.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; conic sections; design; offset curves;
                 rational B{\'e}zier curves",
  review =       "ACM CR 9005-0426",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 G.1.1}: Mathematics of Computing, NUMERICAL ANALYSIS,
                 Interpolation, Spline and piecewise polynomial
                 interpolation. {\bf J.7}: Computer Applications,
                 COMPUTERS IN OTHER SYSTEMS, Publishing. {\bf I.7.2}:
                 Computing Methodologies, TEXT PROCESSING, Document
                 Preparation.",
}

@Article{Joe:1989:MKR,
  author =       "Barry Joe",
  title =        "Multiple-knot and rational cubic beta-splines",
  journal =      j-TOG,
  volume =       "8",
  number =       "2",
  pages =        "100--120",
  month =        apr,
  year =         "1989",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Aug 13 17:25:58 MDT 1994",
  bibsource =    "Graphics/imager/imager.89.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/62055.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; computer-aided geometric design; geometric
                 continuity; rational curves and surfaces",
  review =       "ACM CR 8910-0754",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 G.1.1}: Mathematics of Computing, NUMERICAL ANALYSIS,
                 Interpolation, Spline and piecewise polynomial
                 interpolation.",
}

@Article{Mallet:1989:DSI,
  author =       "Jean-Laurent Mallet",
  title =        "Discrete smooth interpolation",
  journal =      j-TOG,
  volume =       "8",
  number =       "2",
  pages =        "121--144",
  month =        apr,
  year =         "1989",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Aug 13 17:25:58 MDT 1994",
  bibsource =    "Graphics/imager/imager.89.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/62057.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; grid; splines; theory",
  review =       "ACM CR 8908-0560",
  subject =      "{\bf G.1.1}: Mathematics of Computing, NUMERICAL
                 ANALYSIS, Interpolation, Interpolation formulas. {\bf
                 G.1.1}: Mathematics of Computing, NUMERICAL ANALYSIS,
                 Interpolation, Smoothing. {\bf I.3.5}: Computing
                 Methodologies, COMPUTER GRAPHICS, Computational
                 Geometry and Object Modeling, Curve, surface, solid,
                 and object representations.",
}

@Article{Bartels:1989:GEIa,
  author =       "Richard H. Bartels and Ronald N. Goldman",
  title =        "{Guest Editors}' Introduction: Special Issue on
                 Computer-Aided Geometric Design",
  journal =      j-TOG,
  volume =       "8",
  number =       "3",
  pages =        "145--146",
  month =        jul,
  year =         "1989",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/siggraph/89.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Stone:1989:GCP,
  author =       "Maureen C. Stone and Tony D. DeRose",
  title =        "A geometric characterization of parametric cubic
                 curves",
  journal =      j-TOG,
  volume =       "8",
  number =       "3",
  pages =        "147--163",
  month =        jul,
  year =         "1989",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Aug 13 17:25:58 MDT 1994",
  bibsource =    "Graphics/imager/imager.89.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/77056.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; B{\'e}zier curves; design; spline curves",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 G.1.1}: Mathematics of Computing, NUMERICAL ANALYSIS,
                 Interpolation, Spline and piecewise polynomial
                 interpolation.",
}

@Article{Filip:1989:BPS,
  author =       "Daniel J. Filip",
  title =        "Blending Parametric Surfaces",
  journal =      j-TOG,
  volume =       "8",
  number =       "3",
  pages =        "164--173",
  month =        jul,
  year =         "1989",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Aug 13 17:25:58 MDT 1994",
  bibsource =    "Graphics/imager/imager.89.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/77057.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; computer-aided geometric design; geometric
                 continuity; theory",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 G.1.1}: Mathematics of Computing, NUMERICAL ANALYSIS,
                 Interpolation, Spline and piecewise polynomial
                 interpolation.",
}

@Article{Farouki:1989:APD,
  author =       "R. T. Farouki and C. A. Neff and M. A. O'Connor",
  title =        "Automatic Parsing of Degenerate Quadric-Surface
                 Intersections",
  journal =      j-TOG,
  volume =       "8",
  number =       "3",
  pages =        "174--203",
  month =        jul,
  year =         "1989",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Sep 07 12:33:14 1994",
  bibsource =    "Graphics/imager/imager.89.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/77058.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; degenerate intersections; discriminant;
                 multivariate polynomial factorization; projecting cone;
                 quadric surfaces; rational parameterizations; Segre
                 characteristic; theory",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 I.1.2}: Computing Methodologies, ALGEBRAIC
                 MANIPULATION, Algorithms, Algebraic algorithms.",
}

@Article{Loop:1989:MGB,
  author =       "Charles T. Loop and Tony D. DeRose",
  title =        "A multisided generalization of {B{\'e}zier} surfaces",
  journal =      j-TOG,
  volume =       "8",
  number =       "3",
  pages =        "204--234",
  month =        jul,
  year =         "1989",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 26 00:19:31 1994",
  bibsource =    "Graphics/imager/imager.89.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/77059.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; computer-aided geometric design; design;
                 tensor product B{\'e}zier surfaces; theory; triangular
                 B{\'e}zier surface patches",
  review =       "ACM CR 9007-0610",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 J.6}: Computer Applications, COMPUTER-AIDED
                 ENGINEERING.",
}

@Article{Peters:1989:LGH,
  author =       "J{\"o}rg Peters",
  title =        "Local Generalized {Hermite} Interpolation by Quartic
                 {$ C^2 $} Space Curves",
  journal =      j-TOG,
  volume =       "8",
  number =       "3",
  pages =        "235--242",
  month =        jul,
  year =         "1989",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 26 00:21:42 1994",
  bibsource =    "Graphics/imager/imager.89.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/77060.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; C2 space curves; geometric smoothness;
                 intersection of osculating planes; local interpolation
                 scheme; theory",
  subject =      "{\bf G.1.1}: Mathematics of Computing, NUMERICAL
                 ANALYSIS, Interpolation, Spline and piecewise
                 polynomial interpolation. {\bf I.3.5}: Computing
                 Methodologies, COMPUTER GRAPHICS, Computational
                 Geometry and Object Modeling, Curve, surface, solid,
                 and object representations.",
}

@Article{Prautzsch:1989:RTB,
  author =       "Hartmut Prautzsch",
  title =        "A Round Trip to {B}-Splines Via {De Casteljau}",
  journal =      j-TOG,
  volume =       "8",
  number =       "3",
  pages =        "243--254",
  month =        jul,
  year =         "1989",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 26 00:23:17 1994",
  bibsource =    "Graphics/imager/imager.89.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/77061.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; B-spline control points; B{\'e}zier
                 curves; B{\'e}zier points; De Casteljau's construction;
                 differentiating; knot insertion; recurrence relation;
                 theory",
  review =       "ACM CR 9007-0596",
  subject =      "{\bf G.1.1}: Mathematics of Computing, NUMERICAL
                 ANALYSIS, Interpolation, Spline and piecewise
                 polynomial interpolation. {\bf I.3.5}: Computing
                 Methodologies, COMPUTER GRAPHICS, Computational
                 Geometry and Object Modeling, Curve, surface, solid,
                 and object representations. {\bf G.1.2}: Mathematics of
                 Computing, NUMERICAL ANALYSIS, Approximation.",
}

@Article{Anonymous:1989:IA,
  author =       "Anonymous",
  title =        "Information for Authors",
  journal =      j-TOG,
  volume =       "8",
  number =       "3",
  pages =        "255--257",
  month =        jul,
  year =         "1989",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 15:51:22 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bartels:1989:GEIb,
  author =       "Richard H. Bartels and Ronald N. Goldman",
  title =        "{Guest Editors}' Introduction",
  journal =      j-TOG,
  volume =       "8",
  number =       "4",
  pages =        "261--261",
  month =        oct,
  year =         "1989",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/siggraph/89.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Warren:1989:BAS,
  author =       "J. Warren",
  title =        "Blending algebraic surfaces",
  journal =      j-TOG,
  volume =       "8",
  number =       "4",
  pages =        "263--278",
  month =        oct,
  year =         "1989",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 26 09:07:27 1994",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/77270.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; geometric continuity; ideals;
                 theory",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 G.1.1}: Mathematics of Computing, NUMERICAL ANALYSIS,
                 Interpolation, Interpolation formulas. {\bf G.1.1}:
                 Mathematics of Computing, NUMERICAL ANALYSIS,
                 Interpolation, Smoothing. {\bf G.1.2}: Mathematics of
                 Computing, NUMERICAL ANALYSIS, Approximation. {\bf
                 J.6}: Computer Applications, COMPUTER-AIDED
                 ENGINEERING, Computer-aided design (CAD).",
}

@Article{Rockwood:1989:DMI,
  author =       "A. P. Rockwood",
  title =        "The Displacement Method for Implicit Blending Surfaces
                 in Solid Models",
  journal =      j-TOG,
  volume =       "8",
  number =       "4",
  pages =        "279--297",
  month =        oct,
  year =         "1989",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Aug 13 17:25:58 MDT 1994",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/77271.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algebraic distance; design; geometric modeling;
                 implicit surfaces; sculptured surfaces; solid modeling;
                 theory",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 I.6.3}: Computing Methodologies, SIMULATION AND
                 MODELING, Applications.",
}

@Article{Chuang:1989:LIA,
  author =       "J. H. Chuang and C. M. Hoffmann",
  title =        "On local implicit approximation and its applications",
  journal =      j-TOG,
  volume =       "8",
  number =       "4",
  pages =        "298--324",
  month =        oct,
  year =         "1989",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 26 00:14:15 1994",
  bibsource =    "Graphics/imager/imager.89.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/77272.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; curve/surface approximation; design;
                 implicitization; linear systems; resultant
                 computations; substitution; theory",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 G.1.2}: Mathematics of Computing, NUMERICAL ANALYSIS,
                 Approximation, Spline and piecewise polynomial
                 approximation. {\bf G.1.2}: Mathematics of Computing,
                 NUMERICAL ANALYSIS, Approximation, Linear
                 approximation. {\bf G.1.3}: Mathematics of Computing,
                 NUMERICAL ANALYSIS, Numerical Linear Algebra, Linear
                 systems (direct and iterative methods).",
}

@Article{Abhyankar:1989:APR,
  author =       "Shreeram S. Abhyankar and Chanderjit J. Bajaj",
  title =        "Automatic parameterization of rational curves and
                 surfaces {IV}: algebraic space curves",
  journal =      j-TOG,
  volume =       "8",
  number =       "4",
  pages =        "325--334",
  month =        oct,
  year =         "1989",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 26 00:13:12 1994",
  bibsource =    "Graphics/imager/imager.89.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/77273.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; computer-aided design; design; parametric
                 curves; theory",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 I.3.5}: Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Geometric
                 algorithms, languages, and systems. {\bf F.2.1}: Theory
                 of Computation, ANALYSIS OF ALGORITHMS AND PROBLEM
                 COMPLEXITY, Numerical Algorithms and Problems,
                 Computations on polynomials. {\bf I.1.2}: Computing
                 Methodologies, ALGEBRAIC MANIPULATION, Algorithms. {\bf
                 G.1.1}: Mathematics of Computing, NUMERICAL ANALYSIS,
                 Interpolation, Smoothing. {\bf G.1.1}: Mathematics of
                 Computing, NUMERICAL ANALYSIS, Interpolation, Spline
                 and piecewise polynomial interpolation. {\bf J.6}:
                 Computer Applications, COMPUTER-AIDED ENGINEERING,
                 Computer-aided design (CAD).",
}

@Article{Hohmeyer:1989:RCP,
  author =       "M. E. Hohmeyer and B. A. Barsky",
  title =        "Rational continuity: parametric, geometric, and
                 {Frenet} frame continuity of rational curves",
  journal =      j-TOG,
  volume =       "8",
  number =       "4",
  pages =        "335--359",
  month =        oct,
  year =         "1989",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 26 00:17:47 1994",
  bibsource =    "Graphics/imager/imager.89.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/77274.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; B-splines; beta-constraints; beta-splines;
                 B{\'e}zier curves; computer-aided geometric design;
                 continuity; design; geometric continuity; jet spaces;
                 NURBs; parametric continuity; rational B-splines;
                 rational splines; reparameterization; theory",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 G.1.1}: Mathematics of Computing, NUMERICAL ANALYSIS,
                 Interpolation, Spline and piecewise polynomial
                 interpolation. {\bf J.6}: Computer Applications,
                 COMPUTER-AIDED ENGINEERING, Computer-aided design
                 (CAD). {\bf G.1.1}: Mathematics of Computing, NUMERICAL
                 ANALYSIS, Interpolation, Smoothing.",
}

@Article{Said:1989:GBC,
  author =       "H. B. Said",
  title =        "A Generalized Ball Curve and its Recursive Algorithm",
  journal =      j-TOG,
  volume =       "8",
  number =       "4",
  pages =        "360--371",
  month =        oct,
  year =         "1989",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Aug 13 17:25:58 MDT 1994",
  bibsource =    "Graphics/imager/imager.89.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/77275.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; Bernstein polynomials; B{\'e}zier curves;
                 computer-aided geometric design; curves and surfaces;
                 design; theory",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 I.3.5}: Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Geometric
                 algorithms, languages, and systems. {\bf J.6}: Computer
                 Applications, COMPUTER-AIDED ENGINEERING,
                 Computer-aided design (CAD). {\bf F.2.1}: Theory of
                 Computation, ANALYSIS OF ALGORITHMS AND PROBLEM
                 COMPLEXITY, Numerical Algorithms and Problems,
                 Computations on polynomials.",
}

@Article{Rushmeier:1990:ERM,
  author =       "Holly E. Rushmeier and Kenneth E. Torrance",
  title =        "Extending the Radiosity Method to Include Specularly
                 Reflecting and Translucent Materials",
  journal =      j-TOG,
  volume =       "9",
  number =       "1",
  pages =        "1--27",
  month =        jan,
  year =         "1990",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/imager/imager.90.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/77636.html",
  acknowledgement = ack-nhfb,
  annote =       "An extension to the radiosity method is presented that
                 rigorously accounts for the presence of a small number
                 of specularly reflecting surfaces in an otherwise
                 diffuse scene, and for the presence of a small number
                 of specular or ideal diffuse transmitter. The
                 relationship between the extended method and earlier
                 radiosity and ray-tracing methods is outlined. It is
                 shown that all three methods are based on the same
                 general equation of radiative transfer. A simple
                 superposition of the earlier radiosity and ray-tracing
                 methods in order to account for specular behavior is
                 shown to be physically inconsistent, as the methods are
                 based on different assumptions. Specular behavior is
                 correctly included in the present method. The extended
                 radiosity method and example images are presented.",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "backward form factor; forward form factor; global
                 illumination; image synthesis; radiosity; ray tracing",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation. {\bf I.3.7}:
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism.",
}

@Article{Nicholl:1990:PGT,
  author =       "Robin A. Nicholl and Tina M. Nicholl",
  title =        "Performing Geometric Transformations by Program
                 Transformation",
  journal =      j-TOG,
  volume =       "9",
  number =       "1",
  pages =        "28--40",
  month =        jan,
  year =         "1990",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/siggraph/90.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/77637.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "geometric algorithms; geometric transformation;
                 program equivalences; program transformation",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Hierarchy and geometric transformations. {\bf I.3.5}:
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Curve,
                 surface, solid, and object representations. {\bf
                 D.2.2}: Software, SOFTWARE ENGINEERING, Tools and
                 Techniques.",
}

@Article{Joe:1990:KIB,
  author =       "Barry Joe",
  title =        "Knot Insertion for Beta-Spline Curves and Surfaces",
  journal =      j-TOG,
  volume =       "9",
  number =       "1",
  pages =        "41--65",
  month =        jan,
  year =         "1990",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/imager/imager.90.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/77638.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "B-splines; beta-splines; computer-aided geometric
                 design; discrete B-splines; discrete beta-splines;
                 geometric continuity; knot refinement; subdivision",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 G.1.1}: Mathematics of Computing, NUMERICAL ANALYSIS,
                 Interpolation, Spline and piecewise polynomial
                 interpolation.",
}

@Article{Edelsbrunner:1990:SST,
  author =       "Herbert Edelsbrunner and Ernst Peter Mucke",
  title =        "Simulation of Simplicity: a Technique to Cope with
                 Degenerate Cases in Geometric Algorithms",
  journal =      j-TOG,
  volume =       "9",
  number =       "1",
  pages =        "66--104",
  month =        jan,
  year =         "1990",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/imager/imager.90.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/77639.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computational geometry; degenerate data; determinants;
                 implementation; perturbation; programming tool;
                 symbolic computation",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Geometric algorithms, languages, and systems. {\bf
                 F.2.2}: Theory of Computation, ANALYSIS OF ALGORITHMS
                 AND PROBLEM COMPLEXITY, Nonnumerical Algorithms and
                 Problems, Geometrical problems and computations. {\bf
                 F.2.2}: Theory of Computation, ANALYSIS OF ALGORITHMS
                 AND PROBLEM COMPLEXITY, Nonnumerical Algorithms and
                 Problems, Sorting and searching. {\bf G.4}: Mathematics
                 of Computing, MATHEMATICAL SOFTWARE, Reliability and
                 robustness.",
}

@Article{Day:1990:IAF,
  author =       "A. M. Day",
  title =        "The Implementation of an Algorithm to Find the Convex
                 Hull of a Set of Three-Dimensional Points",
  journal =      j-TOG,
  volume =       "9",
  number =       "1",
  pages =        "105--132",
  month =        jan,
  year =         "1990",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 15:40:34 1996",
  bibsource =    "Graphics/imager/imager.90.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/77640.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "convex hull; divide and conquer; edge structure;
                 implementation; tetrahedron; triangulation",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Geometric algorithms, languages, and systems. {\bf
                 I.3.5}: Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Curve,
                 surface, solid, and object representations. {\bf E.1}:
                 Data, DATA STRUCTURES.",
}

@Article{Henry:1990:MI,
  author =       "Tyson R. Henry and Scott E. Hudson",
  title =        "Multidimensional Icons",
  journal =      j-TOG,
  volume =       "9",
  number =       "1",
  pages =        "133--137",
  month =        jan,
  year =         "1990",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/siggraph/90.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/77641.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "design",
  subject =      "{\bf I.3.6}: Computing Methodologies, COMPUTER
                 GRAPHICS, Methodology and Techniques, Interaction
                 techniques. {\bf D.2.2}: Software, SOFTWARE
                 ENGINEERING, Tools and Techniques, User interfaces.
                 {\bf D.2.6}: Software, SOFTWARE ENGINEERING,
                 Programming Environments, Interactive.",
}

@Article{Glassner:1990:TDV,
  author =       "Andrew S. Glassner",
  title =        "A Two-Dimensional View Controller",
  journal =      j-TOG,
  volume =       "9",
  number =       "1",
  pages =        "138--141",
  month =        jan,
  year =         "1990",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/imager/imager.90.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/77642.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "design; human factors",
  subject =      "{\bf I.3.6}: Computing Methodologies, COMPUTER
                 GRAPHICS, Methodology and Techniques, Interaction
                 techniques. {\bf K.8}: Computing Milieux, PERSONAL
                 COMPUTING. {\bf I.3.3}: Computing Methodologies,
                 COMPUTER GRAPHICS, Picture/Image Generation.",
}

@Article{Anonymous:1990:FYC,
  author =       "Anonymous",
  title =        "Five-Year Cumulative Author Index",
  journal =      j-TOG,
  volume =       "9",
  number =       "1",
  pages =        "142--144",
  month =        jan,
  year =         "1990",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 17:30:09 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bartels:1990:GEI,
  author =       "Richard H. Bartels and Ronald N. Goldman",
  title =        "{Guest Editors}' Introduction",
  journal =      j-TOG,
  volume =       "9",
  number =       "2",
  pages =        "145--146",
  month =        apr,
  year =         "1990",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/siggraph/90.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Abhyankar:1990:IIA,
  author =       "Shreeram S. Abhyankar and Srinivasan Chandrasekar and
                 Vijaya Chandru",
  title =        "Improper Intersection of Algebraic Curves",
  journal =      j-TOG,
  volume =       "9",
  number =       "2",
  pages =        "147--159",
  month =        apr,
  year =         "1990",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/imager/imager.90.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/78957.html",
  acknowledgement = ack-nhfb,
  annote =       "Special issue on Computer-Aided design --- Part III",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algebraic geometry; Bezout's theorem; curve
                 intersections; space curves",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 J.6}: Computer Applications, COMPUTER-AIDED
                 ENGINEERING, Computer-aided design (CAD).",
}

@Article{Dyn:1990:BSS,
  author =       "Nira Dyn and David Levin and John A. Gregory",
  title =        "A Butterfly Subdivision Scheme for Surface
                 Interpolation with Tension Control",
  journal =      j-TOG,
  volume =       "9",
  number =       "2",
  pages =        "160--169",
  month =        apr,
  year =         "1990",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/imager/imager.90.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/78958.html",
  acknowledgement = ack-nhfb,
  annote =       "Special issue on Computer-Aided design --- Part III",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "general triangulation; subdivision scheme; surface
                 interpolation; tension control",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 G.1.1}: Mathematics of Computing, NUMERICAL ANALYSIS,
                 Interpolation. {\bf J.6}: Computer Applications,
                 COMPUTER-AIDED ENGINEERING, Computer-aided design
                 (CAD).",
}

@Article{Brunet:1990:SRO,
  author =       "Pere Brunet and Isabel Navazo",
  title =        "Solid Representation and Operation Using Extended
                 Octrees",
  journal =      j-TOG,
  volume =       "9",
  number =       "2",
  pages =        "170--197",
  month =        apr,
  year =         "1990",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/imager/imager.90.bib;
                 Graphics/siggraph/90.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/78959.html",
  acknowledgement = ack-nhfb,
  annote =       "Special issue on Computer-Aided design --- Part III",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; computer-aided geometric design; design;
                 geometric modeling; octrees; solid modeling",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Modeling packages. {\bf I.3.7}: Computing
                 Methodologies, COMPUTER GRAPHICS, Three-Dimensional
                 Graphics and Realism, Visible line/surface algorithms.
                 {\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 F.2.2}: Theory of Computation, ANALYSIS OF ALGORITHMS
                 AND PROBLEM COMPLEXITY, Nonnumerical Algorithms and
                 Problems, Geometrical problems and computations.",
}

@Article{Lasser:1990:TRT,
  author =       "Dieter Lasser",
  title =        "Two Remarks on Tau-Splines",
  journal =      j-TOG,
  volume =       "9",
  number =       "2",
  pages =        "198--211",
  month =        apr,
  year =         "1990",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/imager/imager.90.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/78960.html",
  acknowledgement = ack-nhfb,
  annote =       "Special issue on Computer-Aided design --- Part III",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; B-spline curves; B{\'e}zier curves;
                 B{\'e}zier representations; convex hull property;
                 design; geometric continuity; nu-splines; positivity;
                 tau-splines; theory; variation-diminishing property",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 G.1.1}: Mathematics of Computing, NUMERICAL ANALYSIS,
                 Interpolation, Spline and piecewise polynomial
                 interpolation.",
}

@Article{Ferguson:1990:CSI,
  author =       "David R. Ferguson and Thomas A. Grandine",
  title =        "On the Construction of Surface Interpolating Curves:
                 {I}. {A} Method for Handling Nonconstant Parameter
                 Curves",
  journal =      j-TOG,
  volume =       "9",
  number =       "2",
  pages =        "212--225",
  month =        apr,
  year =         "1990",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/imager/imager.90.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/78961.html",
  acknowledgement = ack-nhfb,
  annote =       "Special issue on Computer-Aided design --- Part III",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; boolean sum surface; curve interpolation;
                 design; linear equations; nullspace; singular value
                 decomposition; tensor product spline",
  subject =      "{\bf G.1.1}: Mathematics of Computing, NUMERICAL
                 ANALYSIS, Interpolation, Spline and piecewise
                 polynomial interpolation. {\bf G.1.3}: Mathematics of
                 Computing, NUMERICAL ANALYSIS, Numerical Linear
                 Algebra, Linear systems (direct and iterative methods).
                 {\bf J.6}: Computer Applications, COMPUTER-AIDED
                 ENGINEERING, Computer-aided design (CAD).",
}

@Article{Ware:1990:RCG,
  author =       "Colin Ware and William Cowan",
  title =        "The {RGYB} Color Geometry",
  journal =      j-TOG,
  volume =       "9",
  number =       "2",
  pages =        "226--232",
  month =        apr,
  year =         "1990",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/imager/imager.90.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  note =         "See corrigenda \cite{Ware:1991:CRC}.",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/78962.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design",
  subject =      "{\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Color, shading, shadowing, and texture. {\bf I.3.1}:
                 Computing Methodologies, COMPUTER GRAPHICS, Hardware
                 architecture, Raster display devices.",
}

@Article{Pavlidis:1990:RCS,
  author =       "Theo Pavlidis",
  title =        "Re: Comments on ``{Stochastic Sampling in Computer
                 Graphics}''",
  journal =      j-TOG,
  volume =       "9",
  number =       "2",
  pages =        "233--236",
  month =        apr,
  year =         "1990",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/imager/imager.90.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  note =         "See \cite{Cook:1986:SSC,Wold:1990:RCS}.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wold:1990:RCS,
  author =       "Erling Wold and Kim Pepard",
  title =        "Re: Comments on ``{Stochastic Sampling in Computer
                 Graphics}''",
  journal =      j-TOG,
  volume =       "9",
  number =       "2",
  pages =        "237--243",
  month =        apr,
  year =         "1990",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 26 00:36:55 1994",
  bibsource =    "Graphics/imager/imager.90.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  note =         "See \cite{Cook:1986:SSC,Pavlidis:1990:RCS}.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Anonymous:1990:C,
  author =       "Anonymous",
  title =        "Corrigendum",
  journal =      j-TOG,
  volume =       "9",
  number =       "2",
  pages =        "244--244",
  month =        apr,
  year =         "1990",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 17:32:13 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Levoy:1990:ERT,
  author =       "Marc Levoy",
  title =        "Efficient Ray Tracing of Volume Data",
  journal =      j-TOG,
  volume =       "9",
  number =       "3",
  pages =        "245--261",
  month =        jul,
  year =         "1990",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/imager/imager.90.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/78965.html",
  acknowledgement = ack-nhfb,
  annote =       "{\em Volume Rendering} is a technique for visualizing
                 sampled scalar or vector fields of three spatial
                 dimensions without fitting geometric primitives to the
                 data. A subset of these techniques generates images by
                 computing 2-D projections of a colored semitransparent
                 volume, where the color and opacity at each point are
                 derived from the data using local operators. Since all
                 voxels participate in the generation of each image,
                 rendering time grows linearly with the size of the
                 dataset. This paper presents a front-to-back
                 image-order volume-rendering algorithm and discusses
                 two techniques for improving its performance. The first
                 technique employs a pyramid of binary volumes to encode
                 spatial coherence present in the data, and the second
                 technique uses an opacity threshold to adaptively
                 terminate ray tracing. Although the actual time saved
                 depends on the data, speedups of an order of magnitude
                 have been observed for datasets of useful size and
                 complexity. Examples from two applications are given:
                 medical imaging and molecular graphics.",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; hierarchical spatial enumeration;
                 medical imaging; molecular graphics; octree;
                 performance; ray tracing; scientific visualization;
                 volume rendering; volume visualization; voxel",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 I.3.7}: Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism, Visible
                 line/surface algorithms.",
}

@Article{Hobby:1990:RNC,
  author =       "John D. Hobby",
  title =        "Rasterization of Nonparametric Curves",
  journal =      j-TOG,
  volume =       "9",
  number =       "3",
  pages =        "262--277",
  month =        jul,
  year =         "1990",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/siggraph/90.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/78966.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algebraic curves; algorithms; rasterization; scan
                 conversion; theory",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Geometric algorithms, languages, and systems.",
}

@Article{Preparata:1990:CAV,
  author =       "Franco P. Preparata and Jeffrey Scott Vitter and
                 Mariette Yvinec",
  title =        "Computation of the Axial View of a Set of Isothetic
                 Parallelepipeds",
  journal =      j-TOG,
  volume =       "9",
  number =       "3",
  pages =        "278--300",
  month =        jul,
  year =         "1990",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/imager/imager.90.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/78967.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; amortized analysis; axial view;
                 computational geometry; contracted binary trees;
                 design; hidden line elimination; scene sensitive;
                 segment trees",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Visible line/surface algorithms.",
}

@Article{Joe:1990:QBS,
  author =       "Barry Joe",
  title =        "Quartic Beta-Splines",
  journal =      j-TOG,
  volume =       "9",
  number =       "3",
  pages =        "301--337",
  month =        jul,
  year =         "1990",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/imager/imager.90.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/78968.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; arc-length continuity; beta-splines;
                 computer-aided geometric design; design; discrete
                 beta-splines; geometric continuity; knot insertion;
                 rational curves; shape parameters",
  subject =      "{\bf G.1.1}: Mathematics of Computing, NUMERICAL
                 ANALYSIS, Interpolation, Spline and piecewise
                 polynomial interpolation. {\bf I.3.5}: Computing
                 Methodologies, COMPUTER GRAPHICS, Computational
                 Geometry and Object Modeling, Curve, surface, solid,
                 and object representations.",
}

@Article{Guitard:1990:CSE,
  author =       "Richard Guitard and Colin Ware",
  title =        "A Color Sequence Editor",
  journal =      j-TOG,
  volume =       "9",
  number =       "3",
  pages =        "338--341",
  month =        jul,
  year =         "1990",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/imager/imager.90.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Anonymous:1990:IA,
  author =       "Anonymous",
  title =        "Information for Authors",
  journal =      j-TOG,
  volume =       "9",
  number =       "3",
  pages =        "342--344",
  month =        jul,
  year =         "1990",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 15:51:22 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lamming:1990:SMI,
  author =       "Michael G. Lamming and Warren L. Rhodes",
  title =        "A Simple Method for Improved Color Printing of Monitor
                 Images",
  journal =      j-TOG,
  volume =       "9",
  number =       "4",
  pages =        "345--375",
  month =        oct,
  year =         "1990",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/imager/imager.90.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  note =         "See corrigenda \cite{Lamming:1991:CSM}.",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/88567.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; color printing; design; device independent
                 color; performance; video to print; WYSIWYG color",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation. {\bf I.3.4}:
                 Computing Methodologies, COMPUTER GRAPHICS, Graphics
                 Utilities.",
}

@Article{Rokne:1990:FLS,
  author =       "J. G. Rokne and Brian Wyvill and Xiaolin Wu",
  title =        "Fast Line Scan-Conversion",
  journal =      j-TOG,
  volume =       "9",
  number =       "4",
  pages =        "376--388",
  month =        oct,
  year =         "1990",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/imager/imager.90.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/88572.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; incremental curve generation; line
                 generators",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display
                 algorithms.",
}

@Article{Dobkin:1990:CTP,
  author =       "David P. Dobkin and Silvio V. F. Levy and William P.
                 Thurston and Allan R. Wilks",
  title =        "Contour Tracing by Piecewise Linear Approximations",
  journal =      j-TOG,
  volume =       "9",
  number =       "4",
  pages =        "389--423",
  month =        oct,
  year =         "1990",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/imager/imager.90.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/88575.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; contour tracing; Coxeter triangulations;
                 simplicial continuation; theory",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Geometric algorithms, languages, and systems.",
}

@Article{Ball:1990:ICV,
  author =       "A. A. Ball and D. J. T. Storry",
  title =        "An Investigation of Curvature Variations Over
                 Recursively Generated {B}-Spline Surfaces",
  journal =      j-TOG,
  volume =       "9",
  number =       "4",
  pages =        "424--437",
  month =        oct,
  year =         "1990",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/siggraph/90.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/88580.html",
  abstract =     "The continuity properties of recursively generated
                 B-spline surfaces over an arbitrary topology have been
                 related to the eigenproperties of the local subdivision
                 transformation, and conditions have been established on
                 the subdivision weightings for tangent plane continuity
                 at extraordinary points. In this paper, curves through
                 an extraordinary point, which align in both the tangent
                 and binormal direction, are identified, and their
                 curvatures are compared either side of the point.
                 Further restrictions on the subdivision weightings are
                 derived to optimize the curvature properties of the
                 surface. In general continuity of curvature is not
                 attained.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; B-splines surfaces; curvature continuity;
                 design; discrete Fourier transform; nonrectangular
                 topologies; recursive subdivision; theory",
  subject =      "{\bf G.1.1}: Mathematics of Computing, NUMERICAL
                 ANALYSIS, Interpolation, Spline and piecewise
                 polynomial interpolation. {\bf G.1.3}: Mathematics of
                 Computing, NUMERICAL ANALYSIS, Numerical Linear
                 Algebra, Eigenvalues. {\bf I.3.5}: Computing
                 Methodologies, COMPUTER GRAPHICS, Computational
                 Geometry and Object Modeling, Geometric algorithms,
                 languages, and systems.",
}

@Article{Kamada:1991:GFV,
  author =       "Tomihisa Kamada and Satoru Kawai",
  title =        "A General Framework for Visualizing Abstract Objects
                 and Relations",
  journal =      j-TOG,
  volume =       "10",
  number =       "1",
  pages =        "1--39",
  month =        jan,
  year =         "1991",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/siggraph/91.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/99903.html",
  abstract =     "Pictorial representations significantly enhance our
                 ability to understand complicated relations and
                 structures, which means that information systems
                 strongly require user interfaces that support the
                 visualization of many kinds of information with a wide
                 variety of graphical forms. At present, however, these
                 difficult visualization problems have not been solved.
                 We present a visualization framework for translating
                 abstract objects and relations, typically represented
                 in textual forms, into pictorial representations, and
                 describe a general visualization interface based on
                 this framework. In our framework, abstract objects and
                 relations are mapped to graphical objects and relations
                 by user-defined mapping rules. The kernel of our
                 visualization process is to determine a layout of
                 graphical objects under geometric constraints. A
                 constraint-based object layout system named COOL has
                 been developed to handle this layout problem. COOL
                 introduces the concept of rigidity of constraints in
                 order to reasonably handle, a set of conflicting
                 constraints by use of the least squares method. As
                 applications of our system, we show the generation of
                 kinship diagrams, list diagrams, Nassi-Shneiderman
                 diagrams, and entity-relationship diagrams.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Algorithms; Computer graphics; Constraint-based
                 systems; Constraints; Design; Graph drawing; Graphics
                 systems; Graphics utilities; human factors; Languages;
                 Layouts; Methodology and techniques; Pictorial
                 representations; Picture description languages;
                 Software engineering; Theory; Tools and techniques;
                 User interfaces; Visualization",
  subject =      "{\bf I.3.4}: Computing Methodologies, COMPUTER
                 GRAPHICS, Graphics Utilities, Picture description
                 languages. {\bf H.5.2}: Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces, Evaluation/methodology. {\bf D.2.2}:
                 Software, SOFTWARE ENGINEERING, Tools and Techniques,
                 User interfaces. {\bf H.1.2}: Information Systems,
                 MODELS AND PRINCIPLES, User/Machine Systems, Human
                 information processing.",
}

@Article{Jansen:1991:DOP,
  author =       "Frederik W. Jansen",
  title =        "Depth-Order Point Classification Techniques for {CSG}
                 Display Algorithms",
  journal =      j-TOG,
  volume =       "10",
  number =       "1",
  pages =        "40--70",
  month =        jan,
  year =         "1991",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/ray.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/99904.html",
  abstract =     "Constructive Solid Geometry (CSG) defines objects as
                 Boolean combinations (CSG trees) of primitive solids.
                 To display such objects, one must classify points on
                 the surfaces of the primitive solids with respect to
                 the resulting composite object, to test whether these
                 points lie on the boundary of the composite object or
                 not. Although the point classification is trivial
                 compared to the surface classification (i.e., the
                 computation of the composite object), for CSG models
                 with a large number of primitive solids (large CSG
                 trees), the point classification may still consume a
                 considerable fraction of the total processing time.
                 This paper presents an overview of existing and new
                 efficiency-improving techniques for classifying points
                 in depth order. The different techniques are compared
                 through experiments.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; computational geometry; constructive solid
                 geometry; CSG; CSG algorithms; design; display
                 algorithms; efficiency; experimentation; object
                 modeling; realism; solid modeling",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Geometric algorithms, languages, and systems. {\bf
                 I.3.5}: Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling,
                 Constructive solid geometry (CSG).",
}

@Article{Karasick:1991:EDT,
  author =       "Michael Karasick and Derek Lieber and Lee R. Nackman",
  title =        "Efficient {Delaunay} Triangulation Using Rational
                 Arithmetic",
  journal =      j-TOG,
  volume =       "10",
  number =       "1",
  pages =        "71--91",
  month =        jan,
  year =         "1991",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 11 18:22:31 1999",
  bibsource =    "Graphics/imager/imager.91.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/99905.html",
  abstract =     "Many fundamental tests performed by geometric
                 algorithms can be formulated in terms of finding the
                 sign of a determinant. When these tests are implemented
                 using fixed precision arithmetic such as floating
                 point, they can produce incorrect answers; when they
                 are implemented using arbitrary-precision arithmetic,
                 they are expensive to compute. We present
                 adaptive-precision algorithms for finding the signs of
                 determinants of matrices with integer and rational
                 elements. These algorithms were developed and tested by
                 integrating them into the Guibas-Stolfi Delaunay
                 triangulation algorithm. Through a combination of
                 algorithm design and careful engineering of the
                 implementation, the resulting program can triangulate a
                 set of random rational points in the unit circle only
                 four to five times slower than can a floating-point
                 implementation of the algorithm. The algorithms,
                 engineering process, and software tools developed are
                 described.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; experimentation; languages;
                 performance; reliability; robust geometric computation;
                 triangulation",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Geometric algorithms, languages, and systems. {\bf
                 J.6}: Computer Applications, COMPUTER-AIDED
                 ENGINEERING, Computer-aided design (CAD). {\bf G.4}:
                 Mathematics of Computing, MATHEMATICAL SOFTWARE,
                 Efficiency.",
}

@Article{Klassen:1991:DAC,
  author =       "R. Victor Klassen",
  title =        "Drawing Antialiased Cubic Spline Curves",
  journal =      j-TOG,
  volume =       "10",
  number =       "1",
  pages =        "92--108",
  month =        jan,
  year =         "1991",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/imager/imager.91.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/99906.html",
  abstract =     "Cubic spline curves have many nice properties that
                 make them desirable for use in computer graphics, and
                 the advantages of antialiasing have been known for some
                 years. Yet, only recently has there been any attempt at
                 directly antialiasing spline curves. Parametric spline
                 curves have resisted antialiasing in several ways:
                 single segments may cross or become tangent to
                 themselves. Cusps and small loops are easily missed
                 entirely. Thus, short pieces of the curve cannot
                 necessarily be rendered in isolation. Finding the
                 distance from a pixel center to the curve accurately
                 and efficiently---usually an essential part of
                 antialiasing---is an unsolved problem. The method
                 presented by Lien, Shantz, and Pratt [21] is a good
                 start, although it considers pixel-length pieces of the
                 curve in isolation and lacks robustness in the handling
                 of certain curves. This paper provides an improved
                 method that is more robust, and is able to handle
                 intersections and tangency.",
  acknowledgement = ack-nhfb,
  annote =       "figures 7 and 8 on p. 106 are transposed but not their
                 captions",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "adaptive forward differencing; algorithms;
                 antialiasing parametric curves; B{\'e}zier curves;
                 design; parametric curve plotting",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Splines.",
}

@Article{Lamming:1991:CSM,
  author =       "Michael G. Lamming and Warren L. Rhodes",
  title =        "Corrigenda: ``{A Simple Method for Improved Color
                 Printing of Monitor Images}''",
  journal =      j-TOG,
  volume =       "10",
  number =       "1",
  pages =        "109--109",
  month =        jan,
  year =         "1991",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 17:34:26 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  note =         "See \cite{Lamming:1990:SMI}.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Casner:1991:TAA,
  author =       "Stephen M. Casner",
  title =        "A Task-Analytic Approach to the Automated Design of
                 Graphic Presentations",
  journal =      j-TOG,
  volume =       "10",
  number =       "2",
  pages =        "111--151",
  month =        apr,
  year =         "1991",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 15:41:24 1996",
  bibsource =    "Graphics/siggraph/91.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/108361.html",
  abstract =     "BOZ is an automated graphic design and presentation
                 tool that designs graphics based on an analysis of the
                 task for which a graphic is intended to support. When
                 designing a graphic, BOZ aims to optimize two ways in
                 which graphics help expedite human performance of
                 information-processing tasks: (1) allowing users to
                 substitute simple perceptual inferences in place of
                 more demanding logical inferences, and (2) streamlining
                 users' search for needed information. BOZ analyzes a
                 logical description of a task to be performed by a
                 human user and designs a provably equivalent perceptual
                 task by substituting perceptual inferences in place of
                 logical inferences in the task description. BOZ then
                 designs and renders an accompanying graphic that
                 encodes and structures data such that performance of
                 each perceptual inference is supported and visual
                 search is minimized. BOZ produces a graphic along with
                 a perceptual procedure describing how to use the
                 graphic to complete the task. A key feature of BOZ's
                 approach is that it is able to design different
                 presentations of the same information customized to the
                 requirements of different tasks. BOZ is used to design
                 graphic presentations of airline schedule information
                 to support five different airline reservation tasks.
                 Reaction time studies done with real users for one task
                 and graphic show that the BOZ-designed graphic
                 significantly reduces users' performance time to the
                 task. Regression analyses link the observed efficiency
                 savings to BOZ's two key design principles: perceptual
                 inference substitutions and pruning of visual search.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Algorithms; Applications and expert systems;
                 Artificial intelligence; Automated design; Computer
                 graphics; Design; Ergonomics; experimentation; Graphic
                 design; Graphic user interface; Human factors; Human
                 information processing; Methodology and techniques;
                 Models and principles; Software engineering; Task
                 analysis; Theory; Tools and techniques; User
                 interfaces; User/machine systems; Visual languages",
  subject =      "{\bf H.5.2}: Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, User Interfaces, Screen
                 design. {\bf H.5.2}: Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, User Interfaces,
                 Interaction styles. {\bf H.1.2}: Information Systems,
                 MODELS AND PRINCIPLES, User/Machine Systems, Human
                 information processing. {\bf D.2.2}: Software, SOFTWARE
                 ENGINEERING, Tools and Techniques, User interfaces.
                 {\bf I.3.6}: Computing Methodologies, COMPUTER
                 GRAPHICS, Methodology and Techniques, Ergonomics. {\bf
                 H.5.2}: Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, User Interfaces, Ergonomics.",
}

@Article{Klassen:1991:IFD,
  author =       "R. Victor Klassen",
  title =        "Integer Forward Differencing of Cubic Polynomials:
                 Analysis and Algorithms",
  journal =      j-TOG,
  volume =       "10",
  number =       "2",
  pages =        "152--181",
  month =        apr,
  year =         "1991",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/siggraph/91.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/108364.html",
  abstract =     "Two incremental cubic interpolation algorithms are
                 derived and analysed. Each is based on a known linear
                 interpolation algorithm and modified for third order
                 forward differencing. The tradeoff between overflow
                 avoidance and loss of precision has made forward
                 differencing a method which, although known to be fast,
                 can be difficult to implement. It is shown that there
                 is one particular family of curves which represents the
                 worst case, in the sense that if a member of this
                 family can be accurately drawn without overflow, then
                 any curve which fits in the bounding box of that curve
                 can be. From this the limitations in terms of step
                 count and screen resolution are found for each of the
                 two algorithms.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; B{\'e}zier curves; parametric curve
                 plotting",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Splines. {\bf G.1.1}: Mathematics of Computing,
                 NUMERICAL ANALYSIS, Interpolation, Spline and piecewise
                 polynomial interpolation. {\bf G.1.2}: Mathematics of
                 Computing, NUMERICAL ANALYSIS, Approximation, Spline
                 and piecewise polynomial approximation. {\bf I.3.5}:
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Curve,
                 surface, solid, and object representations. {\bf
                 I.3.5}: Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Geometric
                 algorithms, languages, and systems.",
}

@Article{Ekoule:1991:TAA,
  author =       "A. B. Ekoule and F. C. Peyrin and C. L. Odet",
  title =        "A Triangulation Algorithm From Arbitrary Shaped
                 Multiple Planar Contours",
  journal =      j-TOG,
  volume =       "10",
  number =       "2",
  pages =        "182--199",
  month =        apr,
  year =         "1991",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 15:41:32 1996",
  bibsource =    "Graphics/siggraph/91.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/108363.html",
  abstract =     "Conventional triangulation algorithms from planar
                 contours suffer from some limitations. For instance,
                 incorrect results can be obtained when the contours are
                 not convex, or when the contours in two successive
                 slices are very different. In the same way, the
                 presence of multiple contours in a slice leads to
                 ambiguities in defining the appropriate links. The
                 purpose of this paper is to define a general
                 triangulation procedure that provides a solution to
                 these problems. We first describe a simple heuristic
                 triangulation algorithm which is extended to nonconvex
                 contours. It uses an original decomposition of an
                 arbitrary contour into elementary convex subcontours.
                 Then the problem of linking one contour in a slice to
                 several contours in an adjacent slice is examined. To
                 this end, a new and unique interpolated contour is
                 generated between the two slices, and the link is
                 created using the previously defined procedure. Next, a
                 solution to the general case of linking multiple
                 contours in each slice is proposed. Finally, the
                 algorithm is applied to the reconstitution of the
                 external surface of a complex shaped object: a human
                 vertebra.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; slice interpolation; triangulation",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations.",
}

@Article{Becker:1991:IMT,
  author =       "Shawn C. Becker and William A. Barrett and Dan R.
                 {Olsen, Jr.}",
  title =        "Interactive measurement of three-dimensional objects
                 using a depth buffer and linear probe",
  journal =      j-TOG,
  volume =       "10",
  number =       "2",
  pages =        "201--207",
  month =        apr,
  year =         "1991",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 15:41:43 1996",
  bibsource =    "Graphics/siggraph/91.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/108446.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design",
  subject =      "{\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism. {\bf
                 I.3.6}: Computing Methodologies, COMPUTER GRAPHICS,
                 Methodology and Techniques, Interaction techniques.
                 {\bf J.2}: Computer Applications, PHYSICAL SCIENCES AND
                 ENGINEERING.",
}

@Article{Beatty:1991:ENE,
  author =       "John Beatty",
  title =        "Editorial: New {Editor-in-Chief}",
  journal =      j-TOG,
  volume =       "10",
  number =       "3",
  pages =        "209--210",
  month =        jul,
  year =         "1991",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:20:23 2012",
  bibsource =    "Graphics/siggraph/91.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Singh:1991:ALS,
  author =       "Gurminder Singh and Mark Green",
  title =        "Automating the Lexical and Syntactic Design of
                 Graphical User Interfaces: The {UofA}* {UIMS}",
  journal =      j-TOG,
  volume =       "10",
  number =       "3",
  pages =        "213--254",
  month =        jul,
  year =         "1991",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 15:41:48 1996",
  bibsource =    "Graphics/siggraph/91.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/108543.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Computer graphics; design; human factors; Interaction
                 techniques; Methodologies; Methodology and techniques;
                 Miscellaneous; Rapid prototyping; Software engineering;
                 User interface design; User interface management
                 systems",
  subject =      "{\bf D.2.2}: Software, SOFTWARE ENGINEERING, Tools and
                 Techniques, User interfaces. {\bf H.5.2}: Information
                 Systems, INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces, User interface management systems (UIMS).
                 {\bf D.2.10}: Software, SOFTWARE ENGINEERING, Design,
                 Methodologies. {\bf H.5.2}: Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces, Screen design. {\bf H.5.2}: Information
                 Systems, INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces, Interaction styles. {\bf I.3.6}: Computing
                 Methodologies, COMPUTER GRAPHICS, Methodology and
                 Techniques, Interaction techniques.",
}

@Article{Hobby:1991:NSI,
  author =       "John D. Hobby",
  title =        "Numerically Stable Implicitization of Cubic Curves",
  journal =      j-TOG,
  volume =       "10",
  number =       "3",
  pages =        "255--296",
  month =        jul,
  year =         "1991",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/siggraph/91.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/108546.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; numerical stability; reliability",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations.",
}

@Article{Walton:1991:TPP,
  author =       "D. J. Walton and R. Xu",
  title =        "Turning Point Preserving Planar Interpolation",
  journal =      j-TOG,
  volume =       "10",
  number =       "3",
  pages =        "297--311",
  month =        jul,
  year =         "1991",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/imager/imager.91.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/108548.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; approximation; design; interpolation;
                 quadratic B{\'e}zier curves",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Splines. {\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 G.1.2}: Mathematics of Computing, NUMERICAL ANALYSIS,
                 Approximation, Spline and piecewise polynomial
                 approximation. {\bf G.1.1}: Mathematics of Computing,
                 NUMERICAL ANALYSIS, Interpolation, Spline and piecewise
                 polynomial interpolation. {\bf J.6}: Computer
                 Applications, COMPUTER-AIDED ENGINEERING,
                 Computer-aided design (CAD).",
}

@Article{Meyer:1991:LTO,
  author =       "Alan Meyer",
  title =        "A Linear Time {Oslo} Algorithm",
  journal =      j-TOG,
  volume =       "10",
  number =       "3",
  pages =        "312--318",
  month =        jul,
  year =         "1991",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/imager/imager.91.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/108552.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; B-splines; computer-aided geometric
                 design; design; subdivision",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Splines. {\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 J.6}: Computer Applications, COMPUTER-AIDED
                 ENGINEERING, Computer-aided design (CAD).",
}

@Article{Ware:1991:CRC,
  author =       "Colin Ware and William Cowan",
  title =        "Corrigenda: ``{The RGYB Color Geometry}''",
  journal =      j-TOG,
  volume =       "10",
  number =       "3",
  pages =        "319--319",
  month =        jul,
  year =         "1991",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 17:38:09 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  note =         "See \cite{Ware:1990:RCG}.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Foley:1991:ELB,
  author =       "Jim Foley",
  title =        "Editorial: Looking Back, Looking Ahead",
  journal =      j-TOG,
  volume =       "10",
  number =       "4",
  pages =        "321--322",
  month =        oct,
  year =         "1991",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/siggraph/91.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rappoport:1991:RCS,
  author =       "Ari Rappoport",
  title =        "Rendering Curves and Surfaces with Hybrid Subdivision
                 and Forward Differencing",
  journal =      j-TOG,
  volume =       "10",
  number =       "4",
  pages =        "323--341",
  month =        oct,
  year =         "1991",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/imager/imager.91.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/116914.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "adaptive forward differencing; algorithms; B{\'e}zier
                 curves and surfaces; design; parametric curves and
                 surfaces; performance; subdivision method; theory",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations.",
}

@Article{Lee:1991:CSP,
  author =       "S. L. Lee and A. A. Majid",
  title =        "Closed Smooth Piecewise Bicubic Surfaces",
  journal =      j-TOG,
  volume =       "10",
  number =       "4",
  pages =        "342--365",
  month =        oct,
  year =         "1991",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/siggraph/91.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/116915.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; B-splines; bicubic patches; B{\'e}zier
                 representation; closed surfaces; de Casteljau
                 algorithm; design; geometric continuity; geometric
                 modeling; theory",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 G.1.1}: Mathematics of Computing, NUMERICAL ANALYSIS,
                 Interpolation, Spline and piecewise polynomial
                 interpolation. {\bf G.1.3}: Mathematics of Computing,
                 NUMERICAL ANALYSIS, Numerical Linear Algebra,
                 Eigenvalues. {\bf I.3.5}: Computing Methodologies,
                 COMPUTER GRAPHICS, Computational Geometry and Object
                 Modeling, Splines.",
}

@Article{Pottmann:1991:LCC,
  author =       "Helmut Pottmann",
  title =        "Locally controllable conic splines with curvature
                 continuity",
  journal =      j-TOG,
  volume =       "10",
  number =       "4",
  pages =        "366--377",
  month =        oct,
  year =         "1991",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/imager/imager.91.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/116916.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; conic sections; design; geometric
                 continuity; projective geometry; rational B{\'e}zier
                 curves",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 J.6}: Computer Applications, COMPUTER-AIDED
                 ENGINEERING. {\bf I.3.5}: Computing Methodologies,
                 COMPUTER GRAPHICS, Computational Geometry and Object
                 Modeling, Splines.",
}

@Article{Chionh:1991:UMR,
  author =       "Eng-Wee Chionh and Ronald N. Goldman and James R.
                 Miller",
  title =        "Using Multivariate Resultants to Find the Intersection
                 of Three Quadric Surfaces",
  journal =      j-TOG,
  volume =       "10",
  number =       "4",
  pages =        "378--400",
  month =        oct,
  year =         "1991",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 16:06:06 1996",
  bibsource =    "Graphics/siggraph/91.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/116917.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; theory",
  subject =      "{\bf J.6}: Computer Applications, COMPUTER-AIDED
                 ENGINEERING, Computer-aided design (CAD). {\bf I.3.5}:
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Curve,
                 surface, solid, and object representations. {\bf
                 I.3.5}: Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Geometric
                 algorithms, languages, and systems. {\bf I.3.5}:
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Physically
                 based modeling.",
}

@Article{Sharir:1992:SOS,
  author =       "Micha Sharir and Mark H. Overmars",
  title =        "A Simple Output-Sensitive Algorithm for Hidden Surface
                 Removal",
  journal =      j-TOG,
  volume =       "11",
  number =       "1",
  pages =        "1--11",
  month =        jan,
  year =         "1992",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/112141.html",
  abstract =     "We derive a simple output-sensitive algorithm for
                 hidden surface removal in a collection of n triangles
                 in space for which a (partial) depth order is known. If
                 $k$ is the combinatorial complexity of the output
                 visibility map, the method runs in time $ O(n \sqrt {k}
                 \log n)$. The method is extended to work for other
                 classes of objects as well, sometimes with even
                 improved time bounds. For example, we obtain an
                 algorithm that performs hidden surface removal for n
                 (nonintersecting) balls in time $ O(n^{3 / 2} \log n +
                 k)$",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; hidden surface removal; theory",
  subject =      "{\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Hidden line/surface removal. {\bf F.2.2}: Theory of
                 Computation, ANALYSIS OF ALGORITHMS AND PROBLEM
                 COMPLEXITY, Nonnumerical Algorithms and Problems,
                 Geometrical problems and computations. {\bf I.3.5}:
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Geometric
                 algorithms, languages, and systems.",
}

@Article{Cameron:1992:RMG,
  author =       "Stephen Cameron and Yap Chee-Keng",
  title =        "Refinement Methods for Geometric Bounds in
                 Constructive Solid Geometry",
  journal =      j-TOG,
  volume =       "11",
  number =       "1",
  pages =        "12--39",
  month =        jan,
  year =         "1992",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/123764.html",
  abstract =     "In constructive solid geometry, geometric solids are
                 represented as trees whose leaves are labeled by
                 primitive solids and whose internal nodes are labeled
                 by set-theoretic operations. A {\em bounding function}
                 in this context is an upper or lower estimate on the
                 extent of the constituent sets; such bounds are
                 commonly used to speed up algorithms based on such
                 trees. We introduce the class of {\em totally
                 consistent bounding functions}, which have the
                 desirable properties of allowing surprisingly good
                 bounds to be built quickly. Both outer and inner bounds
                 can be refined using a set of rewrite rules, for which
                 we give some complexity and convergence results. We
                 have implemented the refinement rules for outer bounds
                 within a solid modeling system, where they have proved
                 especially useful for intersection testing in three and
                 four dimensions. Our implementations have used boxes as
                 bounds, but different classes (shapes) of bounds are
                 also explored. The rewrite rules are also applicable to
                 relatively slow, exact operations, which we explore for
                 their theoretical insight, and to general Boolean
                 algebras. Results concerning the relationship between
                 these bounds and active zones are also noted.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; performance; theory",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Hierarchy and geometric transformations. {\bf F.2.2}:
                 Theory of Computation, ANALYSIS OF ALGORITHMS AND
                 PROBLEM COMPLEXITY, Nonnumerical Algorithms and
                 Problems, Computations on discrete structures. {\bf
                 F.2.2}: Theory of Computation, ANALYSIS OF ALGORITHMS
                 AND PROBLEM COMPLEXITY, Nonnumerical Algorithms and
                 Problems, Geometrical problems and computations. {\bf
                 I.1.1}: Computing Methodologies, ALGEBRAIC
                 MANIPULATION, Expressions and Their Representation,
                 Simplification of expressions. {\bf J.6}: Computer
                 Applications, COMPUTER-AIDED ENGINEERING,
                 Computer-aided design (CAD).",
}

@Article{Desaulniers:1992:EMB,
  author =       "H. Desaulniers and N. F. Stewart",
  title =        "An Extension of Manifold Boundary Representations to
                 the $r$-Sets",
  journal =      j-TOG,
  volume =       "11",
  number =       "1",
  pages =        "40--60",
  month =        jan,
  year =         "1992",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/111777.html",
  abstract =     "In this paper we study the relationship between {\em
                 manifold solids} ($r$-sets whose boundaries are
                 two-dimensional closed manifolds) and {\em $r$-sets}.
                 We begin by showing that an $r$-set may be viewed as
                 the limit of a certain sequence of manifold solids,
                 where distance is measured using the Hausdorff metric.
                 This permits us to introduce a minimal set of
                 generalized Euler operators, sufficient for the
                 construction and manipulation of $r$-sets. The
                 completeness result for ordinary Euler operators
                 carries over immediately to the generalized Euler
                 operators on the $r$-sets and the modification of the
                 usual boundary data structures, corresponding to our
                 extension to nonmanifold $r$-sets, is straightforward.
                 We in fact describe a modification of a well-known
                 boundary data structure in order to illustrate how the
                 extension can be used in typical solid modeling
                 algorithms, and describe an implementation.\par

                 The results described above largely eliminate what has
                 been called an inherent mismatch between the modeling
                 spaces defined by manifold solids and by $r$-sets. We
                 view the $r$-sets as a more appropriate choice for a
                 modeling space: in particular, the $r$-sets provide
                 closure with respect to regularized set operations and
                 a complete set of generalized Euler operators for the
                 manipulation of boundary representations, for graphics
                 and other purposes. It remains to formulate and prove a
                 theorem on the soundness of the generalized Euler
                 operators.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; theory",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Boundary representations.",
}

@Article{Bajaj:1992:ASD,
  author =       "Chanderjit L. Bajaj and Insung Ihm",
  title =        "Algebraic Surface Design with {Hermite}
                 Interpolation",
  journal =      j-TOG,
  volume =       "11",
  number =       "1",
  pages =        "61--91",
  month =        jan,
  year =         "1992",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/120081.html",
  abstract =     "This paper presents an efficient algorithm called
                 Hermite interpolation, for constructing low-degree
                 algebraic surfaces, which contain, with $ C^1 $ or
                 tangent plane continuity, any given collection of
                 points and algebraic space curves having derivative
                 information. Positional as well as derivative
                 constraints on an implicitly defined algebraic surface
                 are translated into a homogeneous linear system, where
                 the unknowns are the coefficients of the polynomial
                 defining the algebraic surface. Computational details
                 of the Hermite interpolation algorithm are presented
                 along with several illustrative applications of the
                 interpolation technique to construction of joining or
                 blending surfaces for solid models as well as fleshing
                 surfaces for curved wire frame models. A heuristic
                 approach to interactive shape control of implicit
                 algebraic surfaces is also given, and open problems in
                 algebraic surface design are discussed.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; theory",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 F.2.1}: Theory of Computation, ANALYSIS OF ALGORITHMS
                 AND PROBLEM COMPLEXITY, Numerical Algorithms and
                 Problems, Computations on polynomials. {\bf G.1.1}:
                 Mathematics of Computing, NUMERICAL ANALYSIS,
                 Interpolation, Interpolation formulas.",
}

@Article{Shneiderman:1992:TVT,
  author =       "Ben Shneiderman",
  title =        "Tree Visualization with Tree-Maps: a {$2$-D}
                 Space-Filling Approach",
  journal =      j-TOG,
  volume =       "11",
  number =       "1",
  pages =        "92--99",
  month =        jan,
  year =         "1992",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/115768.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; human factors",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 E.1}: Data, DATA STRUCTURES, Trees.",
}

@Article{Anonymous:1992:AI,
  author =       "Anonymous",
  title =        "Author Index",
  journal =      j-TOG,
  volume =       "11",
  number =       "1",
  pages =        "100--101",
  month =        jan,
  year =         "1992",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 6 16:37:06 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Williams:1992:VOM,
  author =       "Peter L. Williams",
  title =        "Visibility Ordering Meshed Polyhedra",
  journal =      j-TOG,
  volume =       "11",
  number =       "2",
  pages =        "103--126",
  month =        apr,
  year =         "1992",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/130899.html",
  abstract =     "A visibility-ordering of a set of objects from some
                 viewpoint is an ordering such that if object $a$
                 obstructs object $b$, then $b$ precedes $a$ in the
                 ordering. An algorithm is presented that generates a
                 visibility-ordering of an acyclic convex set of meshed
                 convex polyhedra. This algorithm takes time linear in
                 the size of the mesh. Modifications to this algorithm
                 and/or preprocessing techniques are described that
                 permit nonconvex cells nonconvex meshes (meshes with
                 cavities and/or voids), meshes with cycles, and sets of
                 disconnected meshes to be ordered. Visibility-ordering
                 of polyhedra is applicable to scientific visualization,
                 particularly direct volume rendering. It is shown how
                 the ordering algorithms can be used for domain
                 decomposition of finite element meshes for parallel
                 processing, and how the data structures used by these
                 algorithms can be used to solve the spatial point
                 location problem. The effects of cyclically obstructing
                 polyhedra are discussed and methods for their
                 elimination are described, including the use of the
                 Delaunay triangulation. Methods for converting
                 nonconvex meshes into convex meshes are described.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; theory",
  subject =      "{\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Visible line/surface algorithms. {\bf I.3.3}: Computing
                 Methodologies, COMPUTER GRAPHICS, Picture/Image
                 Generation, Display algorithms. {\bf I.3.3}: Computing
                 Methodologies, COMPUTER GRAPHICS, Picture/Image
                 Generation, Viewing algorithms. {\bf I.3.5}: Computing
                 Methodologies, COMPUTER GRAPHICS, Computational
                 Geometry and Object Modeling, Curve, surface, solid,
                 and object representations.",
}

@Article{Warren:1992:CMR,
  author =       "Joe Warren",
  title =        "Creating Multisided Rational {B}{\'e}zier Surfaces
                 Using Base Points",
  journal =      j-TOG,
  volume =       "11",
  number =       "2",
  pages =        "127--139",
  month =        apr,
  year =         "1992",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/130828.html",
  abstract =     "Rational B{\'e}zier surfaces provide an effective tool
                 for geometric design. One aspect of the theory of
                 rational surfaces that is not well understood is what
                 happens when a rational parameterization takes on the
                 value (0/0, 0/0, 0/0) for some parameter value. Such
                 parameter values are called base points of the
                 parameterization. Base points can be introduced into a
                 rational parameterization in B{\'e}zier form by setting
                 weights of appropriate control points to zero. By
                 judiciously introducing base points, one can create
                 parameterizations of four-, five- and six-sided surface
                 patches using rational B{\'e}zier surfaces defined over
                 triangular domains. Subdivision techniques allow
                 rendering and smooth meshing of such surfaces.
                 Properties of base points also lead to a new
                 understanding of incompatible edge twist methods such
                 as Gregory's patch.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "design; theory",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 G.1.1}: Mathematics of Computing, NUMERICAL ANALYSIS,
                 Interpolation, Interpolation formulas.",
}

@Article{Cheng:1992:ESD,
  author =       "Fuhua Cheng",
  title =        "Estimating Subdivision Depths for Rational Curves and
                 Surfaces",
  journal =      j-TOG,
  volume =       "11",
  number =       "2",
  pages =        "140--151",
  month =        apr,
  year =         "1992",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/130829.html",
  abstract =     "An algorithm to estimate subdivision depths for
                 rational curves and surfaces is presented. The
                 subdivision depth is not estimated for the given
                 curve/surface directly. The algorithm computes a
                 subdivision depth for the polynomial curve/surface of
                 which the given rational curve/surface is the image
                 under the standard perspective projection. This
                 subdivision depth, however, guarantees the required
                 flatness of the given curve/surface after the
                 subdivision. This work has applications in surface
                 rendering, surface/surface intersection, and mesh
                 generation.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 I.3.5}: Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Geometric
                 algorithms, languages, and systems. {\bf J.6}: Computer
                 Applications, COMPUTER-AIDED ENGINEERING,
                 Computer-aided design (CAD).",
}

@Article{Hansen:1992:AGN,
  author =       "Allan Hansen and Farhad Arbab",
  title =        "An Algorithm for Generating {NC} Tools Paths for
                 Arbitrarily Shaped Pockets with Islands",
  journal =      j-TOG,
  volume =       "11",
  number =       "2",
  pages =        "152--182",
  month =        apr,
  year =         "1992",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/130832.html",
  abstract =     "In this paper we describe algorithms for generating NC
                 tool paths for machining of arbitrarily shaped 2 l/2
                 dimensional pockets with arbitrary islands. These
                 pocketing algorithms are based on a new offsetting
                 algorithm presented in this paper. Our offsetting
                 algorithm avoids costly two-dimensional Boolean set
                 operations, relatively expensive distance calculations,
                 and the overhead of extraneous geometry, such as the
                 Voronoi diagrams, used in other pocketing algorithms.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Geometric algorithms, languages, and systems. {\bf
                 J.6}: Computer Applications, COMPUTER-AIDED
                 ENGINEERING, Computer-aided design (CAD). {\bf F.1.2}:
                 Theory of Computation, COMPUTATION BY ABSTRACT DEVICES,
                 Modes of Computation.",
}

@Article{Rokne:1992:DSI,
  author =       "J. Rokne and Y. Yao",
  title =        "Double-Step Incremental Linear Interpolation",
  journal =      j-TOG,
  volume =       "11",
  number =       "2",
  pages =        "183--192",
  month =        apr,
  year =         "1992",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  note =         "See \cite{Rokne:1993:C}.",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/130833.html",
  abstract =     "A two-step incremental linear interpolation algorithm
                 is derived and analyzed. It is shown that the algorithm
                 is correct, that it is reversible, and that it is
                 faster than previous single-step algorithms. An example
                 is given of the execution of the algorithm.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; performance",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf G.1.0}: Mathematics of Computing, NUMERICAL
                 ANALYSIS, General, Error analysis.",
}

@Article{Hudson:1992:ASC,
  author =       "Scott E. Hudson",
  title =        "Adding Shadows to a {$3$D} Cursor",
  journal =      j-TOG,
  volume =       "11",
  number =       "2",
  pages =        "193--199",
  month =        apr,
  year =         "1992",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wilhelms:1992:OFI,
  author =       "Jane Wilhelms and Allen {Van Gelder}",
  title =        "Octrees for Faster Isosurface Generation",
  journal =      j-TOG,
  volume =       "11",
  number =       "3",
  pages =        "201--227",
  month =        jul,
  year =         "1992",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/130882.html",
  abstract =     "The large size of many volume data sets often prevents
                 visualization algorithms from providing interactive
                 rendering. The use of hierarchical data structures can
                 ameliorate this problem by storing summary information
                 to prevent useless exploration of regions of little or
                 no {\em current} interest within the volume. This paper
                 discusses research into the use of the {\em octree}
                 hierarchical data structure when the regions of current
                 interest can vary during the application, and are not
                 known {\em a priori}. Octrees are well suited to the
                 six-sided cell structure of many volumes.\par

                 A new space-efficient design is introduced for octree
                 representations of volumes whose resolutions are not
                 conveniently a power of two; octrees following this
                 design are called {\em branch-on-need octrees} (BONOs).
                 Also, a caching method is described that essentially
                 passes information between octree neighbors whose
                 visitation times may be quite different, then discards
                 it when its useful life is over.\par

                 Using the application of octrees to isosurface
                 generation as a focus, space and time comparisons for
                 octree-based versus more traditional ``marching''
                 methods are presented.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; performance",
  subject =      "{\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Visible line/surface algorithms. {\bf I.3.5}: Computing
                 Methodologies, COMPUTER GRAPHICS, Computational
                 Geometry and Object Modeling, Curve, surface, solid,
                 and object representations. {\bf E.1}: Data, DATA
                 STRUCTURES, Trees. {\bf I.3.3}: Computing
                 Methodologies, COMPUTER GRAPHICS, Picture/Image
                 Generation, Display algorithms.",
}

@Article{Meyers:1992:SC,
  author =       "David Meyers and Shelley Skinner and Kenneth Sloan",
  title =        "Surfaces from Contours",
  journal =      j-TOG,
  volume =       "11",
  number =       "3",
  pages =        "228--258",
  month =        jul,
  year =         "1992",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/131213.html",
  abstract =     "This paper is concerned with the problem of
                 reconstructing the surfaces of three-dimensional
                 objects, given a collection of planar contours
                 representing cross-sections through the objects. This
                 problem has important applications in biomedical
                 research and instruction, solid modeling, and
                 industrial inspection.\par

                 The method we describe produces a triangulated mesh
                 from the data points of the contours which is then used
                 in conjunction with a piecewise parametric
                 surface-fitting algorithm to produce a reconstructed
                 surface.\par

                 The problem can be broken into four subproblems: the
                 {\em correspondence problem} (which contours should be
                 connected by the surface?), the {\em tiling problem}
                 (how should the contours be connected?), the {\em
                 branching problem} (what do we do when there are
                 branches in the surface?), and the {\em surface-fitting
                 problem} (what is the precise geometry of the
                 reconstructed surface?) We describe our system for
                 surface reconstruction from sets of contours with
                 respect to each of these subproblems. Special attention
                 is given to the correspondence and branching problems.
                 We present a method that can handle sets of contours in
                 which adjacent contours share a very contorted
                 boundary, and we describe a new approach to solving the
                 correspondence problem using a Minimum Spanning Tree
                 generated from the contours.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 I.3.5}: Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Boundary
                 representations. {\bf I.3.5}: Computing Methodologies,
                 COMPUTER GRAPHICS, Computational Geometry and Object
                 Modeling, Geometric algorithms, languages, and systems.
                 {\bf I.3.8}: Computing Methodologies, COMPUTER
                 GRAPHICS, Applications.",
}

@Article{McIlroy:1992:GRE,
  author =       "M. Douglas McIlroy",
  title =        "Getting Raster Ellipses Right",
  journal =      j-TOG,
  volume =       "11",
  number =       "3",
  pages =        "259--275",
  month =        jul,
  year =         "1992",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/130881.130892",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib;
                 https://www.math.utah.edu/pub/tex/bib/unix.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/130892.html",
  abstract =     "A concise, incremental algorithm for raster
                 approximations to ellipses in standard position
                 produces approximations that are good to the last pixel
                 even near octant boundaries or the thin ends of highly
                 eccentric ellipses. The resulting approximations
                 commute with reflection about the diagonal and are
                 mathematically specifiable without reference to details
                 of the algorithm.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms",
  remark =       "Included in collection in Bell Labs CSTR 155.",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Line and curve
                 generation.",
}

@Article{Maillot:1992:NFM,
  author =       "Patrick-Gilles Maillot",
  title =        "A New, Fast Method for {$2$-D} Polygon Clipping:
                 Analysis and Software Implementation",
  journal =      j-TOG,
  volume =       "11",
  number =       "3",
  pages =        "276--290",
  month =        jul,
  year =         "1992",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/130894.html",
  abstract =     "This paper presents a new 2D polygon clipping method,
                 based on an extension to the Sutherland-Cohen 2D line
                 clipping method. After discussing three basic polygon
                 clipping algorithms, a different approach is proposed,
                 explaining the principles of a new algorithm and
                 presenting it step by step.\par

                 An example implementation of the algorithm is given
                 along with some results. A comparison between the
                 proposed method, the Liang and Barsky algorithm, and
                 the Sutherland-Hodgman algorithm is also given, showing
                 performances up to eight times the speed of the
                 Sutherland-Hodgman algorithm, and up to three times the
                 Liang and Barsky algorithm. The algorithm proposed here
                 can use floating point or integer operations; this can
                 be useful for fast or simple implementations.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; theory",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf I.3.4}: Computing Methodologies, COMPUTER
                 GRAPHICS, Graphics Utilities, Graphics packages. {\bf
                 I.3.5}: Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Geometric
                 algorithms, languages, and systems.",
}

@Article{Olsen:1992:BES,
  author =       "Dan R. Olsen",
  title =        "Bookmarks: An Enhanced Scroll Bar",
  journal =      j-TOG,
  volume =       "11",
  number =       "3",
  pages =        "291--295",
  month =        jul,
  year =         "1992",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Foley:1992:E,
  author =       "Jim Foley",
  title =        "Editorial",
  journal =      j-TOG,
  volume =       "11",
  number =       "4",
  pages =        "297--298",
  month =        oct,
  year =         "1992",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Anonymous:1992:CP,
  author =       "Anonymous",
  title =        "Call for papers",
  journal =      j-TOG,
  volume =       "11",
  number =       "4",
  pages =        "299--299",
  month =        oct,
  year =         "1992",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 15:52:54 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Stone:1992:SIC,
  author =       "Maureen C. Stone",
  title =        "Special Issue on Color",
  journal =      j-TOG,
  volume =       "11",
  number =       "4",
  pages =        "300--304",
  month =        oct,
  year =         "1992",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Haase:1992:MPM,
  author =       "Chet S. Haase and Gary W. Meyer",
  title =        "Modeling Pigmented Materials for Realistic Image
                 Synthesis",
  journal =      j-TOG,
  volume =       "11",
  number =       "4",
  pages =        "305--335",
  month =        oct,
  year =         "1992",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/146452.html",
  abstract =     "This article discusses and applies the Kubelka-Munk
                 theory of pigment mixing to computer graphics in order
                 to facilitate improved image synthesis. The theories of
                 additive and subtractive color mixing are discussed and
                 are shown to be insufficient for pigmented materials.
                 The Kubelka-Munk theory of pigment mixing is developed
                 and the relevant equations are derived. Pigment mixing
                 experiments are performed and the results are displayed
                 on color television monitors. A paint program that uses
                 Kubelka-Munk theory to mix real pigments is presented.
                 Theories of color matching with pigments are extended
                 to determine reflectances for use in realistic image
                 synthesis.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; experimentation; human factors",
  subject =      "{\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Color, shading, shadowing, and texture. {\bf I.3.4}:
                 Computing Methodologies, COMPUTER GRAPHICS, Graphics
                 Utilities, Paint systems.",
}

@Article{MacIntyre:1992:PAC,
  author =       "Blair MacIntyre and William B. Cowan",
  title =        "A Practical Approach to Calculating Luminance Contrast
                 on a {CRT}",
  journal =      j-TOG,
  volume =       "11",
  number =       "4",
  pages =        "336--347",
  month =        oct,
  year =         "1992",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/146467.html",
  abstract =     "Luminance contrast is the basis of text legibility,
                 and maintaining luminance contrast is essential for any
                 color selection algorithm. In principle, it can be
                 calculated precisely on a sufficiently well-calibrated
                 display surface, but calibration is very expensive.
                 Consequently, most current systems deal with contrast
                 using heuristics. However, the usual CRT setup puts the
                 display surface into a state that is relatively
                 predictable. Luminance values can be estimated based on
                 this state, and these luminance values have been used
                 to calculate contrast using the Michelson definition.
                 This paper proposes a method for determining the
                 contrast of colored areas displayed on a CRT. It uses a
                 contrast metric that is in wide use in visual
                 psychophysics and shows that the metric can be
                 approximated reasonably without display measurement, as
                 long as it is possible to assume that the CRT has been
                 adjusted according to usual CRT setup standards.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; human factors",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf B.4.2}: Hardware, INPUT/OUTPUT AND DATA
                 COMMUNICATIONS, Input/Output Devices, Image display.
                 {\bf H.5.2}: Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, User Interfaces, Screen
                 design.",
}

@Article{Wu:1992:CQD,
  author =       "Xialin Wu",
  title =        "Color Quantization by Dynamic Programming and
                 Principal Analysis",
  journal =      j-TOG,
  volume =       "11",
  number =       "4",
  pages =        "348--372",
  month =        oct,
  year =         "1992",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/146475.html",
  abstract =     "Color quantization is a process of choosing a set of
                 $K$ representative colors to approximate the $N$ colors
                 of an image, $ K < N$, such that the resulting
                 $K$-color image looks as much like the original
                 $N$-color image as possible. This is an optimization
                 problem known to be NP-complete in $K$. However, this
                 paper shows that by ordering the $N$ colors along their
                 principal axis and partitioning the color space with
                 respect to this ordering, the resulting constrained
                 optimization problem can be solved in $ O(N + K M^2)$
                 time by dynamic programming (where $M$ is the intensity
                 resolution of the device).\par

                 Traditional color quantization algorithms recursively
                 bipartition the color space. By using the above
                 dynamic-programming algorithm, we can construct a
                 globally optimal $K$-partition, $ K > 2$, of a color
                 space in the principal direction of the input data.
                 This new partitioning strategy leads to smaller
                 quantization error and hence better image quality.
                 Other algorithmic issues in color quantization such as
                 efficient statistical computations and nearest-neighbor
                 searching are also studied. The interplay between
                 luminance and chromaticity in color quantization with
                 and without color dithering is investigated. Our color
                 quantization method allows the user to choose a balance
                 between the image smoothness and hue accuracy for a
                 given $K$.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms",
  subject =      "{\bf I.4.1}: Computing Methodologies, IMAGE
                 PROCESSING, Digitization, Quantization. {\bf I.3.3}:
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Picture/Image Generation, Digitizing and scanning. {\bf
                 I.4.2}: Computing Methodologies, IMAGE PROCESSING,
                 Compression (Coding), Approximate methods.",
}

@Article{Kasson:1992:ASC,
  author =       "James M. Kasson and Wil Plouffe",
  title =        "An Analysis of Selected Computer Interchange Color
                 Spaces",
  journal =      j-TOG,
  volume =       "11",
  number =       "4",
  pages =        "373--405",
  month =        oct,
  year =         "1992",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/146479.html",
  abstract =     "Important standards for device-independent color allow
                 many different color encodings. This freedom obliges
                 users of these standards to choose the color space in
                 which to represent their data. A device-independent
                 interchange color space must exhibit an exact mapping
                 to a colorimetric color representation, ability to
                 encode all visible colors, compact representation for
                 given accuracy, and low computational cost for
                 transforms to and from device-dependent spaces. The
                 performance of CIE 1931 XYZ, CIELUV, CIELAB, YES, CCIR
                 601-2 YCbCr, and SMPTE-C RGB is measured against these
                 requirements. With extensions, all of these spaces can
                 meet the first two requirements. Quantizing error
                 dominates the representational errors of the tested
                 color spaces. Spaces that offer low quantization error
                 also have low gain for image noise. All linear spaces
                 are less compact than nonlinear alternatives. The
                 choice of nonlinearity is not critical; a wide range of
                 gammas yields acceptable results. The choice of
                 primaries for RGB representations is not critical,
                 except that high-chroma primaries should be avoided.
                 Quantizing the components of the candidate spaces with
                 varying precision yields only small improvements.
                 Compatibility with common image data compression
                 techniques leads to the requirement for low luminance
                 contamination, a property that compromises several
                 otherwise acceptable spaces. The conversion of a
                 device-independent representation to popular device
                 spaces by means of trilinear interpolation requires
                 substantially fewer lookup table entries with CCIR
                 601-2 YCbCr and CIELAB.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "experimentation; measurement; standardization",
  subject =      "{\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism. {\bf
                 I.4.1}: Computing Methodologies, IMAGE PROCESSING,
                 Digitization. {\bf I.4.1}: Computing Methodologies,
                 IMAGE PROCESSING, Digitization, Quantization.",
}

@Article{Stokes:1992:PRD,
  author =       "Mike Stokes and Mark D. Fairchild and Roy S. Berns",
  title =        "Precision Requirements for Digital Color
                 Reproduction",
  journal =      j-TOG,
  volume =       "11",
  number =       "4",
  pages =        "406--422",
  month =        oct,
  year =         "1992",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/146482.html",
  abstract =     "An environment was established to perform
                 device-independent color reproduction of full-color
                 pictorial images. In order to determine the required
                 precision for this environment, an experiment was
                 performed to psychophysically measure colorimetric
                 tolerances for six images using paired comparison
                 techniques. These images were manipulated using 10
                 linear and nonlinear functions in the CIELAB dimensions
                 of lightness, chroma, and hue angle. Perceptibility
                 tolerances were determined using probit analysis. From
                 these results, the necessary precision in number of
                 bits per color channel was determined for both the
                 CIELAB and the CRT rgb device color spaces. For both
                 the CIELAB color space and the CRT rgb device space,
                 approximately eight color bits per channel were
                 required for imperceptible color differences for
                 pictorial images, and 10 bits per channel were required
                 for computational precision.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; experimentation; measurement",
  subject =      "{\bf I.3.6}: Computing Methodologies, COMPUTER
                 GRAPHICS, Methodology and Techniques, Ergonomics. {\bf
                 I.2.10}: Computing Methodologies, ARTIFICIAL
                 INTELLIGENCE, Vision and Scene Understanding,
                 Intensity, color, photometry, and thresholding. {\bf
                 I.3.3}: Computing Methodologies, COMPUTER GRAPHICS,
                 Picture/Image Generation, Display algorithms. {\bf
                 I.3.3}: Computing Methodologies, COMPUTER GRAPHICS,
                 Picture/Image Generation, Viewing algorithms. {\bf
                 I.4.1}: Computing Methodologies, IMAGE PROCESSING,
                 Digitization, Quantization. {\bf I.4.1}: Computing
                 Methodologies, IMAGE PROCESSING, Digitization,
                 Sampling.",
}

@Article{Seidel:1993:PFG,
  author =       "Hans-Peter Seidel",
  title =        "Polar Forms for Geometrically Continuous Spline Curves
                 of Arbitrary Degree",
  journal =      j-TOG,
  volume =       "12",
  number =       "1",
  pages =        "1--34",
  month =        jan,
  year =         "1993",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/siggraph/93.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/169726.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations.",
}

@Article{Shapiro:1993:SBC,
  author =       "Vadim Shapiro and Donald L. Vossler",
  title =        "Separation for Boundary to {CSG} Conversion",
  journal =      j-TOG,
  volume =       "12",
  number =       "1",
  pages =        "35--55",
  month =        jan,
  year =         "1993",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/siggraph/93.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/169723.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; theory",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Boundary representations. {\bf I.3.5}: Computing
                 Methodologies, COMPUTER GRAPHICS, Computational
                 Geometry and Object Modeling, Constructive solid
                 geometry (CSG). {\bf I.4.0}: Computing Methodologies,
                 IMAGE PROCESSING, General.",
}

@Article{Paoluzzi:1993:DIM,
  author =       "A. Paoluzzi and F. Bernardini and C. Cattani and V.
                 Ferrucci",
  title =        "Dimension-Independent Modeling with Simplicial
                 Complexes",
  journal =      j-TOG,
  volume =       "12",
  number =       "1",
  pages =        "56--102",
  month =        jan,
  year =         "1993",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/siggraph/93.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/169719.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; theory",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 I.3.5}: Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Geometric
                 algorithms, languages, and systems. {\bf J.6}: Computer
                 Applications, COMPUTER-AIDED ENGINEERING,
                 Computer-aided design (CAD).",
}

@Article{Salesin:1993:ATO,
  author =       "David Salesin and Ronen Barzel",
  title =        "Adjustable Tools: An Object-Oriented Interaction
                 Metaphor",
  journal =      j-TOG,
  volume =       "12",
  number =       "1",
  pages =        "103--107",
  month =        jan,
  year =         "1993",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/siggraph/93.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/214378.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "design",
  subject =      "{\bf I.3.4}: Computing Methodologies, COMPUTER
                 GRAPHICS, Graphics Utilities.",
}

@Article{Rokne:1993:C,
  author =       "J. Rokne and Y. Yao",
  title =        "Corrigendum",
  journal =      j-TOG,
  volume =       "12",
  number =       "1",
  pages =        "108--108",
  month =        jan,
  year =         "1993",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  note =         "See \cite{Rokne:1992:DSI}.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Anonymous:1993:AI,
  author =       "Anonymous",
  title =        "Author Index",
  journal =      j-TOG,
  volume =       "12",
  number =       "1",
  pages =        "109--110",
  month =        jan,
  year =         "1993",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 15:57:52 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-pb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{DeRose:1993:FCA,
  author =       "Tony D. DeRose and Ronald N. Goldman and Hans Hagen
                 and Stephen Mann",
  title =        "Functional Composition Algorithms via Blossoming",
  journal =      j-TOG,
  volume =       "12",
  number =       "2",
  pages =        "113--135",
  month =        apr,
  year =         "1993",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/151290.html",
  abstract =     "In view of the fundamental role that functional
                 composition plays in mathematics, it is not surprising
                 that a variety of problems in geometric modeling can be
                 viewed as instances of the following composition
                 problem: given representations for two functions $F$
                 and $G$, compute a representation of the function $H$ =
                 $ F o G$. We examine this problem in detail for the
                 case when $F$ and $G$ are given in either B{\'e}zier or
                 B-spline form. Blossoming techniques are used to gain
                 theoretical insight into the structure of the solution
                 which is then used to develop efficient, tightly
                 codable algorithms. From a practical point of view, if
                 the composition algorithms are implemented as library
                 routines, a number of geometric-modeling problems can
                 be solved with a small amount of additional software.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 J.6}: Computer Applications, COMPUTER-AIDED
                 ENGINEERING, Computer-aided design (CAD). {\bf G.1.2}:
                 Mathematics of Computing, NUMERICAL ANALYSIS,
                 Approximation, Spline and piecewise polynomial
                 approximation.",
}

@Article{Geist:1993:MFD,
  author =       "Robert Geist and Robert Reynolds and Darrell Suggs",
  title =        "A {Markovian} Framework for Digital Halftoning",
  journal =      j-TOG,
  volume =       "12",
  number =       "2",
  pages =        "136--159",
  month =        apr,
  year =         "1993",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/151281.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms",
  subject =      "{\bf I.4.0}: Computing Methodologies, IMAGE
                 PROCESSING, General, Image displays. {\bf I.4.1}:
                 Computing Methodologies, IMAGE PROCESSING,
                 Digitization, Quantization. {\bf G.3}: Mathematics of
                 Computing, PROBABILITY AND STATISTICS, Probabilistic
                 algorithms (including Monte Carlo). {\bf I.3.3}:
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Picture/Image Generation, Digitizing and scanning. {\bf
                 I.3.3}: Computing Methodologies, COMPUTER GRAPHICS,
                 Picture/Image Generation, Display algorithms. {\bf
                 I.3.3}: Computing Methodologies, COMPUTER GRAPHICS,
                 Picture/Image Generation. {\bf I.4.1}: Computing
                 Methodologies, IMAGE PROCESSING, Digitization.",
}

@Article{Elber:1993:SOS,
  author =       "Gershon Elber and Elaine Cohen",
  title =        "Second-Order Surface Analysis Using Hybrid Symbolic
                 and Numeric Operators",
  journal =      j-TOG,
  volume =       "12",
  number =       "2",
  pages =        "160--178",
  month =        apr,
  year =         "1993",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/151283.html",
  abstract =     "Results from analyzing the curvature of a surface can
                 be used to improve the implementation, efficiency, and
                 effectiveness of manufacturing and visualization of
                 sculptured surfaces.\par

                 We develop a robust method using hybrid symbolic and
                 numeric operators to create trimmed surfaces, each of
                 which is solely convex, concave, or saddle and
                 partitions the original surface. The same method is
                 also used to identify regions whose curvature lies
                 within prespecified bounds.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; theory",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 I.3.5}: Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Geometric
                 algorithms, languages, and systems. {\bf I.3.5}:
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Splines.",
}

@Article{Bartels:1993:ECS,
  author =       "Richard H. Bartels and John C. Beatty and Kellogg S.
                 Booth and Eric G. Bosch and Pierre Jolicoeur",
  title =        "Experimental Comparison of Splines Using the
                 Shape-Matching Paradigm",
  journal =      j-TOG,
  volume =       "12",
  number =       "3",
  pages =        "179--208",
  month =        jul,
  year =         "1993",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/siggraph/93.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/169709.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "design; experimentation; human factors; performance",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Splines. {\bf H.5.2}: Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, User Interfaces,
                 Evaluation/methodology. {\bf H.5.2}: Information
                 Systems, INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces, Interaction styles. {\bf I.3.5}: Computing
                 Methodologies, COMPUTER GRAPHICS, Computational
                 Geometry and Object Modeling, Curve, surface, solid,
                 and object representations. {\bf I.3.6}: Computing
                 Methodologies, COMPUTER GRAPHICS, Methodology and
                 Techniques, Interaction techniques.",
}

@Article{Paluszny:1993:FTC,
  author =       "Marco Paluszny and Richard R. Patterson",
  title =        "A Family of Tangent Continuous Cubic Algebraic
                 Splines",
  journal =      j-TOG,
  volume =       "12",
  number =       "3",
  pages =        "209--232",
  month =        jul,
  year =         "1993",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/siggraph/93.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/169707.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Splines. {\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 J.6}: Computer Applications, COMPUTER-AIDED
                 ENGINEERING, Computer-aided design (CAD).",
}

@Article{Malzbender:1993:FVR,
  author =       "Tom Malzbender",
  title =        "{Fourier} Volume Rendering",
  journal =      j-TOG,
  volume =       "12",
  number =       "3",
  pages =        "233--250",
  month =        jul,
  year =         "1993",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/siggraph/93.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/169705.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; performance; theory",
  subject =      "{\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Color, shading, shadowing, and texture. {\bf F.2.1}:
                 Theory of Computation, ANALYSIS OF ALGORITHMS AND
                 PROBLEM COMPLEXITY, Numerical Algorithms and Problems,
                 Computation of transforms. {\bf I.3.3}: Computing
                 Methodologies, COMPUTER GRAPHICS, Picture/Image
                 Generation, Display algorithms. {\bf I.3.6}: Computing
                 Methodologies, COMPUTER GRAPHICS, Methodology and
                 Techniques, Graphics data structures and data types.
                 {\bf I.4.1}: Computing Methodologies, IMAGE PROCESSING,
                 Digitization, Sampling. {\bf I.4.10}: Computing
                 Methodologies, IMAGE PROCESSING, Image Representation,
                 Volumetric.",
}

@Article{Fellner:1993:RRG,
  author =       "Dieter W. Fellner and Christoph Helmberg",
  title =        "Robust Rendering of General Ellipses and Elliptical
                 Arcs",
  journal =      j-TOG,
  volume =       "12",
  number =       "3",
  pages =        "251--276",
  month =        jul,
  year =         "1993",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "Graphics/siggraph/93.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/169704.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; performance",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Color, shading, shadowing, and texture.",
}

@Article{Kurlander:1993:ICM,
  author =       "David Kurlander and Steven Feiner",
  title =        "Inferring Constraints from Multiple Snapshots",
  journal =      j-TOG,
  volume =       "12",
  number =       "4",
  pages =        "277--304",
  month =        oct,
  year =         "1993",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/159731.html",
  abstract =     "Many graphic tasks, such as the manipulation of
                 graphical objects and the construction of
                 user-interface widgets, can be facilitated by geometric
                 constraints. However, the difficulty of specifying
                 constraints by traditional methods forms a barrier to
                 their widespread use. In order to make constraints
                 easier to declare, we have developed a method of
                 specifying constraints implicitly, through multiple
                 examples. Snapshots are taken of an initial scene
                 configuration, and one or more additional snapshots are
                 taken after the scene has been edited into other valid
                 configurations. The constraints that are satisfied in
                 all of the snapshots are then applied to the scene
                 objects. We discuss an efficient algorithm for
                 inferring constraints from multiple snapshots. The
                 algorithm has been incorporated into the Chimera
                 editor, and several examples of its use are
                 discussed.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms",
  subject =      "{\bf I.3.6}: Computing Methodologies, COMPUTER
                 GRAPHICS, Methodology and Techniques, Interaction
                 techniques. {\bf D.2.2}: Software, SOFTWARE
                 ENGINEERING, Tools and Techniques, User interfaces.
                 {\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 I.2.6}: Computing Methodologies, ARTIFICIAL
                 INTELLIGENCE, Learning, Concept learning.",
}

@Article{Chen:1993:SIS,
  author =       "Lin-Lin Chen and Shuo-Yan Chou and Tony C. Woo",
  title =        "Separating and Intersecting Spherical Polygons:
                 Computing Machinability on Three-, Four-, and Five-Axis
                 Numerically Controlled Machines",
  journal =      j-TOG,
  volume =       "12",
  number =       "4",
  pages =        "305--326",
  month =        oct,
  year =         "1993",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/159732.html",
  abstract =     "We consider the computation of an optimal workpiece
                 orientation allowing the maximal number of surfaces to
                 be machined in a single setup on a three-, four-, or
                 five-axis numerically controlled machine. Assuming the
                 use of a ball-end cutter, we establish the conditions
                 under which a surface is machinable by the cutter
                 aligned in a certain direction, without the cutter's
                 being obstructed by portions of the same surface. The
                 set of such directions is represented on the sphere as
                 a convex region, called the {\em visibility map} of the
                 surface. By using the Gaussian maps and the visibility
                 maps of the surfaces on a component, we can formulate
                 the optimal workpiece orientation problems as geometric
                 problems on the sphere. These and related geometric
                 problems include finding a densest hemisphere that
                 contains the largest subset of a given set of spherical
                 polygons, determining a great circle that separates a
                 given set of spherical polygons, computing a great
                 circle that bisects a given set of spherical polygons,
                 and finding a great circle that intersects the largest
                 or the smallest subset of a set of spherical polygons.
                 We show how all possible ways of intersecting a set of
                 $n$ spherical polygons with $v$ total number of
                 vertices by a great circle can be computed in $ O(v n
                 \log n)$ time and represented as a spherical partition.
                 By making use of this representation, we present
                 efficient algorithms for solving the five geometric
                 problems on the sphere.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; performance",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Geometric algorithms, languages, and systems. {\bf
                 F.2.2}: Theory of Computation, ANALYSIS OF ALGORITHMS
                 AND PROBLEM COMPLEXITY, Nonnumerical Algorithms and
                 Problems, Geometrical problems and computations. {\bf
                 J.6}: Computer Applications, COMPUTER-AIDED
                 ENGINEERING, Computer-aided manufacturing (CAM).",
}

@Article{Bajaj:1993:HOI,
  author =       "Chanderjit Bajaj and Ihm Insung and Joe Warren",
  title =        "Higher-Order Interpolation and Least-Squares
                 Approximation Using Implicit Algebraic Surfaces",
  journal =      j-TOG,
  volume =       "12",
  number =       "4",
  pages =        "327--347",
  month =        oct,
  year =         "1993",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/159734.html",
  abstract =     "In this article, we characterize the solution space of
                 low-degree, implicitly defined, algebraic surfaces
                 which interpolate and/or least-squares approximate a
                 collection of scattered point and curve data in
                 three-dimensional space. The problem of higher-order
                 interpolation and least-squares approximation with
                 algebraic surfaces under a proper normalization reduces
                 to a quadratic minimization problem with elegant and
                 easily expressible solutions. We have implemented our
                 algebraic surface-fitting algorithms, and included them
                 in the distributed and collaborative geometric
                 environment SHASTRA. Several examples are given to
                 illustrate how our algorithms are applied to algebraic
                 surface design.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 G.1.2}: Mathematics of Computing, NUMERICAL ANALYSIS,
                 Approximation, Least squares approximation. {\bf
                 G.1.6}: Mathematics of Computing, NUMERICAL ANALYSIS,
                 Optimization. {\bf I.3.5}: Computing Methodologies,
                 COMPUTER GRAPHICS, Computational Geometry and Object
                 Modeling, Geometric algorithms, languages, and systems.
                 {\bf F.2.1}: Theory of Computation, ANALYSIS OF
                 ALGORITHMS AND PROBLEM COMPLEXITY, Numerical Algorithms
                 and Problems, Computations on polynomials. {\bf J.6}:
                 Computer Applications, COMPUTER-AIDED ENGINEERING. {\bf
                 G.1.1}: Mathematics of Computing, NUMERICAL ANALYSIS,
                 Interpolation, Interpolation formulas.",
}

@Article{Rappoport:1993:UID,
  author =       "Ari Rappoport and Maarten van Emmerik",
  title =        "User-Interface Devices for Rapid and Exact Number
                 Specification",
  journal =      j-TOG,
  volume =       "12",
  number =       "4",
  pages =        "348--354",
  month =        oct,
  year =         "1993",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/214380.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "design; human factors",
  subject =      "{\bf I.3.6}: Computing Methodologies, COMPUTER
                 GRAPHICS, Methodology and Techniques, Interaction
                 techniques. {\bf I.3.4}: Computing Methodologies,
                 COMPUTER GRAPHICS, Graphics Utilities, Virtual device
                 interfaces. {\bf I.3.5}: Computing Methodologies,
                 COMPUTER GRAPHICS, Computational Geometry and Object
                 Modeling, Geometric algorithms, languages, and
                 systems.",
}

@Article{Foley:1994:SC,
  author =       "Jim Foley",
  title =        "Scope and Charter",
  journal =      j-TOG,
  volume =       "13",
  number =       "1",
  pages =        "1--1",
  month =        jan,
  year =         "1994",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 15:42:18 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Taubin:1994:DAR,
  author =       "Gabriel Taubin",
  title =        "Discrete Approximations for Rasterizing Implicit
                 Curves",
  journal =      j-TOG,
  volume =       "13",
  number =       "1",
  pages =        "3--42",
  month =        jan,
  year =         "1994",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 15:42:26 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/174531.html",
  abstract =     "In this article we present new algorithms for
                 rasterizing implicit curves, i.e., curves represented
                 as level sets of functions of two variables.
                 Considering the pixels as square regions of the plane,
                 a ``correct'' algorithm should paint those pixels whose
                 centers lie at less than half the desired line width
                 from the curve. A straightforward implementation,
                 scanning the display array evaluating the Euclidean
                 distance from the center of each pixel to the curve, is
                 impractical, and a standard quad-tree-like recursive
                 subdivision scheme is used instead. Then we attack the
                 problem of testing whether or not the Euclidean
                 distance from a point to an implicit curve is less than
                 a given threshold. For the most general case, when the
                 implicit function is only required to have continuous
                 first-order derivatives, we show how to reformulate the
                 test as an unconstrained global root-finding problem in
                 a circular domain. For implicit functions with
                 continuous derivatives up to order $k$ we introduce an
                 approximate distance of order $k$. The approximate
                 distance of order $k$ from a point to an implicit curve
                 is asymptotically equivalent to the Euclidean distance
                 and provides a sufficient test for a polynomial of
                 degree $k$ not to have roots inside a circle. This is
                 the main contribution of the article. By replacing the
                 Euclidean distance test with one of these approximate
                 distance tests, we obtain a practical rendering
                 algorithm, proven to be correct for algebraic curves.
                 To speed up the computation we also introduce
                 heuristics, which used in conjunction with low-order
                 approximate distances almost always produce equivalent
                 results. The behavior of the algorithms is analyzed,
                 both near regular and singular points, and several
                 possible extensions and applications are discussed.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; theory",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 J.6}: Computer Applications, COMPUTER-AIDED
                 ENGINEERING, Computer-aided design (CAD).",
}

@Article{Edelsbrunner:1994:TDA,
  author =       "Herbert Edelsbrunner and Ernst P. M{\"u}cke",
  title =        "Three-Dimensional Alpha Shapes",
  journal =      j-TOG,
  volume =       "13",
  number =       "1",
  pages =        "43--72",
  month =        jan,
  year =         "1994",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 16:06:13 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/156635.html",
  abstract =     "Frequently, data in scientific computing is in its
                 abstract form a finite point set in space, and it is
                 sometimes useful or required to compute what one might
                 call the ``shape'' of the set. For that purpose, this
                 article introduces the formal notion of the family of
                 [alpha]-shapes of a finite point set in $ R^3 $. Each
                 shape is a well-defined polytope, derived from the
                 Delaunay triangulation of the point set, with a
                 parameter [alpha] [epsilon] R controlling the desired
                 level of detail. An algorithm is presented that
                 constructs the entire family of shapes for a given set
                 of size $n$ in time $ O(n^2)$, worst case. A robust
                 implementation of the algorithm is discussed, and
                 several applications in the area of scientific
                 computing are mentioned.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 F.2.2}: Theory of Computation, ANALYSIS OF ALGORITHMS
                 AND PROBLEM COMPLEXITY, Nonnumerical Algorithms and
                 Problems, Geometrical problems and computations. {\bf
                 G.4}: Mathematics of Computing, MATHEMATICAL SOFTWARE,
                 Reliability and robustness. {\bf I.2.10}: Computing
                 Methodologies, ARTIFICIAL INTELLIGENCE, Vision and
                 Scene Understanding, Representations, data structures,
                 and transforms. {\bf J.2}: Computer Applications,
                 PHYSICAL SCIENCES AND ENGINEERING. {\bf I.3.5}:
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Geometric
                 algorithms, languages, and systems.",
}

@Article{Manocha:1994:AIP,
  author =       "Dinesh Manocha and James Demmel",
  title =        "Algorithms for Intersecting Parametric and Algebraic
                 Curves {I}: Simple Intersections",
  journal =      j-TOG,
  volume =       "13",
  number =       "1",
  pages =        "73--100",
  month =        jan,
  year =         "1994",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 15:42:39 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/174617.html",
  abstract =     "The problem of computing the intersection of
                 parametric and algebraic curves arises in many
                 applications of computer graphics and geometric and
                 solid modeling. Previous algorithms are based on
                 techniques from elimination theory or subdivision and
                 iteration. The former is, however, restricted to
                 low-degree curves. This is mainly due to issues of
                 efficiency and numerical stability. In this article we
                 use elimination theory and express the resultant of the
                 equations of intersection as matrix determinant. The
                 matrix itself rather than its symbolic determinant, a
                 polynomial, is used as the representation. The problem
                 of intersection is reduced to that of computing the
                 eigenvalues and eigenvectors of a numeric matrix. The
                 main advantage of this approach lies in its {\em
                 efficiency and robustness}. Moreover, the numerical
                 accuracy of these operations is well understood. For
                 almost all cases we are able to compute accurate
                 answers in 64-bit IEEE floating-point arithmetic.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; performance",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 I.3.5}: Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Geometric
                 algorithms, languages, and systems. {\bf F.2.2}: Theory
                 of Computation, ANALYSIS OF ALGORITHMS AND PROBLEM
                 COMPLEXITY, Nonnumerical Algorithms and Problems.",
}

@Article{Rossignac:1994:ISI,
  author =       "Jarek Rossignac",
  title =        "Introduction to the Special Issue on Interactive
                 Sculpting",
  journal =      j-TOG,
  volume =       "13",
  number =       "2",
  pages =        "101--102",
  month =        apr,
  year =         "1994",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Sep 06 19:22:43 1994",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Terzopoulos:1994:DNG,
  author =       "Demetri Terzopoulos and Hong Qin",
  title =        "Dynamic {NURBS} with Geometric Constraints to
                 Interactive Sculpting",
  journal =      j-TOG,
  volume =       "13",
  number =       "2",
  pages =        "103--136",
  month =        apr,
  year =         "1994",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 15:42:54 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/176580.html",
  abstract =     "This article develops a dynamic generalization of the
                 nonuniform rational B-spline (NURBS) model. NURBS have
                 become a de facto standard in commercial modeling
                 systems because of their power to represent free-form
                 shapes as well as common analytic shapes. To date,
                 however, they have been viewed as purely geometric
                 primitives that require the user to manually adjust
                 multiple control points and associated weights in order
                 to design shapes. Dynamic NURBS, or D-NURBS, are
                 physics-based models that incorporate mass
                 distributions, internal deformation energies, and other
                 physical quantities into the popular NURBS geometric
                 substrate. Using D-NURBS, a modeler can interactively
                 sculpt curves and surfaces and design complex shapes to
                 required specifications not only in the traditional
                 indirect fashion, by adjusting control points and
                 weights, but also through direct physical manipulation,
                 by applying simulated forces and local and global shape
                 constraints. D-NURBS move and deform in a physically
                 intuitive manner in response to the user's direct
                 manipulations. Their dynamic behavior results from the
                 numerical integration of a set of nonlinear
                 differential equations that automatically evolve the
                 control points and weights in response to the applied
                 forces and constraints. To derive these equations, we
                 employ Lagrangian mechanics and a finite-element-like
                 discretization. Our approach supports the trimming of
                 D-NURBS surfaces using D-NURBS curves. We demonstrate
                 D-NURBS models and constraints in applications
                 including the rounding of solids, optimal surface
                 fitting to unstructured data, surface design from cross
                 sections, and free-form deformation. We also introduce
                 a new technique for 2D shape metamorphosis using
                 constrained D-NURBS surfaces.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; theory",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 I.3.5}: Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Physically
                 based modeling. {\bf I.3.6}: Computing Methodologies,
                 COMPUTER GRAPHICS, Methodology and Techniques,
                 Interaction techniques.",
}

@Article{Borrel:1994:SCD,
  author =       "Paul Borrel and Ari Rappoport",
  title =        "Simple Constrained Deformations for Geometric Modeling
                 and Interactive Design",
  journal =      j-TOG,
  volume =       "13",
  number =       "2",
  pages =        "137--155",
  month =        apr,
  year =         "1994",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 15:43:07 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/176581.html",
  abstract =     "Deformations are a powerful tool for shape modeling
                 and design. We present a new model for producing
                 controlled spatial deformations, which we term {\em
                 Simple Constrained Deformations (Scodef)}. The user
                 defines a set of constraint points, giving a desired
                 displacement and radius of influence for each. Each
                 constraint point determines a local B-spline basis
                 function centered at the constraint point, falling to
                 zero for points beyond the radius. The deformed image
                 of any point in space is a blend of these basis
                 functions, using a projection matrix computed to
                 satisfy the constraints. The deformation operates on
                 the whole space regardless of the representation of the
                 objects embedded inside the space. The constraints
                 directly influence the final shape of the deformed
                 objects, and this shape can be fine-tuned by adjusting
                 the radius of influence of each constraint point. The
                 computations required by the technique can be done very
                 efficiently, and real-time interactive deformation
                 editing on current workstations is possible.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "design",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 I.3.5}: Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Splines.",
}

@Article{Rappoport:1994:IDS,
  author =       "Ari Rappoport and Yaacov {Hel-Or} and Michael Werman",
  title =        "Interactive Design of Smooth Objects with
                 Probabilistic Point Constraints",
  journal =      j-TOG,
  volume =       "13",
  number =       "2",
  pages =        "156--176",
  month =        apr,
  year =         "1994",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 15:43:17 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/176582.html",
  abstract =     "Point displacement constraints constitute an
                 attractive technique for interactive design of smooth
                 curves, surfaces, and volumes. The user defines an
                 arbitrary number of ``control points'' on the object
                 and specifies their desired spatial location, while the
                 system computes the object's degrees of freedom so that
                 the constraints are satisfied. A constraint-based
                 interface gives a feeling of direct manipulation of the
                 object. In this article we introduce {\em soft
                 constraints}, constraints which do not have to be met
                 exactly. The softness of each constraint serves as a
                 nonisotropic, local {\em shape parameter} enabling the
                 user to explore the space of objects conforming to the
                 constraints. Additionally, there is a global shape
                 parameter which determines the amount of similarity of
                 the designed object to a rest shape, or equivalently,
                 the rigidity of the rest shape.\par

                 We present an algorithm termed {\em probabilistic point
                 constraints (PPC)} for implementing soft constraints.
                 The PPC algorithm views constraints as stochastic
                 measurements of the state of a static system. The
                 softness of a constraint is derived from the {\em
                 covariance} of the ``measurement.'' The resulting
                 system of probabilistic equations is solved using the
                 {\em Kalman filter}, a powerful estimation tool in the
                 theory of stochastic systems. We also describe a user
                 interface using {\em direct-manipulation devices} for
                 specifying and visualizing covariances in 2D and
                 3D.\par

                 The algorithm is suitable for any object represented as
                 a parametric blend of control points, including most
                 spline representations. The covariance of a constraint
                 provides a continuous transition from exact
                 interpolation to controlled approximation of the
                 constraint. The algorithm involves only linear
                 operations and allows real-time interactive direct
                 manipulation of curves and surfaces on current
                 workstations.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 G.1.1}: Mathematics of Computing, NUMERICAL ANALYSIS,
                 Interpolation, Spline and piecewise polynomial
                 interpolation. {\bf G.1.2}: Mathematics of Computing,
                 NUMERICAL ANALYSIS, Approximation, Least squares
                 approximation. {\bf G.1.2}: Mathematics of Computing,
                 NUMERICAL ANALYSIS, Approximation, Spline and piecewise
                 polynomial approximation. {\bf I.3.4}: Computing
                 Methodologies, COMPUTER GRAPHICS, Graphics Utilities,
                 Graphics editors. {\bf I.3.5}: Computing Methodologies,
                 COMPUTER GRAPHICS, Computational Geometry and Object
                 Modeling, Splines.",
}

@Article{Vemuri:1994:MSH,
  author =       "B. C. Vemuri and A. Radisavljevic",
  title =        "Multiresolution Stochastic Hybrid Shape Models with
                 Fractal Priors",
  journal =      j-TOG,
  volume =       "13",
  number =       "2",
  pages =        "177--207",
  month =        apr,
  year =         "1994",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 06 18:01:36 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/176583.html",
  abstract =     "3D shape modeling has received enormous attention in
                 computer graphics and computer vision over the past
                 decade. Several shape modeling techniques have been
                 proposed in literature, some are local (distributed
                 parameter) while others are global (lumped parameter)
                 in terms of the parameters required to describe the
                 shape. Hybrid models that combine both ends of this
                 parameter spectrum have been in vogue only recently.
                 However, they do not allow a smooth transition between
                 the two extremes of this parameter spectrum.\par

                 We introduce a {\em new shape-modeling scheme} that can
                 {\em transform smoothly from local to global} models or
                 vice versa. The modeling scheme utilizes a hybrid
                 primitive called the deformable superquadric {\em
                 constructed in an orthonormal wavelet basis}. The
                 multiresolution wavelet basis provides the power to
                 continuously transform from local to global shape
                 deformations and thereby allow for a continuum of shape
                 models---from those with local to those with global
                 shape descriptive power---to be created. The
                 multiresolution wavelet basis allows us to generate
                 fractal surfaces of arbitrary order that can be useful
                 in describing natural detail.\par

                 We embed these multiresolution shape models in a
                 probabilistic framework and use them for recovery of
                 anatomical structures in the human brain from MRI data.
                 A salient feature of our modeling scheme is that it can
                 naturally allow for the incorporation of prior
                 statistics of a rich variety of shapes. This stems from
                 the fact that, unlike other modeling schemes, in our
                 modeling, we require relatively few parameters to
                 describe a large class of shapes.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms",
  subject =      "{\bf I.2.10}: Computing Methodologies, ARTIFICIAL
                 INTELLIGENCE, Vision and Scene Understanding, Modeling
                 and recovery of physical attributes. {\bf G.1.8}:
                 Mathematics of Computing, NUMERICAL ANALYSIS, Partial
                 Differential Equations, Finite element methods. {\bf
                 G.3}: Mathematics of Computing, PROBABILITY AND
                 STATISTICS, Statistical computing. {\bf I.2.10}:
                 Computing Methodologies, ARTIFICIAL INTELLIGENCE,
                 Vision and Scene Understanding, Shape. {\bf I.3.5}:
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Curve,
                 surface, solid, and object representations. {\bf
                 I.3.5}: Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Hierarchy
                 and geometric transformations. {\bf I.3.5}: Computing
                 Methodologies, COMPUTER GRAPHICS, Computational
                 Geometry and Object Modeling, Physically based
                 modeling. {\bf I.3.5}: Computing Methodologies,
                 COMPUTER GRAPHICS, Computational Geometry and Object
                 Modeling, Splines. {\bf I.3.8}: Computing
                 Methodologies, COMPUTER GRAPHICS, Applications.",
}

@Article{Hudson:1994:UIS,
  author =       "Scott E. Hudson",
  title =        "User Interface Specification Using an Enhanced
                 Spreadsheet Model",
  journal =      j-TOG,
  volume =       "13",
  number =       "3",
  pages =        "209--239",
  month =        jul,
  year =         "1994",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 12:40:37 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/195787.html",
  abstract =     "This paper describes a new interactive environment for
                 user interface specification which is based on an
                 enhanced spreadsheet model of computation. This
                 environment allows sophisticated graphical user
                 interfaces with dynamic feedback to be implemented with
                 little or no explicit programming. Its goal is to
                 support user interface specification by nonprogramming
                 experts in human factors, visual design, or the
                 application domain. In addition, the system is designed
                 to allow sophisticated end-users to modify and
                 customize their own interfaces. The system is based on
                 a data flow model of computation. This model is
                 presented to the interface designer in the form of a
                 spreadsheet enhanced with new constructs for easier
                 programming and reuse. These constructs include an
                 improved interactive programming environment, a
                 prototype-instance-based inheritance system, support
                 for composition, abstraction, and customization using
                 indirect references, the addition of support for
                 graphical inputs and outputs, and support for the
                 encapsulation of application data structures and
                 routines within system objects.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "human factors; languages",
  subject =      "{\bf I.3.6}: Computing Methodologies, COMPUTER
                 GRAPHICS, Methodology and Techniques. {\bf D.2.2}:
                 Software, SOFTWARE ENGINEERING, Tools and Techniques,
                 User interfaces. {\bf D.2.6}: Software, SOFTWARE
                 ENGINEERING, Programming Environments, Interactive.
                 {\bf D.2.m}: Software, SOFTWARE ENGINEERING,
                 Miscellaneous, Rapid prototyping.",
}

@Article{Klassen:1994:EIH,
  author =       "R. Victor Klassen",
  title =        "Exact Integer Hybrid Subdivision and Forward
                 Differencing of Cubics",
  journal =      j-TOG,
  volume =       "13",
  number =       "3",
  pages =        "240--255",
  month =        jul,
  year =         "1994",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 12:40:37 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/font.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/197476.html",
  abstract =     "Forward differencing is widely used to generate
                 rapidly large numbers of points at equally space
                 parameter values along a curve. A failing of forward
                 differencing is the tendency to generate many
                 extraneous points for curves with highly nonuniform
                 parameterizations. A key result is presented and
                 proven, namely, that a few levels of subdivision, prior
                 to initialization for forward differencing, can improve
                 substantially the quality of the step size estimate,
                 resulting in very few extra points. The initial
                 subdivisions can be done without loss of the exact
                 integer precision available in forward differencing.
                 For small numbers of points---a common occurrence in
                 fonts---exact subdivision is even faster than exact
                 forward differencing. When exact subdivision is used in
                 conjunction with a previously presented exact
                 forward-differencing algorithm, arbitrary cubic curves
                 may be rendered with 32-bit arithmetic and guaranteed
                 single-pixel accuracy, in a grid with an address space
                 as large as 0..7281, with no two generated points
                 greater than one pixel apart. This is more steps than
                 previously possible. Previous discussions of rendering
                 using subdivision have concentrated not on distance but
                 on straightness estimates, whereby subdivision can be
                 stopped once a subcurve can be drawn safely using its
                 polygonal approximation. In this article, bounds are
                 also derived on the size of the control polygon after
                 multiple levels of subdivision: these are used to
                 determine bounds on the number of steps required for
                 differencing. It is shown that any curve whose
                 rasterization fits in a space of $ \omega $ pixels
                 requires no more than $ 9 \omega $ steps.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; reliability",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Splines. {\bf G.1.2}: Mathematics of Computing,
                 NUMERICAL ANALYSIS, Approximation, Spline and piecewise
                 polynomial approximation.",
}

@Article{Hart:1994:VQR,
  author =       "John C. Hart and George K. Francis and Louis H.
                 Kauffman",
  title =        "Visualizing Quaternion Rotation",
  journal =      j-TOG,
  volume =       "13",
  number =       "3",
  pages =        "256--276",
  month =        jul,
  year =         "1994",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 12:40:37 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/197480.html",
  abstract =     "Quaternions play a vital role in the representation of
                 rotations in computer graphics, primarily for animation
                 and user interfaces. Unfortunately, quaternion rotation
                 is often left as an advanced topic in computer graphics
                 education due to difficulties in portraying the
                 four-dimensional space of the quaternions. One tool for
                 overcoming these obstacles is the quaternion
                 demonstrator, a physical visual aid consisting
                 primarily of a belt. Every quaternion used to specify a
                 rotation can be represented by fixing one end of the
                 belt and rotating the other. Multiplication of
                 quaternions is demonstrated by the composition of
                 rotations, and the resulting twists in the belt depict
                 visually how quaternions interpolate rotation.\par

                 This article introduces to computer graphics the
                 exponential notation that mathematicians have used to
                 represent unit quaternions. Exponential notation
                 combines the angle and axis of the rotation into
                 concise quaternion expression. This notation allows the
                 article to present more clearly a mechanical quaternion
                 demonstrator consisting of a ribbon and a tag, and
                 develop a computer simulation suitable for interactive
                 educational packages. Local deformations and the belt
                 trick are used to minimize the ribbon's twisting and
                 simulate a natural-appearing interactive quaternion
                 demonstrator.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; theory",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Hierarchy and geometric transformations. {\bf I.3.6}:
                 Computing Methodologies, COMPUTER GRAPHICS, Methodology
                 and Techniques, Graphics data structures and data
                 types.",
}

@Article{Niizeki:1994:PII,
  author =       "Masatoshi Niizeki and Fujio Yamaguchi",
  title =        "Projectively Invariant Intersection Detections for
                 Solid Modeling",
  journal =      j-TOG,
  volume =       "13",
  number =       "3",
  pages =        "277--299",
  month =        jul,
  year =         "1994",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 12:40:37 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/197485.html",
  abstract =     "An intersection detection method for solid modeling
                 which is invariant under projective transformations is
                 presented. We redefine the fundamental geometric
                 figures necessary to describe solid models and their
                 dual figures in a homogeneous coordinate
                 representation. Then we derive conditions, which are
                 projectively invariant, for intersections between these
                 primitives. We will show that a geometric processor
                 based on the 4 x 4 determinant method is applicable to
                 a wide range of problems with little modification. This
                 method has applications in intersection detections of
                 rational parametric curves and surfaces and
                 hidden-line/surface removal algorithms.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; theory",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Geometric algorithms, languages, and systems. {\bf
                 F.2.1}: Theory of Computation, ANALYSIS OF ALGORITHMS
                 AND PROBLEM COMPLEXITY, Numerical Algorithms and
                 Problems, Computations on matrices. {\bf F.2.2}: Theory
                 of Computation, ANALYSIS OF ALGORITHMS AND PROBLEM
                 COMPLEXITY, Nonnumerical Algorithms and Problems,
                 Geometrical problems and computations. {\bf G.1.3}:
                 Mathematics of Computing, NUMERICAL ANALYSIS, Numerical
                 Linear Algebra, Determinants. {\bf I.3.4}: Computing
                 Methodologies, COMPUTER GRAPHICS, Graphics Utilities,
                 Application packages. {\bf J.6}: Computer Applications,
                 COMPUTER-AIDED ENGINEERING, Computer-aided design
                 (CAD).",
}

@Article{Rodham:1994:STM,
  author =       "Kenneth J. Rodham and Dan R. {Olsen, Jr.}",
  title =        "Smart Telepointers: Maintaining Telepointer
                 Consistency in the Presence of User Interface
                 Customization",
  journal =      j-TOG,
  volume =       "13",
  number =       "3",
  pages =        "300--307",
  month =        jul,
  year =         "1994",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 12:40:37 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/197492.html",
  abstract =     "Conventional methods for maintaining telepointer
                 consistency in shared windows do not work in the
                 presence of per-user window customizations. This
                 article presents the notion of a ``smart telepointer,''
                 which is a telepointer that works correctly in spite of
                 such customizations. Methods for smart-telepointer
                 implementation are discussed.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "human factors",
  subject =      "{\bf H.5.2}: Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, User Interfaces,
                 Interaction styles. {\bf H.5.2}: Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces, Windowing systems. {\bf H.5.3}: Information
                 Systems, INFORMATION INTERFACES AND PRESENTATION, Group
                 and Organization Interfaces, Synchronous interaction.",
}

@Article{Baker:1994:CIA,
  author =       "Henry G. Baker",
  title =        "Corrigenda: ``{Intersection Algorithms for Lines and
                 Circles}''",
  journal =      j-TOG,
  volume =       "13",
  number =       "3",
  pages =        "308--310",
  month =        jul,
  year =         "1994",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 12:40:37 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  note =         "See \cite{Middleditch:1989:IAL}.",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/197874.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; reliability; theory",
  subject =      "{\bf G.1.0}: Mathematics of Computing, NUMERICAL
                 ANALYSIS, General, Error analysis. {\bf G.1.0}:
                 Mathematics of Computing, NUMERICAL ANALYSIS, General,
                 Computer arithmetic. {\bf G.1.0}: Mathematics of
                 Computing, NUMERICAL ANALYSIS, General, Condition (and
                 ill-condition). {\bf G.1.0}: Mathematics of Computing,
                 NUMERICAL ANALYSIS, General, Stability (and
                 instability). {\bf I.3.5}: Computing Methodologies,
                 COMPUTER GRAPHICS, Computational Geometry and Object
                 Modeling, Curve, surface, solid, and object
                 representations. {\bf I.3.5}: Computing Methodologies,
                 COMPUTER GRAPHICS, Computational Geometry and Object
                 Modeling, Geometric algorithms, languages, and systems.
                 {\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Hierarchy and geometric transformations. {\bf I.3.5}:
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Modeling
                 packages.",
}

@Article{Zhao:1994:IKP,
  author =       "Jianmin Zhao and Norman I. Badler",
  title =        "Inverse Kinematics Positioning Using Nonlinear
                 Programming for Highly Articulated Figures",
  journal =      j-TOG,
  volume =       "13",
  number =       "4",
  pages =        "313--336",
  month =        oct,
  year =         "1994",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 12:49:28 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/195827.html",
  abstract =     "An articulated figure is often modeled as a set of
                 rigid segments connected with joints. Its configuration
                 can be altered by varying the joint angles. Although it
                 is straight forward to compute figure configurations
                 given joint angles (forward kinematics), it is more
                 difficult to find the joint angles for a desired
                 configuration (inverse kinematics). Since the inverse
                 kinematics problem is of special importance to an
                 animator wishing to set a figure to a posture
                 satisfying a set of positioning constraints,
                 researchers have proposed several different approaches.
                 However, when we try to follow these approaches in an
                 interactive animation system where the object on which
                 to operate is as highly articulated as a realistic
                 human figure, they fail in either generality or
                 performance. So, we approach this problem through
                 nonlinear programming techniques. It has been
                 successfully used since 1988 in the spatial constraint
                 system within {\em Jack}, a human figure simulation
                 system developed at the University of Pennsylvania, and
                 proves to be satisfactorily efficient, controllable,
                 and robust. A spatial constraint in our system involves
                 two parts: one constraint on the figure, the {\em
                 end-effector}, and one on the spatial environment, the
                 {\em goal}. These two parts are dealt with separately,
                 so that we can achieve a neat modular implementation.
                 Constraints can be added one at a time with appropriate
                 weights designating the importance of this constraint
                 relative to the others and are always solved as a
                 group. If physical limits prevent satisfaction of all
                 the constraints, the system stops with the (possibly
                 local) optimal solution for the given weights. Also,
                 the rigidity of each joint angle can be controlled,
                 which is useful for redundant degrees of freedom.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; performance",
  subject =      "{\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Animation. {\bf I.3.8}: Computing Methodologies,
                 COMPUTER GRAPHICS, Applications.",
}

@Article{VanGelder:1994:TCI,
  author =       "Allen {Van Gelder} and Jane Wilhelms",
  title =        "Topological Considerations in Isosurface Generation",
  journal =      j-TOG,
  volume =       "13",
  number =       "4",
  pages =        "337--375",
  month =        oct,
  year =         "1994",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 12:49:28 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  note =         "See corrigendum: \cite{VanGelder:1995:CTC}.",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/195828.html",
  abstract =     "A popular technique for rendition of isosurfaces in
                 sampled data is to consider cells with sample points as
                 corners and approximate the isosurface in each cell by
                 one or more polygons whose vertices are obtained by
                 interpolation of the sample data. That is, each polygon
                 vertex is a point on a cell edge, between two adjacent
                 sample points, where the function is estimated to equal
                 the desired threshold value. The two sample points have
                 values on opposite sides of the threshold, and the
                 interpolated point is called an {\em intersection
                 point}.\par

                 When one cell face has an intersection point in each of
                 its four edges, then the correct connection among
                 intersection points becomes ambiguous. An incorrect
                 connection can lead to erroneous topology in the
                 rendered surface, and possible discontinuities. We show
                 that disambiguation methods, to be at all accurate,
                 need to consider sample values in the neighborhood
                 outside the cell. This paper studies the problems of
                 disambiguation, reports on some solutions, and presents
                 some statistics on the occurrence of such
                 ambiguities.\par

                 A natural way to incorporate neighborhood information
                 is through the use of calculated gradients at cell
                 corners. They provide insight into the behavior of a
                 function in well-understood ways. We introduce two {\em
                 gradient consistency heuristics} that use calculated
                 gradients at the corners of ambiguous faces, as well as
                 the function values at those corners, to disambiguate
                 at a reasonable computational cost. These methods give
                 the correct topology on several examples that caused
                 problems for other methods we examined.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; experimentation; performance; theory;
                 verification",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Boundary representations. {\bf I.3.5}: Computing
                 Methodologies, COMPUTER GRAPHICS, Computational
                 Geometry and Object Modeling, Curve, surface, solid,
                 and object representations. {\bf I.3.5}: Computing
                 Methodologies, COMPUTER GRAPHICS, Computational
                 Geometry and Object Modeling, Geometric algorithms,
                 languages, and systems.",
}

@Article{Paglieroni:1994:HDD,
  author =       "David W. Paglieroni and Sidney M. Petersen",
  title =        "Height Distributional Distance Transform Methods for
                 Height Field Ray Tracing",
  journal =      j-TOG,
  volume =       "13",
  number =       "4",
  pages =        "376--399",
  month =        oct,
  year =         "1994",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 12:49:28 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/197312.html",
  abstract =     "Height distributional distance transform (HDDT)
                 methods are introduced as a new class of methods for
                 height field ray tracing. HDDT methods utilize results
                 of height field preprocessing. The preprocessing
                 involves computing a height field transform
                 representing an array of cone-like volumes of empty
                 space above the height field surface that are as wide
                 as possible. There is one cone-like volume balanced on
                 its apex centered above each height field cell. Various
                 height field transforms of this type are developed.
                 Each is based on distance transforms of height field
                 horizontal cross-sections. HDDT methods trace rays
                 through empty cone-like volumes instead of through
                 successive height field cells. The performance of HDDT
                 methods is evaluated experimentally against existing
                 height field ray tracing methods.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; theory",
  subject =      "{\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Raytracing. {\bf I.3.3}: Computing Methodologies,
                 COMPUTER GRAPHICS, Picture/Image Generation, Display
                 algorithms. {\bf I.3.3}: Computing Methodologies,
                 COMPUTER GRAPHICS, Picture/Image Generation, Viewing
                 algorithms.",
}

@Article{Shene:1994:LDI,
  author =       "Ching-Kuang Shene and John K. Johnstone",
  title =        "On the Lower Degree Intersections of Two Natural
                 Quadrics",
  journal =      j-TOG,
  volume =       "13",
  number =       "4",
  pages =        "400--424",
  month =        oct,
  year =         "1994",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 12:49:28 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/197316.html",
  abstract =     "In general, two quadric surface intersect in a space
                 quartic curve. However, the intersection frequently
                 degenerates to a collection of plane curves. Degenerate
                 cases are frequent in geometric/solid modeling because
                 degeneracies are often required by design. Their
                 detection is important because degenerate intersections
                 can be computed more easily and allow simpler treatment
                 of important problems. In this paper, we investigate
                 this problem for natural quadrics. Algorithms are
                 presented to detect and compute conic intersections and
                 linear intersections. These methods reveal the
                 relationship between the planes of the degenerate
                 intersections and the quadrics. Using the theory
                 developed in the paper, we present a new and simplified
                 proof of a necessary and sufficient condition for conic
                 intersection. Finally, we present a simple method for
                 determining the types of conic in a degenerate
                 intersection without actually computing the
                 intersection, and an enumeration of all possible conic
                 types. Since only elementary geometric routines such as
                 line intersection are used, all of the above algorithms
                 are intuitive and easily implementable.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 J.6}: Computer Applications, COMPUTER-AIDED
                 ENGINEERING, Computer-aided design (CAD).",
}

@Article{Anonymous:1994:AI,
  author =       "Anonymous",
  title =        "Author Index",
  journal =      j-TOG,
  volume =       "13",
  number =       "4",
  pages =        "425--426",
  month =        oct,
  year =         "1994",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 12:49:28 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Foley:1995:SC,
  author =       "Jim Foley",
  title =        "Scope and Charter",
  journal =      j-TOG,
  volume =       "14",
  number =       "1",
  pages =        "1--2",
  month =        jan,
  year =         "1995",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ware:1995:UVT,
  author =       "Colin Ware and William Knight",
  title =        "Using Visual Texture for Information Display",
  journal =      j-TOG,
  volume =       "14",
  number =       "1",
  pages =        "3--20",
  month =        jan,
  year =         "1995",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/200974.html",
  abstract =     "Results from vision research are applied to the
                 synthesis of visual texture for the purposes of
                 information display. The literature surveyed suggests
                 that the human visual system processes spatial
                 information by means of parallel arrays of neurons that
                 can be modeled by Gabor functions. Based on the Gabor
                 model, it is argued that the fundamental dimensions of
                 texture for human perception are orientation, size
                 (1/frequency), and contrast. It is shown that there are
                 a number of trade-offs in the density with which
                 information can be displayed using texture. Two of
                 these are (1) a trade-off between the size of the
                 texture elements and the precision with which the
                 location can be specified, and (2) the precision with
                 which texture orientation can be specified and the
                 precision with which texture size can be specified. Two
                 algorithms for generating texture are included.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; human factors",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf I.3.6}: Computing Methodologies, COMPUTER
                 GRAPHICS, Methodology and Techniques. {\bf I.3.7}:
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism, Color, shading,
                 shadowing, and texture. {\bf I.4.3}: Computing
                 Methodologies, IMAGE PROCESSING, Enhancement,
                 Filtering.",
}

@Article{Karasick:1995:ISM,
  author =       "Michael Karasick and David Strip",
  title =        "Intersecting Solids on a Massively Parallel
                 Processor",
  journal =      j-TOG,
  volume =       "14",
  number =       "1",
  pages =        "21--57",
  month =        jan,
  year =         "1995",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/200976.html",
  abstract =     "Solid modeling underlies many technologies that are
                 key to modern manufacturing. These range from CAD
                 systems to robot simulators, from finite-element
                 analysis to integrated circuit process modeling. The
                 accuracy, and hence the utility, of these models is
                 often constrained by the amount of computer time
                 required to perform the desired operations. In this
                 paper we present, in detail, an efficient algorithm for
                 parallel intersections of solids using the Connection
                 Machine, a massively parallel SIMD processor. We
                 describe the data structure for representing the solid
                 models and detail the intersection algorithm, giving
                 special attention to implementation issues. We provide
                 performance results, comparing the parallel algorithm
                 to a serial intersection algorithm.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 G.1.2}: Mathematics of Computing, NUMERICAL ANALYSIS,
                 Approximation, Least squares approximation. {\bf
                 G.1.2}: Mathematics of Computing, NUMERICAL ANALYSIS,
                 Approximation, Spline and piecewise polynomial
                 approximation. {\bf I.3.5}: Computing Methodologies,
                 COMPUTER GRAPHICS, Computational Geometry and Object
                 Modeling, Splines.",
}

@Article{Glassner:1995:DDR,
  author =       "A. S. Glassner and K. P. Fishkin and D. H. Marimont
                 and M. C. Stone",
  title =        "Device-Directed Rendering",
  journal =      j-TOG,
  volume =       "14",
  number =       "1",
  pages =        "58--76",
  month =        jan,
  year =         "1995",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/200977.html",
  abstract =     "Rendering systems can produce images that include the
                 entire range of visible colors. Imaging hardware,
                 however, can reproduce only a subset of these colors:
                 the device gamut. An image can only be correctly
                 displayed if all of its colors lie inside of the gamut
                 of the target device. Current solutions to this problem
                 are either to correct the scene colors by hand, or to
                 apply gamut mapping techniques to the final image. We
                 propose a methodology called {\em device-directed
                 rendering} that performs scene color adjustments
                 automatically. Device-directed rendering applies
                 classic minimization techniques to a symbolic
                 representation of the image that describes the
                 relationship of the scene lights and surfaces to the
                 pixel colors. This representation can then be evaluated
                 to produce an image that is guaranteed to be in gamut.
                 Although our primary application has been correcting
                 out-of-gamut colors, this methodology can be generally
                 applied to the problem of adjusting a scene description
                 to accommodate constraints on the output image pixel
                 values.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms",
  subject =      "{\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Color, shading, shadowing, and texture. {\bf I.3.3}:
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Picture/Image Generation, Viewing algorithms. {\bf
                 I.3.6}: Computing Methodologies, COMPUTER GRAPHICS,
                 Methodology and Techniques, Device independence.",
}

@Article{Pattanaik:1995:AER,
  author =       "S. N. Pattanaik and S. P. Mudur",
  title =        "Adjoint Equations and Random Walks for Illumination
                 Computation",
  journal =      j-TOG,
  volume =       "14",
  number =       "1",
  pages =        "77--102",
  month =        jan,
  year =         "1995",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/200985.html",
  abstract =     "In this paper we introduce the potential equation that
                 along with the rendering equation forms an adjoint
                 system of equations and provides a mathematical frame
                 work for all known approaches to illumination
                 computation based on geometric optics. The potential
                 equation is more natural for illumination computations
                 that simulate light propagation starting from the light
                 sources, such as progressive radiosity and particle
                 tracing. Using the mathematical handles provided by
                 this framework and the random-walk solution model, we
                 present a number of importance sampling schemes for
                 improving the computation of flux estimation. Of
                 particular significance is the use of approximately
                 computed potential for directing a majority of the
                 random walks through regions of importance in the
                 environment, thus reducing the variance in the
                 estimates of luminous flux in these regions. Finally,
                 results from a simple implementation are presented to
                 demonstrate the high-efficiency improvements made
                 possible by the use of these techniques.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; experimentation",
  subject =      "{\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism. {\bf
                 I.3.3}: Computing Methodologies, COMPUTER GRAPHICS,
                 Picture/Image Generation.",
}

@Article{Bajaj:1995:MCP,
  author =       "Chanderjit L. Bajaj and Jindon Chen and Guoliang Xu",
  title =        "Modeling with Cubic {A}-Patches",
  journal =      j-TOG,
  volume =       "14",
  number =       "2",
  pages =        "103--133",
  month =        apr,
  year =         "1995",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/221662.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; performance; theory",
  subject =      "{\bf I.4.7}: Computing Methodologies, IMAGE
                 PROCESSING, Feature Measurement, Size and shape. {\bf
                 J.6}: Computer Applications, COMPUTER-AIDED
                 ENGINEERING, Computer-aided design (CAD). {\bf G.1.1}:
                 Mathematics of Computing, NUMERICAL ANALYSIS,
                 Interpolation, Interpolation formulas. {\bf I.3.5}:
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Geometric
                 algorithms, languages, and systems. {\bf G.2.2}:
                 Mathematics of Computing, DISCRETE MATHEMATICS, Graph
                 Theory.",
}

@Article{Forsey:1995:SFH,
  author =       "David Forsey and Richard H. Bartels",
  title =        "Surface Fitting with Hierarchical Splines",
  journal =      j-TOG,
  volume =       "14",
  number =       "2",
  pages =        "134--161",
  month =        apr,
  year =         "1995",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/221665.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "performance; theory",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 G.1.1}: Mathematics of Computing, NUMERICAL ANALYSIS,
                 Interpolation, Spline and piecewise polynomial
                 interpolation. {\bf F.2.1}: Theory of Computation,
                 ANALYSIS OF ALGORITHMS AND PROBLEM COMPLEXITY,
                 Numerical Algorithms and Problems, Computations on
                 matrices.",
}

@Article{Peters:1995:SPM,
  author =       "J{\"o}rg Peters",
  title =        "Smoothing Polyhedra Made Easy",
  journal =      j-TOG,
  volume =       "14",
  number =       "2",
  pages =        "162--170",
  month =        apr,
  year =         "1995",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/221670.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; performance",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 G.1.1}: Mathematics of Computing, NUMERICAL ANALYSIS,
                 Interpolation, Smoothing. {\bf G.1.1}: Mathematics of
                 Computing, NUMERICAL ANALYSIS, Interpolation, Spline
                 and piecewise polynomial interpolation.",
}

@Article{Sapidis:1995:DCP,
  author =       "Nickolas S. Sapidis and Paul J. Best",
  title =        "Direct Construction of Polynomial Surfaces from Dense
                 Range Images through Region Growing",
  journal =      j-TOG,
  volume =       "14",
  number =       "2",
  pages =        "171--200",
  month =        apr,
  year =         "1995",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/221672.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; experimentation; performance; theory",
  subject =      "{\bf I.4.5}: Computing Methodologies, IMAGE
                 PROCESSING, Reconstruction. {\bf I.4.6}: Computing
                 Methodologies, IMAGE PROCESSING, Segmentation, Edge and
                 feature detection. {\bf I.3.5}: Computing
                 Methodologies, COMPUTER GRAPHICS, Computational
                 Geometry and Object Modeling, Curve, surface, solid,
                 and object representations. {\bf G.1.2}: Mathematics of
                 Computing, NUMERICAL ANALYSIS, Approximation. {\bf
                 G.1.2}: Mathematics of Computing, NUMERICAL ANALYSIS,
                 Approximation, Spline and piecewise polynomial
                 approximation.",
}

@Article{Foley:1995:E,
  author =       "Jim Foley",
  title =        "Editorial",
  journal =      j-TOG,
  volume =       "14",
  number =       "3",
  pages =        "201--201",
  month =        jul,
  year =         "1995",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 12:33:38 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Christensen:1995:ESA,
  author =       "Jon Christensen and Joe Marks and Stuart Shieber",
  title =        "An Empirical Study of Algorithms for Point-Feature
                 Label Placement",
  journal =      j-TOG,
  volume =       "14",
  number =       "3",
  pages =        "203--232",
  month =        jul,
  year =         "1995",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 12:33:38 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/212334.html",
  abstract =     "A major factor affecting the clarity of graphical
                 displays that include text labels is the degree to
                 which labels obscure display features (including other
                 labels) as a result of spatial overlap. Point-feature
                 label placement (PFLP) is the problem of placing text
                 labels adjacent to point features on a map or diagram
                 so as to maximize legibility. This problem occurs
                 frequently in the production of many types of
                 informational graphics, though it arises most often in
                 automated cartography. In this paper we present a
                 comprehensive treatment of the PFLP problem, viewed as
                 a type of combinatorial optimization problem.
                 Complexity analysis reveals that the basic PFLP problem
                 and most interesting variants of it are NP-hard. These
                 negative results help inform a survey of previously
                 reported algorithms for PFLP; not surprisingly, all
                 such algorithms either have exponential time complexity
                 or are incomplete. To solve the PFLP problem in
                 practice, then, we must rely on good heuristic methods.
                 We propose two new methods, one based on a discrete
                 form of gradient descent, the other on simulated
                 annealing, and report on a series of empirical tests
                 comparing these and the other known algorithms for the
                 problem. Based on this study, the first to be
                 conducted, we identify the best approaches as a
                 function of available computation time.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; experimentation",
  subject =      "{\bf I.2.1}: Computing Methodologies, ARTIFICIAL
                 INTELLIGENCE, Applications and Expert Systems,
                 Cartography. {\bf H.5.2}: Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces, Screen design. {\bf I.3.5}: Computing
                 Methodologies, COMPUTER GRAPHICS, Computational
                 Geometry and Object Modeling, Geometric algorithms,
                 languages, and systems. {\bf I.2.8}: Computing
                 Methodologies, ARTIFICIAL INTELLIGENCE, Problem
                 Solving, Control Methods, and Search, Heuristic
                 methods.",
}

@Article{Neumann:1995:RHM,
  author =       "L{\'a}szl{\'o} Neumann and Attila Neumann",
  title =        "Radiosity and Hybrid Methods",
  journal =      j-TOG,
  volume =       "14",
  number =       "3",
  pages =        "233--265",
  month =        jul,
  year =         "1995",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 12:33:38 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/212347.html",
  abstract =     "We examine various solutions to the global
                 illumination problem, based on an exact mathematical
                 analysis of the rendering equation. In addition to
                 introducing efficient radiosity algorithms, we present
                 a uniform approach to reformulate all of the basic
                 radiosity equations used so far. Using hybrid methods
                 we are able to analyze possible combinations of the
                 view-dependent ray-tracing method and of the
                 low-resolution radiosity-based method, and to offer new
                 algorithms.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms",
  subject =      "{\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Radiosity. {\bf I.3.3}: Computing Methodologies,
                 COMPUTER GRAPHICS, Picture/Image Generation, Display
                 algorithms. {\bf I.3.7}: Computing Methodologies,
                 COMPUTER GRAPHICS, Three-Dimensional Graphics and
                 Realism, Color, shading, shadowing, and texture. {\bf
                 I.3.7}: Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism, Raytracing.",
}

@Article{Paoluzzi:1995:GPP,
  author =       "Alberto Paoluzzi and Valerio Pascucci and Michele
                 Vicentino",
  title =        "Geometric Programming: a Programming Approach to
                 Geometric Design",
  journal =      j-TOG,
  volume =       "14",
  number =       "3",
  pages =        "266--306",
  month =        jul,
  year =         "1995",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 12:33:38 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/212349.html",
  abstract =     "This article presents a functional programming
                 approach to geometric design with embedded polyhedral
                 complexes. Its main goals are to show the expressive
                 power of the language as well as its usefulness for
                 geometric design. The language, named PLASM (the
                 Programming LAnguage for Solid Modeling), introduces a
                 very high level approach to ``constructive'' or
                 ``generative'' modeling. Geometrical objects are
                 generated by evaluating some suitable language
                 expressions. Because generating expressions can be
                 easily combined, the language also extends the standard
                 variational geometry approach by supporting classes of
                 geometric objects with varying topology and shape. The
                 design language PLASM can be roughly considered as a
                 geometry-oriented extension of a subset of the
                 functional language FL. The language takes a
                 dimension-independent approach to geometry
                 representation and algorithms. In particular it
                 implements an algebraic calculus over embedded
                 polyhedra of any dimension. The generated objects are
                 always geometrically consistent because the validity of
                 geometry is guaranteed at a syntactical level. Such an
                 approach allows one to use a representation scheme
                 which is weaker than those usually adopted in solid
                 modelers, thus encompassing a broader geometric domain,
                 which contains solids, surfaces, and wire-frames, as
                 well as higher-dimensional objects.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "design; languages; theory",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Geometric algorithms, languages, and systems. {\bf
                 D.1.1}: Software, PROGRAMMING TECHNIQUES, Applicative
                 (Functional) Programming. {\bf D.3.2}: Software,
                 PROGRAMMING LANGUAGES, Language Classifications,
                 Applicative languages. {\bf D.3.2}: Software,
                 PROGRAMMING LANGUAGES, Language Classifications, Design
                 languages. {\bf I.3.5}: Computing Methodologies,
                 COMPUTER GRAPHICS, Computational Geometry and Object
                 Modeling, Curve, surface, solid, and object
                 representations. {\bf I.3.5}: Computing Methodologies,
                 COMPUTER GRAPHICS, Computational Geometry and Object
                 Modeling, Hierarchy and geometric transformations. {\bf
                 I.3.5}: Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Object
                 hierarchies. {\bf J.6}: Computer Applications,
                 COMPUTER-AIDED ENGINEERING, Computer-aided design
                 (CAD).",
}

@Article{VanGelder:1995:CTC,
  author =       "Allen {Van Gelder} and Jane Wilhelms",
  title =        "Corrigendum: ``{Topological Considerations in
                 Isosurface Generation}''",
  journal =      j-TOG,
  volume =       "14",
  number =       "3",
  pages =        "307--308",
  month =        jul,
  year =         "1995",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 12:33:38 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  note =         "See \cite{VanGelder:1994:TCI}.",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/215264.html",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; experimentation; performance; theory;
                 verification",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Boundary representations. {\bf I.3.5}: Computing
                 Methodologies, COMPUTER GRAPHICS, Computational
                 Geometry and Object Modeling, Curve, surface, solid,
                 and object representations. {\bf I.3.5}: Computing
                 Methodologies, COMPUTER GRAPHICS, Computational
                 Geometry and Object Modeling, Geometric algorithms,
                 languages, and systems.",
}

@Article{Glassner:1995:E,
  author =       "Andrew S. Glassner",
  title =        "Editorial",
  journal =      j-TOG,
  volume =       "14",
  number =       "4",
  pages =        "309--310",
  month =        oct,
  year =         "1995",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Apr 05 05:31:00 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Auslander:1995:FEC,
  author =       "Joel Auslander and Alex Fukunaga and Hadi Partovi and
                 Jon Christensen and Lloyd Hsu and Peter Reiss and
                 Andrew Shuman and Joe Marks and J. Thomas Ngo",
  title =        "Further Experience with Controller-Based Automatic
                 Motion Synthesis for Articulated Figures",
  journal =      j-TOG,
  volume =       "14",
  number =       "4",
  pages =        "311--336",
  month =        oct,
  year =         "1995",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Apr 05 05:31:00 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/225295.html",
  abstract =     "We extend an earlier automatic motion-synthesis
                 algorithm for physically realistic articulated figures
                 in several ways. First, we summarize several
                 incremental improvements to the original algorithm that
                 improve its efficiency significantly and provide the
                 user with some ability to influence what motions are
                 generated. These techniques can be used by an animator
                 to achieve a desired movement style, or they can be
                 used to guarantee variety in the motions synthesized
                 over several runs of the algorithm. Second, we report
                 on new mechanisms that support the concatenation of
                 existing, automatically generated motion controllers to
                 produce complex, composite movement. Finally, we
                 describe initial work on generalizing the techniques
                 from 2D to 3D articulated figures. Taken together,
                 these results illustrate the promise and challenges
                 afforded by the controller-based approach to automatic
                 motion synthesis for computer animation.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; experimentation",
  subject =      "{\bf I.2.6}: Computing Methodologies, ARTIFICIAL
                 INTELLIGENCE, Learning, Parameter learning. {\bf
                 I.2.8}: Computing Methodologies, ARTIFICIAL
                 INTELLIGENCE, Problem Solving, Control Methods, and
                 Search, Heuristic methods. {\bf I.3.7}: Computing
                 Methodologies, COMPUTER GRAPHICS, Three-Dimensional
                 Graphics and Realism, Animation. {\bf I.6.3}: Computing
                 Methodologies, SIMULATION AND MODELING, Applications.",
}

@Article{Redner:1995:SBS,
  author =       "Richard A. Redner and Mark E. Lee and Samuel P.
                 Uselton",
  title =        "Smooth {B}-Spline Illumination Maps for Bidirectional
                 Ray Tracing",
  journal =      j-TOG,
  volume =       "14",
  number =       "4",
  pages =        "337--362",
  month =        oct,
  year =         "1995",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon May 26 09:17:43 1997",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  note =         "Corrections to Figures 4--9 are available on the
                 World-Wide Web at
                 \path=http://www.acm.org/tog/AandE.html=.",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/225296.html",
  abstract =     "In this paper we introduce B-spline illumination maps
                 and their generalizations and extensions for use in
                 realistic image generation algorithms. The B-spline
                 lighting functions (i.e., illumination maps) are
                 defined as weighted probability density functions. The
                 lighting functions can be estimated from random data
                 and may be used in bidirectional distributed ray
                 tracing programs as well as radiosity oriented
                 algorithms. The use of these lighting functions in a
                 bidirectional ray tracing system that can handle
                 dispersion as well as the focusing of light through
                 lenses is presented.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; theory",
  subject =      "{\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Visible line/surface algorithms.",
}

@Article{deFloriani:1995:HTM,
  author =       "Leila de Floriani and Enrico Puppo",
  title =        "Hierarchical Triangulation for Multiresolution Surface
                 Description",
  journal =      j-TOG,
  volume =       "14",
  number =       "4",
  pages =        "363--411",
  month =        oct,
  year =         "1995",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Apr 05 05:31:00 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/225297.html",
  abstract =     "A new hierarchical triangle-based model for
                 representing surfaces over sampled data is proposed,
                 which is based on the subdivision of the surface domain
                 into nested triangulations, called a {\em hierarchical
                 triangulation (HT)}. The model allows compression of
                 spatial data and representation of a surface at
                 successively finer degrees of resolution. An HT is a
                 collection of triangulations organized in a tree, where
                 each node, except for the root, is a triangulation
                 refining a face belonging to its parent in the
                 hierarchy. We present a topological model for
                 representing an HT, and algorithms for its construction
                 and for the extraction of a triangulation at a given
                 degree of resolution. The surface model, called a {\em
                 hierarchical triangulated surface (HTS)} is obtained by
                 associating data values with the vertices of triangles,
                 and by defining suitable functions that describe the
                 surface over each triangular patch. We consider an
                 application of a piecewise-linear version of the HTS to
                 interpolate topographical data, and we describe a
                 specialized version of the construction algorithm that
                 builds an HTS for a terrain starting from a
                 high-resolution rectangular grid of sampled data.
                 Finally, we present an algorithm for extracting
                 representations of terrain at variable resolution over
                 the domain.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations.",
}

@Article{Anonymous:1995:AI,
  author =       "Anonymous",
  title =        "1995 Author Index",
  journal =      j-TOG,
  volume =       "14",
  number =       "4",
  pages =        "412--413",
  month =        oct,
  year =         "1995",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Apr 05 05:31:00 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shirley:1996:MCT,
  author =       "Peter Shirley and Changyaw Wang and Kurt Zimmerman",
  title =        "{Monte Carlo} Techniques for Direct Lighting
                 Calculations",
  journal =      j-TOG,
  volume =       "15",
  number =       "1",
  pages =        "1--36",
  month =        jan,
  year =         "1996",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Apr 24 07:49:27 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/225887.html;
                 http://www.acm.org/pubs/toc/Abstracts/0730-0301/226151.html",
  abstract =     "In a distributed ray tracer, the sampling strategy is
                 the crucial part of the direct lighting calculation.
                 Monte Carlo integration with importance sampling is
                 used to carry out this calculation. Importance sampling
                 involves the design of integrand-specific probability
                 density functions that are used to generate sample
                 points for the numerical quadrature. Probability
                 density functions are presented that aid in the direct
                 lighting calculation from luminaires of various simple
                 shapes. A method for defining a probability density
                 function over a set of luminaires is presented that
                 allows the direct lighting calculation to be carried
                 out with a number of sample points that is independent
                 of the number of luminaires.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; theory",
  subject =      "{\bf G.3}: Mathematics of Computing, PROBABILITY AND
                 STATISTICS. {\bf G.1.4}: Mathematics of Computing,
                 NUMERICAL ANALYSIS, Quadrature and Numerical
                 Differentiation. {\bf I.3.0}: Computing Methodologies,
                 COMPUTER GRAPHICS, General. {\bf I.4.1}: Computing
                 Methodologies, IMAGE PROCESSING, Digitization,
                 Sampling.",
}

@Article{Christensen:1996:GIG,
  author =       "Per H. Christensen and Eric J. Stollnitz and David H.
                 Salesin",
  title =        "Global Illumination of Glossy Environments Using
                 Wavelets and Importance",
  journal =      j-TOG,
  volume =       "15",
  number =       "1",
  pages =        "37--71",
  month =        jan,
  year =         "1996",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Apr 24 07:49:27 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/225888.html;
                 http://www.acm.org/pubs/toc/Abstracts/0730-0301/226153.html",
  abstract =     "We show how importance-driven refinement and a wavelet
                 basis can be combined to provide an efficient solution
                 to the global illumination problem with glossy and
                 diffuse reflections. Importance is used to focus the
                 computation on the interactions having the greatest
                 impact on the visible solution. Wavelets are used to
                 provide an efficient representation of radiance,
                 importance, and the transport operator. We discuss a
                 number of choices that must be made when constructing a
                 finite element algorithm for glossy global
                 illumination. Our algorithm is based on the standard
                 wavelet decomposition of the transport operator and
                 makes use of a four-dimensional wavelet representation
                 for spatially and angularly varying radiance
                 distributions. We use a final gathering step to improve
                 the visual quality of the solution. Features of our
                 implementation include support for curved surfaces as
                 well as texture-mapped anisotropic emission and
                 reflection functions.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; theory",
  subject =      "{\bf G.1.9}: Mathematics of Computing, NUMERICAL
                 ANALYSIS, Integral Equations, Fredholm equations. {\bf
                 I.6.8}: Computing Methodologies, SIMULATION AND
                 MODELING, Types of Simulation, Combined. {\bf G.1.0}:
                 Mathematics of Computing, NUMERICAL ANALYSIS,
                 General.",
}

@Article{vanOverveld:1996:SSD,
  author =       "C. W. A. M. van Overveld and Marie Luce Viaud",
  title =        "Sticky Splines: Definition and Manipulation of Spline
                 Structures with Maintained Topological Relations",
  journal =      j-TOG,
  volume =       "15",
  number =       "1",
  pages =        "72--98",
  month =        jan,
  year =         "1996",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Apr 24 07:49:27 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/225889.html;
                 http://www.acm.org/pubs/toc/Abstracts/0730-0301/226154.html",
  abstract =     "This paper describes an augmentation to the spline
                 concept to account for topological relations between
                 different spline curves. These topological relations
                 include incidence relations, constraining the extremes
                 of spline curves to other spline curves, and also more
                 general geometric relations, for example, involving the
                 tangents of spline curves in their extremes. To
                 maintain these incidence relations, some spline curves
                 may have to be transformed (translated, rotated,
                 scaled), or even deformed (i.e., the shape of the curve
                 may change) as a result of modifying other spline
                 curves. A data structure and algorithms are given to
                 implement the propagation of these transformations and
                 deformations.\par

                 Based on the augmented spline concept, to be called
                 {\em sticky splines}, both a script system to represent
                 spline structures and an interactive system for editing
                 drawings while automatically, maintaining their
                 topological structure are presented.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; experimentation; theory",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Splines. {\bf I.6.1}: Computing Methodologies,
                 SIMULATION AND MODELING, Simulation Theory, Systems
                 theory. {\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism.",
}

@Article{Ezquerra:1996:APD,
  author =       "Norberto Ezquerra and Rakesh Mullick",
  title =        "An Approach to {$3$D} Pose Determination",
  journal =      j-TOG,
  volume =       "15",
  number =       "2",
  pages =        "99--120",
  month =        apr,
  year =         "1996",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat May 25 07:25:30 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ware:1996:ESM,
  author =       "Colin Ware and Glenn Franck",
  title =        "Evaluating Stereo and Motion Cues for Visualizing
                 Information Nets in Three Dimensions",
  journal =      j-TOG,
  volume =       "15",
  number =       "2",
  pages =        "121--140",
  month =        apr,
  year =         "1996",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat May 25 07:25:30 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bar-Yehuda:1996:TST,
  author =       "Rueven Bar-Yehuda and Craig Gotsman",
  title =        "Time\slash Space Tradeoffs for Polygon Mesh
                 Rendering",
  journal =      j-TOG,
  volume =       "15",
  number =       "2",
  pages =        "141--152",
  month =        apr,
  year =         "1996",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat May 25 07:25:30 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Luken:1996:CSD,
  author =       "William L. Luken and Fuhua (Frank) Cheng",
  title =        "Comparison of Surface and Derivative Evaluation
                 Methods for the Rendering of {NURB} Surfaces",
  journal =      j-TOG,
  volume =       "15",
  number =       "2",
  pages =        "153--178",
  month =        apr,
  year =         "1996",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat May 25 07:25:30 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hubbard:1996:APS,
  author =       "Philip M. Hubbard",
  title =        "Approximating polyhedra with spheres for time-critical
                 collision detection",
  journal =      j-TOG,
  volume =       "15",
  number =       "3",
  pages =        "179--210",
  month =        jul,
  year =         "1996",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon May 26 09:16:35 1997",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  note =         "MPEG animations showing the algorithm's performance
                 are available on the World-Wide Web at
                 \path=http://www.acm.org/tog/hubbard96/index.html=.",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/230518.html",
  abstract =     "This article presents a method for approximating
                 polyhedral objects to support a {\em time-critical}
                 collision-detection algorithm. The approximations are
                 hierarchies of spheres, and they allow the
                 time-critical algorithm to progressively refine the
                 accuracy of its detection, stopping as needed to
                 maintain the real-time performance essential for
                 interactive applications. The key to this approach is a
                 preprocess that automatically builds tightly fitting
                 hierarchies for rigid and articulated objects. The
                 preprocess uses {\em medial-axis surfaces}, which are
                 skeletal representations of objects. These skeletons
                 guide an optimization technique that gives the
                 hierarchies accuracy properties appropriate for
                 collision detection. In a sample application,
                 hierarchies build this way allow the time-critical
                 collision-detection algorithm to have acceptable
                 accuracy, improving significantly on that possible with
                 hierarchies built by previous techniques. The
                 performance of the time-critical algorithm in this
                 application is consistently 10 to 100 times better than
                 a previous collision-detection algorithm, maintaining
                 low latency and a nearly constant frame rate of 10
                 frames per second on a conventional graphics
                 workstation. The time-critical algorithm maintains its
                 real-time performance as objects become more
                 complicated, even as they exceed previously reported
                 complexity levels by a factor of more that 10.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; humanfactors; performance",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Object hierarchies. {\bf I.3.5}: Computing
                 Methodologies, COMPUTER GRAPHICS, Computational
                 Geometry and Object Modeling, Geometric algorithms,
                 languages, and systems. {\bf I.3.5}: Computing
                 Methodologies, COMPUTER GRAPHICS, Computational
                 Geometry and Object Modeling, Physically based
                 modeling. {\bf I.3.7}: Computing Methodologies,
                 COMPUTER GRAPHICS, Three-Dimensional Graphics and
                 Realism, Animation. {\bf I.3.7}: Computing
                 Methodologies, COMPUTER GRAPHICS, Three-Dimensional
                 Graphics and Realism, Virtual reality.",
}

@Article{Jeng:1996:MCP,
  author =       "Elvis Ko-Yung Jeng and Zhigang Xiang",
  title =        "Moving cursor plane for interactive sculpting",
  journal =      j-TOG,
  volume =       "15",
  number =       "3",
  pages =        "211--222",
  month =        jul,
  year =         "1996",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Aug 31 16:39:46 MDT 1996",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/230523.html",
  abstract =     "Direct interactive manipulation of 3D objects is a
                 highly desirable but not yet fully realized feature
                 that can make the use of a modeling system more
                 intuitive and convenient. Two kinds of manipulation may
                 be identified: positioning and sculpting. {\em
                 Positioning} refers to the placement of objects in
                 relation to each other within a common scene. {\em
                 Sculpting} refers to the arbitrary deformation of
                 object shapes.\par

                 Ideally, we would like to be able to move objects
                 around easily as if they were held in our hands and to
                 reshape them freely as if they were made of clay.
                 However, realizing these goals of 3D editing on a
                 computer is very difficult, especially with an ordinary
                 display monitor. A fundamental problem is to provide
                 sufficient depth and shape cues for the user to
                 perceive the rendered objects and editing cursor in
                 such a way that positioning and sculpting operations
                 can be performed with reasonable flexibility and
                 accuracy.\par

                 Traditional CAD packages avoid true 3D editing by
                 restricting the controlled movement of the editing
                 cursor to two-dimensional. An arbitrary 3D location or
                 displacement has to be specified in consecutive steps
                 using separately projected views of the geometry. It is
                 conceivably more natural and productive to work in a
                 single display window. However, the challenge is to
                 include in the display meaningful and distinguishable
                 visual cues beyond such standard features as hidden
                 surface removal, surface lighting, and perspective
                 projection.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "design; humanfactors",
  subject =      "{\bf I.3.6}: Computing Methodologies, COMPUTER
                 GRAPHICS, Methodology and Techniques, Interaction
                 techniques. {\bf D.2.2}: Software, SOFTWARE
                 ENGINEERING, Tools and Techniques, User interfaces.
                 {\bf H.5.2}: Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, User Interfaces,
                 Interaction styles. {\bf I.3.4}: Computing
                 Methodologies, COMPUTER GRAPHICS, Graphics Utilities,
                 Graphics editors.",
}

@Article{Fortune:1996:SAY,
  author =       "Steven Fortune and Christopher J. {Van Wyk}",
  title =        "Static analysis yields efficient exact integer
                 arithmetic for computational geometry",
  journal =      j-TOG,
  volume =       "15",
  number =       "3",
  pages =        "223--248",
  month =        jul,
  year =         "1996",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Aug 31 16:39:46 MDT 1996",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/230533.html",
  abstract =     "Geometric algorithms as usually described assuming
                 that arithmetic operations are performed exactly on
                 real numbers. A program implemented using a naive
                 substitution of floating-point arithmetic for real
                 arithmetic can fail, since geometric primitives depend
                 upon sign-evaluation and may not be reliable if
                 evaluated approximately. Geometric primitives are
                 reliable if evaluated exactly with integer arithmetic,
                 but this degrades performance since software
                 extended-precision arithmetic is required.\par

                 We describe static-analysis techniques that reduce the
                 performance cost of exact integer arithmetic used to
                 implement geometric algorithms. We have used the
                 techniques for a number of examples, including
                 line-segment intersection in two dimensions, Delaunay
                 triangulations, and a tree-dimensional boundary-based
                 polyhedral modeler. In general, the techniques are
                 appropriate for algorithms that use primitives of
                 relatively low algebraic total degree, e.g., those
                 involving flat objects (points, lines, planes) in two
                 or three dimensions. The techniques have been package
                 in a preprocessor for reasonably convenient use.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; experimentation",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Geometric algorithms, languages, and systems. {\bf
                 D.3.4}: Software, PROGRAMMING LANGUAGES, Processors,
                 Preprocessors. {\bf G.4}: Mathematics of Computing,
                 MATHEMATICAL SOFTWARE, Efficiency. {\bf G.4}:
                 Mathematics of Computing, MATHEMATICAL SOFTWARE,
                 Reliability and robustness.",
}

@Article{Elber:1996:AIB,
  author =       "Gershon Elber and Elaine Cohen",
  title =        "Adaptive isocurve-based rendering for freeform
                 surfaces",
  journal =      j-TOG,
  volume =       "15",
  number =       "3",
  pages =        "249--263",
  month =        jul,
  year =         "1996",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Aug 31 16:39:46 MDT 1996",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/230537.html",
  abstract =     "Freeform surface rendering is traditionally performed
                 by approximating the surface with polygons and then
                 rendering the polygons. This approach is extremely
                 common because of the complexity in accurately
                 rendering the surfaces directly. Recently several
                 papers presented methods that render surfaces as
                 sequences of isocurves. These methods each have
                 deficiencies in their ability to guarantee a complete
                 coverage of the rendered surface, in their ability to
                 prevent processing the same pixel multiple times, or in
                 their ability to produce an optimal surface coverage
                 under some prescribed norm. In this article, and
                 algorithm is introduced that alleviates the
                 difficulties in all these areas. This algorithm can be
                 combined with a fast curve-rendering method to make
                 surface rendering without polygonal approximation
                 practical.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms",
  subject =      "{\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Color, shading, shadowing, and texture. {\bf I.3.5}:
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Curve,
                 surface, solid, and object representations. {\bf
                 I.3.5}: Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Splines.
                 {\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Hidden line/surface removal.",
}

@Article{Chang:1996:IST,
  author =       "Meng-Chou Chang and Feipei Lai and Wei-Chao Chen",
  title =        "Image shaping taking into account relativistic
                 effects",
  journal =      j-TOG,
  volume =       "15",
  number =       "4",
  pages =        "265--300",
  month =        oct,
  year =         "1996",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 11 16:14:40 MST 1996",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/234537.html",
  abstract =     "This article is concerned with creating more realistic
                 images of 3D scenes which are moving relative to the
                 viewer at such high speeds that the propagation delay
                 of light signals and other relativistic effects can not
                 be neglected. Creating images of 3D scenes in
                 relativistic motion might have important applications
                 to science-fiction films, computer games, and virtual
                 environments. We shall discuss the following problems:
                 (1) how to determine the visual appearance of a rapidly
                 moving object, (2) how to determine the apparent
                 radiance of a scene point on a moving object, (3) how
                 to determine the incident irradiance at a scene point
                 coming from a moving light source, (4) how to determine
                 the color of a rapidly moving object, and (5) how to
                 generate shadows when there are relative motions
                 between the viewer, the scenes, and the light sources.
                 Detailed examples are also given to show the result of
                 shading with the relativistic effects taken into
                 account.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; theory",
  subject =      "{\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Color, shading, shadowing, and texture. {\bf J.2}:
                 Computer Applications, PHYSICAL SCIENCES AND
                 ENGINEERING, Physics.",
}

@Article{Davidson:1996:DGN,
  author =       "Ron Davidson and David Harel",
  title =        "Drawing graphs nicely using simulated annealing",
  journal =      j-TOG,
  volume =       "15",
  number =       "4",
  pages =        "301--331",
  month =        oct,
  year =         "1996",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 11 16:14:40 MST 1996",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/234538.html",
  abstract =     "The paradigm of simulated annealing is applied to the
                 problem of drawing graphs ``nicely.'' Our algorithm
                 deals with general undirected graphs with straight-line
                 edges, and employs several simple criteria for the
                 aesthetic quality of the result. The algorithm is
                 flexible, in that the relative weights of the criteria
                 can be changed. For graphs of modest size it produces
                 good results, competitive with those produced by other
                 methods, notably, the ``spring method'' and its
                 variants.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; theory",
  subject =      "{\bf F.2.2}: Theory of Computation, ANALYSIS OF
                 ALGORITHMS AND PROBLEM COMPLEXITY, Nonnumerical
                 Algorithms and Problems, Computations on discrete
                 structures. {\bf G.2.2}: Mathematics of Computing,
                 DISCRETE MATHEMATICS, Graph Theory. {\bf D.0}:
                 Software, GENERAL. {\bf E.0}: Data, GENERAL.",
}

@Article{Guenter:1996:QPH,
  author =       "Brian Guenter and Jack Tumblin",
  title =        "Quadrature prefiltering for high quality
                 antialiasing",
  journal =      j-TOG,
  volume =       "15",
  number =       "4",
  pages =        "332--353",
  month =        oct,
  year =         "1996",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 11 16:14:40 MST 1996",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/234540.html",
  abstract =     "This article introduces quadrature prefiltering, an
                 accurate, efficient, and fairly simple algorithm for
                 prefiltering polygons for scanline rendering. It
                 renders very high quality images at reasonable cost,
                 strongly suppressing aliasing artifacts. For equivalent
                 RMS error, quadrature prefiltering is significantly
                 faster than either uniform or jittered supersampling.
                 Quadrature prefiltering is simple to implement and
                 space-efficient; it needs only a small two-dimensional
                 lookup table, even when computing nonradially symmetric
                 filter kernels. Previous algorithms have required
                 either three-dimensional tables or a restriction to
                 radially symmetric filter kernels. Though only slightly
                 more complicated to implement than the widely used box
                 prefiltering method, quadrature prefiltering can
                 generate images with much less visible aliasing
                 artifacts.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; performance; reliability",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation.",
}

@Article{Dobkin:1996:CDA,
  author =       "David P. Dobkin and David Eppstein and Don P.
                 Mitchell",
  title =        "Computing the discrepancy with applications to
                 supersampling patterns",
  journal =      j-TOG,
  volume =       "15",
  number =       "4",
  pages =        "354--376",
  month =        oct,
  year =         "1996",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 11 16:14:40 MST 1996",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/234536.html",
  abstract =     "Patterns used for supersampling in graphics have been
                 analyzed from statistical and signal-processing
                 viewpoints. We present an analysis based on a type of
                 isotropic discrepancy---how good patterns are at
                 estimating the area in a region of defined type. We
                 present algorithms for computing discrepancy relative
                 to regions that are defined by rectangles, halfplanes,
                 and higher-dimensional figures. Experimental evidence
                 shows that popular supersampling patterns have
                 discrepancies with better asymptotic behavior than
                 random sampling, which is not inconsistent with
                 theoretical bounds on discrepancy.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; experimentation",
  subject =      "{\bf F.2.2}: Theory of Computation, ANALYSIS OF
                 ALGORITHMS AND PROBLEM COMPLEXITY, Nonnumerical
                 Algorithms and Problems, Geometrical problems and
                 computations. {\bf I.3.3}: Computing Methodologies,
                 COMPUTER GRAPHICS, Picture/Image Generation,
                 Antialiasing.",
}

@Article{Anonymous:1996:AI,
  author =       "Anonymous",
  title =        "1996 Author Index",
  journal =      j-TOG,
  volume =       "15",
  number =       "4",
  pages =        "377--378",
  month =        oct,
  year =         "1996",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 11 16:29:49 1996",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Glassner:1997:E,
  author =       "Andrew Glassner",
  title =        "Editorial",
  journal =      j-TOG,
  volume =       "16",
  number =       "1",
  pages =        "1--2",
  month =        jan,
  year =         "1997",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Feb 24 11:25:57 1997",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Christensen:1997:CGG,
  author =       "Per H. Christensen and Dani Lischinski and Eric J.
                 Stollnitz and David H. Salesin",
  title =        "Clustering for Glossy Global Illumination",
  journal =      j-TOG,
  volume =       "16",
  number =       "1",
  pages =        "3--33",
  month =        jan,
  year =         "1997",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Feb 24 11:25:57 1997",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/1997-16-1/p3-christensen/",
  abstract =     "We present a new clustering algorithm for global
                 illumination in complex environments. The new algorithm
                 extends previous work on clustering for radiosity to
                 allow for nondiffuse (glossy) reflectors. We represent
                 clusters as points with directional distributions of
                 outgoing and incoming radiance and importance, and we
                 derive an error bound for transfers between these
                 clusters. The algorithm groups input surfaces into a
                 hierarchy of clusters, and then permits clusters to
                 interact only if the error bound is below an acceptable
                 tolerance. We show that the algorithm is asymptotically
                 more efficient than previous clustering algorithms even
                 when restricted to ideally diffuse environments.
                 Finally, we demonstrate the performance of our method
                 on two complex glossy environments.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms",
  subject =      "{\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Color, shading, shadowing, and texture.",
}

@Article{Lounsbery:1997:MAS,
  author =       "Michael Lounsbery and Tony D. DeRose and Joe Warren",
  title =        "Multiresolution Analysis for Surfaces of Arbitrary
                 Topological Type",
  journal =      j-TOG,
  volume =       "16",
  number =       "1",
  pages =        "34--73",
  month =        jan,
  year =         "1997",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/1997-16-1/p34-lounsbery/",
  abstract =     "Multiresolution analysis and wavelets provide useful
                 and efficient tools for representing functions at
                 multiple levels of detail. Wavelet representations have
                 been used in a broad range of applications, including
                 image compression, physical simulation, and numerical
                 analysis. In this article, we present a new class of
                 wavelets, based on subdivision surfaces, that radically
                 extends the class of representable functions. Whereas
                 previous two-dimensional methods were restricted to
                 functions defined on $ {\bf R}^2 $, the subdivision
                 wavelets developed here may be applied to functions
                 defined on compact surfaces of arbitrary topological
                 type. We envision many applications of this work,
                 including continuous level-of-detail control for
                 graphics rendering, compression of geometric models,
                 and acceleration of global illumination algorithms.
                 Level-of-detail control for spherical domains is
                 illustrated using two examples: shape approximation of
                 a polyhedral model, and color approximation of global
                 terrain data.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; theory",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 G.1.2}: Mathematics of Computing, NUMERICAL ANALYSIS,
                 Approximation, Spline and piecewise polynomial
                 approximation. {\bf J.6}: Computer Applications,
                 COMPUTER-AIDED ENGINEERING, Computer-aided design
                 (CAD).",
}

@Article{Krishnan:1997:ESI,
  author =       "Shankar Krishnan and Dinesh Manocha",
  title =        "An Efficient Surface Intersection Algorithm Based on
                 Lower-Dimensional Formulation",
  journal =      j-TOG,
  volume =       "16",
  number =       "1",
  pages =        "74--106",
  month =        jan,
  year =         "1997",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 26 10:45:12 MST 1997",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/1997-16-1/p74-krishnan/",
  abstract =     "We present an efficient algorithm to compute the
                 intersection of algebraic and NURBS surfaces. Our
                 approach is based on combining the marching methods
                 with the algebraic formulation. In particular, we
                 propose and matrix computations. We present algorithms
                 to compute a start point on each component of the
                 intersection curve (both open and closed components),
                 detect the presence of singularities, and find all the
                 curve branches near the singularity. We also suggest
                 methods to compute the step size during tracing to
                 prevent component jumping. The algorithm runs an order
                 of magnitude faster than previously published robust
                 algorithms. The complexity of the algorithm is output
                 sensitive.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 J.6}: Computer Applications, COMPUTER-AIDED
                 ENGINEERING.",
}

@Article{Hill:1997:CAQ,
  author =       "Bernhard Hill and Thomas Roger and Friedrich Wilhelm
                 Vorhagen",
  title =        "Comparative analysis of the quantization of color
                 spaces on the basis of the {CIELAB} color-difference
                 formula",
  journal =      j-TOG,
  volume =       "16",
  number =       "2",
  pages =        "109--154",
  month =        apr,
  year =         "1997",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Sep 26 10:17:27 1997",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/1997-16-2/p109-hill/",
  abstract =     "This article discusses the CIELAB color space within
                 the limits of optimal colors including the complete
                 volume of object colors. A graphical representation of
                 this color space is composed of planes of constant
                 lightness $ L* $ with a net of lines parallel to the $
                 a* $ and $ b* $ axes. This uniform net is projected
                 onto a number of other color spaces (CIE XYZ,
                 tristimulus RGB, predistorted RGB, and YCC color space)
                 to demonstrate and study the structure of color
                 differences in these spaces on the basis of CIELAB
                 color difference formulas. Two formulas are considered:
                 the CIE 1976 formula *** and the newer CiE 1994 formula
                 ***. The various color spaces considered are uniformly
                 quantized and the grid of quantized points is
                 transformed into CIELAB coordinates to study the
                 distribution of color differences due to basic
                 quantization steps and to specify the areas of the
                 colors with the highest sensitivity to color
                 discrimination. From a threshold value for the maximum
                 color difference among neighboring quantized points
                 searched for in each color space, concepts for the
                 quantization of the color spaces are derived. The
                 results are compared to quantization concepts based on
                 average values of quantization errors published in
                 previous work. In addition to color spaces bounded by
                 the optimal colors, the studies are also applied to
                 device-dependent color spaces limited by the range of a
                 positive RGB cube or by the gamut of colors of
                 practical print processes (thermal dye sublimation,
                 chromalin, and match print). For all the color spaces,
                 estimation of the number of distinguishable colors are
                 given on the basis of a threshold value for the color
                 difference perception of *** = 1 and *** = 1.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; experimentation; performance;
                 standardization; theory",
  subject =      "{\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Color, shading, shadowing, and texture. {\bf I.4.1}:
                 Computing Methodologies, IMAGE PROCESSING,
                 Digitization, Quantization. {\bf G.1.2}: Mathematics of
                 Computing, NUMERICAL ANALYSIS, Approximation. {\bf
                 I.3.1}: Computing Methodologies, COMPUTER GRAPHICS,
                 Hardware architecture, Hardcopy devices. {\bf I.3.3}:
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Picture/Image Generation, Display algorithms.",
}

@Article{Liu:1997:OAE,
  author =       "Wayne Liu and Stephen Mann",
  title =        "An Optimal Algorithm for Expanding the Composition of
                 Polynomials",
  journal =      j-TOG,
  volume =       "16",
  number =       "2",
  pages =        "155--178",
  month =        apr,
  year =         "1997",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon May 26 09:24:06 MDT 1997",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/1997-16-2/p155-liu/",
  abstract =     "A runtime analysis is made of a previously published
                 algorithm for polynomial composition. The relationship
                 between this composition algorithm and
                 Sablonni{\`e}re's algorithm is explored. This
                 composition algorithm is then made optimal aby first
                 performing a change of basis.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; performance",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 F.2.1}: Theory of Computation, ANALYSIS OF ALGORITHMS
                 AND PROBLEM COMPLEXITY, Numerical Algorithms and
                 Problems, Computations on polynomials. {\bf J.6}:
                 Computer Applications, COMPUTER-AIDED ENGINEERING,
                 Computer-aided design (CAD).",
}

@Article{Fudos:1997:GCA,
  author =       "Ioannis Fudos and Christoph M. Hoffmann",
  title =        "A Graph-constructive Approach to Solving Systems of
                 Geometric Constraints",
  journal =      j-TOG,
  volume =       "16",
  number =       "2",
  pages =        "179--216",
  month =        apr,
  year =         "1997",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon May 26 09:24:06 MDT 1997",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/1997-16-2/p179-fudos/",
  abstract =     "A graph-constructive approach to solving systems of
                 geometric constraints capable of efficiently handling
                 well-constrained, overconstrained, and underconstrained
                 configurations is presented. The geometric constraint
                 solver works in two phases: in the analysis phase the
                 constraint graph is analyzed and a sequence of
                 elementary construction steps is derived, and then in
                 the construction phase the sequence of construction
                 steps in actually carried out. The analysis phase of
                 the algorithm is described in detail, its correctness
                 is proved, and an efficient algorithm to realized it is
                 presented. The scope of the graph analysis is then
                 extended by utilizing semantic information in the form
                 of angle derivations, and by extending the repertoire
                 of the construction steps. Finally, the construction
                 phase is briefly discussed.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; performance; theory",
  subject =      "{\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Geometric algorithms, languages, and systems. {\bf
                 G.2.2}: Mathematics of Computing, DISCRETE MATHEMATICS,
                 Graph Theory, Graph algorithms. {\bf I.1.0}: Computing
                 Methodologies, ALGEBRAIC MANIPULATION, General. {\bf
                 I.3.6}: Computing Methodologies, COMPUTER GRAPHICS,
                 Methodology and Techniques. {\bf J.6}: Computer
                 Applications, COMPUTER-AIDED ENGINEERING,
                 Computer-aided design (CAD).",
}

@Article{Walter:1997:GIU,
  author =       "Bruce Walter and Philip M. Hubbard and Peter Shirley
                 and Donald P. Greenberg",
  title =        "Global illumination using local linear density
                 estimation",
  journal =      j-TOG,
  volume =       "16",
  number =       "3",
  pages =        "217--259",
  month =        jul,
  year =         "1997",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Sep 24 17:29:18 MDT 1997",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/1997-16-3/p217-walter/",
  abstract =     "This article presents the density estimation framework
                 for generating view-independent global illumination
                 solutions. It works by probabilistically simulating the
                 light flow in an environment with light particles that
                 trace random walks originating at luminaires and then
                 using statistical density estimation techniques to
                 reconstruct the lighting on each surface. By splitting
                 the computation into separate transport and
                 reconstruction stages, we gain many advantages
                 including reduced memory usage, the ability to simulate
                 nondiffuse transport, and natural parallelism.
                 Solutions to several theoretical and practical
                 difficulties in implementing this framework are also
                 described. Light sources that vary spectrally and
                 directionally are integrated into a spectral particle
                 tracer using nonuniform rejection. A new local linear
                 density estimation technique eliminates boundary bias
                 and extends to arbitrary polygons. A mesh decimation
                 algorithm with perceptual calibration is introduced to
                 simplify the Gouraud shaded representation of the
                 solution for interactive display.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; measurement; performance; theory",
  subject =      "{\bf I.3.6} Computing Methodologies, COMPUTER
                 GRAPHICS, Methodology and Techniques. {\bf I.1.2}
                 Computing Methodologies, ALGEBRAIC MANIPULATION,
                 Algorithms, Analysis of algorithms. {\bf G.1.8}
                 Mathematics of Computing, NUMERICAL ANALYSIS, Partial
                 Differential Equations, Finite element methods",
}

@Article{Xiang:1997:CIQ,
  author =       "Zhigang Xiang",
  title =        "Color image quantization by minimizing the maximum
                 intercluster distance",
  journal =      j-TOG,
  volume =       "16",
  number =       "3",
  pages =        "260--276",
  month =        jul,
  year =         "1997",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Sep 24 17:29:18 MDT 1997",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/1997-16-3/p260-xiang/",
  abstract =     "One of the numerical criteria for color image
                 quantization is to minimize the maximum discrepancy
                 between original pixel colors and the corresponding
                 quantized colors. This is typically carried out by
                 first grouping color points into tight clusters and
                 then finding a representative for each cluster. In this
                 article we show that getting the smallest clusters
                 under a formal notion of minimizing the maximum
                 intercluster distance does not guarantee an optimal
                 solution for the quantization criterion. Nevertheless,
                 our use of an efficient clustering algorithm by Teofilo
                 F. Gonzalez, which is optimal with respect to the
                 approximation bound of the clustering problem, has
                 resulted in a fast and effective quantizer. This new
                 quantizer is highly competitive and excels when
                 quantization errors need to be well capped and when the
                 performance of other quantizers may be hindered by such
                 factors as low number of quantized colors or
                 unfavorable pixel population distribution. Both
                 computer-synthesized and photographic images are used
                 in experimental comparison with several existing
                 quantization methods.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "design; experimentation; measurement; performance;
                 theory",
  subject =      "{\bf I.3.3} Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf I.4.1} Computing Methodologies, IMAGE PROCESSING,
                 Digitization, Quantization. {\bf I.3.7} Computing
                 Methodologies, COMPUTER GRAPHICS, Three-Dimensional
                 Graphics and Realism, Color, shading, shadowing, and
                 texture",
}

@Article{Park:1997:SII,
  author =       "F. C. Park and Bahram Ravani",
  title =        "Smooth invariant interpolation of rotations",
  journal =      j-TOG,
  volume =       "16",
  number =       "3",
  pages =        "277--295",
  month =        jul,
  year =         "1997",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Sep 24 17:29:18 MDT 1997",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/1997-16-3/p277-park/",
  abstract =     "We present an algorithm for generating a
                 twice-differentiable curve on the rotation group SO(3)
                 that interpolates a given ordered set of rotation
                 matrices at their specified knot times. In our approach
                 we regard SO(3) as a Lie group with a bi-invariant
                 Riemannian metric, and apply the coordinate-invariant
                 methods of Riemannian geometry. The resulting rotation
                 curve is easy to compute, invariant with respect to
                 fixed and moving reference frames, and also
                 approximately minimizes angular acceleration",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; measurement; performance; theory",
  subject =      "{\bf G.1.1} Mathematics of Computing, NUMERICAL
                 ANALYSIS, Interpolation, Spline and piecewise
                 polynomial interpolation. {\bf I.3.7} Computing
                 Methodologies, COMPUTER GRAPHICS, Three-Dimensional
                 Graphics and Realism, Animation. {\bf I.3.5} Computing
                 Methodologies, COMPUTER GRAPHICS, Computational
                 Geometry and Object Modeling, Geometric algorithms,
                 languages, and systems",
}

@Article{Castillo:1997:SCF,
  author =       "Enrique Castillo and Andr{\'e}s Iglesias",
  title =        "Some characterizations of families of surfaces using
                 functional equations",
  journal =      j-TOG,
  volume =       "16",
  number =       "3",
  pages =        "296--318",
  month =        jul,
  year =         "1997",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Sep 24 17:29:18 MDT 1997",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/1997-16-3/p296-castillo/",
  abstract =     "In this article functional equations are used to
                 characterize some families of surfaces. First, the most
                 general surfaces in implicit form $ f(x, y, z) = 0 $,
                 such that any arbitrary intersection with the planes $
                 z = z0 $, $ y = y0 $, and $ x = x0 $ are linear
                 combinations of sets of functions of the other two
                 variables, are characterized. It is shown that only
                 linear combinations of tensor products of univariate
                 functions are possible for $ f(x, y, z) $. Second, we
                 obtain the most general families of surfaces in
                 explicit form such that their intersections with planes
                 parallel to the planes $ y = 0 $ and $ x = 0 $ belong
                 to two, not necessarily equal, parametric families of
                 curves. Finally, functional equations are used to
                 analyze the uniqueness of representation of
                 Gordon-Coons surfaces. Some practical examples are used
                 to illustrate the theoretical results.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "design; measurement; performance; theory;
                 verification",
  subject =      "{\bf I.3.5} Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations",
}

@Article{Sanchez-Reyes:1997:SAP,
  author =       "J. S{\'a}nchez-Reyes",
  title =        "The symmetric analogue of the polynomial power basis",
  journal =      j-TOG,
  volume =       "16",
  number =       "3",
  pages =        "319--357",
  month =        jul,
  year =         "1997",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Sep 26 10:19:42 1997",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/1997-16-3/p319-sanchez-reyes/",
  abstract =     "A new polynomial basis over the unit interval $ t \in
                 [0, 1] $ is proposed. The work is motivated by the fact
                 that the monomial (power) form is not suitable in CAGD,
                 as it suffers from serious numerical problems, and the
                 monomial coefficients have no geometric meaning. The
                 new form is the symmetric analogue of the power form,
                 because it can be regarded as an ``Hermite two-point
                 expansion'' instead of a Taylor expansion. This form
                 enjoys good numerical properties and admits a
                 Horner-like evaluation algorithm that is almost as fast
                 as that of the power form. In addition, the symmetric
                 power coefficients convey a geometric meaning, and
                 therefore they can be used as shape handles. A
                 polynomial expressed in the symmetric power basis is
                 decomposed into linear, cubic quintic, and successive
                 components. In consequence, this basis is bbetter
                 suited to handle polynomials of different degrees than
                 the Bernstein basis, and those algorithms involving
                 degree operations have extremely simple formulations.
                 The minimum degree of a polynomial is immediately
                 obtained by inspecting its coefficients. Degree
                 reduction of a curve or surface reduces to dropping the
                 desired high degree terms",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; measurement; performance; theory",
  subject =      "{\bf G.1.0} Mathematics of Computing, NUMERICAL
                 ANALYSIS, General, Error analysis. {\bf G.1.1}
                 Mathematics of Computing, NUMERICAL ANALYSIS,
                 Interpolation. {\bf I.3.5} Computing Methodologies,
                 COMPUTER GRAPHICS, Computational Geometry and Object
                 Modeling, Curve, surface, solid, and object
                 representations. {\bf J.6} Computer Applications,
                 COMPUTER-AIDED ENGINEERING. {\bf F.2.1} Theory of
                 Computation, ANALYSIS OF ALGORITHMS AND PROBLEM
                 COMPLEXITY, Numerical Algorithms and Problems,
                 Computations on matrices",
}

@Article{Yun:1997:LCC,
  author =       "Hee Cheol Yun and Brian K. Guenter and Russell M.
                 Mersereau",
  title =        "Lossless compression of computer generated animation
                 frames",
  journal =      j-TOG,
  volume =       "16",
  number =       "4",
  pages =        "359--396",
  month =        oct,
  year =         "1997",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Nov 26 06:52:24 MST 1997",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tog/1997-16-4/p359-yun/",
  abstract =     "This article presents a new lossless compression
                 algorithm for computer animation image sequences. The
                 algorithm uses transformation information available in
                 the animation script and floating point depth and
                 object number information at each pixel to perform
                 highly accurate motion prediction with vary low
                 computation. The geometric data (i.e., the depth and
                 object number) can either be computed during the
                 original rendering process and stored with the image or
                 computed on the fly during compression and
                 decompression. In the former case the stored geometric
                 data are very efficiently compressed using motion
                 prediction and a new technique called direction coding,
                 typically to 1 to 2 bits per pixel. The geometric data
                 are also useful in $z$-buffer image compositing and
                 this new compression algorithm offers a very low
                 storage overhead method for saving the information
                 needed for this compositing. The overall compression
                 ratio of the new algorithm, including the geometric
                 data overhead, in compared to conventional spatial
                 linear prediction compression and block-matching
                 motion. The algorithm improves on a previous motion
                 prediction algorithm by incorporating block predictor
                 switching and color ratio prediction. The combination
                 of these techniques gives compression ratios 30\%
                 better than those reported previously.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; measurement",
  subject =      "{\bf I.4.2} Computing Methodologies, IMAGE PROCESSING
                 AND COMPUTER VISION, Compression (Coding), Exact
                 coding**.",
}

@Article{VanOverveld:1997:PNI,
  author =       "C. W. A. M. {Van Overveld} and B. Wyvill",
  title =        "{Phong} normal interpolation revisited",
  journal =      j-TOG,
  volume =       "16",
  number =       "4",
  pages =        "397--419",
  month =        oct,
  year =         "1997",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Nov 26 06:52:24 MST 1997",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tog/1997-16-4/p397-van_overveld/",
  abstract =     "Phong shading is one of the best known, and at the
                 same time simplest techniques to arrive at realistic
                 images when rendering 3D geometric models. However,
                 despite (or maybe due to) its success and its
                 widespread use, some aspects remain to be clarified
                 with respect to its validity and robustness. This might
                 be caused by the fact that the Phong method is based on
                 geometric arguments, illumination models, and clever
                 heuristics. In this article we address some of the
                 fundamentals that underlie Phong shading, such as the
                 computation of vertex normals for nonmanifold models
                 and the adequacy of linear interpolation and we apply a
                 new interpolation technique to achieve an efficient and
                 qualitatively improve result.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms",
  subject =      "{\bf I.3.7} Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Color, shading, shadowing, and texture.",
}

@Article{Peters:1997:SSS,
  author =       "J{\"o}rg Peters and Ulrich Reif",
  title =        "The simplest subdivision scheme for smoothing
                 polyhedra",
  journal =      j-TOG,
  volume =       "16",
  number =       "4",
  pages =        "420--431",
  month =        oct,
  year =         "1997",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Nov 26 06:52:24 MST 1997",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tog/1997-16-4/p420-peters/",
  abstract =     "Given a polyhedron, construct a new polyhedron by
                 connecting every edge-midpoint to its four neighboring
                 edge-midpoints. This refinement rule yields a {\em
                 C\/}1 surface and the surface has a piecewise quadratic
                 parametrization except at a finite number of isolated
                 points. We analyze and improve the construction.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design",
  subject =      "{\bf I.3.3} Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf I.3.5} Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Curve,
                 surface, solid, and object representations. {\bf I.3.5}
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Geometric
                 algorithms, languages, and systems.",
}

@Article{Bajaj:1998:RPN,
  author =       "Chandrajit L. Bajaj and Robert L. Holt and Arun N.
                 Netravali",
  title =        "Rational Parametrizations of Nonsingular Real Cubic
                 Surfaces",
  journal =      j-TOG,
  volume =       "17",
  number =       "1",
  pages =        "1--31",
  month =        jan,
  year =         "1998",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat May 16 07:25:59 MDT 1998",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tog/1998-17-1/p1-bajaj/",
  abstract =     "Real cubic algebraic surfaces may be described by
                 either implicit or parametric equations. One
                 particularly useful representation is the rational
                 parametrization, where the three spatial coordinates
                 are given by rational functions of two parameters.
                 These parametrizations take on different forms for
                 different classes of cubic surfaces. Classification of
                 real cubic algebraic surfaces into five families for
                 the nonsingular case is based on the configuration of
                 27 lines on them. We provide a method of extracting all
                 these lines by constructing and solving a polynomial of
                 degree 27. Simple roots of this polynomial correspond
                 to real lines on the surface, and real skew lines are
                 used to form rational parametrizations for three of
                 these families. Complex conjugate skew lines are used
                 to parametrize surfaces from the fourth family. The
                 parametrizations for these four families involve
                 quotients of polynomials of degree no higher than four.
                 Each of these parametrizations covers the whole surface
                 except for a few points, lines, or conic sections. The
                 parametrization for the fifth family, as noted
                 previously in the literature, requires a square root.
                 We also analyze the image of the derived rational
                 parametrization for both real and complex parameter
                 values, together with ``base'' points where the
                 parametrizations are ill-defined.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms",
  subject =      "{\bf I.1.2} Computing Methodologies, SYMBOLIC AND
                 ALGEBRAIC MANIPULATION, Algorithms. {\bf F.2.1} Theory
                 of Computation, ANALYSIS OF ALGORITHMS AND PROBLEM
                 COMPLEXITY, Numerical Algorithms and Problems.",
  xxauthor =     "Chandrajit L. Bajaj and Robert J. Holt and Arun N.
                 Netravali",
}

@Article{Elber:1998:BSR,
  author =       "Gershon Elber and Myung-Soo Kim",
  title =        "The Bisector Surface of Rational Space Curves",
  journal =      j-TOG,
  volume =       "17",
  number =       "1",
  pages =        "32--49",
  month =        jan,
  year =         "1998",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat May 16 07:25:59 MDT 1998",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tog/1998-17-1/p32-elber/",
  abstract =     "Given a point and a rational curve in the plane, their
                 bisector curve is rational [Farouki and Johnston
                 1994a]. However, in general, the bisector of two
                 rational curves in the plane is not rational [Farouki
                 and Johnstone 1994b]. Given a point and a rational {\em
                 space\/} curve, this art icle shows that the bisector
                 surface is a rational ruled surface. Moreover, given
                 two rational space curves, we show that the bisector
                 surface is rational (except for the degenerate case in
                 which the two curves are coplanar).",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design; theory",
  subject =      "{\bf I.3.5} Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling.",
}

@Article{Paglieroni:1998:DPP,
  author =       "David W. Paglieroni",
  title =        "The Directional Parameter Plane Transform of a Height
                 Field",
  journal =      j-TOG,
  volume =       "17",
  number =       "1",
  pages =        "50--70",
  month =        jan,
  year =         "1998",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat May 16 07:25:59 MDT 1998",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tog/1998-17-1/p50-paglieroni/",
  abstract =     "The linear {\em Parameter Plane Transform (PPT)\/} of
                 a height field attributes an inverted cone of empty
                 space to each height field cell. In is known that
                 height field ray-tracing efficiency can be improved by
                 traversing rays in steps across inverted cones of empty
                 space. However, steps across inverted cones of empty
                 space along rays close to the base of a steep ridge
                 will be short, even if there are no obstructions along
                 the line of sight, because the cones will be narrow.
                 This weakness can be virtually eliminated by allowing
                 the opening angles of the inverted cones of empty space
                 to vary between sectors, i.e., by directionalizing the
                 linear PPT. An efficient algorithm for computing the
                 linear directional PPT of a height field is given and
                 its properties are investigated.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; theory",
  subject =      "{\bf I.3.7} Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Raytracing. {\bf I.3.3} Computing Methodologies,
                 COMPUTER GRAPHICS, Picture/Image Generation, Display
                 algorithms. {\bf I.3.3} Computing Methodologies,
                 COMPUTER GRAPHICS, Picture/Image Generation, Viewing
                 algorithms.",
}

@Article{Greiner:1998:ECA,
  author =       "G{\"u}nther Greiner and Kai Hormann",
  title =        "Efficient clipping of arbitrary polygons",
  journal =      j-TOG,
  volume =       "17",
  number =       "2",
  pages =        "71--83",
  month =        apr,
  year =         "1998",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat May 16 07:25:59 MDT 1998",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tog/1998-17-2/p71-greiner/",
  abstract =     "Clipping 2D polygons is one of the basic routines in
                 computer graphics. In rendering complex 3D images it
                 has to be done several thousand times. Efficient
                 algorithms are therefore very important. We present
                 such an efficient algorithm for clipping arbitrary
                 2D-polygons. The algorithm can handle arbitrary closed
                 polygons, specifically where the clip and subject
                 polygons may self-intersect. The algorithm is simple
                 and faster that Vatti's (1992) algorithm, which was
                 designed for the general case as well. Simple
                 modifications allow determination of union and
                 set-theoretic differences of two arbitrary polygons.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms",
  subject =      "{\bf I.3.3} Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf I.3.5} Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling.",
}

@Article{Taubin:1998:GCT,
  author =       "Gabriel Taubin and Jarek Rossignac",
  title =        "Geometric compression through topological surgery",
  journal =      j-TOG,
  volume =       "17",
  number =       "2",
  pages =        "84--115",
  month =        apr,
  year =         "1998",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat May 16 07:25:59 MDT 1998",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tog/1998-17-2/p84-taubin/",
  abstract =     "The abundance and importance of complex 3-D data bases
                 in major industry segments, the affordability of
                 interactive 3-D rendering for office and consumer use,
                 and the exploitation of the Internet to distribute and
                 share 3-D data have intensified the need for an
                 effective 3-D geometric compression technique that
                 would significantly reduce the time required to
                 transmit 3-D models over digital communication
                 channels, and the amount of memory or disk space
                 required to store the models. Because the prevalent
                 representation of 3-D models for graphics purposes is
                 polyhedral and because polyhedral models are in general
                 triangulated for rendering, this article introduces a
                 new compressed representation for complex triangulated
                 models and simple, yet efficient, compression and
                 decompression algorithms. In this scheme, vertex
                 positions are quantized within the desired accuracy, a
                 vertex spanning tree is used to predict the position of
                 each vertex from 2,3, or 4 of its ancestors in the
                 tree, and the correction vectors are entropy encoded.
                 Properties, such as normals, colors, and texture
                 coordinates, are compressed in a similar manner. The
                 connectivity is encoded with no loss of information to
                 an average of less than two bits per triangle. The
                 vertex spanning tree and a small set of jump edges are
                 used to split the model into a simple polygon. A
                 triangle spanning tree and a sequence of marching bits
                 are used to encode the triangulation of the polygon.
                 Our approach improves on Michael Deering's pioneering
                 results by exploiting the geometric coherence of
                 several ancestors in the vertex spanning tree,
                 preserving the connectivity with no loss of
                 information, avoiding vertex repetitions, and using
                 about three fewer bits for the connectivity. However,
                 since decompression requires random access to all
                 vertices, this method must be modified for hardware
                 rendering with limited onboard memory. Finally, we
                 demonstrate implementation results for a variety of
                 VRML models with up to two orders of magnitude
                 compression.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; standardization",
  subject =      "{\bf I.3.5} Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations.",
}

@Article{Cohen-Or:1998:TDD,
  author =       "Daniel Cohen-Or and Amira Solomovic and David Levin",
  title =        "Three-dimensional distance field metamorphosis",
  journal =      j-TOG,
  volume =       "17",
  number =       "2",
  pages =        "116--141",
  month =        apr,
  year =         "1998",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat May 16 07:25:59 MDT 1998",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tog/1998-17-2/p116-cohen-or/",
  abstract =     "Given two or more objects of general topology,
                 intermediate objects are constructed by a distance
                 field metamorphosis. In the presented method the
                 interpolation of the distance field is guided by a warp
                 function controlled by a set of corresponding anchor
                 points. Some rules for defining a smooth
                 least-distorting warp function are given. To reduce the
                 distortion of the intermediate shapes, the warp
                 function is decomposed into a rigid rotational part and
                 an elastic part. The distance field interpolation
                 method is modified so that the interpolation is done in
                 correlation with the warp function. The method provides
                 the animator with a technique that can be used to
                 create a set of models forming a smooth transition
                 between pairs of a given sequence of keyframe models.
                 The advantage of the new approach is that it is capable
                 of morphing between objects having a different
                 topological genus where no correspondence between the
                 geometric primitives of the models needs to be
                 established. The desired correspondence is defined by
                 an animator in terms of a relatively small number of
                 anchor points",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms",
  subject =      "{\bf I.3.7} Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Animation. {\bf I.3.5} Computing Methodologies,
                 COMPUTER GRAPHICS, Computational Geometry and Object
                 Modeling, Curve, surface, solid, and object
                 representations. {\bf I.3.6} Computing Methodologies,
                 COMPUTER GRAPHICS, Methodology and Techniques,
                 Interaction techniques.",
}

@Article{Gonzalez-Ochoa:1998:CMO,
  author =       "Carlos Gonzalez-Ochoa and Scott McCammon and J{\"o}rg
                 Peters",
  title =        "Computing moments of objects enclosed by piecewise
                 polynomial surfaces",
  journal =      j-TOG,
  volume =       "17",
  number =       "3",
  pages =        "143--157",
  month =        jul,
  year =         "1998",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 16 16:30:05 MDT 1998",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/1998-17-3/p143-gonzalez-ochoa/",
  abstract =     "Combining a polynomial free-form surface
                 representation with Gauss' divergence theorem allows
                 efficient and exact calculation of the moments of the
                 enclosed objects. For example, for any cubic
                 representation, volume, center of mass, and the inertia
                 tensor can be computed in seconds even for complex
                 objects with several thousand patches while change due
                 to local modification of the surface geometry can be
                 computed in real-time as feedback for animation or
                 design. Speed and simplicity of the approach allow
                 solving the inverse problem of modeling to match
                 prescribed moments.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; design",
  subject =      "{\bf I.3.5} Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 G.1.4} Mathematics of Computing, NUMERICAL ANALYSIS,
                 Quadrature and Numerical Differentiation,
                 Multidimensional (multiple) quadrature.",
}

@Article{Heidrich:1998:SPS,
  author =       "Wolfgang Heidrich and Philip Slusallek and Hans-Peter
                 Seidel",
  title =        "Sampling procedural shaders using affine arithmetic",
  journal =      j-TOG,
  volume =       "17",
  number =       "3",
  pages =        "158--176",
  month =        jul,
  year =         "1998",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 16 16:30:05 MDT 1998",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/1998-17-3/p158-heidrich/",
  abstract =     "Procedural shaders have become popular tools for
                 describing surface reflectance functions and other
                 material properties. In comparison to fixed resolution
                 textures, they have the advantage of being
                 resolution-independent and storage-efficient.\par While
                 procedural shaders provide an interface for evaluating
                 the shader at a single point, it is not easily possible
                 to obtain an average value of the shader together with
                 accurate error bounds over a finite area. Yet the
                 ability to compute such error bounds is crucial for
                 several interesting applications, most notably
                 hierarchical area sampling for global illumination,
                 using the finite element approach, and for generation
                 of textures used in interactive computer graphics.\par
                 Using affine arithmetic for evaluating the shader over
                 a finite area yields a tight, conservative error
                 interval for the shader function. Compilers can
                 automatically generate code for utilizing affine
                 arithmetic from within shaders implemented in a
                 dedicated language such as the RenderMan shading
                 language.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "experimentation; performance; theory; verification",
  subject =      "{\bf I.4.7} Computing Methodologies, IMAGE PROCESSING
                 AND COMPUTER VISION, Feature Measurement, Texture. {\bf
                 G.1.0} Mathematics of Computing, NUMERICAL ANALYSIS,
                 General, Error analysis. {\bf G.1.0} Mathematics of
                 Computing, NUMERICAL ANALYSIS, General, Interval
                 arithmetic. {\bf G.1.4} Mathematics of Computing,
                 NUMERICAL ANALYSIS, Quadrature and Numerical
                 Differentiation, Automatic differentiation. {\bf I.3.7}
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism, Color, shading,
                 shadowing, and texture. {\bf I.4.1} Computing
                 Methodologies, IMAGE PROCESSING AND COMPUTER VISION,
                 Digitization and Image Capture, Sampling.",
}

@Article{Mirtich:1998:VCF,
  author =       "Brian Mirtich",
  title =        "{V-Clip}: fast and robust polyhedral collision
                 detection",
  journal =      j-TOG,
  volume =       "17",
  number =       "3",
  pages =        "177--208",
  month =        jul,
  year =         "1998",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 16 16:30:05 MDT 1998",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/1998-17-3/p177-mirtich/",
  abstract =     "This article presents the Voronoi-clip, or V-Clip,
                 collision detection algorithm for polyhedral objects
                 specified by a boundary representation. V-Clip tracks
                 the closest pair of features between convex polyhedra,
                 using an approach reminiscent of the Lin-Canny closest
                 features algorithm. V-Clip is an improvement over the
                 latter in several respects. Coding complexity is
                 reduced, and robustness is significantly improved; the
                 implementation has no numerical tolerances and does not
                 exhibit cycling problems. The algorithm also handles
                 penetrating polyhedra, and can therefore be used to
                 detect collisions between nonconvex polyhedra described
                 as hierarchies of convex pieces. The article presents
                 the theoretical principles of V-Clip, and gives a
                 pseudocode description of the algorithm. It also
                 documents various test that compare V-Clip, Lin-Canny,
                 and the Enhanced GJK algorithm, a simplex-based
                 algorithm that is widely used for the same application.
                 The results show V-Clip to be a strong contender in
                 this field, comparing favorably with the other
                 algorithms in most of the tests, in term of both
                 performance and robustness.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms",
  subject =      "{\bf I.3.5} Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Geometric algorithms, languages, and systems. {\bf
                 I.3.5} Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Boundary
                 representations.",
}

@Article{Kobbelt:1998:MFV,
  author =       "Leif Kobbelt and Peter Schr{\"o}der",
  title =        "A multiresolution framework for variational
                 subdivision",
  journal =      j-TOG,
  volume =       "17",
  number =       "4",
  pages =        "209--237",
  month =        oct,
  year =         "1998",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 19 08:20:08 MST 1999",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/1998-17-4/p209-kobbelt/",
  abstract =     "Subdivision is a powerful paradigm for the generation
                 of curves and surfaces. It is easy to implement,
                 computationally efficient, and useful in a variety of
                 applications because of its intimate connection with
                 multiresolution analysis. An important task in computer
                 graphics and geometric modeling is the construction of
                 curves that interpolate a given set of points and
                 minimize a fairness functional (variational design). In
                 the context of subdivision, fairing leads to special
                 schemes requiring the solution of a banded linear
                 system at every subdivision step. We present several
                 examples of such schemes including one that reproduces
                 nonuniform interpolating cubic splines. Expressing the
                 construction in terms of certain elementary operations
                 we are able to embed variational subdivision in the
                 lifting framework, a powerful technique to construct
                 wavelet filter banks given a subdivision scheme. This
                 allows us to extend the traditional lifting scheme for
                 FIR filters to a certain class of IIR filters.
                 Consequently, we how to build variationally optimal
                 curves {\em and\/} associated, stable wavelets in a
                 straightforward fashion. The algorithms to perform the
                 corresponding decomposition and reconstruction
                 transformations are easy to implement and efficient
                 enough for interactive applications.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "design",
  subject =      "{\bf G.1.1} Mathematics of Computing, NUMERICAL
                 ANALYSIS, Interpolation, Spline and piecewise
                 polynomial interpolation. {\bf G.1.2} Mathematics of
                 Computing, NUMERICAL ANALYSIS, Approximation, Spline
                 and piecewise polynomial approximation. {\bf G.1.2}
                 Mathematics of Computing, NUMERICAL ANALYSIS,
                 Approximation, Wavelets and fractals. {\bf I.3.3}
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Picture/Image Generation, Line and curve generation.
                 {\bf I.3.5} Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Splines.",
}

@Article{Naiman:1998:JEW,
  author =       "Avi C. Naiman",
  title =        "Jagged edges: when is filtering needed?",
  journal =      j-TOG,
  volume =       "17",
  number =       "4",
  pages =        "238--258",
  month =        oct,
  year =         "1998",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 19 08:20:08 MST 1999",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/1998-17-4/p238-naiman/",
  abstract =     "Depiction of oblique edges by discrete pixels usually
                 results in visible stair steps, often called {\em
                 jaggies\/}. A variety of filtering approaches exists to
                 minimize this visual artifact, but none has been
                 applied selectively only to those edges that would
                 otherwise appear jagged. A recent series of experiments
                 has led to a model of the visibility of jagged edges.
                 Here, we demonstrate how these data can be used
                 efficiently to determine when filtering of edges is
                 needed to eliminate the jaggies and when it is
                 unnecessary. This work also provides a template for how
                 the results of psychophysical experiments can be
                 applied in computer graphics to address image-quality
                 questions.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms",
  subject =      "{\bf I.4.3} Computing Methodologies, IMAGE PROCESSING
                 AND COMPUTER VISION, Enhancement, Filtering. {\bf
                 I.4.3} Computing Methodologies, IMAGE PROCESSING AND
                 COMPUTER VISION, Enhancement, Smoothing. {\bf I.3.0}
                 Computing Methodologies, COMPUTER GRAPHICS, General.
                 {\bf I.3.3} Computing Methodologies, COMPUTER GRAPHICS,
                 Picture/Image Generation.",
}

@Article{Raghothama:1998:BRD,
  author =       "Srinivas Raghothama and Vadim Shapiro",
  title =        "Boundary representation deformation in parametric
                 solid modeling",
  journal =      j-TOG,
  volume =       "17",
  number =       "4",
  pages =        "259--286",
  month =        oct,
  year =         "1998",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 19 08:20:08 MST 1999",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/1998-17-4/p259-raghothama/",
  abstract =     "One of the major unsolved problems in parametric solid
                 modeling is a robust update (regeneration) of the
                 solid's boundary representation, given a specified
                 change in the solid's parameter values. The fundamental
                 difficulty lies in determining the mapping between
                 boundary representations for solids in the same
                 parametric family. Several heuristic approaches have
                 been proposed for dealing with this problem, but the
                 formal properties of such mappings are not well
                 understood. We propose a formal definition for boundary
                 representation. (BR-)deformation for solids in the same
                 parametric family, based on the assumption of
                 continuity: small changes in solid parameter values
                 should result in small changes in the solid's boundary
                 representation, which may include local collapses of
                 cells in the boundary representation. The necessary
                 conditions that must be satisfied by any BR-deforming
                 mappings between boundary representations are powerful
                 enough to identify invalid updates in many (but not
                 all) practical situations, and the algorithms to check
                 them are simple. Our formulation provides a formal
                 criterion for the recently proposed heuristic
                 approaches to ``persistent naming,'' and explains the
                 difficulties in devising sufficient tests for
                 BR-deformation encountered in practice. Finally our
                 methods are also applicable to more general cellular
                 models of pointsets and should be useful in developing
                 universal standards in parametric modeling.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; reliability; standardization; theory",
  subject =      "{\bf F.2.2} Theory of Computation, ANALYSIS OF
                 ALGORITHMS AND PROBLEM COMPLEXITY, Nonnumerical
                 Algorithms and Problems, Geometrical problems and
                 computations. {\bf G.2.1} Mathematics of Computing,
                 DISCRETE MATHEMATICS, Combinatorics, Combinatorial
                 algorithms. {\bf H.5.2} Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces, Interaction styles. {\bf I.1.2} Computing
                 Methodologies, SYMBOLIC AND ALGEBRAIC MANIPULATION,
                 Algorithms, Algebraic algorithms. {\bf I.3.5} Computing
                 Methodologies, COMPUTER GRAPHICS, Computational
                 Geometry and Object Modeling, Boundary representations.
                 {\bf J.6} Computer Applications, COMPUTER-AIDED
                 ENGINEERING, Computer-aided design (CAD).",
}

@Article{Dana:1999:RTR,
  author =       "Kristin J. Dana and Bram van Ginneken and Shree K.
                 Nayar and Jan J. Koenderink",
  title =        "Reflectance and texture of real-world surfaces",
  journal =      j-TOG,
  volume =       "18",
  number =       "1",
  pages =        "1--34",
  month =        jan,
  year =         "1999",
  bibdate =      "Fri Jun 4 06:15:34 MDT 1999",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tog/1999-18-1/p1-dana/",
  abstract =     "In this work, we investigate the visual appearance of
                 real-world surfaces and the dependence of appearance on
                 the geometry of imaging conditions. We discuss a new
                 texture representation called the BTF (bidirectional
                 texture function) which captures the variation in
                 texture with illumination and viewing direction. We
                 present a BTF database with image textures from over 60
                 different samples, each observed with over 200
                 different combinations of viewing and illumination
                 directions. We describe the methods involved in
                 collecting the database as well as the importance and
                 uniqueness of this database for computer graphics. A
                 related quantity to the BTF is the familiar BRDF
                 (bidirectional reflectance distribution function). The
                 measurement methods involved in the BTF database are
                 conducive to simultaneous measurement of the BRDF.
                 Accordingly, we also present a BRDF database with
                 reflectance measurements for over 60 different samples,
                 each observed with over 200 different combinations of
                 viewing and illumination directions. Both of these
                 unique databases are publicly available and have
                 important implications for computer graphics.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "experimentation; measurement",
  subject =      "{\bf I.2.10} Computing Methodologies, ARTIFICIAL
                 INTELLIGENCE, Vision and Scene Understanding,
                 Intensity, color, photometry, and thresholding. {\bf
                 I.2.10} Computing Methodologies, ARTIFICIAL
                 INTELLIGENCE, Vision and Scene Understanding, Texture.
                 {\bf I.3.5} Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Physically
                 based modeling. {\bf I.4.1} Computing Methodologies,
                 IMAGE PROCESSING AND COMPUTER VISION, Digitization and
                 Image Capture, Imaging geometry. {\bf I.4.1} Computing
                 Methodologies, IMAGE PROCESSING AND COMPUTER VISION,
                 Digitization and Image Capture, Radiometry. {\bf I.4.7}
                 Computing Methodologies, IMAGE PROCESSING AND COMPUTER
                 VISION, Feature Measurement, Texture. {\bf I.4.8}
                 Computing Methodologies, IMAGE PROCESSING AND COMPUTER
                 VISION, Scene Analysis, Photometry.",
}

@Article{Joan-Arinyo:1999:CCE,
  author =       "R. Joan-Arinyo and A. Soto-Riera",
  title =        "Combining constructive and equational geometric
                 constraint-solving techniques",
  journal =      j-TOG,
  volume =       "18",
  number =       "1",
  pages =        "35--55",
  month =        jan,
  year =         "1999",
  bibdate =      "Fri Jun 4 06:15:34 MDT 1999",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tog/1999-18-1/p35-joan-arinyo/",
  abstract =     "In the past few years, there has been a strong trend
                 towards developing parametric, computer-aided design
                 systems based on geometric constraint solving. An
                 effective way to capture the design intent in these
                 systems is to define relationships between geometric
                 and technological variables. In general, geometric
                 constraint solving including functional relationships
                 requires a general approach and appropriate techniques
                 to achieve the expected functional capabilities. This
                 work reports on a hybrid method that combines two
                 geometric constraint solving techniques: constructive
                 and equational. The hybrid solver has the capability of
                 managing functional relationships between dimension
                 variables and variables representing conditions
                 external to the geometric problem. The hybrid solver is
                 described as a rewriting system and is shown to be
                 correct.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "design",
  subject =      "{\bf F.2.2} Theory of Computation, ANALYSIS OF
                 ALGORITHMS AND PROBLEM COMPLEXITY, Nonnumerical
                 Algorithms and Problems, Geometrical problems and
                 computations. {\bf I.2.3} Computing Methodologies,
                 ARTIFICIAL INTELLIGENCE, Deduction and Theorem Proving.
                 {\bf I.3.5} Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling. {\bf J.6}
                 Computer Applications, COMPUTER-AIDED ENGINEERING.",
}

@Article{Tumblin:1999:TMD,
  author =       "Jack Tumblin and Jessica K. Hodgins and Brian K.
                 Guenter",
  title =        "Two methods for display of high contrast images",
  journal =      j-TOG,
  volume =       "18",
  number =       "1",
  pages =        "56--94",
  month =        jan,
  year =         "1999",
  bibdate =      "Fri Jun 4 06:15:34 MDT 1999",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tog/1999-18-1/p56-tumblin/",
  abstract =     "High contrast images are common in night scenes and
                 other scenes that include dark shadows and bright light
                 sources. These scenes are difficult to display because
                 their contrasts greatly exceed the range of most
                 display devices for images. As a result, the image
                 contrasts are compressed or truncated, obscuring subtle
                 textures and details. Humans view and understand high
                 contrast scenes easily, ``adapting'' their visual
                 response to avoid compression or truncation with no
                 apparent loss of detail. By imitating some of these
                 visual adaptation processes, we developed methods for
                 the improved display of high-contrast images. The first
                 builds a display image from several layers of lighting
                 and surface properties. Only the lighting layers are
                 compressed, drastically reducing contrast while
                 preserving much of the image detail. This method is
                 practical only for synthetic images where the layers
                 can be retained from the rendering process. The second
                 method interactively adjusts the displayed image to
                 preserve local contrasts in a small ``foveal''
                 neighborhood. Unlike the first method, this technique
                 is usable on any image and includes a new tone
                 reproduction operator. Both methods use a sigmoid
                 function for contrast compression. This function has no
                 effect when applied to small signals but compresses
                 large signals to fit within an asymptotic limit. We
                 demonstrate the effectiveness of these approaches by
                 comparing processed and unprocessed images.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "algorithms; human factors; measurement",
  subject =      "{\bf I.3.3} Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf I.3.7} Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism, Color, shading,
                 shadowing, and texture. {\bf I.4.0} Computing
                 Methodologies, IMAGE PROCESSING AND COMPUTER VISION,
                 General, Image displays. {\bf I.4.1} Computing
                 Methodologies, IMAGE PROCESSING AND COMPUTER VISION,
                 Digitization and Image Capture, Quantization. {\bf
                 I.4.3} Computing Methodologies, IMAGE PROCESSING AND
                 COMPUTER VISION, Enhancement, Grayscale manipulation.",
}

@Article{Douglas:1999:MRE,
  author =       "Sarah A. Douglas and Arthur E. Kirkpatrick",
  title =        "Model and Representation: the effect of visual
                 feedback on human performance in a color picker
                 interface",
  journal =      j-TOG,
  volume =       "18",
  number =       "2",
  pages =        "96--127",
  month =        apr,
  year =         "1999",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Apr 5 06:31:37 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tog/1999-18-2/p96-douglas/",
  abstract =     "User interfaces for color selection consist of a
                 visible screen representation, an input method, and the
                 underlying conceptual organization of the color model.
                 We report a two-way factorial, between-subjects
                 variable experiment that tested the effect of high and
                 low visual feedback interfaces on speed and accuracy of
                 color matching for RGB and HSV color models. The only
                 significant effect was improved accuracy due to
                 increased visual feedback. Using color groups as a
                 within-subjects variable, we found differences in
                 performance of both speed and accuracy. We recommend
                 that experimental tests adopt a color test set that
                 does not show bias toward a particular model, but is
                 based instead on a range of colors that would be most
                 likely matched in practice by people using color
                 selection software. We recommend the Macbeth Color
                 Checker naturals, primaries, and grays. As a follow-up
                 study, a qualitative case analysis of the way users
                 navigated through the color space indicates that
                 feedback helps users with limited knowledge of the
                 model, allowing them to refine their match to a higher
                 degree of accuracy. Users with very little or a lot of
                 knowledge of the color model do not appear to be aided
                 by increased feedback. In conclusion, we suggest that
                 visual feedback and design of the interface may be a
                 more important factor in improving the usability of a
                 color selection interface than the particular color
                 model used.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "color model; color selection; feedback; HSV; mental
                 model; RGB; user interface",
  subject =      "Information Systems -Information Interfaces and
                 Presentation --- User Interfaces (H.5.2): Graphical
                 user interfaces (GUI); Information Systems -Information
                 Interfaces and Presentation --- User Interfaces
                 (H.5.2): Interaction styles; Computing Methodologies
                 -Computer Graphics --- Methodology and Techniques
                 (I.3.6): Ergonomics; Computing Methodologies -Computer
                 Graphics --- Methodology and Techniques (I.3.6):
                 Interaction techniques; General Terms: Experimentation,
                 Human Factors, Measurement",
}

@Article{Durand:1999:FAH,
  author =       "Fr{\'e}do Durand and George Drettakis and Claude
                 Puech",
  title =        "Fast and accurate hierarchical radiosity using global
                 visibility",
  journal =      j-TOG,
  volume =       "18",
  number =       "2",
  pages =        "128--170",
  month =        apr,
  year =         "1999",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Apr 5 06:31:37 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tog/1999-18-2/p128-durand/",
  abstract =     "Recent hierarchical global illumination algorithms
                 permit the generation of images with a high degree of
                 realism. Nonetheless, appropriate refinement of light
                 transfers, high quality meshing, and accurate
                 visibility calculation can be challenging tasks. This
                 is particularly true for scenes containing multiple
                 light sources and scenes lit mainly by indirect light.
                 We present solutions to these problems by extending a
                 global visibility data structure, the Visibility
                 Skeleton. This extension allows us to calculate exact
                 point-to-polygon form-factors at vertices created by
                 subdivision. The structures also provides visibility
                 information for all light interactions, allowing
                 intelligent refinement strategies. High-quality meshing
                 is effected based on a perceptually based ranking
                 strategy which results in appropriate insertions of
                 discontinuity curves into the meshes representing
                 illumination. We introduce a hierarchy of
                 triangulations that allows the generation of a
                 hierarchical radiosity solution using accurate
                 visibility and meshing. Results of our implementation
                 show that our new algorithm produces high quality
                 view-independent lighting solutions for direct
                 illumination, for scenes with multiple lights and also
                 scenes lit mainly by indirect illumination.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "discontinuity meshing; form factor calculation; global
                 illumination; global visibility; hierarchical
                 radiosity; hierarchical triangulation; perception",
  subject =      "Computing Methodologies -Computer Graphics ---
                 Three-Dimensional Graphics and Realism (I.3.7); General
                 Terms: Algorithms",
}

@Article{McCool:1999:ADM,
  author =       "Michael D. McCool",
  title =        "Anisotropic diffusion for {Monte Carlo} noise
                 reduction",
  journal =      j-TOG,
  volume =       "18",
  number =       "2",
  pages =        "171--194",
  month =        apr,
  year =         "1999",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Apr 5 06:31:37 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tog/1999-18-2/p171-mccool/",
  abstract =     "Monte Carlo sampling can be used to estimate solutions
                 to global light transport and other rendering problems.
                 However, a large number of observations may be needed
                 to reduce the variance to acceptable levels. Rather
                 than computing more observations within each pixel, if
                 spatial coherence exists in image space it can be used
                 to reduce visual error by averaging estimators in
                 adjacent pixels. Anisotropic diffusion is a
                 space-variant noise reduction technique that can
                 selectively preserve texture, edges, and other details
                 using a map of image coherence. The coherence map can
                 be estimated from depth and normal information as well
                 as interpixel color distance. Incremental estimation of
                 the reduction in variance, in conjunction with
                 statistical normalization of interpixel color
                 distances, yields an energy-preserving algorithm that
                 converges to a spatially nonconstant steady state.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "anisotropic diffusion; global illumination; image
                 processing; image synthesis; light transport; Monte
                 Carlo methods; noise reduction; space-variant
                 filtering",
  subject =      "Computing Methodologies -Image Processing And Computer
                 Vision --- Enhancement (I.4.3); General Terms:
                 Algorithms, Design",
}

@Article{Ugail:1999:TID,
  author =       "Hassan Ugail and Malcolm I. G. Bloor and Michael J.
                 Wilson",
  title =        "Techniques for interactive design using the {PDE}
                 method",
  journal =      j-TOG,
  volume =       "18",
  number =       "2",
  pages =        "195--212",
  month =        apr,
  year =         "1999",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Apr 5 06:31:37 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tog/1999-18-2/p195-ugail/",
  abstract =     "Interactive design of practical surfaces using the
                 partial differential equation (PDE) method is
                 considered. The PDE method treats surface design as a
                 boundary value problem (ensuring that surfaces can be
                 defined using a small set of design parameters). Owing
                 to the elliptic nature of the PDE operator, the
                 boundary conditions imposed around the edges of the
                 surface control the internal shape of the surface.
                 Moreover, surfaces obtained in this manner tend to be
                 smooth and fair. The PDE chosen has a closed form
                 solution allowing the interactive manipulation of the
                 surfaces in real time. Thus we present efficient
                 techniques by which we show how surfaces of practical
                 significance can be constructed interactively in real
                 time.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "CAD; interactive design; partial differential
                 equations; PDE method",
  subject =      "Computing Methodologies -Computer Graphics ---
                 Computational Geometry and Object Modeling (I.3.5):
                 Curve, surface, solid, and object representations;
                 Information Systems -Information Systems Applications
                 --- General (H.4.0); Information Systems -Information
                 Storage and Retrieval --- Information Storage (H.3.2);
                 Mathematics of Computing -Numerical Analysis ---
                 Partial Differential Equations (G.1.8); General Terms:
                 Design, Theory",
}

@Article{Bala:1999:RIA,
  author =       "Kavita Bala and Julie Dorsey and Seth Teller",
  title =        "Radiance interpolants for accelerated bounded-error
                 ray tracing",
  journal =      j-TOG,
  volume =       "18",
  number =       "3",
  pages =        "213--256",
  month =        jul,
  year =         "1999",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Sep 18 10:53:48 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/1999-18-3/p213-bala/",
  abstract =     "Ray tracers, which sample radiance, are usually
                 regarded as offline rendering algorithms that are too
                 slow for interactive use. In this article we present a
                 system that exploits object-space, ray-space,
                 image-space, and temporal coherence to accelerate ray
                 tracing. Our system uses {\em per-surface
                 interpolants\/} to approximate radiance both
                 interactive and batch ray tracers.\par

                 Our approach explicitly decouples the two primary
                 operations of a ray tracer --- shading and visibility
                 determination --- and accelerates each of them
                 independently. Shading is accelerated by
                 quadrilinearily interpolating lazily acquired radiance
                 samples. Interpolation error does not exceed a
                 user-specified bound, allowing the user to control
                 performance/quality tradeoffs. Error is bounded by
                 adaptive sampling at discontinuities and radiance
                 nonlinearities.\par

                 Visibility determination at pixels is accelerated by
                 {\em reprojecting\/} interpolants as the user's
                 viewpoint changes. A fast scan-line algorithm then
                 achieves high performance without sacrificing image
                 quality. For a smoothly varying viewpoint, the
                 combination of lazy interpolants and projection
                 substantially accelerates the ray tracer. Additionally,
                 an efficient cache management algorithm keeps the
                 memory footprint of the system small with negligible
                 overhead.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "4D interpolation; approximation; data structures;
                 error bounds; interactive; interval arithmetic;
                 radiance; rendering; rendering systems; visibility",
  subject =      "Computing Methodologies --- Computer Graphics ---
                 Picture/Image Generation (I.3.3); Computing
                 Methodologies --- Computer Graphics ---
                 Three-Dimensional Graphics and Realism (I.3.7);
                 Computing Methodologies --- Computer Graphics ---
                 Three-Dimensional Graphics and Realism (I.3.7): Color,
                 shading, shadowing, and texture Mathematics of
                 Computing --- Numerical Analysis --- Approximation
                 (G.1.2); Mathematics of Computing --- Numerical
                 Analysis --- Approximation (G.1.2): Linear
                 approximation",
}

@Article{Suri:1999:ABB,
  author =       "Subhash Suri and Philip M. Hubbard and John F.
                 Hughes",
  title =        "Analyzing bounding boxes for object intersection",
  journal =      j-TOG,
  volume =       "18",
  number =       "3",
  pages =        "257--277",
  month =        jul,
  year =         "1999",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Sep 18 10:53:48 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/1999-18-3/p257-suri/",
  abstract =     "Heuristics that exploit bounding boxes are common in
                 algorithms for rendering, modeling, and animation.
                 While experience has shown that bounding boxes improve
                 the performance of these algorithms in practice, the
                 previous theoretical analysis has concluded that
                 bounding boxes perform poorly in the worst case. This
                 paper reconciles this discrepancy by analyzing
                 intersections among $n$ geometric objects in terms of
                 two parameters: $ \alpha $, an upper bound on the {\em
                 aspect ratio\/} or elongatedness of each object; and $
                 \sigma $, an upper bound on the {\em scale factor\/} or
                 size disparity between the largest and smallest
                 objects. Letting $ K_o$ and $ K_b$ be the number of
                 intersecting object pairs and bounding box pairs,
                 respectively, we analyze a ratio measure of the
                 bounding boxes' efficiency, $ \rho = K_b / (n + K_o)$.
                 The analysis proves that $ \rho = O(\alpha \sqrt
                 {\sigma } \log^2 \sigma)$ and $ \rho = \Omega (\alpha
                 \sqrt (\sigma))$.\par

                 One important consequence is that if and are small
                 constants (as is often the case in practice), then $
                 K_b = O(K_o) + O(n)$, so an algorithm that uses
                 bounding boxes has time complexity proportional to the
                 number of actual object intersections. This theoretical
                 result validates the efficiency that bounding boxes
                 have demonstrated in practice. Another consequence of
                 our analysis is a proof of the output-sensitivity of an
                 algorithm for reporting all intersecting pairs in a set
                 of $n$ convex polyhedra with constant $ \alpha $ and $
                 \sigma $. The algorithm takes time $ O(n l o g^(d - 1)n
                 + K_o l o g^(d - 1)n)$ for dimension $ d = 2, 3$. This
                 running time improves on the performance of previous
                 algorithms, which make no assumptions about $ \alpha $
                 and $ \sigma $.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "aspect ratio; bounding boxes; collision detection",
  subject =      "Theory of Computation --- Analysis of Algorithms and
                 Problem Complexity --- Nonnumerical Algorithms and
                 Problems (F.2.2); Theory of Computation --- Analysis of
                 Algorithms and Problem Complexity --- Nonnumerical
                 Algorithms and Problems (F.2.2): Geometrical problems
                 and computations; Computing Methodologies --- Symbolic
                 and Algebraic Manipulation --- Algorithms (I.1.2);
                 Computing Methodologies --- Symbolic and Algebraic
                 Manipulation --- Algorithms (I.1.2): Analysis of
                 algorithms; Computing Methodologies --- Computer
                 Graphics --- General (I.3.0); Computing Methodologies
                 --- Computer Graphics --- Computational Geometry and
                 Object Modeling (I.3.5); Computing Methodologies ---
                 Computer Graphics --- Three-Dimensional Graphics and
                 Realism (I.3.7)",
}

@Article{Weiskopf:1999:SDE,
  author =       "Daniel Weiskopf and Ute Kraus and Hanns Ruder",
  title =        "Searchlight and {Doppler} effects in the visualization
                 of special relativity: a corrected derivation of the
                 transformation of radiance",
  journal =      j-TOG,
  volume =       "18",
  number =       "3",
  pages =        "278--292",
  month =        jul,
  year =         "1999",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Sep 18 10:53:48 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/1999-18-3/p278-weiskopf/",
  abstract =     "We demonstrate that a photo-realistic image of a
                 rapidly moving object is dominated by the searchlight
                 and Doppler effects. Using a photon-counting technique,
                 we derive expressions for the relativistic
                 transformation of radiance. We show how to incorporate
                 the Doppler and searchlight effects in the two common
                 techniques of special relativistic visualization,
                 namely ray tracing and polygon rendering. Most authors
                 consider geometrical appearance only and neglect
                 relativistic effects on the lighting model. Chang et
                 al. [1996] present an incorrect derivation of the
                 searchlight effect, which we compare to our results.
                 Some examples are given to show the results of image
                 synthesis with relativistic effects taken into
                 account.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "aberration of light; Doppler effect; illumination;
                 Lorentz transformation; searchlight effect; special
                 relativity",
  subject =      "Computing Methodologies --- Computer Graphics ---
                 Three-Dimensional Graphics and Realism (I.3.7);
                 Computing Methodologies --- Computer Graphics ---
                 Three-Dimensional Graphics and Realism (I.3.7): Color,
                 shading, shadowing, and texture; Computer Applications
                 --- Physical Sciences and Engineering (J.2); Computer
                 Applications --- Physical Sciences and Engineering
                 (J.2): Physics",
}

@Article{Aguado:1999:MGC,
  author =       "Alberto S. Aguado and Eugenia Montiel and Ed Zaluska",
  title =        "Modeling generalized cylinders via {Fourier}
                 morphing",
  journal =      j-TOG,
  volume =       "18",
  number =       "4",
  pages =        "293--315",
  month =        oct,
  year =         "1999",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Sep 18 10:53:48 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/1999-18-4/p293-aguado/",
  abstract =     "Generalized cylinders provide a compact representation
                 for modeling many components of natural objects as well
                 as a great variety of human-made industrial parts. This
                 paper presents a new approach to modeling generalized
                 cylinders based on cross-sectional curves defined using
                 Fourier descriptors. This modeling is based on contour
                 interpolation and is implemented using a subdivision
                 technique. The definition of generalized cylinders uses
                 a three-dimensional trajectory which provides an
                 adequate control for the smoothness of bend with a
                 small number of parameters and includes the orientation
                 of each cross-section (i.e., the local coordinate
                 system) in the interpolation framework. Fourier
                 representations of cross-sectional curves are obtained
                 from contours in digital images, and corresponding
                 points are identified by considering angular and
                 arc-length parametrizations. Changes in cross-section
                 shape through the trajectory are performed using
                 Fourier morphing. The technique proposed provides a
                 comprehensive definition that allows the modeling of a
                 wide variety of shapes, while maintaining a compact
                 characterization to facilitate the description of
                 shapes and displays.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "contour interpolation; Fourier expansion; generalized
                 cylinders; morphing; parametric surfaces; solid
                 modeling; subdivision methods",
  subject =      "Computing Methodologies --- Computer Graphics ---
                 Picture/Image Generation (I.3.3); Computing
                 Methodologies --- Computer Graphics --- Picture/Image
                 Generation (I.3.3): Display algorithms Computing
                 Methodologies --- Computer Graphics --- Picture/Image
                 Generation (I.3.3): Line and curve generation Computing
                 Methodologies --- Computer Graphics --- Computational
                 Geometry and Object Modeling (I.3.5); Computing
                 Methodologies --- Computer Graphics --- Computational
                 Geometry and Object Modeling (I.3.5): Curve, surface,
                 solid, and object representations Computing
                 Methodologies --- Computer Graphics --- Computational
                 Geometry and Object Modeling (I.3.5): Hierarchy and
                 geometric transformations",
}

@Article{Gallier:1999:SMD,
  author =       "Jean Gallier",
  title =        "A simple method for drawing a rational curve as two
                 {B{\'e}zier} segments",
  journal =      j-TOG,
  volume =       "18",
  number =       "4",
  pages =        "316--328",
  month =        oct,
  year =         "1999",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Sep 18 10:53:48 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/1999-18-4/p316-gallier/",
  abstract =     "In this paper we give a simple method for drawing a
                 closed rational curve specified in terms of control
                 points as two B{\'e}zier segments. The main result is
                 the following:\par

                 For every affine frame $ (r, s) $ (where $ r < s$), for
                 every rational curve $ F(t)$ specified over $ [r, s]$
                 by some control polygon $ (\beta_0, \ldots {},
                 \beta_m)$ (where the $ \beta_0$ are weighted control
                 points or control vectors), the control points ($
                 \theta_0, \ldots {}, \theta_m$) (w.r.t. $ [r, s]$) of
                 the rational curve $ G(t) = F(\phi (t))$ are given
                 by\par

                 $ \theta_i = ( - 1)^i \beta_i$ \par

                 \noindent where $ \phi \colon \mbox {\bf RP}^1 \rightarrow
                 \mbox {\bf RP}^1$ is the projectivity mapping $ [r, s]$
                 onto $ \mbox {\bf RP}^1$--$]r, s[$. Thus, in order to
                 draw the entire trace of the curve $F$ over $ [ -
                 \infty, + \infty]$ we simply draw the curve segments $
                 F([r, s])$ and $ G([r, s])$.\par

                 The correctness of the method is established using a
                 simple geometric argument about ways of partitioning
                 the real projective line into two disjoint segments.
                 Other known methods for drawing rational curves can be
                 justified using similar geometric arguments.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "B{\'e}zier curves; control points; de Casteljau
                 algorithm; rational curves; subdivision; weights",
  subject =      "Computing Methodologies --- Computer Graphics ---
                 Picture/Image Generation (I.3.3); Computing
                 Methodologies --- Computer Graphics --- Picture/Image
                 Generation (I.3.3): Line and curve generation Computing
                 Methodologies --- Computer Graphics --- Computational
                 Geometry and Object Modeling (I.3.5); Mathematics of
                 Computing --- Numerical Analysis --- Approximation
                 (G.1.2)",
}

@Article{Velho:1999:UAH,
  author =       "Luiz Velho and Luiz Henrique de Figueiredo and Jonas
                 Gomes",
  title =        "A unified approach for hierarchical adaptive
                 tesselation of surfaces",
  journal =      j-TOG,
  volume =       "18",
  number =       "4",
  pages =        "329--360",
  month =        oct,
  year =         "1999",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Sep 18 10:53:48 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/1999-18-4/p329-velho/",
  abstract =     "This paper introduces a unified and general
                 tesselation algorithm for parametric and implicit
                 surfaces. The algorithm produces a hierarchical mesh
                 that is adapted to the surface geometry and has a
                 multiresolution and progressive structure. The
                 representation can be exploited with advantages in
                 several applications.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "adapted meshes; geometric modeling; implicit surfaces;
                 multiresolution representations; parametric surfaces;
                 polygonization; surface approximation",
  subject =      "Computing Methodologies --- Computer Graphics ---
                 Computational Geometry and Object Modeling (I.3.5);
                 Computing Methodologies --- Computer Graphics ---
                 Methodology and Techniques (I.3.6); Computer
                 Applications --- Computer-Aided Engineering (J.6);
                 Computer Applications --- Computer-Aided Engineering
                 (J.6): Computer-aided design (CAD)",
}

@Article{Ward:1999:HRC,
  author =       "Gregory Ward and Maryann Simmons",
  title =        "The holodeck ray cache: an interactive rendering
                 system for global illumination in nondiffuse
                 environments",
  journal =      j-TOG,
  volume =       "18",
  number =       "4",
  pages =        "361--398",
  month =        oct,
  year =         "1999",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Sep 18 10:53:48 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/1999-18-4/p361-ward/",
  abstract =     "We present a new method for rendering complex
                 environments using interactive, progressive,
                 view-independent, parallel ray tracing. A
                 four-dimensional {\em holodeck\/} data structure serves
                 as a rendering target and caching mechanism for
                 interactive walk-throughs of nondiffuse environments
                 with full global illumination. Ray sample density
                 varies locally according to need, and on-demand ray
                 computation is supported in a parallel implementation.
                 The holodeck file is stored on disk and cached in
                 memory by a server using a least-recently-used (LRU)
                 beam-replacement strategy. The holodeck server
                 coordinates separate ray evaluation and display
                 processes, optimizing disk and memory usage. Different
                 display systems are supported by specialized drivers,
                 which handle display rendering, user interaction, and
                 input. The display driver creates an image from ray
                 samples sent by the server and permits the manipulation
                 of local objects, which are rendered dynamically using
                 approximate lighting computed from holodeck samples.
                 The overall method overcomes many of the conventional
                 limits of interactive rendering in scenes with complex
                 surface geometry and reflectance properties, through an
                 effective combination of ray tracing, caching, and
                 hardware rendering.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "illumination; image reconstruction; mesh generation;
                 ray tracing; rendering system; virtual reality",
  subject =      "Computing Methodologies --- Computer Graphics ---
                 Picture/Image Generation (I.3.3); Computing
                 Methodologies --- Computer Graphics ---
                 Three-Dimensional Graphics and Realism (I.3.7);
                 Computing Methodologies --- Computer Graphics ---
                 Three-Dimensional Graphics and Realism (I.3.7):
                 Raytracing; Computing Methodologies --- Image
                 Processing And Computer Vision --- General (I.4.0);
                 Computing Methodologies --- Image Processing And
                 Computer Vision --- General (I.4.0): Image displays;
                 Computing Methodologies --- Computer Graphics ---
                 Methodology and Techniques (I.3.6); Computing
                 Methodologies --- Computer Graphics --- Applications
                 (I.3.8); Computing Methodologies --- Computer Graphics
                 --- Graphics Systems (I.3.2)",
}

@Article{McCool:2000:SVR,
  author =       "Michael D. McCool",
  title =        "Shadow volume reconstruction from depth maps",
  journal =      j-TOG,
  volume =       "19",
  number =       "1",
  pages =        "1--26",
  month =        jan,
  year =         "2000",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Sep 18 14:51:16 2000",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/2000-19-1/p1-mccool/",
  abstract =     "Current graphics hardware can be used to generate
                 shadows using either the shadow volume or shadow map
                 techniques. However, the shadow volume technique
                 requires access to a representation of the scene as a
                 polygonal model, and handling the near plane clip
                 correctly and efficiently is difficult; conversely,
                 accurate shadow maps require high-precision texture map
                 data representations, but these are not widely
                 supported.\par

                 We present a hybrid of the shadow map and shadow volume
                 approaches which does not have these difficulties and
                 leverages high-performance polygon rendering. The scene
                 is rendered from the point of view of the light source
                 and a sampled depth map is recovered. Edge detection
                 and a template-based reconstruction technique are used
                 to generate a global shadow volume boundary surface,
                 after which the pixels in shadow can be marked using
                 only a one-bit stencil buffer and a single-pass
                 rendering of the shadow volume boundary polygons. The
                 simple form of our template-based reconstruction scheme
                 simplifies capping the shadow volume after the near
                 plane clip.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "hardware accelerated image synthesis; illumination;
                 image processing; shadows",
  subject =      "Computing Methodologies --- Computer Graphics ---
                 Three --- Dimensional Graphics and Realism (I.3.7);
                 Computing Methodologies --- Computer Graphics ---
                 Three-Dimensional Graphics and Realism (I.3.7): Color,
                 shading, shadowing, and texture; Computing
                 Methodologies --- Image Processing And Computer Vision
                 --- Scene Analysis (I.4.8); Computing Methodologies ---
                 Image Processing And Computer Vision --- Scene Analysis
                 (I.4.8): Range data",
}

@Article{Sanchez-Reyes:2000:APP,
  author =       "Javier S{\'a}nchez-Reyes",
  title =        "Applications of the polynomial $s$-power basis in
                 geometry processing",
  journal =      j-TOG,
  volume =       "19",
  number =       "1",
  pages =        "27--55",
  month =        jan,
  year =         "2000",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Sep 18 10:53:48 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/2000-19-1/p27-sachez-reyes/",
  abstract =     "We propose a unified methodology to tackle geometry
                 processing operations admitting explicit algebraic
                 expressions. This new approach is based on representing
                 and manipulating polynomials algebraically in a
                 recently basis, the symmetric analogue of the power
                 form ($s$-power basis for brevity), so called because
                 it is associated with a ``Hermite two-point expansion''
                 instead of a Taylor expansion. Given the expression of
                 a polynomial in this basis over the unit interval $ u
                 \in [0, 1]$, degree reduction is trivially obtained by
                 truncation, which yields the Hermite interpolant that
                 matches the original derivatives at $ u = \{ 0, 1 \} $.
                 Operations such as division or square root become
                 meaningful and amenable in this basis, since we can
                 compute as many terms as desired of the corresponding
                 Hermite interpolant and build ``$s$-power series,''
                 akin to Taylor series. Applications include computing
                 integral approximations of rational polynomials, or
                 approximations of offset curves.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "$s$-power basis; degree reduction; geometry
                 processing; Hermite interpolation; offset curves and
                 surfaces; power basis; Taylor series",
  subject =      "Mathematics of Computing --- Numerical Analysis ---
                 Interpolation (G.1.1); Mathematics of Computing ---
                 Numerical Analysis --- Interpolation (G.1.1):
                 Interpolation formulas; Mathematics of Computing ---
                 Numerical Analysis --- Approximation (G.1.2);
                 Mathematics of Computing --- Numerical Analysis ---
                 Approximation (G.1.2): Spline and piecewise polynomial
                 approximation;

                 Computing Methodologies --- Symbolic and Algebraic
                 Manipulation --- Expressions and Their Representation
                 (I.1.1); Computing Methodologies --- Symbolic and
                 Algebraic Manipulation --- Expressions and Their
                 Representation (I.1.1): Representations (general and
                 polynomial); Computing Methodologies --- Computer
                 Graphics --- Computational Geometry and Object Modeling
                 (I.3.5); Computing Methodologies --- Computer Graphics
                 --- Computational Geometry and Object Modeling (I.3.5):
                 Curve, surface, solid, and object representations;
                 Computer Applications --- Computer-Aided Engineering
                 (J.6); Computer Applications --- Computer-Aided
                 Engineering (J.6): Computer-aided design (CAD)",
}

@Article{Zheng:2000:ETP,
  author =       "Jianmin Zheng and Thomas W. Sederberg",
  title =        "Estimating tessellation parameter intervals for
                 rational curves and surfaces",
  journal =      j-TOG,
  volume =       "19",
  number =       "1",
  pages =        "56--77",
  month =        jan,
  year =         "2000",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Sep 18 10:53:48 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/2000-19-1/p56-zheng/",
  abstract =     "This paper presents a method for determining {\em a
                 priori\/} a constant parameter interval for
                 tessellating a rational curve or surface such that the
                 deviation of the curve or surface from its piecewise
                 linear approximation is within a specified tolerance.
                 The parameter interval is estimated based on
                 information about second-order derivatives in the
                 homogeneous coordinates, instead of using affine
                 coordinates directly. This new step size can be found
                 with roughly the same amount of computation as the step
                 size in Cheng [1992], though it can be proven to always
                 be larger than Cheng's step size. In fact, numerical
                 experiments show the new step is typically orders of
                 magnitude larger than the step size in Cheng [1992].
                 Furthermore, for rational cubic and quartic curves, the
                 new step size is generally twice as large as the step
                 size found by computing bounds on the Bernstein
                 polynomial coefficients of the second derivatives
                 function.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "derivative bounds; flatness; projection distance;
                 rational curves and surfaces; step size; tessellation",
  subject =      "Computing Methodologies --- Computer Graphics ---
                 Computational Geometry and Object Modeling (I.3.5);
                 Computing Methodologies --- Computer Graphics ---
                 Computational Geometry and Object Modeling (I.3.5):
                 Geometric algorithms, languages, and systems; Computer
                 Applications --- Computer-Aided Engineering (J.6);
                 Computer Applications --- Computer-Aided Engineering
                 (J.6): Computer-aided design (CAD)",
}

@Article{Lee:2000:NTT,
  author =       "Michael Lee and Hanan Samet",
  title =        "Navigating through Triangle Meshes Implemented as
                 Linear Quadtrees",
  journal =      j-TOG,
  volume =       "19",
  number =       "2",
  pages =        "79--121",
  month =        apr,
  year =         "2000",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 17 09:34:42 MDT 2001",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/articles/journals/tog/2000-19-2/p79-lee/p79-lee.pdf;
                 http://www.acm.org/pubs/citations/journals/tog/2000-19-2/p79-lee/",
  abstract =     "Techniques are presented for navigating between
                 adjacent triangles of greater or equal size in a
                 hierarchical triangle mesh where the triangles are
                 obtained by a recursive quadtree-like subdivision of
                 the underlying space into four equilateral triangles.
                 These techniques are useful in a number of
                 applications, including finite element analysis, ray
                 tracing, and the modeling of spherical data. The
                 operations are implemented in a manner analogous to
                 that used in a quadtree representation of data on the
                 two-dimensional plane where the underlying space is
                 tessellated into a square mesh. A new technique is
                 described for labeling the triangles, which is useful
                 in implementing the quadtree triangle mesh as a linear
                 quadtree (i.e., a pointer-less quadtree); the
                 navigation can then take place in this linear quadtree.
                 When the neighbors are of equal size, the algorithms
                 have a worst-case constant time complexity. The
                 algorithms are very efficient, as they make use of just
                 a few bit manipulation operations, and can be
                 implemented in hardware using just a few machine
                 language instructions. The use of these techniques when
                 modeling spherical data by projecting it onto the faces
                 of a regular solid whose faces are equilateral
                 triangles, which are represented as quadtree triangle
                 meshes, is discussed in detail. The methods are
                 applicable to the icosahedron, octahedron, and
                 tetrahedron. The difference lies in the way transitions
                 are made between the faces of the polyhedron. However,
                 regardless of the type of polyhedron, the computational
                 complexity of the methods is the same.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "data structures; finite element analysis; hierarchical
                 methods; neighbor finding; ray tracing; spherical
                 modeling; triangle meshes",
  subject =      "Mathematics of Computing --- Numerical Analysis ---
                 Approximation (G.1.2): Approximation of surfaces and
                 contours; Mathematics of Computing --- Numerical
                 Analysis --- Partial Differential Equations (G.1.8):
                 Finite element methods; Computing Methodologies ---
                 Computer Graphics --- Picture/Image Generation (I.3.3):
                 Display algorithms; Computing Methodologies ---
                 Computer Graphics --- Computational Geometry and Object
                 Modeling (I.3.5): Boundary representations;

                 Computing Methodologies --- Image Processing And
                 Computer Vision --- Image Representation (I.4.10):
                 Hierarchical",
}

@Article{Volevich:2000:UVD,
  author =       "Valdimir Volevich and Karol Myszkowski and Andrei
                 Khodulev and Edward A. Kopylov",
  title =        "Using the Visual Differences Predictor to Improve
                 Performance of Progressive Global Illumination
                 Computation",
  journal =      j-TOG,
  volume =       "19",
  number =       "2",
  pages =        "122--161",
  month =        apr,
  year =         "2000",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 17 09:48:06 MDT 2001",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/articles/journals/tog/2000-19-2/p122-volevich/p122-volevich.pdf;
                 http://www.acm.org/pubs/citations/journals/tog/2000-19-2/p122-volevich/",
  abstract =     "A novel view-independent technique for progressive
                 global illumination computing that uses prediction of
                 visible differences to improve both efficiency and
                 effectiveness of physically-sound lighting solutions
                 has been developed. The technique is a mixture of
                 stochastic (density estimation) and deterministic
                 (adaptive mesh refinement) algorithms used in a
                 sequence and optimized to reduce the differences
                 between the intermediate and final images as perceived
                 by the human observer in the course of lighting
                 computation. The quantitative measurements of
                 visibility were obtained using the model of human
                 vision captured in the visible differences predictor
                 (VDP) developed by Daly [1993]. The VDP responses were
                 used to support the selection of the best component
                 algorithms from a pool of global illumination
                 solutions, and to enhance the selected algorithms for
                 even better progressive refinement of image quality.
                 The VDP was also used to determine the optimal
                 sequential order of component-algorithm execution, and
                 to choose the points at which switchover between
                 algorithms should take place. As the VDP is
                 computationally expensive, it was applied exclusively
                 at the design and tuning stage of the composite
                 technique, and so perceptual considerations are
                 embedded into the resulting solution, though no VDP
                 calculations were performed during lighting
                 simulation.\par

                 The proposed illumination technique is also novel,
                 providing intermediate image solutions of high quality
                 at unprecedented speeds, even for complex scenes. One
                 advantage of the technique is that local estimates of
                 global illumination are readily available at the early
                 stages of computing, making possible the development of
                 a more robust adaptive mesh subdivision, which is
                 guided by local contrast information. Efficient object
                 space filtering, also based on stochastically-derived
                 estimates of the local illumination error, is applied
                 to substantially reduce the visible noise inherent in
                 stochastic solutions.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "adaptive mesh subdivision; density estimation; human
                 perception; Monte Carlo photon tracing; progressive
                 refinement; view-independent solutions",
  subject =      "Computing Methodologies --- Computer Graphics ---
                 Three-Dimensional Graphics and Realism (I.3.7): {\bf
                 Color, shading, shadowing, and texture}; Computing
                 Methodologies --- Image Processing And Computer Vision
                 --- Digitization and Image Capture (I.4.1): {\bf
                 Sampling}; Computing Methodologies --- Image Processing
                 And Computer Vision --- Enhancement (I.4.3): {\bf
                 Filtering}; Computing Methodologies --- Simulation and
                 Modeling --- Types of Simulation (I.6.8): {\bf Monte
                 Carlo}; Computing Methodologies --- Artificial
                 Intelligence --- Vision and Scene Understanding
                 (I.2.10): {\bf Intensity, color, photometry, and
                 thresholding}; Computing Methodologies --- Image
                 Processing And Computer Vision --- Digitization and
                 Image Capture (I.4.1): {\bf Radiometry}; Computing
                 Methodologies --- Image Processing And Computer Vision
                 --- Digitization and Image Capture (I.4.1): {\bf
                 Reflectance}",
}

@Article{Hodgins:2000:E,
  author =       "Jessica Hodgins",
  title =        "Editorial",
  journal =      j-TOG,
  volume =       "19",
  number =       "3",
  pages =        "163--163",
  year =         "2000",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 17 09:34:42 MDT 2001",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/articles/journals/tog/2000-19-3/p163-hodgins/p163-hodgins.pdf;
                 http://www.acm.org/pubs/citations/journals/tog/2000-19-3/p163-hodgins/",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cant:2000:TPM,
  author =       "R. J. Cant and P. A. Shrubsole",
  title =        "Texture potential {MIP} mapping, a new high-quality
                 texture antialiasing algorithm",
  journal =      j-TOG,
  volume =       "19",
  number =       "3",
  pages =        "164--184",
  year =         "2000",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 17 09:39:15 MDT 2001",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/articles/journals/tog/2000-19-3/p164-cant/p164-cant.pdf;
                 http://www.acm.org/pubs/citations/journals/tog/2000-19-3/p164-cant/",
  abstract =     "A refined version of the texture potential mapping
                 algorithm is introduced in which a one-dimensional MIP
                 map is incorporated. This has the effect of controlling
                 the maximum number of texture samples required. The new
                 technique is compared to existing texture antialiasing
                 methods in terms of quality and sample count. The new
                 method is shown to compare favorably with existing
                 techniques for producing high quality antialiased,
                 texture-mapped images.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  generalterms = "Algorithms; Performance",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "anisotropic filtering; antialiasing; texture mapping",
  subject =      "Computing Methodologies --- Computer Graphics ---
                 Picture/Image Generation (I.3.3): {\bf Display
                 algorithms}; Computing Methodologies --- Computer
                 Graphics --- Three-Dimensional Graphics and Realism
                 (I.3.7): {\bf Color, shading, shadowing, and texture}",
}

@Article{Goshtasby:2000:GPI,
  author =       "A. Ardeshir Goshtasby",
  title =        "Grouping and parameterizing irregularly spaced points
                 for curve fitting",
  journal =      j-TOG,
  volume =       "19",
  number =       "3",
  pages =        "185--203",
  year =         "2000",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 17 09:39:15 MDT 2001",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/articles/journals/tog/2000-19-3/p185-goshtasby/p185-goshtasby.pdf;
                 http://www.acm.org/pubs/citations/journals/tog/2000-19-3/p185-goshtasby/",
  abstract =     "Given a large set irregularly spaced points in the
                 plane, an algorithm for partitioning the points into
                 subsets and fitting a parametric curve to each subset
                 is described. The points could be measurements from a
                 physical phenomenon, and the objective in this process
                 could be to find patterns among the points and describe
                 the phenomenon analytically. The points could be
                 measurements from a geometric curves. The algorithm
                 proposed here can be used in various applications,
                 especially where given points are dense and noisy.
                 Examples demonstrating the behavior of the algorithm
                 under noise and density of the points are presented and
                 discussed.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  generalterms = "Algorithms",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "irregularly spaced points; node estimation; noisy
                 point set; parametric curve",
  subject =      "Computing Methodologies --- Computer Graphics ---
                 Computational Geometry and Object Modeling (I.3.5):
                 {\bf Curve, surface, solid, and object
                 representations}",
}

@Article{Lindstrom:2000:IDS,
  author =       "Peter Lindstrom and Greg Turk",
  title =        "Image-driven simplification",
  journal =      j-TOG,
  volume =       "19",
  number =       "3",
  pages =        "204--241",
  year =         "2000",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 17 09:39:15 MDT 2001",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/articles/journals/tog/2000-19-3/p204-lindstrom/p204-lindstrom.pdf;
                 http://www.acm.org/pubs/citations/journals/tog/2000-19-3/p204-lindstrom/",
  abstract =     "We introduce the notion of {\em image-driven
                 simplification\/}, a framework that uses images to
                 decide which portions of a model to simplify. This is a
                 departure from approaches that make polygonal
                 simplification decisions based on geometry. As with
                 many methods, we use the edge collapse operator to make
                 incremental changes to a model. Unique to our approach,
                 however, is the use at comparisons between images of
                 the original model against those of a simplified model
                 to determine the cost of an ease collapse. We use
                 common graphics rendering hardware to accelerate the
                 creation of the required images. As expected, this
                 method produces models that are close to the original
                 model according to image differences. Perhaps more
                 surprising, however, is that the method yields models
                 that have high geometric fidelity as well. Our approach
                 also solves the quandary of how to weight the geometric
                 distance versus appearance properties such as normals,
                 color, and texture. All of these trade-offs are
                 balanced by the image metric. Benefits of this approach
                 include high fidelity silhouettes, extreme
                 simplification of hidden portions of a model, attention
                 to shading interpolation effects, and simplification
                 that is sensitive to the content of a texture. In order
                 to better preserve the appearance of textured models,
                 we introduce a novel technique for assigning texture
                 coordinates to the new vertices of the mesh. This
                 method is based on a geometric heuristic that can be
                 integrated with any edge collapse algorithm to produce
                 high quality textured surfaces.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  generalterms = "Algorithms; Performance",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "image metrics; level-of-detail; polygonal
                 simplification; visual perception",
  subject =      "Computing Methodologies --- Computer Graphics ---
                 Picture/Image Generation (I.3.3): {\bf Display
                 algorithms}; Computing Methodologies --- Computer
                 Graphics --- Computational Geometry and Object Modeling
                 (I.3.5): {\bf Object hierarchies}",
}

@Article{Fiume:2000:AFA,
  author =       "Eugene Fiume",
  title =        "{Alain Fournier}: 1943--2000: An Appreciation",
  journal =      j-TOG,
  volume =       "19",
  number =       "4",
  pages =        "243--245",
  month =        oct,
  year =         "2000",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/380666.380668",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 6 18:10:33 MST 2002",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/2000-19-4/p243-fiume/",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2000:TAS,
  author =       "Min Chen and James Arvo",
  title =        "Theory and Application of Specular Path Perturbation",
  journal =      j-TOG,
  volume =       "19",
  number =       "4",
  pages =        "246--278",
  month =        oct,
  year =         "2000",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/380666.380670",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 6 18:10:33 MST 2002",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/2000-19-4/p246-chen/",
  abstract =     "In this paper we apply perturbation methods to the
                 problem of computing specular reflections in curved
                 surfaces. The key idea is to generate families of
                 closely related optical paths by expanding a given path
                 into a high-dimensional Taylor series. Our path
                 perturbation method is based on closed-form expressions
                 for linear and higher-order approximations of ray
                 paths, which are derived using Fermat's Variation
                 Principle and the Implicit Function Theorem (IFT). The
                 perturbation formula presented here holds for general
                 multiple-bounce reflection paths and provides a
                 mathematical foundation for exploiting path coherence
                 in ray tracing acceleration techniques and incremental
                 rendering. To illustrate its use, we describe an
                 algorithm for fast approximation of specular
                 reflections on curved surfaces; the resulting images
                 are highly accurate and nearly indistinguishable from
                 ray traced images.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sarraga:2000:VMM,
  author =       "Ramon F. Sarraga",
  title =        "A Variational Method to Model {$ G^1 $} Surfaces over
                 Triangular Meshes of Arbitrary Topology in {$ R^3 $}",
  journal =      j-TOG,
  volume =       "19",
  number =       "4",
  pages =        "279--301",
  month =        oct,
  year =         "2000",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/380666.380674",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 6 18:10:33 MST 2002",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/2000-19-4/p279-sarraga/",
  abstract =     "This article presents a method for constructing a $
                 G^1$-smooth surface, composed of independently
                 parametrized triangular polynomial B{\'e}zier patches,
                 to fit scattered data points triangulated in $ R^3$
                 with arbitrary topology. The method includes a
                 variational technique to optimize the shape of the
                 surface. A systematic development of the method is
                 given, presenting general equations provided by the
                 theory of manifolds, explaining the heuristic
                 assumptions made to simplify calculations, and
                 analyzing the numerical results obtained from fitting
                 two test configurations of scattered data points. The
                 goal of this work is to explore an alternative $ G^3$
                 construction, inspired by the theory of manifolds, that
                 is subject to fewer application constraints than
                 approaches found in the technical literature; e.g.,
                 this approach imposes no artificial restrictions on the
                 tangents of patch boundary curves at vertex points of a
                 $ G^1$ surface. The constructed surface shapes fit all
                 test data surprisingly well for a noniterative method
                 based on polynomial patches.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Soler:2000:TBV,
  author =       "Cyril Soler and F. X. Sillion",
  title =        "Texture-Based Visibility for Efficient Lighting
                 Simulation",
  journal =      j-TOG,
  volume =       "19",
  number =       "4",
  pages =        "302--342",
  month =        oct,
  year =         "2000",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/380666.380679",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 6 18:10:33 MST 2002",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/2000-19-4/p302-soler/",
  abstract =     "Lighting simulations using hierarchical radiosity with
                 clustering can be very slow when the computation of
                 fine and artifact-free shadows is needed. To avoid the
                 high cost of mesh refinement associated with fast
                 variations of visibility across receivers, we propose a
                 new hierarchical algorithm in which partial visibility
                 maps can be computed on the fly, using a convolution
                 technique for emitter-receiver configurations where
                 complex shadows are produced. Other configurations
                 still rely on mesh subdivision to reach the desired
                 accuracy in modeling energy transfer. In our system,
                 therefore, radiosity is represented as a combination of
                 textures and piecewise-constant or linear contributions
                 over mesh elements at multiple hierarchical levels. We
                 give a detailed description of the {\em gather}, {\em
                 push}\slash {\em pull}, and {\em display} stages of the
                 hierarchical radiosity algorithm, adapted to seamlessly
                 integrate both representations. A new refinement
                 algorithm is proposed, which chooses the most
                 appropriate technique to compute the energy transfer
                 and resulting radiosity distribution for each
                 receiver\slash transmitter configuration. Comprehensive
                 error control is achieved by subdividing either the
                 source or receiver in a traditional manner, or by using
                 a blocker subdivision scheme that improves the quality
                 of shadow masks without increasing the complexity of
                 the mesh. Results show that high-quality images are
                 obtained in a matter of seconds for scenes with tens of
                 thousands of polygons.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Peters:2001:SPR,
  author =       "J{\"o}rg Peters",
  title =        "Smooth Patching of Refined Triangulations",
  journal =      j-TOG,
  volume =       "20",
  number =       "1",
  pages =        "1--9",
  month =        jan,
  year =         "2001",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/383745.383746",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 6 18:10:33 MST 2002",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/2001-20-1/p1-peters/",
  abstract =     "This paper presents a simple algorithm for associating
                 a smooth, low-degree polynomial surface with
                 triangulations whose extraordinary mesh nodes are
                 separated by sufficiently many ordinary, 6-valent mesh
                 nodes. Output surfaces are at least tangent continuous
                 and are $ C^2 $ sufficiently far away from
                 extraordinary mesh nodes; they consist of three-sided
                 B{\'e}zier patches of degree 4. In particular, the
                 algorithm can be used to skin a mesh generated by a few
                 steps of Loop's generalization of three-direction
                 box-spline subdivision.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bajaj:2001:RIC,
  author =       "Chandrajit Bajaj and Insung Ihm and Sanghun Park",
  title =        "{$3$D RGB} Image Compression for Interactive
                 Applications",
  journal =      j-TOG,
  volume =       "20",
  number =       "1",
  pages =        "10--38",
  month =        jan,
  year =         "2001",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/383745.383747",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 15:33:29 2002",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tog/2001-20-1/p10-bajaj/",
  abstract =     "This paper presents a new 3D RGB image compression
                 scheme designed for interactive real-time applications.
                 In designing our compression method, we have
                 compromised between two important goals: high
                 compression ratio and fast random access ability, and
                 have tried to minimize the overhead caused during
                 run-time reconstruction. Our compression technique is
                 suitable for applications wherein data are accessed in
                 a somewhat unpredictable fashion, and real-time
                 performance of decompression is necessary. The
                 experimental results on three different kinds of 3D
                 images from medical imaging, image-based rendering, and
                 solid texture mapping suggest that the compression
                 method can be used effectively in developing real-time
                 applications that must handle large volume data, made
                 of color samples taken in three- or higher-dimensional
                 space.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yee:2001:SSV,
  author =       "H. Yee and S. Pattanaik and D. P. Greenberg",
  title =        "Spatiotemporal Sensitivity and Visual Attention for
                 Efficient Rendering of Dynamic Environments",
  journal =      j-TOG,
  volume =       "20",
  number =       "1",
  pages =        "39--65",
  month =        jan,
  year =         "2001",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/383745.383748",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 15:33:40 2002",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "http://www.acm.org/tog/yee01/index.html",
  abstract =     "We present a method to accelerate global illumination
                 computation in prerendered animations by taking
                 advantage of limitations of the human visual system. A
                 spatiotemporal error tolerance map, constructed from
                 psychophysical data based on velocity dependent
                 contrast sensitivity, is used to accelerate rendering.
                 The error map is augmented by a model of visual
                 attention in order to account for the tracking behavior
                 of the eye. Perceptual acceleration combined with good
                 sampling protocols provide a global illumination
                 solution feasible for use in animation. Results
                 indicate an order of magnitude improvement in
                 computational speed.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shin:2001:CPI,
  author =       "Hyun Joon Shin and Jehee Lee and Michael Gleicher and
                 Sung Yong Shin",
  title =        "Computer Puppetry: An Importance-Based Approach",
  journal =      j-TOG,
  volume =       "20",
  number =       "2",
  pages =        "67--94",
  month =        apr,
  year =         "2001",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/502122.502123",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 15:33:47 2002",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Computer puppetry maps the movements of a performer to
                 an animated character in real-time. In this article, we
                 provide a comprehensive solution to the problem of
                 transferring the observations of the motion capture
                 sensors to an animated character whose size and
                 proportion may be different from the performer's. Our
                 goal is to map as many of the important aspects of the
                 motion to the target character as possible, while
                 meeting the online, real-time demands of computer
                 puppetry. We adopt a Kalman filter scheme that
                 addresses motion capture noise issues in this setting.
                 We provide the notion of dynamic importance of an
                 end-effector that allows us to determine what aspects
                 of the performance must be kept in the resulting
                 motion. We introduce a novel inverse kinematics solver
                 that realizes these important aspects within tight
                 real-time constraints. Our approach is demonstrated by
                 its application to broadcast television performances.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Buss:2001:SAA,
  author =       "Samuel R. Buss and Jay P. Fillmore",
  title =        "Spherical Averages and Applications to Spherical
                 Splines and Interpolation",
  journal =      j-TOG,
  volume =       "20",
  number =       "2",
  pages =        "95--126",
  month =        apr,
  year =         "2001",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/502122.502124",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 6 18:10:33 MST 2002",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article introduces a method for computing
                 weighted averages on spheres based on least squares
                 minimization that respects spherical distance. We prove
                 existence and uniqueness properties of the weighted
                 averages, and give fast iterative algorithms with
                 linear and quadratic convergence rates. Our methods are
                 appropriate to problems involving averages of spherical
                 data in meteorological, geophysical, and astronomical
                 applications. One simple application is a method for
                 smooth averaging of quaternions, which generalizes
                 Shoemake's spherical linear interpolation. The weighted
                 averages methods allow a novel method of defining
                 B{\'e}zier and spline curves on spheres, which provides
                 direct generalization of B{\'e}zier and B-spline curves
                 to spherical spline curves. We present a fast algorithm
                 for spline interpolation on spheres. Our spherical
                 splines allow the use of arbitrary knot positions;
                 potential applications of spherical splines include
                 smooth quaternion curves for applications in graphics,
                 animation, robotics, and motion planning.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liang:2001:RTT,
  author =       "Lin Liang and Ce Liu and Ying-Qing Xu and Baining Guo
                 and Heung-Yeung Shum",
  title =        "Real-time Texture Synthesis by Patch-based Sampling",
  journal =      j-TOG,
  volume =       "20",
  number =       "3",
  pages =        "127--150",
  month =        jul,
  year =         "2001",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/501786.501787",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 15:33:55 2002",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "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 works well for a
                 wide variety of textures ranging from regular to
                 stochastic. By sampling patches according to a
                 nonparametric estimation of the local conditional MRF
                 density function, we avoid mismatching features across
                 patch boundaries. We also experimented with documented
                 cases for which pixel-based nonparametric sampling
                 algorithms cease to be effective but our algorithm
                 continues to work well.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{OSullivan:2001:CP,
  author =       "Carol O'Sullivan and John Dingliana",
  title =        "Collisions and Perception",
  journal =      j-TOG,
  volume =       "20",
  number =       "3",
  pages =        "151--168",
  month =        jul,
  year =         "2001",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/501786.501788",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 6 18:10:33 MST 2002",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Level of Detail (LOD) techniques for real-time
                 rendering and related perceptual issues have received a
                 lot of attention in recent years. Researchers have also
                 begun to look at the issue of perceptually adaptive
                 techniques for plausible physical simulations. In this
                 article, we are particularly interested in the problem
                 of realistic collision simulation in scenes where large
                 numbers of objects are colliding and processing must
                 occur in real-time. An interruptible and therefore
                 degradable collision-handling mechanism is used and the
                 perceptual impact of this degradation is explored. We
                 look for ways in which we can optimize the realism of
                 such simulations and describe a series of
                 psychophysical experiments that investigate different
                 factors affecting collision perception, including
                 eccentricity, separation, distractors, causality, and
                 accuracy of physical response. Finally, strategies for
                 incorporating these factors into a perceptually
                 adaptive real-time simulation of large numbers of
                 visually similar objects are presented.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Alonso:2001:VMG,
  author =       "L. Alonso and F. Cuny and S. Petitjean and J.-C. Paul
                 and S. Lazard and E. Wies",
  title =        "The Virtual Mesh: a Geometric Abstraction for
                 Efficiently Computing Radiosity",
  journal =      j-TOG,
  volume =       "20",
  number =       "3",
  pages =        "169--201",
  month =        jul,
  year =         "2001",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/501786.501789",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 15:34:02 2002",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this article, we introduce a general-purpose method
                 for computing radiosity on scenes made of parametric
                 surfaces with arbitrary trimming curves. In contrast
                 with past approaches that require a tessellation of the
                 input surfaces (be it made up of triangles or patches
                 with simple trimming curves) or some form of geometric
                 approximation, our method takes full advantage of the
                 rich and compact mathematical representation of
                 objects. At its core lies the virtual mesh, an
                 abstraction of the input geometry that allows complex
                 shapes to be illuminated as if they were simple
                 primitives. The virtual mesh is a collection of
                 normalized square domains to which the input surfaces
                 are mapped while preserving their energy properties.
                 Radiosity values are then computed on these supports
                 before being lifted back to the original surfaces. To
                 demonstrate the power of our method, we describe a
                 high-order wavelet radiosity implementation that uses
                 the virtual mesh. Examples of objects and environments,
                 designed for interactive applications or virtual
                 reality, are presented. They prove that, by exactly
                 integrating curved surfaces in the resolution process,
                 the virtual mesh allows complex scenes to be rendered
                 more quickly, more accurately, and much more naturally
                 than with previously known methods.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Surazhsky:2001:CMC,
  author =       "Vitaly Surazhsky and Craig Gotsman",
  title =        "Controllable Morphing of Compatible Planar
                 Triangulations",
  journal =      j-TOG,
  volume =       "20",
  number =       "4",
  pages =        "203--231",
  month =        oct,
  year =         "2001",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/502783.502784",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 6 18:10:33 MST 2002",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Two planar triangulations with a correspondence
                 between the pair of vertex sets are compatible
                 (isomorphic) if they are topologically equivalent. This
                 work describes methods for morphing compatible planar
                 triangulations with identical convex boundaries in a
                 manner that guarantees compatibility throughout the
                 morph. These methods are based on a fundamental
                 representation of a planar triangulation as a matrix
                 that unambiguously describes the triangulation.
                 Morphing the triangulations corresponds to
                 interpolations between these matrices. We show that
                 this basic approach can be extended to obtain better
                 control over the morph, resulting in valid morphs with
                 various natural properties. Two schemes, which generate
                 the linear trajectory morph if it is valid, or a morph
                 with trajectories close to linear otherwise, are
                 presented. An efficient method for verification of
                 validity of the linear trajectory morph between two
                 triangulations is proposed. We also demonstrate how to
                 obtain a morph with a natural evolution of triangle
                 areas and how to find a smooth morph through a given
                 intermediate triangulation.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ouellette:2001:NSO,
  author =       "Marc J. Ouellette and Eugene Fiume",
  title =        "On Numerical Solutions to One-Dimensional Integration
                 Problems with Applications to Linear Light Sources",
  journal =      j-TOG,
  volume =       "20",
  number =       "4",
  pages =        "232--279",
  month =        oct,
  year =         "2001",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/502783.502785",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 6 18:10:33 MST 2002",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many key problems in computer graphics require the
                 computation of integrals. Due to the nature of the
                 integrand and of the domain of integration, these
                 integrals seldom can be computed analytically. As a
                 result, numerical techniques are used to find
                 approximate solutions to these problems. While the
                 numerical analysis literature offers many integration
                 techniques, the choice of which method to use for
                 specific computer graphic problems is a difficult one.
                 This choice must be driven by the numerical efficiency
                 of the method, and ultimately, by its visual impact on
                 the computed image. In this paper, we begin to address
                 these issues by methodically analyzing deterministic
                 and stochastic numerical techniques and their
                 application to the type of one-dimensional problems
                 that occur in computer graphics, especially in the
                 context of linear light source integration. In addition
                 to traditional methods such as Gauss--Legendre
                 quadratures, we also examine Voronoi diagram-based
                 sampling, jittered quadratures, random offset
                 quadratures, weighted Monte Carlo, and a newly
                 introduced method of compounding known as a difficulty
                 driven compound quadrature. We compare the
                 effectiveness of these methods using a three-pronged
                 approach. First, we compare the frequency domain
                 characteristics of all the methods using periodograms.
                 Next, applying ideas found in the numerical analysis
                 literature, we examine the numerical and visual
                 performance profiles of these methods for seven
                 different one-parameter problem families. We then
                 present results from the application of the methods for
                 the example of linear light sources. Finally, we
                 summarize the relative effectiveness of the methods
                 surveyed, showing the potential power of
                 difficulty-driven compound quadratures.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ashikhmin:2002:SIT,
  author =       "Michael Ashikhmin and Peter Shirley",
  title =        "Steerable illumination textures",
  journal =      j-TOG,
  volume =       "21",
  number =       "1",
  pages =        "1--19",
  month =        jan,
  year =         "2002",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/504789.504790",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Apr 11 17:55:04 MDT 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a new set of illumination basis functions
                 designed for lighting bumpy surfaces. This lighting
                 includes shadowing and interreflection. To create an
                 image with a new light direction, only a linear
                 combination of precomputed textures is required. This
                 is possible by using a carefully selected set of
                 steerable basis functions. Steerable basis lights have
                 the property that they allow lights to move
                 continuously without jarring visual artifacts. The new
                 basis lights are shown to produce images of high visual
                 quality with as few as 49 basis textures.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "bump mapping; displacement mapping; relighting;
                 steerable functions; textures",
}

@Article{Milliron:2002:FGW,
  author =       "Tim Milliron and Robert J. Jensen and Ronen Barzel and
                 Adam Finkelstein",
  title =        "A framework for geometric warps and deformations",
  journal =      j-TOG,
  volume =       "21",
  number =       "1",
  pages =        "20--51",
  month =        jan,
  year =         "2002",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/504789.504791",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Apr 11 17:55:04 MDT 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a framework for geometric warps and
                 deformations. The framework provides a conceptual and
                 mathematical foundation for analyzing known warps and
                 for developing new warps, and serves as a common base
                 for many warps and deformations. Our framework is
                 composed of two components: a generic modular algorithm
                 for warps and deformations; and a concise,
                 geometrically meaningful formula that describes how
                 warps are evaluated. Together, these two elements
                 comprise a complete framework useful for analyzing,
                 evaluating, designing, and implementing deformation
                 algorithms. While the framework is independent of
                 user-interfaces and geometric model representations and
                 is formally capable of describing any warping
                 algorithm, its design is geared toward the most
                 prevalent class of user-controlled deformations: those
                 computed using geometric operations. To demonstrate the
                 expressive power of the framework, we cast several
                 well-known warps in terms of the framework. To
                 illustrate the framework's usefulness for analyzing and
                 modifying existing warps, we present variations of
                 these warps that provide additional functionality or
                 improved behavior. To show the utility of the framework
                 for developing new warps, we design a novel 3-D warping
                 algorithm: a mesh warp---useful as a modeling and
                 animation tool---that allows users to deform a detailed
                 surface by manipulating a low-resolution mesh of
                 similar shape. Finally, to demonstrate the mathematical
                 utility of the framework, we use the framework to
                 develop guarantees of several mathematical properties
                 such as commutativity and continuity for large classes
                 of deformations.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "deformation; warp",
}

@Article{Goldman:2002:AGF,
  author =       "Ron Goldman",
  title =        "On the algebraic and geometric foundations of computer
                 graphics",
  journal =      j-TOG,
  volume =       "21",
  number =       "1",
  pages =        "52--86",
  month =        jan,
  year =         "2002",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/504789.504792",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Apr 11 17:55:04 MDT 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Today's computer graphics is ostensibly based upon
                 insights from projective geometry and computations on
                 homogeneous coordinates. Paradoxically, however,
                 projective spaces and homogeneous coordinates are
                 incompatible with much of the algebra and a good deal
                 of the geometry currently in actual use in computer
                 graphics. To bridge this gulf between theory and
                 practice, Grassmann spaces are proposed here as an
                 alternative to projective spaces. We establish that
                 unlike projective spaces, Grassmann spaces do support
                 all the algebra and geometry needed for contemporary
                 computer graphics. We then go on to explain how to
                 exploit this algebra and geometry for a variety of
                 applications, both old and new, including the graphics
                 pipeline, shading algorithms, texture maps, and
                 overcrown surfaces.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Grassmann space; homogeneous coordinates; mass-points;
                 projective space",
}

@Article{Hodgins:2002:E,
  author =       "Jessica Hodgins",
  title =        "Editorial",
  journal =      j-TOG,
  volume =       "21",
  number =       "2",
  pages =        "87--87",
  month =        apr,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 2 14:04:52 MDT 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Andujar:2002:TRS,
  author =       "Carlos And{\'u}jar and Pere Brunet and Dolors Ayala",
  title =        "Topology-reducing surface simplification using a
                 discrete solid representation",
  journal =      j-TOG,
  volume =       "21",
  number =       "2",
  pages =        "88--105",
  month =        apr,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 2 14:04:52 MDT 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Carr:2002:MAR,
  author =       "Nathan A. Carr and John C. Hart",
  title =        "Meshed atlases for real-time procedural solid
                 texturing",
  journal =      j-TOG,
  volume =       "21",
  number =       "2",
  pages =        "106--131",
  month =        apr,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 2 14:04:52 MDT 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Littlewood:2002:POF,
  author =       "D. J. Littlewood and P. A. Drakopoulos and G.
                 Subbarayan",
  title =        "{Pareto}-optimal formulations for cost versus
                 colorimetric accuracy trade-offs in printer color
                 management",
  journal =      j-TOG,
  volume =       "21",
  number =       "2",
  pages =        "132--175",
  month =        apr,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 2 14:04:52 MDT 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Durand:2002:VC,
  author =       "Fr{\'e}do Durand and George Drettakis and Claude
                 Puech",
  title =        "The {$3$D} visibility complex",
  journal =      j-TOG,
  volume =       "21",
  number =       "2",
  pages =        "176--206",
  month =        apr,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 2 14:04:52 MDT 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zelinka:2002:PGP,
  author =       "Steve Zelinka and Michael Garland",
  title =        "Permission grids: practical, error-bounded
                 simplification",
  journal =      j-TOG,
  volume =       "21",
  number =       "2",
  pages =        "207--229",
  month =        apr,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 2 14:04:52 MDT 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hodgins:2002:A,
  author =       "Jessica Hodgins",
  title =        "Acknowledgments",
  journal =      j-TOG,
  volume =       "21",
  number =       "2",
  pages =        "230--230",
  month =        apr,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 2 14:04:52 MDT 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chuang:2002:VMC,
  author =       "Yung-Yu Chuang and Aseem Agarwala and Brian Curless
                 and David H. Salesin and Richard Szeliski",
  title =        "Video matting of complex scenes",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "243--248",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fattal:2002:GDH,
  author =       "Raanan Fattal and Dani Lischinski and Michael Werman",
  title =        "Gradient domain high dynamic range compression",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "249--256",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Durand:2002:FBF,
  author =       "Fr{\'e}do Durand and Julie Dorsey",
  title =        "Fast bilateral filtering for the display of
                 high-dynamic-range images",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "257--266",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Reinhard:2002:PTR,
  author =       "Erik Reinhard and Michael Stark and Peter Shirley and
                 James Ferwerda",
  title =        "Photographic tone reproduction for digital images",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "267--276",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Welsh:2002:TCG,
  author =       "Tomihisa Welsh and Michael Ashikhmin and Klaus
                 Mueller",
  title =        "Transferring color to greyscale images",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "277--280",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Grinspun:2002:CSF,
  author =       "Eitan Grinspun and Petr Krysl and Peter Schr{\"o}der",
  title =        "{CHARMS}: a simple framework for adaptive simulation",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "281--290",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{OBrien:2002:GMA,
  author =       "James F. O'Brien and Adam W. Bargteil and Jessica K.
                 Hodgins",
  title =        "Graphical modeling and animation of ductile fracture",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "291--294",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Smith:2002:CMT,
  author =       "Jeffrey Smith and Jessica Hodgins and Irving Oppenheim
                 and Andrew Witkin",
  title =        "Creating models of truss structures with
                 optimization",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "295--301",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cutler:2002:PAA,
  author =       "Barbara Cutler and Julie Dorsey and Leonard McMillan
                 and Matthias M{\"u}ller and Robert Jagnow",
  title =        "A procedural approach to authoring solid models",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "302--311",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Biermann:2002:CPE,
  author =       "Henning Biermann and Ioana Martin and Fausto
                 Bernardini and Denis Zorin",
  title =        "Cut-and-paste editing of multiresolution surfaces",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "312--321",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zwicker:2002:PIS,
  author =       "Matthias Zwicker and Mark Pauly and Oliver Knoll and
                 Markus Gross",
  title =        "{Pointshop $3$D}: an interactive system for
                 point-based surface editing",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "322--329",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Museth:2002:LSS,
  author =       "Ken Museth and David E. Breen and Ross T. Whitaker and
                 Alan H. Barr",
  title =        "Level set surface editing operators",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "330--338",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ju:2002:DCH,
  author =       "Tao Ju and Frank Losasso and Scott Schaefer and Joe
                 Warren",
  title =        "Dual contouring of {Hermite} data",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "339--346",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Alliez:2002:IGR,
  author =       "Pierre Alliez and Mark Meyer and Mathieu Desbrun",
  title =        "Interactive geometry remeshing",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "347--354",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gu:2002:GI,
  author =       "Xianfeng Gu and Steven J. Gortler and Hugues Hoppe",
  title =        "Geometry images",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "355--361",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Levy:2002:LSC,
  author =       "Bruno L{\'e}vy and Sylvain Petitjean and Nicolas Ray
                 and J{\'e}rome Maillot",
  title =        "Least squares conformal maps for automatic texture
                 atlas generation",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "362--371",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gandoin:2002:PLC,
  author =       "Pierre-Marie Gandoin and Olivier Devillers",
  title =        "Progressive lossless compression of arbitrary
                 simplicial complexes",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "372--379",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Alexa:2002:LCT,
  author =       "Marc Alexa",
  title =        "Linear combination of transformations",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "380--387",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ezzat:2002:TVS,
  author =       "Tony Ezzat and Gadi Geiger and Tomaso Poggio",
  title =        "Trainable videorealistic speech animation",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "388--398",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bregler:2002:TMM,
  author =       "Christoph Bregler and Lorie Loeb and Erika Chuang and
                 Hrishi Deshpande",
  title =        "Turning to the masters: motion capturing cartoons",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "399--407",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2002:SCD,
  author =       "C. Karen Liu and Zoran Popovi{\'c}",
  title =        "Synthesis of complex dynamic character motion from
                 simple animations",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "408--416",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Blumberg:2002:ILI,
  author =       "Bruce Blumberg and Marc Downie and Yuri Ivanov and
                 Matt Berlin and Michael Patrick Johnson and Bill
                 Tomlinson",
  title =        "Integrated learning for interactive synthetic
                 characters",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "417--426",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Matusik:2002:IBP,
  author =       "Wojciech Matusik and Hanspeter Pfister and Addy Ngan
                 and Paul Beardsley and Remo Ziegler and Leonard
                 McMillan",
  title =        "Image-based {$3$D} photography using opacity hulls",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "427--437",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rusinkiewicz:2002:RTM,
  author =       "Szymon Rusinkiewicz and Olaf Hall-Holt and Marc
                 Levoy",
  title =        "Real-time {$3$D} model acquisition",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "438--446",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2002:LFM,
  author =       "Wei-Chao Chen and Jean-Yves Bouguet and Michael H. Chu
                 and Radek Grzeszczuk",
  title =        "Light field mapping: efficient representation and
                 hardware rendering of surface light fields",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "447--456",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2002:FBL,
  author =       "Zhunping Zhang and Lifeng Wang and Baining Guo and
                 Heung-Yeung Shum",
  title =        "Feature-based light field morphing",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "457--464",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2002:MTT,
  author =       "Yan Li and Tianshu Wang and Heung-Yeung Shum",
  title =        "Motion texture: a two-level statistical model for
                 character motion synthesis",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "465--472",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kovar:2002:MG,
  author =       "Lucas Kovar and Michael Gleicher and Fr{\'e}d{\'e}ric
                 Pighin",
  title =        "Motion graphs",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "473--482",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Arikan:2002:IMG,
  author =       "Okan Arikan and D. A. Forsyth",
  title =        "Interactive motion generation from examples",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "483--490",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2002:ICA,
  author =       "Jehee Lee and Jinxiang Chai and Paul S. A. Reitsma and
                 Jessica K. Hodgins and Nancy S. Pollard",
  title =        "Interactive control of avatars animated with human
                 motion data",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "491--500",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pullen:2002:MCA,
  author =       "Katherine Pullen and Christoph Bregler",
  title =        "Motion capture assisted animation: texturing and
                 synthesis",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "501--508",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Latta:2002:HFB,
  author =       "Lutz Latta and Andreas Kolb",
  title =        "Homomorphic factorization of {BRDF}-based lighting
                 computation",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "509--516",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ramamoorthi:2002:FSE,
  author =       "Ravi Ramamoorthi and Pat Hanrahan",
  title =        "Frequency space environment map rendering",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "517--526",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sloan:2002:PRT,
  author =       "Peter-Pike Sloan and Jan Kautz and John Snyder",
  title =        "Precomputed radiance transfer for real-time rendering
                 in dynamic, low-frequency lighting environments",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "527--536",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tole:2002:IGI,
  author =       "Parag Tole and Fabio Pellacini and Bruce Walter and
                 Donald P. Greenberg",
  title =        "Interactive global illumination in dynamic scenes",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "537--546",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Debevec:2002:LRA,
  author =       "Paul Debevec and Andreas Wenger and Chris Tchou and
                 Andrew Gardner and Jamie Waese and Tim Hawkins",
  title =        "A lighting reproduction approach to live-action
                 compositing",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "547--556",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Stamminger:2002:PSM,
  author =       "Marc Stamminger and George Drettakis",
  title =        "Perspective shadow maps",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "557--562",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pellacini:2002:UII,
  author =       "Fabio Pellacini and Parag Tole and Donald P.
                 Greenberg",
  title =        "A user interface for interactive cinematic shadow
                 design",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "563--566",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Duguet:2002:REV,
  author =       "Florent Duguet and George Drettakis",
  title =        "Robust epsilon visibility",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "567--575",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jensen:2002:RHR,
  author =       "Henrik Wann Jensen and Juan Buhler",
  title =        "A rapid hierarchical rendering technique for
                 translucent materials",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "576--581",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{James:2002:DDR,
  author =       "Doug L. James and Dinesh K. Pai",
  title =        "{DyRT}: dynamic response textures for real time
                 deformation simulation with graphics hardware",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "582--585",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Capell:2002:ISD,
  author =       "Steve Capell and Seth Green and Brian Curless and Tom
                 Duchamp and Zoran Popovi{\'c}",
  title =        "Interactive skeleton-driven dynamic deformations",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "586--593",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bridson:2002:RTC,
  author =       "Robert Bridson and Ronald Fedkiw and John Anderson",
  title =        "Robust treatment of collisions, contact and friction
                 for cloth animation",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "594--603",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Choi:2002:SRC,
  author =       "Kwang-Jin Choi and Hyeong-Seok Ko",
  title =        "Stable but responsive cloth",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "604--611",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Allen:2002:ABD,
  author =       "Brett Allen and Brian Curless and Zoran Popovi{\'c}",
  title =        "Articulated body deformation from range scan data",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "612--619",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2002:IMH,
  author =       "Tae-Yong Kim and Ulrich Neumann",
  title =        "Interactive multiresolution hair modeling and
                 editing",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "620--629",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2002:MRR,
  author =       "Yanyun Chen and Yingqing Xu and Baining Guo and
                 Heung-Yeung Shum",
  title =        "Modeling and rendering of realistic feathers",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "630--636",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2002:EA,
  author =       "Sooha Park Lee and Jeremy B. Badler and Norman I.
                 Badler",
  title =        "Eyes alive",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "637--644",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Meehan:2002:PMP,
  author =       "Michael Meehan and Brent Insko and Mary Whitton and
                 Frederick P. {Brooks, Jr.}",
  title =        "Physiological measures of presence in stressful
                 virtual environments",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "645--652",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Brooks:2002:SSB,
  author =       "Stephen Brooks and Neil Dodgson",
  title =        "Self-similarity based texture editing",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "653--656",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2002:JIM,
  author =       "Junhwan Kim and Fabio Pellacini",
  title =        "Jigsaw image mosaics",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "657--664",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tong:2002:SBT,
  author =       "Xin Tong and Jingdan Zhang and Ligang Liu and Xi Wang
                 and Baining Guo and Heung-Yeung Shum",
  title =        "Synthesis of bidirectional texture functions on
                 arbitrary surfaces",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "665--672",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Soler:2002:HPM,
  author =       "Cyril Soler and Marie-Paule Cani and Alexis
                 Angelidis",
  title =        "Hierarchical pattern mapping",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "673--680",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Perlin:2002:IN,
  author =       "Ken Perlin",
  title =        "Improving noise",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "681--682",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Deering:2002:SGA,
  author =       "Michael Deering and David Naegle",
  title =        "The {SAGE} graphics architecture",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "683--692",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Humphreys:2002:CSP,
  author =       "Greg Humphreys and Mike Houston and Ren Ng and Randall
                 Frank and Sean Ahern and Peter D. Kirchner and James T.
                 Klosowski",
  title =        "{Chromium}: a stream-processing framework for
                 interactive rendering on clusters",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "693--702",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Purcell:2002:RTP,
  author =       "Timothy J. Purcell and Ian Buck and William R. Mark
                 and Pat Hanrahan",
  title =        "Ray tracing on programmable graphics hardware",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "703--712",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lalonde:2002:SDC,
  author =       "Paul Lalonde and Eric Schenk",
  title =        "Shader-driven compilation of rendering assets",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "713--720",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nguyen:2002:PBM,
  author =       "Duc Quang Nguyen and Ronald Fedkiw and Henrik Wann
                 Jensen",
  title =        "Physically based modeling and animation of fire",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "721--728",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lamorlette:2002:SMF,
  author =       "Arnauld Lamorlette and Nick Foster",
  title =        "Structural modeling of flames for a production
                 environment",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "729--735",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Enright:2002:ARC,
  author =       "Douglas Enright and Stephen Marschner and Ronald
                 Fedkiw",
  title =        "Animation and rendering of complex water surfaces",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "736--744",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{vanWijk:2002:IBF,
  author =       "Jarke J. van Wijk",
  title =        "Image based flow visualization",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "745--754",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kalnins:2002:WND,
  author =       "Robert D. Kalnins and Lee Markosian and Barbara J.
                 Meier and Michael A. Kowalski and Joseph C. Lee and
                 Philip L. Davidson and Matthew Webb and John F. Hughes
                 and Adam Finkelstein",
  title =        "{WYSIWYG NPR}: drawing strokes directly on {$3$D}
                 models",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "755--762",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{DeBry:2002:PRT,
  author =       "David (grue) DeBry and Jonathan Gibbs and Devorah
                 DeLeon Petty and Nate Robins",
  title =        "Painting and rendering textures on unparameterized
                 models",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "763--768",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{DeCarlo:2002:SAP,
  author =       "Doug DeCarlo and Anthony Santella",
  title =        "Stylization and abstraction of photographs",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "769--776",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Barrett:2002:OBI,
  author =       "William A. Barrett and Alan S. Cheney",
  title =        "Object-based image editing",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "777--784",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Benson:2002:OT,
  author =       "David Benson and Joel Davis",
  title =        "Octree textures",
  journal =      j-TOG,
  volume =       "21",
  number =       "3",
  pages =        "785--790",
  month =        jul,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:46 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Osada:2002:SD,
  author =       "Robert Osada and Thomas Funkhouser and Bernard
                 Chazelle and David Dobkin",
  title =        "Shape distributions",
  journal =      j-TOG,
  volume =       "21",
  number =       "4",
  pages =        "807--832",
  month =        oct,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:47 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bederson:2002:OQT,
  author =       "Benjamin B. Bederson and Ben Shneiderman and Martin
                 Wattenberg",
  title =        "Ordered and quantum treemaps: {Making} effective use
                 of {$2$D} space to display hierarchies",
  journal =      j-TOG,
  volume =       "21",
  number =       "4",
  pages =        "833--854",
  month =        oct,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:47 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Turk:2002:MIS,
  author =       "Greg Turk and James F. O'Brien",
  title =        "Modelling with implicit surfaces that interpolate",
  journal =      j-TOG,
  volume =       "21",
  number =       "4",
  pages =        "855--873",
  month =        oct,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:47 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sheffer:2002:SOG,
  author =       "Alla Sheffer and Eric de Sturler",
  title =        "Smoothing an overlay grid to minimize linear
                 distortion in texture mapping",
  journal =      j-TOG,
  volume =       "21",
  number =       "4",
  pages =        "874--890",
  month =        oct,
  year =         "2002",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Nov 23 17:40:47 MST 2002",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hodgins:2003:E,
  author =       "Jessica Hodgins",
  title =        "Editorial",
  journal =      j-TOG,
  volume =       "22",
  number =       "1",
  pages =        "1--1",
  month =        jan,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Apr 9 17:43:28 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hart:2003:Ea,
  author =       "John C. Hart",
  title =        "Editorial",
  journal =      j-TOG,
  volume =       "22",
  number =       "1",
  pages =        "2--2",
  month =        jan,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Apr 9 17:43:28 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Staff:2003:LR,
  author =       "{TOPLAS Staff}",
  title =        "List of reviewers",
  journal =      j-TOG,
  volume =       "22",
  number =       "1",
  pages =        "3--3",
  month =        jan,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Apr 9 17:43:28 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bajaj:2003:ADS,
  author =       "Chandrajit L. Bajaj and Guoliang Xu",
  title =        "Anisotropic diffusion of surfaces and functions on
                 surfaces",
  journal =      j-TOG,
  volume =       "22",
  number =       "1",
  pages =        "4--32",
  month =        jan,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Apr 9 17:43:28 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Freeman:2003:LST,
  author =       "William T. Freeman and Joshua B. Tenenbaum and Egon C.
                 Pasztor",
  title =        "Learning style translation for the lines of a
                 drawing",
  journal =      j-TOG,
  volume =       "22",
  number =       "1",
  pages =        "33--46",
  month =        jan,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Apr 9 17:43:28 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{James:2003:MGF,
  author =       "Doug L. James and Dinesh K. Pai",
  title =        "Multiresolution {Green}'s function methods for
                 interactive simulation of large-scale elastostatic
                 objects",
  journal =      j-TOG,
  volume =       "22",
  number =       "1",
  pages =        "47--82",
  month =        jan,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Apr 9 17:43:28 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Funkhouser:2003:SEM,
  author =       "Thomas Funkhouser and Patrick Min and Michael Kazhdan
                 and Joyce Chen and Alex Halderman and David Dobkin and
                 David Jacobs",
  title =        "A search engine for {$3$D} models",
  journal =      j-TOG,
  volume =       "22",
  number =       "1",
  pages =        "83--105",
  month =        jan,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Apr 9 17:43:28 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kry:2003:CCS,
  author =       "Paul G. Kry and Dinesh K. Pai",
  title =        "Continuous contact simulation for smooth surfaces",
  journal =      j-TOG,
  volume =       "22",
  number =       "1",
  pages =        "106--129",
  month =        jan,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Apr 9 17:43:28 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shamir:2003:CBA,
  author =       "Ariel Shamir",
  title =        "Constraint-based approach for automatic hinting of
                 digital typefaces",
  journal =      j-TOG,
  volume =       "22",
  number =       "2",
  pages =        "131--151",
  month =        apr,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Apr 9 17:43:29 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The rasterization process of characters from digital
                 outline fonts to bitmaps on displays must include
                 additional information in the form of hints beside the
                 shape of characters in order to produce high quality
                 bitmaps. Hints describe constraints on sizes and shapes
                 inside characters and across the font that should be
                 preserved during rasterization. We describe a novel,
                 fast and fully automatic method for adding those hints
                 to characters. The method is based on identifying
                 hinting situations inside characters. It includes
                 gathering global font information and linking it to
                 characters, defining a set of constraints, sorting
                 them, and converting them to hints in any known hinting
                 technology (PostScript, TrueType or other). Our scheme
                 is general enough to be applied on any language and on
                 complex scripts such as Chinese Japanese and Korean.
                 Although still inferior to expert manual hinting, our
                 method produces high quality bitmaps which approach
                 this goal. The method can also be used as a solid base
                 for further hinting refinements done manually.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dumont:2003:PDD,
  author =       "Reynald Dumont and Fabio Pellacini and James A.
                 Ferwerda",
  title =        "Perceptually-driven decision theory for interactive
                 realistic rendering",
  journal =      j-TOG,
  volume =       "22",
  number =       "2",
  pages =        "152--181",
  month =        apr,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Apr 9 17:43:29 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Choi:2003:PBL,
  author =       "Min Gyu Choi and Jehee Lee and Sung Yong Shin",
  title =        "Planning biped locomotion using motion capture data
                 and probabilistic roadmaps",
  journal =      j-TOG,
  volume =       "22",
  number =       "2",
  pages =        "182--203",
  month =        apr,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Apr 9 17:43:29 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Soler:2003:EIA,
  author =       "Cyril Soler and Fran{\c{c}}ois X. Sillion and
                 Fr{\'e}d{\'e}ric Blaise and Philippe Dereffye",
  title =        "An efficient instantiation algorithm for simulating
                 radiant energy transfer in plant models",
  journal =      j-TOG,
  volume =       "22",
  number =       "2",
  pages =        "204--233",
  month =        apr,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Apr 9 17:43:29 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lensch:2003:IBR,
  author =       "Hendrik P. A. Lensch and Jan Kautz and Michael Goesele
                 and Wolfgang Heidrich and Hans-Peter Seidel",
  title =        "Image-based reconstruction of spatial appearance and
                 geometric detail",
  journal =      j-TOG,
  volume =       "22",
  number =       "2",
  pages =        "234--257",
  month =        apr,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Apr 9 17:43:29 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Spencer:2003:EAS,
  author =       "Stephen N. Spencer",
  title =        "Errata: {ACM SIGGRAPH 2002 Papers}",
  journal =      j-TOG,
  volume =       "22",
  number =       "2",
  pages =        "258--258",
  month =        apr,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Apr 9 17:43:29 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kwatra:2003:GTI,
  author =       "Vivek Kwatra and Arno Sch{\"o}dl and Irfan Essa and
                 Greg Turk and Aaron Bobick",
  title =        "Graphcut textures: image and video synthesis using
                 graph cuts",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "277--286",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cohen:2003:WTI,
  author =       "Michael F. Cohen and Jonathan Shade and Stefan Hiller
                 and Oliver Deussen",
  title =        "{Wang Tiles} for image and texture generation",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "287--294",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2003:SPV,
  author =       "Jingdan Zhang and Kun Zhou and Luiz Velho and Baining
                 Guo and Heung-Yeung Shum",
  title =        "Synthesis of progressively-variant textures on
                 arbitrary surfaces",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "295--302",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Drori:2003:FBI,
  author =       "Iddo Drori and Daniel Cohen-Or and Hezy Yeshurun",
  title =        "Fragment-based image completion",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "303--312",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Perez:2003:PIE,
  author =       "Patrick P{\'e}rez and Michel Gangnet and Andrew
                 Blake",
  title =        "{Poisson} image editing",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "313--318",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kang:2003:HDR,
  author =       "Sing Bing Kang and Matthew Uyttendaele and Simon
                 Winder and Richard Szeliski",
  title =        "High dynamic range video",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "319--325",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kraevoy:2003:MCC,
  author =       "Vladislav Kraevoy and Alla Sheffer and Craig Gotsman",
  title =        "Matchmaker: constructing constrained texture maps",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "326--333",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2003:VDD,
  author =       "Lifeng Wang and Xi Wang and Xin Tong and Stephen Lin
                 and Shimin Hu and Baining Guo and Heung-Yeung Shum",
  title =        "View-dependent displacement mapping",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "334--339",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Praun:2003:SPR,
  author =       "Emil Praun and Hugues Hoppe",
  title =        "Spherical parametrization and remeshing",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "340--349",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Khodakovsky:2003:GSP,
  author =       "Andrei Khodakovsky and Nathan Litke and Peter
                 Schr{\"o}der",
  title =        "Globally smooth parameterizations with low
                 distortion",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "350--357",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gotsman:2003:FSP,
  author =       "Craig Gotsman and Xianfeng Gu and Alla Sheffer",
  title =        "Fundamentals of spherical parameterization for {$3$D}
                 meshes",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "358--363",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Levy:2003:DDE,
  author =       "Bruno L{\'e}vy",
  title =        "Dual domain extrapolation",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "364--369",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sloan:2003:BSR,
  author =       "Peter-Pike Sloan and Xinguo Liu and Heung-Yeung Shum
                 and John Snyder",
  title =        "Bi-scale radiance transfer",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "370--375",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ng:2003:AFS,
  author =       "Ren Ng and Ravi Ramamoorthi and Pat Hanrahan",
  title =        "All-frequency shadows using non-linear wavelet
                 lighting approximation",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "376--381",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sloan:2003:CPC,
  author =       "Peter-Pike Sloan and Jesse Hall and John Hart and John
                 Snyder",
  title =        "Clustered principal components for precomputed
                 radiance transfer",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "382--391",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2003:RMS,
  author =       "Tae-hoon Kim and Sang Il Park and Sung Yong Shin",
  title =        "Rhythmic-motion synthesis based on motion-beat
                 analysis",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "392--401",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Arikan:2003:MSA,
  author =       "Okan Arikan and David A. Forsyth and James F.
                 O'Brien",
  title =        "Motion synthesis from annotations",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "402--408",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dontcheva:2003:LAC,
  author =       "Mira Dontcheva and Gary Yngve and Zoran Popovi{\'c}",
  title =        "Layered acting for character animation",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "409--416",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fang:2003:ESP,
  author =       "Anthony C. Fang and Nancy S. Pollard",
  title =        "Efficient synthesis of physically valid human motion",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "417--426",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hersch:2003:RCI,
  author =       "Roger D. Hersch and Fabien Collaud and Patrick Emmel",
  title =        "Reproducing color images with embedded metallic
                 patterns",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "427--434",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhou:2003:IMT,
  author =       "Bingfeng Zhou and Xifeng Fang",
  title =        "Improving mid-tone quality of variable-coefficient
                 error diffusion using threshold modulation",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "437--444",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tong:2003:DMV,
  author =       "Yiying Tong and Santiago Lombeyda and Anil N. Hirani
                 and Mathieu Desbrun",
  title =        "Discrete multiscale vector field decomposition",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "445--452",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Munzner:2003:TST,
  author =       "Tamara Munzner and Fran{\c{c}}ois Guimbreti{\`e}re and
                 Serdar Tasiran and Li Zhang and Yunhong Zhou",
  title =        "{TreeJuxtaposer}: scalable tree comparison using
                 {Focus+Context} with guaranteed visibility",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "453--462",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ohtake:2003:MLP,
  author =       "Yutaka Ohtake and Alexander Belyaev and Marc Alexa and
                 Greg Turk and Hans-Peter Seidel",
  title =        "Multi-level partition of unity implicits",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "463--470",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2003:PEC,
  author =       "Haeyoung Lee and Mathieu Desbrun and Peter
                 Schr{\"o}der",
  title =        "Progressive encoding of complex isosurfaces",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "471--476",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sederberg:2003:SN,
  author =       "Thomas W. Sederberg and Jianmin Zheng and Almaz
                 Bakenov and Ahmad Nasri",
  title =        "{T}-splines and {T}-{NURCCs}",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "477--484",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Alliez:2003:APR,
  author =       "Pierre Alliez and David Cohen-Steiner and Olivier
                 Devillers and Bruno L{\'e}vy and Mathieu Desbrun",
  title =        "Anisotropic polygonal remeshing",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "485--493",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chuang:2003:SMC,
  author =       "Yung-Yu Chuang and Dan B. Goldman and Brian Curless
                 and David H. Salesin and Richard Szeliski",
  title =        "Shadow matting and compositing",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "494--500",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Govindaraju:2003:ISG,
  author =       "Naga K. Govindaraju and Brandon Lloyd and Sung-Eui
                 Yoon and Avneesh Sud and Dinesh Manocha",
  title =        "Interactive shadow generation in complex
                 environments",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "501--510",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Assarsson:2003:GBS,
  author =       "Ulf Assarsson and Tomas Akenine-M{\"o}ller",
  title =        "A geometry-based soft shadow volume algorithm using
                 graphics hardware",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "511--520",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sen:2003:SSM,
  author =       "Pradeep Sen and Mike Cammarano and Pat Hanrahan",
  title =        "Shadow silhouette maps",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "521--526",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{OSullivan:2003:EVF,
  author =       "Carol O'Sullivan and John Dingliana and Thanh Giang
                 and Mary K. Kaiser",
  title =        "Evaluating the visual fidelity of physically based
                 animations",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "527--536",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Reitsma:2003:PMC,
  author =       "Paul S. A. Reitsma and Nancy S. Pollard",
  title =        "Perceptual metrics for character animation:
                 sensitivity to errors in ballistic motion",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "537--542",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Otaduy:2003:SPS,
  author =       "Miguel A. Otaduy and Ming C. Lin",
  title =        "Sensation preserving simplification for haptic
                 rendering",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "543--553",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kahler:2003:RDR,
  author =       "Kolja K{\"a}hler and J{\"o}rg Haber and Hans-Peter
                 Seidel",
  title =        "Reanimating the dead: reconstruction of expressive
                 faces from skull data",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "554--561",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mohr:2003:BEA,
  author =       "Alex Mohr and Michael Gleicher",
  title =        "Building efficient, accurate character skins from
                 examples",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "562--568",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Carranza:2003:FVV,
  author =       "Joel Carranza and Christian Theobalt and Marcus A.
                 Magnor and Hans-Peter Seidel",
  title =        "Free-viewpoint video of human actors",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "569--577",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sand:2003:CCS,
  author =       "Peter Sand and Leonard McMillan and Jovan
                 Popovi{\'c}",
  title =        "Continuous capture of skin deformation",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "578--586",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Allen:2003:SHB,
  author =       "Brett Allen and Brian Curless and Zoran Popovi{\'c}",
  title =        "The space of human body shapes: reconstruction and
                 parameterization from range scans",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "587--594",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Leyvand:2003:RSF,
  author =       "Tommer Leyvand and Olga Sorkine and Daniel Cohen-Or",
  title =        "Ray space factorization for from-region visibility",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "595--604",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Agarwal:2003:SIS,
  author =       "Sameer Agarwal and Ravi Ramamoorthi and Serge Belongie
                 and Henrik Wann Jensen",
  title =        "Structured importance sampling of environment maps",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "605--612",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Masselus:2003:RIL,
  author =       "Vincent Masselus and Pieter Peers and Philip Dutr{\'e}
                 and Yves D. Willems",
  title =        "Relighting with {$4$D} incident light fields",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "613--620",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Goesele:2003:ALS,
  author =       "Michael Goesele and Xavier Granier and Wolfgang
                 Heidrich and Hans-Peter Seidel",
  title =        "Accurate light source acquisition and rendering",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "621--630",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bala:2003:CEP,
  author =       "Kavita Bala and Bruce Walter and Donald P. Greenberg",
  title =        "Combining edges and points for interactive
                 high-quality rendering",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "631--640",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pauly:2003:SMP,
  author =       "Mark Pauly and Richard Keiser and Leif P. Kobbelt and
                 Markus Gross",
  title =        "Shape modeling with point-sampled geometry",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "641--650",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Adams:2003:IBO,
  author =       "Bart Adams and Philip Dutr{\'e}",
  title =        "Interactive boolean operations on surfel-bounded
                 solids",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "651--656",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dachsbacher:2003:SPT,
  author =       "Carsten Dachsbacher and Christian Vogelgsang and Marc
                 Stamminger",
  title =        "Sequential point trees",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "657--662",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Llamas:2003:TSW,
  author =       "Ignacio Llamas and Byungmoon Kim and Joshua Gargus and
                 Jarek Rossignac and Chris D. Shaw",
  title =        "Twister: a space-warp operator for the two-handed
                 editing of {$3$D} shapes",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "663--668",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wonka:2003:IA,
  author =       "Peter Wonka and Michael Wimmer and Fran{\c{c}}ois
                 Sillion and William Ribarsky",
  title =        "Instant architecture",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "669--677",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wilson:2003:SCE,
  author =       "Andrew Wilson and Dinesh Manocha",
  title =        "Simplifying complex environments using incremental
                 textured depth meshes",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "678--688",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Decoret:2003:BCE,
  author =       "Xavier D{\'e}coret and Fr{\'e}do Durand and
                 Fran{\c{c}}ois X. Sillion and Julie Dorsey",
  title =        "Billboard clouds for extreme model simplification",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "689--696",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Igarashi:2003:CM,
  author =       "Takeo Igarashi and John F. Hughes",
  title =        "Clothing manipulation",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "697--697",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tsang:2003:BCS,
  author =       "Michael Tsang and George W. Fitzmzurice and Gordon
                 Kurtenbach and Azam Khan and Bill Buxton",
  title =        "Boom chameleon: simultaneous capture of {$3$D}
                 viewpoint, voice and gesture annotations on a
                 spatially-aware display",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "698--698",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Anonymous:2003:AWC,
  author =       "Anonymous",
  title =        "The actuated workbench: computer-controlled actuation
                 in tabletop tangible interfaces",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "699--699",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Niederauer:2003:NII,
  author =       "Christopher Niederauer and Mike Houston and Maneesh
                 Agrawala and Greg Humphreys",
  title =        "Non-invasive interactive visualization of dynamic
                 architectural environments",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "700--700",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lok:2003:IDR,
  author =       "Benjamin Lok and Samir Naik and Mary Whitton and
                 Frederick P. Brooks",
  title =        "Incorporating dynamic real objects into immersive
                 virtual environments",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "701--701",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gleicher:2003:STM,
  author =       "Michael Gleicher and Hyun Joon Shin and Lucas Kovar
                 and Andrew Jepsen",
  title =        "Snap-together motion: assembling run-time animations",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "702--702",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rasmussen:2003:SSL,
  author =       "Nick Rasmussen and Duc Quang Nguyen and Willi Geiger
                 and Ronald Fedkiw",
  title =        "Smoke simulation for large scale phenomena",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "703--707",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Feldman:2003:ASP,
  author =       "Bryan E. Feldman and James F. O'Brien and Okan
                 Arikan",
  title =        "Animating suspended particle explosions",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "708--715",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Treuille:2003:KCS,
  author =       "Adrien Treuille and Antoine McNamara and Zoran
                 Popovi{\'c} and Jos Stam",
  title =        "Keyframe control of smoke simulations",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "716--723",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Stam:2003:FSA,
  author =       "Jos Stam",
  title =        "Flows on surfaces of arbitrary topology",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "724--731",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dobashi:2003:RTR,
  author =       "Yoshinori Dobashi and Tsuyoshi Yamamoto and Tomoyuki
                 Nishita",
  title =        "Real-time rendering of aerodynamic sound using sound
                 textures based on computational fluid dynamics",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "732--740",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Han:2003:MBT,
  author =       "Jefferson Y. Han and Ken Perlin",
  title =        "Measuring bidirectional texture reflectance with a
                 kaleidoscope",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "741--748",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gardner:2003:LLS,
  author =       "Andrew Gardner and Chris Tchou and Tim Hawkins and
                 Paul Debevec",
  title =        "Linear light source reflectometry",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "749--758",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Matusik:2003:DDR,
  author =       "Wojciech Matusik and Hanspeter Pfister and Matt Brand
                 and Leonard McMillan",
  title =        "A data-driven reflectance model",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "759--769",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tsumura:2003:IBS,
  author =       "Norimichi Tsumura and Nobutoshi Ojima and Kayoko Sato
                 and Mitsuhiro Shiraishi and Hideto Shimizu and Hirohide
                 Nabeshima and Syuuichi Akazaki and Kimihiko Hori and
                 Yoichi Miyake",
  title =        "Image-based skin color and texture analysis\slash
                 synthesis by extracting hemoglobin and melanin
                 information in the skin",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "770--779",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Marschner:2003:LSH,
  author =       "Stephen R. Marschner and Henrik Wann Jensen and Mike
                 Cammarano and Steve Worley and Pat Hanrahan",
  title =        "Light scattering from human hair fibers",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "780--791",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aila:2003:DSG,
  author =       "Timo Aila and Ville Miettinen and Petri Nordlund",
  title =        "Delay streams for graphics hardware",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "792--800",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Akenine-Moller:2003:GMH,
  author =       "Tomas Akenine-M{\"o}ller and Jacob Str{\"o}m",
  title =        "Graphics for the masses: a hardware rasterization
                 architecture for mobile phones",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "801--808",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Raskar:2003:IGA,
  author =       "Ramesh Raskar and Jeroen van Baar and Paul Beardsley
                 and Thomas Willwacher and Srinivas Rao and Clifton
                 Forlines",
  title =        "{iLamps}: geometrically aware and self-configuring
                 projectors",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "809--818",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gross:2003:BCS,
  author =       "Markus Gross and Stephan W{\"u}rmlin and Martin Naef
                 and Edouard Lamboray and Christian Spagno and Andreas
                 Kunz and Esther Koller-Meier and Tomas Svoboda and Luc
                 {Van Gool} and Silke Lang and Kai Strehlke and Andrew
                 Vande Moere and Oliver Staadt",
  title =        "blue-c: a spatially immersive display and {$3$D} video
                 portal for telepresence",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "819--827",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Agrawala:2003:DES,
  author =       "Maneesh Agrawala and Doantam Phan and Julie Heiser and
                 John Haymaker and Jeff Klingner and Pat Hanrahan and
                 Barbara Tversky",
  title =        "Designing effective step-by-step assembly
                 instructions",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "828--837",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jacobs:2003:AGB,
  author =       "Charles Jacobs and Wilmot Li and Evan Schrier and
                 David Bargeron and David Salesin",
  title =        "Adaptive grid-based document layout",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "838--847",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/882262.882353",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/texbook3.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Grid-based page designs are ubiquitous in commercially
                 printed publications, such as newspapers and magazines.
                 Yet, to date, no one has invented a good way to easily
                 and automatically adapt such designs to
                 arbitrarily-sized electronic displays. The difficulty
                 of generalizing grid-based designs explains the
                 generally inferior nature of on-screen layouts when
                 compared to their printed counterparts, and is arguably
                 one of the greatest remaining impediments to creating
                 on-line reading experiences that rival those of ink on
                 paper. In this work, we present a new approach to
                 adaptive grid-based document layout, which attempts to
                 bridge this gap. In our approach, an adaptive layout
                 style is encoded as a set of grid-based templates that
                 know how to adapt to a range of page sizes and other
                 viewing conditions. These templates include various
                 types of layout elements (such as text, figures, etc.)
                 and define, through constraint-based relationships,
                 just how these elements are to be laid out together as
                 a function of both the properties of the content
                 itself, such as a figure's size and aspect ratio, and
                 the properties of the viewing conditions under which
                 the content is being displayed. We describe an
                 XML-based representation for our templates and content,
                 which maintains a clean separation between the two. We
                 also describe the various parts of our research
                 prototype system: a layout engine for formatting the
                 page; a paginator for determining a globally optimal
                 allocation of content amongst the pages, as well as an
                 optimal pairing of templates with content; and a
                 graphical user interface for interactively creating
                 adaptive templates. We also provide numerous examples
                 demonstrating the capabilities of this prototype,
                 including this paper, itself, which has been laid out
                 with our system.",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{DeCarlo:2003:SCC,
  author =       "Doug DeCarlo and Adam Finkelstein and Szymon
                 Rusinkiewicz and Anthony Santella",
  title =        "Suggestive contours for conveying shape",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "848--855",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kalnins:2003:CSS,
  author =       "Robert D. Kalnins and Philip L. Davidson and Lee
                 Markosian and Adam Finkelstein",
  title =        "Coherent stylized silhouettes",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "856--861",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Baraff:2003:UC,
  author =       "David Baraff and Andrew Witkin and Michael Kass",
  title =        "Untangling cloth",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "862--870",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guendelman:2003:NRB,
  author =       "Eran Guendelman and Robert Bridson and Ronald Fedkiw",
  title =        "Nonconvex rigid bodies with stacking",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "871--878",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{James:2003:PID,
  author =       "Doug L. James and Kayvon Fatahalian",
  title =        "Precomputing interactive dynamic deformable scenes",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "879--887",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2003:RMB,
  author =       "Jia-chi Wu and Zoran Popovi{\'c}",
  title =        "Realistic modeling of bird flight animations",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "888--895",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mark:2003:CSP,
  author =       "William R. Mark and R. Steven Glanville and Kurt
                 Akeley and Mark J. Kilgard",
  title =        "Cg: a system for programming graphics hardware in a
                 {C-like} language",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "896--907",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kruger:2003:LAO,
  author =       "Jens Kr{\"u}ger and R{\"u}diger Westermann",
  title =        "Linear algebra operators for {GPU} implementation of
                 numerical algorithms",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "908--916",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bolz:2003:SMS,
  author =       "Jeff Bolz and Ian Farmer and Eitan Grinspun and Peter
                 Schr{\"o}der",
  title =        "Sparse matrix solvers on the {GPU}: conjugate
                 gradients and multigrid",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "917--924",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hillesland:2003:NOF,
  author =       "Karl E. Hillesland and Sergey Molinov and Radek
                 Grzeszczuk",
  title =        "Nonlinear optimization framework for image-based
                 modeling on programmable graphics hardware",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "925--934",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Isenburg:2003:CCG,
  author =       "Martin Isenburg and Stefan Gumhold",
  title =        "Out-of-core compression for gigantic polygon meshes",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "935--942",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jones:2003:NIF,
  author =       "Thouis R. Jones and Fr{\'e}do Durand and Mathieu
                 Desbrun",
  title =        "Non-iterative, feature-preserving mesh smoothing",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "943--949",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fleishman:2003:BMD,
  author =       "Shachar Fleishman and Iddo Drori and Daniel Cohen-Or",
  title =        "Bilateral mesh denoising",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "950--953",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Katz:2003:HMD,
  author =       "Sagi Katz and Ayellet Tal",
  title =        "Hierarchical mesh decomposition using fuzzy clustering
                 and cuts",
  journal =      j-TOG,
  volume =       "22",
  number =       "3",
  pages =        "954--961",
  month =        jul,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:37 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hart:2003:Eb,
  author =       "John C. Hart",
  title =        "Editorial",
  journal =      j-TOG,
  volume =       "22",
  number =       "4",
  pages =        "981--981",
  month =        oct,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:39 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Attene:2003:SRT,
  author =       "Marco Attene and Bianca Falcidieno and Michela
                 Spagnuolo and Jarek Rossignac",
  title =        "{SwingWrapper}: {Retiling} triangle meshes for better
                 edgebreaker compression",
  journal =      j-TOG,
  volume =       "22",
  number =       "4",
  pages =        "982--996",
  month =        oct,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:39 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fleishman:2003:PPS,
  author =       "Shachar Fleishman and Daniel Cohen-Or and Marc Alexa
                 and Cl{\'a}udio T. Silva",
  title =        "Progressive point set surfaces",
  journal =      j-TOG,
  volume =       "22",
  number =       "4",
  pages =        "997--1011",
  month =        oct,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:39 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tasdizen:2003:GSP,
  author =       "Tolga Tasdizen and Ross Whitaker and Paul Burchard and
                 Stanley Osher",
  title =        "Geometric surface processing via normal maps",
  journal =      j-TOG,
  volume =       "22",
  number =       "4",
  pages =        "1012--1033",
  month =        oct,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:39 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Popovic:2003:MSC,
  author =       "Jovan Popovi{\'c} and Steven M. Seitz and Michael
                 Erdmann",
  title =        "Motion sketching for control of rigid-body
                 simulations",
  journal =      j-TOG,
  volume =       "22",
  number =       "4",
  pages =        "1034--1054",
  month =        oct,
  year =         "2003",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 25 10:10:39 MDT 2003",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bradshaw:2004:AMA,
  author =       "Gareth Bradshaw and Carol O'Sullivan",
  title =        "Adaptive medial-axis approximation for sphere-tree
                 construction",
  journal =      j-TOG,
  volume =       "23",
  number =       "1",
  pages =        "1--26",
  month =        jan,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jan 28 17:10:23 MST 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gooch:2004:HFI,
  author =       "Bruce Gooch and Erik Reinhard and Amy Gooch",
  title =        "Human facial illustrations: {Creation} and
                 psychophysical evaluation",
  journal =      j-TOG,
  volume =       "23",
  number =       "1",
  pages =        "27--44",
  month =        jan,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jan 28 17:10:23 MST 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Goldfeather:2004:NCO,
  author =       "Jack Goldfeather and Victoria Interrante",
  title =        "A novel cubic-order algorithm for approximating
                 principal direction vectors",
  journal =      j-TOG,
  volume =       "23",
  number =       "1",
  pages =        "45--63",
  month =        jan,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jan 28 17:10:23 MST 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Healey:2004:PBB,
  author =       "Christopher G. Healey and Laura Tateosian and James T.
                 Enns and Mark Remple",
  title =        "Perceptually based brush strokes for nonphotorealistic
                 visualization",
  journal =      j-TOG,
  volume =       "23",
  number =       "1",
  pages =        "64--96",
  month =        jan,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jan 28 17:10:23 MST 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kaplan:2004:ISP,
  author =       "Craig S. Kaplan and David H. Salesin",
  title =        "{Islamic} star patterns in absolute geometry",
  journal =      j-TOG,
  volume =       "23",
  number =       "2",
  pages =        "97--119",
  month =        apr,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu May 20 13:45:19 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hao:2004:RTR,
  author =       "Xuejun Hao and Amitabh Varshney",
  title =        "Real-time rendering of translucent meshes",
  journal =      j-TOG,
  volume =       "23",
  number =       "2",
  pages =        "120--142",
  month =        apr,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu May 20 13:45:19 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shum:2004:PLF,
  author =       "Heung-Yeung Shum and Jian Sun and Shuntaro Yamazaki
                 and Yin Li and Chi-Keung Tang",
  title =        "Pop-up light field: an interactive image-based
                 modeling and rendering system",
  journal =      j-TOG,
  volume =       "23",
  number =       "2",
  pages =        "143--162",
  month =        apr,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu May 20 13:45:19 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Granier:2004:FRA,
  author =       "Xavier Granier and George Drettakis",
  title =        "A final reconstruction approach for a unified global
                 illumination algorithm",
  journal =      j-TOG,
  volume =       "23",
  number =       "2",
  pages =        "163--189",
  month =        apr,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu May 20 13:45:19 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wood:2004:RET,
  author =       "Zo{\"e} Wood and Hugues Hoppe and Mathieu Desbrun and
                 Peter Schr{\"o}der",
  title =        "Removing excess topology from isosurfaces",
  journal =      j-TOG,
  volume =       "23",
  number =       "2",
  pages =        "190--208",
  month =        apr,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu May 20 13:45:19 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guy:2004:GGR,
  author =       "Stephane Guy and Cyril Soler",
  title =        "Graphics gems revisited: fast and physically-based
                 rendering of gemstones",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "231--238",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hersch:2004:BMI,
  author =       "Roger David Hersch and Sylvain Chosson",
  title =        "Band moir{\'e} images",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "239--247",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tsingos:2004:PAR,
  author =       "Nicolas Tsingos and Emmanuel Gallo and George
                 Drettakis",
  title =        "Perceptual audio rendering of complex virtual
                 environments",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "249--258",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mitani:2004:MPT,
  author =       "Jun Mitani and Hiromasa Suzuki",
  title =        "Making papercraft toys from meshes using strip-based
                 approximate unfolding",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "259--263",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Amenta:2004:DPS,
  author =       "Nina Amenta and Yong Joo Kil",
  title =        "Defining point-set surfaces",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "264--270",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ying:2004:SMB,
  author =       "Lexing Ying and Denis Zorin",
  title =        "A simple manifold-based construction of surfaces of
                 arbitrary smoothness",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "271--275",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sederberg:2004:SSL,
  author =       "Thomas W. Sederberg and David L. Cardon and G. Thomas
                 Finnigan and Nicholas S. North and Jianmin Zheng and
                 Tom Lyche",
  title =        "{T}-spline simplification and local refinement",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "276--283",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hofer:2004:EMS,
  author =       "Michael Hofer and Helmut Pottmann",
  title =        "Energy-minimizing splines in manifolds",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "284--293",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Agarwala:2004:IDP,
  author =       "Aseem Agarwala and Mira Dontcheva and Maneesh Agrawala
                 and Steven Drucker and Alex Colburn and Brian Curless
                 and David Salesin and Michael Cohen",
  title =        "Interactive digital photomontage",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "294--302",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2004:LS,
  author =       "Yin Li and Jian Sun and Chi-Keung Tang and Heung-Yeung
                 Shum",
  title =        "Lazy snapping",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "303--308",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rother:2004:GIF,
  author =       "Carsten Rother and Vladimir Kolmogorov and Andrew
                 Blake",
  title =        "{``GrabCut''}: interactive foreground extraction using
                 iterated graph cuts",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "309--314",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sun:2004:PM,
  author =       "Jian Sun and Jiaya Jia and Chi-Keung Tang and
                 Heung-Yeung Shum",
  title =        "{Poisson} matting",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "315--321",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Owada:2004:VID,
  author =       "Shigeru Owada and Frank Nielsen and Makoto Okabe and
                 Takeo Igarashi",
  title =        "Volumetric illustration: designing {$3$D} models with
                 internal textures",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "322--328",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jagnow:2004:STS,
  author =       "Robert Jagnow and Julie Dorsey and Holly Rushmeier",
  title =        "Stereological techniques for solid textures",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "329--335",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vasilescu:2004:TMI,
  author =       "M. Alex O. Vasilescu and Demetri Terzopoulos",
  title =        "{TensorTextures}: multilinear image-based rendering",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "336--342",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2004:STF,
  author =       "Yanyun Chen and Xin Tong and Jiaping Wang and Stephen
                 Lin and Baining Guo and Heung-Yeung Shum",
  title =        "Shell texture functions",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "343--353",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fang:2004:TTS,
  author =       "Hui Fang and John C. Hart",
  title =        "Textureshop: texture synthesis as a photograph editing
                 tool",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "354--359",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bhat:2004:FBV,
  author =       "Kiran S. Bhat and Steven M. Seitz and Jessica K.
                 Hodgins and Pradeep K. Khosla",
  title =        "Flow-based video synthesis and editing",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "360--363",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2004:FMD,
  author =       "Qing Wu and Yizhou Yu",
  title =        "Feature matching and deformation for texture
                 synthesis",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "364--367",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2004:NRT,
  author =       "Yanxi Liu and Wen-Chieh Lin and James Hays",
  title =        "Near-regular texture analysis and manipulation",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "368--376",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Carlson:2004:RFA,
  author =       "Mark Carlson and Peter J. Mucha and Greg Turk",
  title =        "Rigid fluid: animating the interplay between rigid
                 bodies and fluid",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "377--384",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Molino:2004:VNA,
  author =       "Neil Molino and Zhaosheng Bao and Ron Fedkiw",
  title =        "A virtual node algorithm for changing mesh topology
                 during simulation",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "385--392",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{James:2004:BTO,
  author =       "Doug L. James and Dinesh K. Pai",
  title =        "{BD-tree}: output-sensitive collision detection for
                 reduced deformable models",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "393--398",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sumner:2004:DTT,
  author =       "Robert W. Sumner and Jovan Popovi{\'c}",
  title =        "Deformation transfer for triangle meshes",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "399--405",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Raskar:2004:RLI,
  author =       "Ramesh Raskar and Paul Beardsley and Jeroen van Baar
                 and Yao Wang and Paul Dietz and Johnny Lee and Darren
                 Leigh and Thomas Willwacher",
  title =        "{RFIG} lamps: interacting with a self-describing world
                 via photosensing wireless tags and projectors",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "406--415",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lewis:2004:VAD,
  author =       "J. P. Lewis and Ruth Rosenholtz and Nickson Fong and
                 Ulrich Neumann",
  title =        "{VisualIDs}: automatic distinctive icons for desktop
                 interfaces",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "416--423",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Thorne:2004:MDI,
  author =       "Matthew Thorne and David Burke and Michiel van de
                 Panne",
  title =        "Motion doodles: an interface for sketching character
                 motion",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "424--431",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{LaViola:2004:MSC,
  author =       "Joseph J. {LaViola, Jr.} and Robert C. Zeleznik",
  title =        "{MathPad$^2$}: a system for the creation and
                 exploration of mathematical sketches",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "432--440",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fattal:2004:TDS,
  author =       "Raanan Fattal and Dani Lischinski",
  title =        "Target-driven smoke animation",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "441--448",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{McNamara:2004:FCU,
  author =       "Antoine McNamara and Adrien Treuille and Zoran
                 Popovi{\'c} and Jos Stam",
  title =        "Fluid control using the adjoint method",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "449--456",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Losasso:2004:SWS,
  author =       "Frank Losasso and Fr{\'e}d{\'e}ric Gibou and Ron
                 Fedkiw",
  title =        "Simulating water and smoke with an octree data
                 structure",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "457--462",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Goktekin:2004:MAV,
  author =       "Tolga G. Goktekin and Adam W. Bargteil and James F.
                 O'Brien",
  title =        "A method for animating viscoelastic fluids",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "463--468",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tabellion:2004:AGI,
  author =       "Eric Tabellion and Arnauld Lamorlette",
  title =        "An approximate global illumination system for computer
                 generated films",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "469--476",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ng:2004:TPW,
  author =       "Ren Ng and Ravi Ramamoorthi and Pat Hanrahan",
  title =        "Triple product wavelet integrals for all-frequency
                 relighting",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "477--487",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ostromoukhov:2004:FHI,
  author =       "Victor Ostromoukhov and Charles Donohue and
                 Pierre-Marc Jodoin",
  title =        "Fast hierarchical importance sampling with blue noise
                 properties",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "488--495",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lawrence:2004:EBI,
  author =       "Jason Lawrence and Szymon Rusinkiewicz and Ravi
                 Ramamoorthi",
  title =        "Efficient {BRDF} importance sampling using a factored
                 representation",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "496--505",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Stone:2004:SHC,
  author =       "Matthew Stone and Doug DeCarlo and Insuk Oh and
                 Christian Rodriguez and Adrian Stere and Alyssa Lees
                 and Chris Bregler",
  title =        "Speaking with hands: creating animated conversational
                 characters from recordings of human performance",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "506--513",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Safonova:2004:SPR,
  author =       "Alla Safonova and Jessica K. Hodgins and Nancy S.
                 Pollard",
  title =        "Synthesizing physically realistic human motion in
                 low-dimensional, behavior-specific spaces",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "514--521",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Grochow:2004:SBI,
  author =       "Keith Grochow and Steven L. Martin and Aaron Hertzmann
                 and Zoran Popovi{\'c}",
  title =        "Style-based inverse kinematics",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "522--531",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yamane:2004:SAH,
  author =       "Katsu Yamane and James J. Kuffner and Jessica K.
                 Hodgins",
  title =        "Synthesizing animations of human manipulation tasks",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "532--539",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Theobalt:2004:PBT,
  author =       "Christian Theobalt and Irene Albrecht and J{\"o}rg
                 Haber and Marcus Magnor and Hans-Peter Seidel",
  title =        "Pitching a baseball: tracking high-speed motion with
                 multi-exposure images",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "540--547",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2004:SFH,
  author =       "Li Zhang and Noah Snavely and Brian Curless and Steven
                 M. Seitz",
  title =        "Spacetime faces: high resolution capture for modeling
                 and animation",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "548--558",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kovar:2004:AEP,
  author =       "Lucas Kovar and Michael Gleicher",
  title =        "Automated extraction and parameterization of motions
                 in large data sets",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "559--568",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Harrison:2004:OLC,
  author =       "Jason Harrison and Ronald A. Rensink and Michiel van
                 de Panne",
  title =        "Obscuring length changes during animated motion",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "569--573",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2004:VT,
  author =       "Jue Wang and Yingqing Xu and Heung-Yeung Shum and
                 Michael F. Cohen",
  title =        "Video tooning",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "574--583",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Agarwala:2004:KBT,
  author =       "Aseem Agarwala and Aaron Hertzmann and David H.
                 Salesin and Steven M. Seitz",
  title =        "Keyframe-based tracking for rotoscoping and
                 animation",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "584--591",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sand:2004:VM,
  author =       "Peter Sand and Seth Teller",
  title =        "Video matching",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "592--599",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zitnick:2004:HQV,
  author =       "C. Lawrence Zitnick and Sing Bing Kang and Matthew
                 Uyttendaele and Simon Winder and Richard Szeliski",
  title =        "High-quality video view interpolation using a layered
                 representation",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "600--608",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ohtake:2004:RVL,
  author =       "Yutaka Ohtake and Alexander Belyaev and Hans-Peter
                 Seidel",
  title =        "Ridge-valley lines on meshes via implicit surface
                 fitting",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "609--612",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ni:2004:FMF,
  author =       "Xinlai Ni and Michael Garland and John C. Hart",
  title =        "Fair {Morse} functions for extracting the topological
                 structure of a surface mesh",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "613--622",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kazhdan:2004:SMA,
  author =       "Michael Kazhdan and Thomas Funkhouser and Szymon
                 Rusinkiewicz",
  title =        "Shape matching and anisotropy",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "623--629",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Botsch:2004:IFR,
  author =       "Mario Botsch and Leif Kobbelt",
  title =        "An intuitive framework for real-time freeform
                 modeling",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "630--634",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Peng:2004:IMT,
  author =       "Jianbo Peng and Daniel Kristjansson and Denis Zorin",
  title =        "Interactive modeling of topologically complex
                 geometric detail",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "635--643",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yu:2004:MEP,
  author =       "Yizhou Yu and Kun Zhou and Dong Xu and Xiaohan Shi and
                 Hujun Bao and Baining Guo and Heung-Yeung Shum",
  title =        "Mesh editing with {Poisson}-based gradient field
                 manipulation",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "644--651",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Funkhouser:2004:ME,
  author =       "Thomas Funkhouser and Michael Kazhdan and Philip
                 Shilane and Patrick Min and William Kiefer and Ayellet
                 Tal and Szymon Rusinkiewicz and David Dobkin",
  title =        "Modeling by example",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "652--663",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Petschnigg:2004:DPF,
  author =       "Georg Petschnigg and Richard Szeliski and Maneesh
                 Agrawala and Michael Cohen and Hugues Hoppe and Kentaro
                 Toyama",
  title =        "Digital photography with flash and no-flash image
                 pairs",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "664--672",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Eisemann:2004:FPE,
  author =       "Elmar Eisemann and Fr{\'e}do Durand",
  title =        "Flash photography enhancement via intrinsic
                 relighting",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "673--678",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Raskar:2004:NPC,
  author =       "Ramesh Raskar and Kar-Han Tan and Rogerio Feris and
                 Jingyi Yu and Matthew Turk",
  title =        "Non-photorealistic camera: depth edge detection and
                 stylized rendering using multi-flash imaging",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "679--688",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Levin:2004:CUO,
  author =       "Anat Levin and Dani Lischinski and Yair Weiss",
  title =        "Colorization using optimization",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "689--694",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Koller:2004:PIG,
  author =       "David Koller and Michael Turitzin and Marc Levoy and
                 Marco Tarini and Giuseppe Croccia and Paolo Cignoni and
                 Roberto Scopigno",
  title =        "Protected interactive {$3$D} graphics via remote
                 rendering",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "695--703",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nishino:2004:ER,
  author =       "Ko Nishino and Shree K. Nayar",
  title =        "Eyes for relighting",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "704--711",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Paris:2004:CHG,
  author =       "Sylvain Paris and Hector M. Brice{\~n}o and
                 Fran{\c{c}}ois X. Sillion",
  title =        "Capture of hair geometry from multiple images",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "712--719",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Reche:2004:VRI,
  author =       "Alex Reche and Ignacio Martin and George Drettakis",
  title =        "Volumetric reconstruction and interactive rendering of
                 trees from photographs",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "720--727",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Saund:2004:PSI,
  author =       "Eric Saund and David Fleet and Daniel Larner and James
                 Mahoney",
  title =        "Perceptually-supported image editing of text and
                 graphics",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "728--728",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cao:2004:VIT,
  author =       "Xiang Cao and Ravin Balakrishnan",
  title =        "{VisionWand}: interaction techniques for large
                 displays using a passive wand tracked in {$3$D}",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "729--729",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fogarty:2004:GTO,
  author =       "James Fogarty and Scott E. Hudson",
  title =        "{GADGET}: a toolkit for optimization-based approaches
                 to interface and display generation",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "730--730",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hachet:2004:CEI,
  author =       "Martin Hachet and Pascal Guitton and Patrick Reuter
                 and Florence Tyndiuk",
  title =        "The {CAT} for efficient {$2$D} and {$3$D} interaction
                 as an alternative to mouse adaptations",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "731--731",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nagahara:2004:SWV,
  author =       "Hajime Nagahara and Yasushi Yagi and Masahiko
                 Yachida",
  title =        "Super wide viewer using catadioptrical optics",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "732--732",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mantiuk:2004:PMH,
  author =       "Rafal Mantiuk and Grzegorz Krawczyk and Karol
                 Myszkowski and Hans-Peter Seidel",
  title =        "Perception-motivated high dynamic range video
                 encoding",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "733--741",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Stokes:2004:PIC,
  author =       "William A. Stokes and James A. Ferwerda and Bruce
                 Walter and Donald P. Greenberg",
  title =        "Perceptual illumination components: a new approach to
                 efficient, high quality global illumination rendering",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "742--749",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Watson:2004:STC,
  author =       "Benjamin Watson and Neff Walker and Larry F. Hodges",
  title =        "Supra-threshold control of peripheral {LOD}",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "750--759",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Seetzen:2004:HDR,
  author =       "Helge Seetzen and Wolfgang Heidrich and Wolfgang
                 Stuerzlinger and Greg Ward and Lorne Whitehead and
                 Matthew Trentacoste and Abhijeet Ghosh and Andrejs
                 Vorozcovs",
  title =        "High dynamic range display systems",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "760--768",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Losasso:2004:GCT,
  author =       "Frank Losasso and Hugues Hoppe",
  title =        "Geometry clipmaps: terrain rendering using nested
                 regular grids",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "769--776",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Buck:2004:BGS,
  author =       "Ian Buck and Tim Foley and Daniel Horn and Jeremy
                 Sugerman and Kayvon Fatahalian and Mike Houston and Pat
                 Hanrahan",
  title =        "{Brook} for {GPUs}: stream computing on graphics
                 hardware",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "777--786",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{McCool:2004:SA,
  author =       "Michael McCool and Stefanus {Du Toit} and Tiberiu Popa
                 and Bryan Chan and Kevin Moule",
  title =        "Shader algebra",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "787--795",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cignoni:2004:ATE,
  author =       "Paolo Cignoni and Fabio Ganovelli and Enrico Gobbetti
                 and Fabio Marton and Federico Ponchio and Roberto
                 Scopigno",
  title =        "Adaptive tetrapuzzles: efficient out-of-core
                 construction and visualization of gigantic
                 multiresolution polygonal models",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "796--803",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Akeley:2004:SDP,
  author =       "Kurt Akeley and Simon J. Watt and Ahna Reza Girshick
                 and Martin S. Banks",
  title =        "A stereo display prototype with multiple focal
                 distances",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "804--813",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Matusik:2004:TSS,
  author =       "Wojciech Matusik and Hanspeter Pfister",
  title =        "{$3$D} {TV}: a scalable system for real-time
                 acquisition, transmission, and autostereoscopic display
                 of dynamic scenes",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "814--824",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Levoy:2004:SAC,
  author =       "Marc Levoy and Billy Chen and Vaibhav Vaish and Mark
                 Horowitz and Ian McDowall and Mark Bolas",
  title =        "Synthetic aperture confocal imaging",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "825--834",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Goesele:2004:DAT,
  author =       "Michael Goesele and Hendrik P. A. Lensch and Jochen
                 Lang and Christian Fuchs and Hans-Peter Seidel",
  title =        "{DISCO}: acquisition of translucent objects",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "835--844",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Carr:2004:PD,
  author =       "Nathan A. Carr and John C. Hart",
  title =        "Painting detail",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "845--852",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tarini:2004:PM,
  author =       "Marco Tarini and Kai Hormann and Paolo Cignoni and
                 Claudio Montani",
  title =        "{PolyCube}-Maps",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "853--860",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kraevoy:2004:CPC,
  author =       "Vladislav Kraevoy and Alla Sheffer",
  title =        "Cross-parameterization and compatible remeshing of
                 {$3$D} models",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "861--869",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schreiner:2004:ISM,
  author =       "John Schreiner and Arul Asirvatham and Emil Praun and
                 Hugues Hoppe",
  title =        "Inter-surface mapping",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "870--877",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sharf:2004:CBS,
  author =       "Andrei Sharf and Marc Alexa and Daniel Cohen-Or",
  title =        "Context-based surface completion",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "878--887",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ju:2004:RRP,
  author =       "Tao Ju",
  title =        "Robust repair of polygonal models",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "888--895",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shen:2004:IAI,
  author =       "Chen Shen and James F. O'Brien and Jonathan R.
                 Shewchuk",
  title =        "Interpolating and approximating implicit surfaces from
                 polygon soup",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "896--904",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cohen-Steiner:2004:VSA,
  author =       "David Cohen-Steiner and Pierre Alliez and Mathieu
                 Desbrun",
  title =        "Variational shape approximation",
  journal =      j-TOG,
  volume =       "23",
  number =       "3",
  pages =        "905--914",
  month =        aug,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:34 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hart:2004:E,
  author =       "John C. Hart",
  title =        "Editorial",
  journal =      j-TOG,
  volume =       "23",
  number =       "4",
  pages =        "929--929",
  month =        oct,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:35 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zelinka:2004:JMB,
  author =       "Steve Zelinka and Michael Garland",
  title =        "Jump map-based interactive texture synthesis",
  journal =      j-TOG,
  volume =       "23",
  number =       "4",
  pages =        "930--962",
  month =        oct,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:35 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nayar:2004:LSD,
  author =       "Shree K. Nayar and Peter N. Belhumeur and Terry E.
                 Boult",
  title =        "Lighting sensitive display",
  journal =      j-TOG,
  volume =       "23",
  number =       "4",
  pages =        "963--979",
  month =        oct,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:35 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Peters:2004:CDS,
  author =       "J{\"o}rg Peters and Le-Jeng Shiue",
  title =        "Combining $4$- and $3$-direction subdivision",
  journal =      j-TOG,
  volume =       "23",
  number =       "4",
  pages =        "980--1003",
  month =        oct,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:35 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ramamoorthi:2004:SPF,
  author =       "Ravi Ramamoorthi and Pat Hanrahan",
  title =        "A signal-processing framework for reflection",
  journal =      j-TOG,
  volume =       "23",
  number =       "4",
  pages =        "1004--1042",
  month =        oct,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:35 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ivrissimtzis:2004:SRS,
  author =       "Ioannis P. Ivrissimtzis and Malcolm A. Sabin and Neil
                 A. Dodgson",
  title =        "On the support of recursive subdivision",
  journal =      j-TOG,
  volume =       "23",
  number =       "4",
  pages =        "1043--1060",
  month =        oct,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:35 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Friedel:2004:VNM,
  author =       "Ilja Friedel and Peter Schr{\"o}der and Andrei
                 Khodakovsky",
  title =        "Variational normal meshes",
  journal =      j-TOG,
  volume =       "23",
  number =       "4",
  pages =        "1061--1073",
  month =        oct,
  year =         "2004",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Oct 29 06:18:35 MDT 2004",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2005:FBS,
  author =       "Eugene Zhang and Konstantin Mischaikow and Greg Turk",
  title =        "Feature-based surface parameterization and texture
                 mapping",
  journal =      j-TOG,
  volume =       "24",
  number =       "1",
  pages =        "1--27",
  month =        jan,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jan 13 08:44:14 MST 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schaefer:2005:TQS,
  author =       "Scott Schaefer and Joe Warren",
  title =        "On {$ C^2 $} triangle\slash quad subdivision",
  journal =      j-TOG,
  volume =       "24",
  number =       "1",
  pages =        "28--36",
  month =        jan,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jan 13 08:44:14 MST 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Baranoski:2005:SDA,
  author =       "Gladimir V. G. Baranoski and Justin Wan and Jon G.
                 Rokne and Ian Bell",
  title =        "Simulating the dynamics of auroral phenomena",
  journal =      j-TOG,
  volume =       "24",
  number =       "1",
  pages =        "37--59",
  month =        jan,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jan 13 08:44:14 MST 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ben-Chen:2005:OSC,
  author =       "Mirela Ben-Chen and Craig Gotsman",
  title =        "On the optimality of spectral compression of mesh
                 data",
  journal =      j-TOG,
  volume =       "24",
  number =       "1",
  pages =        "60--80",
  month =        jan,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jan 13 08:44:14 MST 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Song:2005:SNW,
  author =       "Oh-Young Song and Hyuncheol Shin and Hyeong-Seok Ko",
  title =        "Stable but nondissipative water",
  journal =      j-TOG,
  volume =       "24",
  number =       "1",
  pages =        "81--97",
  month =        jan,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jan 13 08:44:14 MST 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tak:2005:PBM,
  author =       "Seyoon Tak and Hyeong-Seok Ko",
  title =        "A physically-based motion retargeting filter",
  journal =      j-TOG,
  volume =       "24",
  number =       "1",
  pages =        "98--117",
  month =        jan,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jan 13 08:44:14 MST 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Majumder:2005:PPS,
  author =       "Aditi Majumder and Rick Stevens",
  title =        "Perceptual photometric seamlessness in
                 projection-based tiled displays",
  journal =      j-TOG,
  volume =       "24",
  number =       "1",
  pages =        "118--139",
  month =        jan,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jan 13 08:44:14 MST 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shi:2005:CSA,
  author =       "Lin Shi and Yizhou Yu",
  title =        "Controllable smoke animation with guiding objects",
  journal =      j-TOG,
  volume =       "24",
  number =       "1",
  pages =        "140--164",
  month =        jan,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jan 13 08:44:14 MST 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sulejmanpasic:2005:APB,
  author =       "Adnan Sulejmanpa{\v{s}}i{\'c} and Jovan Popovi{\'c}",
  title =        "Adaptation of performed ballistic motion",
  journal =      j-TOG,
  volume =       "24",
  number =       "1",
  pages =        "165--179",
  month =        jan,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jan 13 08:44:14 MST 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hart:2005:E,
  author =       "John C. Hart",
  title =        "Editorial",
  journal =      j-TOG,
  volume =       "24",
  number =       "2",
  pages =        "181--181",
  month =        apr,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 3 12:30:50 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Alregib:2005:ERT,
  author =       "Ghassan Alregib and Yucel Altunbasak and Jarek
                 Rossignac",
  title =        "Error-resilient transmission of {$3$D} models",
  journal =      j-TOG,
  volume =       "24",
  number =       "2",
  pages =        "182--208",
  month =        apr,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 3 12:30:50 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Garland:2005:QBS,
  author =       "Michael Garland and Yuan Zhou",
  title =        "Quadric-based simplification in any dimension",
  journal =      j-TOG,
  volume =       "24",
  number =       "2",
  pages =        "209--239",
  month =        apr,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 3 12:30:50 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vedula:2005:IBS,
  author =       "Sundar Vedula and Simon Baker and Takeo Kanade",
  title =        "Image-based spatio-temporal modeling and view
                 interpolation of dynamic events",
  journal =      j-TOG,
  volume =       "24",
  number =       "2",
  pages =        "240--261",
  month =        apr,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 3 12:30:50 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dinerstein:2005:FML,
  author =       "Jonathan Dinerstein and Parris K. Egbert",
  title =        "Fast multi-level adaptation for interactive autonomous
                 characters",
  journal =      j-TOG,
  volume =       "24",
  number =       "2",
  pages =        "262--288",
  month =        apr,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 3 12:30:50 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dinh:2005:TTD,
  author =       "Huong Quynh Dinh and Anthony Yezzi and Greg Turk",
  title =        "Texture transfer during shape transformation",
  journal =      j-TOG,
  volume =       "24",
  number =       "2",
  pages =        "289--310",
  month =        apr,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 3 12:30:50 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sheffer:2005:AFR,
  author =       "Alla Sheffer and Bruno L{\'e}vy and Maxim Mogilnitsky
                 and Alexander Bogomyakov",
  title =        "{ABF++}: fast and robust angle based flattening",
  journal =      j-TOG,
  volume =       "24",
  number =       "2",
  pages =        "311--330",
  month =        apr,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 3 12:30:50 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chuang:2005:MSE,
  author =       "Erika Chuang and Christoph Bregler",
  title =        "Mood swings: expressive speech animation",
  journal =      j-TOG,
  volume =       "24",
  number =       "2",
  pages =        "331--347",
  month =        apr,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 3 12:30:50 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kalaiah:2005:SGR,
  author =       "Aravind Kalaiah and Amitabh Varshney",
  title =        "Statistical geometry representation for efficient
                 transmission and rendering",
  journal =      j-TOG,
  volume =       "24",
  number =       "2",
  pages =        "348--373",
  month =        apr,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 3 12:30:50 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{James:2005:SMA,
  author =       "Doug L. James and Christopher D. Twigg",
  title =        "Skinning mesh animations",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "399--407",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Anguelov:2005:SSC,
  author =       "Dragomir Anguelov and Praveen Srinivasan and Daphne
                 Koller and Sebastian Thrun and Jim Rodgers and James
                 Davis",
  title =        "{SCAPE}: shape completion and animation of people",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "408--416",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sifakis:2005:ADF,
  author =       "Eftychios Sifakis and Igor Neverov and Ronald Fedkiw",
  title =        "Automatic determination of facial muscle activations
                 from sparse motion capture marker data",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "417--425",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vlasic:2005:FTM,
  author =       "Daniel Vlasic and Matthew Brand and Hanspeter Pfister
                 and Jovan Popovi{\'c}",
  title =        "Face transfer with multilinear models",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "426--433",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Woop:2005:RPR,
  author =       "Sven Woop and J{\"o}rg Schmittler and Philipp
                 Slusallek",
  title =        "{RPU}: a programmable ray processing unit for realtime
                 ray tracing",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "434--444",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pellacini:2005:UCA,
  author =       "Fabio Pellacini",
  title =        "User-configurable automatic shader simplification",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "445--452",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Duca:2005:RDE,
  author =       "Nathaniel Duca and Krzysztof Niski and Jonathan
                 Bilodeau and Matthew Bolitho and Yuan Chen and Jonathan
                 Cohen",
  title =        "A relational debugging engine for the graphics
                 pipeline",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "453--463",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pellacini:2005:LHH,
  author =       "Fabio Pellacini and Kiril Vidim{\v{c}}e and Aaron
                 Lefohn and Alex Mohr and Mark Leone and John Warren",
  title =        "{Lpics}: a hybrid hardware-accelerated relighting
                 engine for computer cinematography",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "464--470",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Muller:2005:MDB,
  author =       "Matthias M{\"u}ller and Bruno Heidelberger and
                 Matthias Teschner and Markus Gross",
  title =        "Meshless deformations based on shape matching",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "471--478",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lipman:2005:LRI,
  author =       "Yaron Lipman and Olga Sorkine and David Levin and
                 Daniel Cohen-Or",
  title =        "Linear rotation-invariant coordinates for meshes",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "479--487",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sumner:2005:MBI,
  author =       "Robert W. Sumner and Matthias Zwicker and Craig
                 Gotsman and Jovan Popovi{\'c}",
  title =        "Mesh-based inverse kinematics",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "488--495",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhou:2005:LMD,
  author =       "Kun Zhou and Jin Huang and John Snyder and Xinguo Liu
                 and Hujun Bao and Baining Guo and Heung-Yeung Shum",
  title =        "Large mesh deformation using the volumetric graph
                 {Laplacian}",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "496--503",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chu:2005:MRT,
  author =       "Nelson S.-H. Chu and Chiew-Lan Tai",
  title =        "{MoXi}: real-time ink dispersion in absorbent paper",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "504--511",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Burns:2005:LDV,
  author =       "Michael Burns and Janek Klawe and Szymon Rusinkiewicz
                 and Adam Finkelstein and Doug DeCarlo",
  title =        "Line drawings from volume data",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "512--518",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2005:MM,
  author =       "Ce Liu and Antonio Torralba and William T. Freeman and
                 Fr{\'e}do Durand and Edward H. Adelson",
  title =        "Motion magnification",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "519--526",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2005:CTA,
  author =       "Hongcheng Wang and Qing Wu and Lin Shi and Yizhou Yu
                 and Narendra Ahuja",
  title =        "Out-of-core tensor approximation of multi-dimensional
                 matrices of visual data",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "527--535",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nehab:2005:ECP,
  author =       "Diego Nehab and Szymon Rusinkiewicz and James Davis
                 and Ravi Ramamoorthi",
  title =        "Efficiently combining positions and normals for
                 precise {$3$D} geometry",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "536--543",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fleishman:2005:RML,
  author =       "Shachar Fleishman and Daniel Cohen-Or and Cl{\'a}udio
                 T. Silva",
  title =        "Robust moving least-squares fitting with sharp
                 features",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "544--552",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Surazhsky:2005:FEA,
  author =       "Vitaly Surazhsky and Tatiana Surazhsky and Danil
                 Kirsanov and Steven J. Gortler and Hugues Hoppe",
  title =        "Fast exact and approximate geodesics on meshes",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "553--560",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ju:2005:MVC,
  author =       "Tao Ju and Scott Schaefer and Joe Warren",
  title =        "Mean value coordinates for closed triangular meshes",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "561--566",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{McGuire:2005:DVM,
  author =       "Morgan McGuire and Wojciech Matusik and Hanspeter
                 Pfister and John F. Hughes and Fr{\'e}do Durand",
  title =        "Defocus video matting",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "567--576",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hoiem:2005:APP,
  author =       "Derek Hoiem and Alexei A. Efros and Martial Hebert",
  title =        "Automatic photo pop-up",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "577--584",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2005:IVC,
  author =       "Jue Wang and Pravin Bhat and R. Alex Colburn and
                 Maneesh Agrawala and Michael F. Cohen",
  title =        "Interactive video cutout",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "585--594",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2005:VOC,
  author =       "Yin Li and Jian Sun and Heung-Yeung Shum",
  title =        "Video object cut and paste",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "595--600",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Peyre:2005:SCG,
  author =       "Gabriel Peyr{\'e} and St{\'e}phane Mallat",
  title =        "Surface compression with geometric bandelets",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "601--608",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Peng:2005:GGP,
  author =       "Jingliang Peng and C.-C. Jay Kuo",
  title =        "Geometry-guided progressive lossless {$3$D} mesh
                 coding with octree {(OT)} decomposition",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "609--616",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Alliez:2005:VTM,
  author =       "Pierre Alliez and David Cohen-Steiner and Mariette
                 Yvinec and Mathieu Desbrun",
  title =        "Variational tetrahedral meshing",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "617--625",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Porumbescu:2005:SM,
  author =       "Serban D. Porumbescu and Brian Budge and Louis Feng
                 and Kenneth I. Joy",
  title =        "Shell maps",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "626--633",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gooch:2005:CSP,
  author =       "Amy A. Gooch and Sven C. Olsen and Jack Tumblin and
                 Bruce Gooch",
  title =        "{Color2Gray}: salience-preserving color removal",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "634--639",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ledda:2005:ETM,
  author =       "Patrick Ledda and Alan Chalmers and Tom Troscianko and
                 Helge Seetzen",
  title =        "Evaluation of tone mapping operators using a {High
                 Dynamic Range} display",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "640--648",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Deering:2005:PAM,
  author =       "Michael F. Deering",
  title =        "A photon accurate model of the human eye",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "649--658",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2005:MS,
  author =       "Chang Ha Lee and Amitabh Varshney and David W.
                 Jacobs",
  title =        "Mesh saliency",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "659--666",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Assa:2005:ASP,
  author =       "Jackie Assa and Yaron Caspi and Daniel Cohen-Or",
  title =        "Action synopsis: pose selection and illustration",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "667--676",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Muller:2005:ECB,
  author =       "Meinard M{\"u}ller and Tido R{\"o}der and Michael
                 Clausen",
  title =        "Efficient content-based retrieval of motion capture
                 data",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "677--685",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chai:2005:PAL,
  author =       "Jinxiang Chai and Jessica K. Hodgins",
  title =        "Performance animation from low-dimensional control
                 signals",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "686--696",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zordan:2005:DRM,
  author =       "Victor Brian Zordan and Anna Majkowska and Bill Chiu
                 and Matthew Fast",
  title =        "Dynamic response for motion capture animation",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "697--701",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Runions:2005:MVL,
  author =       "Adam Runions and Martin Fuhrer and Brendan Lane and
                 Pavol Federl and Anne-Ga{\"e}lle Rolland-Lagan and
                 Przemyslaw Prusinkiewicz",
  title =        "Modeling and visualization of leaf venation patterns",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "702--711",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2005:RTR,
  author =       "Lifeng Wang and Wenle Wang and Julie Dorsey and Xu
                 Yang and Baining Guo and Heung-Yeung Shum",
  title =        "Real-time rendering of plant leaves",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "712--719",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ijiri:2005:FDI,
  author =       "Takashi Ijiri and Shigeru Owada and Makoto Okabe and
                 Takeo Igarashi",
  title =        "Floral diagrams and inflorescences: interactive flower
                 modeling using botanical structural constraints",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "720--726",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Marschner:2005:MMA,
  author =       "Stephen R. Marschner and Stephen H. Westin and Adam
                 Arbree and Jonathan T. Moon",
  title =        "Measuring and modeling the appearance of finished
                 wood",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "727--734",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ng:2005:FSP,
  author =       "Ren Ng",
  title =        "{Fourier} slice photography",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "735--744",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sen:2005:DP,
  author =       "Pradeep Sen and Billy Chen and Gaurav Garg and Stephen
                 R. Marschner and Mark Horowitz and Marc Levoy and
                 Hendrik P. A. Lensch",
  title =        "Dual photography",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "745--755",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wenger:2005:PRR,
  author =       "Andreas Wenger and Andrew Gardner and Chris Tchou and
                 Jonas Unger and Tim Hawkins and Paul Debevec",
  title =        "Performance relighting and reflectance transformation
                 with time-multiplexed illumination",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "756--764",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wilburn:2005:HPI,
  author =       "Bennett Wilburn and Neel Joshi and Vaibhav Vaish and
                 Eino-Ville Talvala and Emilio Antunez and Adam Barth
                 and Andrew Adams and Mark Horowitz and Marc Levoy",
  title =        "High performance imaging using large camera arrays",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "765--776",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lefebvre:2005:PCT,
  author =       "Sylvain Lefebvre and Hugues Hoppe",
  title =        "Parallel controllable texture synthesis",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "777--786",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Matusik:2005:TDU,
  author =       "Wojciech Matusik and Matthias Zwicker and Fr{\'e}do
                 Durand",
  title =        "Texture design using a simplicial complex of morphable
                 textures",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "787--794",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kwatra:2005:TOE,
  author =       "Vivek Kwatra and Irfan Essa and Aaron Bobick and Nipun
                 Kwatra",
  title =        "Texture optimization for example-based synthesis",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "795--802",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cook:2005:WN,
  author =       "Robert L. Cook and Tony DeRose",
  title =        "Wavelet noise",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "803--811",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hawkins:2005:ATV,
  author =       "Tim Hawkins and Per Einarsson and Paul Debevec",
  title =        "Acquisition of time-varying participating media",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "812--815",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wei:2005:MHM,
  author =       "Yichen Wei and Eyal Ofek and Long Quan and Heung-Yeung
                 Shum",
  title =        "Modeling hair from multiple views",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "816--820",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Agarwala:2005:PVT,
  author =       "Aseem Agarwala and Ke Colin Zheng and Chris Pal and
                 Maneesh Agrawala and Michael Cohen and Brian Curless
                 and David Salesin and Richard Szeliski",
  title =        "Panoramic video textures",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "821--827",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Agrawal:2005:RPA,
  author =       "Amit Agrawal and Ramesh Raskar and Shree K. Nayar and
                 Yuanzhen Li",
  title =        "Removing photography artifacts using gradient
                 projection and flash-exposure sampling",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "828--835",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2005:CCH,
  author =       "Yuanzhen Li and Lavanya Sharan and Edward H. Adelson",
  title =        "Compressing and companding high dynamic range images
                 with subband architectures",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "836--844",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bennett:2005:VEU,
  author =       "Eric P. Bennett and Leonard McMillan",
  title =        "Video enhancement using per-pixel virtual exposures",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "845--852",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chuang:2005:APS,
  author =       "Yung-Yu Chuang and Dan B. Goldman and Ke Colin Zheng
                 and Brian Curless and David H. Salesin and Richard
                 Szeliski",
  title =        "Animating pictures with stochastic motion textures",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "853--860",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sun:2005:ICS,
  author =       "Jian Sun and Lu Yuan and Jiaya Jia and Heung-Yeung
                 Shum",
  title =        "Image completion with structure propagation",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "861--868",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Borgeat:2005:GID,
  author =       "Louis Borgeat and Guy Godin and Fran{\c{c}}ois Blais
                 and Philippe Massicotte and Christian Lahanier",
  title =        "{GoLD}: interactive display of huge colored and
                 textured models",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "869--877",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gobbetti:2005:FVM,
  author =       "Enrico Gobbetti and Fabio Marton",
  title =        "Far voxels: a multiresolution framework for
                 interactive rendering of huge complex {$3$D} models on
                 commodity graphics platforms",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "878--885",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yoon:2005:COM,
  author =       "Sung-Eui Yoon and Peter Lindstrom and Valerio Pascucci
                 and Dinesh Manocha",
  title =        "Cache-oblivious mesh layouts",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "886--893",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sandin:2005:VAV,
  author =       "Daniel J. Sandin and Todd Margolis and Jinghua Ge and
                 Javier Girado and Tom Peterka and Thomas A. DeFanti",
  title =        "The {Varrier$^{\rm TM}$} autostereoscopic virtual
                 reality display",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "894--903",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Feldman:2005:AGH,
  author =       "Bryan E. Feldman and James F. O'Brien and Bryan M.
                 Klingner",
  title =        "Animating gases with hybrid meshes",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "904--909",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Selle:2005:VPM,
  author =       "Andrew Selle and Nick Rasmussen and Ronald Fedkiw",
  title =        "A vortex particle method for smoke, water and
                 explosions",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "910--914",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hong:2005:DF,
  author =       "Jeong-Mo Hong and Chang-Hun Kim",
  title =        "Discontinuous fluids",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "915--920",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2005:WDS,
  author =       "Huamin Wang and Peter J. Mucha and Greg Turk",
  title =        "Water drops on surfaces",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "921--929",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Apitz:2005:CCB,
  author =       "Georg Apitz and Fran{\c{c}}ois Guimbreti{\`e}re",
  title =        "{CrossY}: a crossing-based drawing application",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "930--930",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Grossman:2005:MFG,
  author =       "Tovi Grossman and Daniel Wigdor and Ravin
                 Balakrishnan",
  title =        "Multi-finger gestural interaction with {$3$D}
                 volumetric displays",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "931--931",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{MacIntyre:2005:DTR,
  author =       "Blair MacIntyre and Maribeth Gandy and Steven Dow and
                 Jay David Bolter",
  title =        "{DART}: a toolkit for rapid design exploration of
                 augmented reality experiences",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "932--932",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dobbyn:2005:GRT,
  author =       "Simon Dobbyn and John Hamill and Keith O'Conor and
                 Carol O'Sullivan",
  title =        "{Geopostors}: a real-time geometry\slash impostor
                 crowd rendering system",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "933--933",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kho:2005:SMD,
  author =       "Youngihn Kho and Michael Garland",
  title =        "Sketching mesh deformations",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "934--934",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Policarpo:2005:RTR,
  author =       "F{\'a}bio Policarpo and Manuel M. Oliveira and
                 Jo{\~a}o L. D. Comba",
  title =        "Real-time relief mapping on arbitrary polygonal
                 surfaces",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "935--935",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Redon:2005:ADA,
  author =       "Stephane Redon and Nico Galoppo and Ming C. Lin",
  title =        "Adaptive dynamics of articulated bodies",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "936--945",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kaufman:2005:FFD,
  author =       "Danny M. Kaufman and Timothy Edmunds and Dinesh K.
                 Pai",
  title =        "Fast frictional dynamics for rigid bodies",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "946--956",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pauly:2005:MAF,
  author =       "Mark Pauly and Richard Keiser and Bart Adams and
                 Philip Dutr{\'e} and Markus Gross and Leonidas J.
                 Guibas",
  title =        "Meshless animation of fracturing solids",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "957--964",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhu:2005:ASF,
  author =       "Yongning Zhu and Robert Bridson",
  title =        "Animating sand as a fluid",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "965--972",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guendelman:2005:CWS,
  author =       "Eran Guendelman and Andrew Selle and Frank Losasso and
                 Ronald Fedkiw",
  title =        "Coupling water and smoke to thin deformable and rigid
                 shells",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "973--981",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Barbic:2005:RTS,
  author =       "Jernej Barbi{\v{c}} and Doug James",
  title =        "Real-Time subspace integration for {St.
                 Venant--Kirchhoff} deformable models",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "982--990",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Govindaraju:2005:ICD,
  author =       "Naga K. Govindaraju and David Knott and Nitin Jain and
                 Ilknur Kabul and Rasmus Tamstorf and Russell Gayle and
                 Ming C. Lin and Dinesh Manocha",
  title =        "Interactive collision detection between deformable
                 models using chromatic decomposition",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "991--999",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Loop:2005:RIC,
  author =       "Charles Loop and Jim Blinn",
  title =        "Resolution independent curve rendering using
                 programmable graphics hardware",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "1000--1009",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shiue:2005:RGS,
  author =       "Le-Jeng Shiue and Ian Jones and J{\"o}rg Peters",
  title =        "A realtime {GPU} subdivision kernel",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "1010--1015",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guthe:2005:GBT,
  author =       "Michael Guthe and A{\'a}kos Bal{\'a}zs and Reinhard
                 Klein",
  title =        "{GPU}-based trimming and tessellation of {NURBS} and
                 {T-Spline} surfaces",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "1016--1023",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hable:2005:BGB,
  author =       "John Hable and Jarek Rossignac",
  title =        "{Blister}: {GPU}-based rendering of {Boolean}
                 combinations of free-form triangulated shapes",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "1024--1031",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Donner:2005:LDM,
  author =       "Craig Donner and Henrik Wann Jensen",
  title =        "Light diffusion in multi-layered translucent
                 materials",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "1032--1039",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sun:2005:PAS,
  author =       "Bo Sun and Ravi Ramamoorthi and Srinivasa G.
                 Narasimhan and Shree K. Nayar",
  title =        "A practical analytic single scattering model for real
                 time rendering",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "1040--1049",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wyman:2005:AIS,
  author =       "Chris Wyman",
  title =        "An approximate image-space approach for interactive
                 refraction",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "1050--1053",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tong:2005:MRQ,
  author =       "Xin Tong and Jiaping Wang and Stephen Lin and Baining
                 Guo and Heung-Yeung Shum",
  title =        "Modeling and rendering of quasi-homogeneous
                 materials",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "1054--1061",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mukai:2005:GMI,
  author =       "Tomohiko Mukai and Shigeru Kuriyama",
  title =        "Geostatistical motion interpolation",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "1062--1070",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2005:LPB,
  author =       "C. Karen Liu and Aaron Hertzmann and Zoran
                 Popovi{\'c}",
  title =        "Learning physics-based motion style with nonlinear
                 inverse optimization",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "1071--1081",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hsu:2005:STH,
  author =       "Eugene Hsu and Kari Pulli and Jovan Popovi{\'c}",
  title =        "Style translation for human motion",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "1082--1089",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ren:2005:DDA,
  author =       "Liu Ren and Alton Patrick and Alexei A. Efros and
                 Jessica K. Hodgins and James M. Rehg",
  title =        "A data-driven approach to quantifying natural human
                 motion",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "1090--1097",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Walter:2005:LSA,
  author =       "Bruce Walter and Sebastian Fernandez and Adam Arbree
                 and Kavita Bala and Michael Donikian and Donald P.
                 Greenberg",
  title =        "{Lightcuts}: a scalable approach to illumination",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "1098--1107",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Arikan:2005:FDA,
  author =       "Okan Arikan and David A. Forsyth and James F.
                 O'Brien",
  title =        "Fast and detailed approximate global illumination by
                 irradiance decomposition",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "1108--1114",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Durand:2005:FAL,
  author =       "Fr{\'e}do Durand and Nicolas Holzschuch and Cyril
                 Soler and Eric Chan and Fran{\c{c}}ois X. Sillion",
  title =        "A frequency analysis of light transport",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "1115--1126",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2005:VSW,
  author =       "Yanyun Chen and Lin Xia and Tien-Tsin Wong and Xin
                 Tong and Hujun Bao and Baining Guo and Heung-Yeung
                 Shum",
  title =        "Visual simulation of weathering by {$ \gamma $}-ton
                 tracing",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "1127--1133",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Igarashi:2005:RPS,
  author =       "Takeo Igarashi and Tomer Moscovich and John F.
                 Hughes",
  title =        "As-rigid-as-possible shape manipulation",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "1134--1141",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nealen:2005:SBI,
  author =       "Andrew Nealen and Olga Sorkine and Marc Alexa and
                 Daniel Cohen-Or",
  title =        "A sketch-based interface for detail-preserving mesh
                 editing",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "1142--1147",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhou:2005:T,
  author =       "Kun Zhou and Xi Wang and Yiying Tong and Mathieu
                 Desbrun and Baining Guo and Heung-Yeung Shum",
  title =        "{TextureMontage}",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "1148--1155",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Laine:2005:SSV,
  author =       "Samuli Laine and Timo Aila and Ulf Assarsson and
                 Jaakko Lehtinen and Tomas Akenine-M{\"o}ller",
  title =        "Soft shadow volumes for ray tracing",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "1156--1165",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Clarberg:2005:WIS,
  author =       "Petrik Clarberg and Wojciech Jarosz and Tomas
                 Akenine-M{\"o}ller and Henrik Wann Jensen",
  title =        "Wavelet importance sampling: efficiently evaluating
                 products of complex functions",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "1166--1175",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Reshetov:2005:MLR,
  author =       "Alexander Reshetov and Alexei Soupikov and Jim
                 Hurley",
  title =        "Multi-level ray tracing algorithm",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "1176--1185",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cline:2005:ERP,
  author =       "David Cline and Justin Talbot and Parris Egbert",
  title =        "Energy redistribution path tracing",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "1186--1195",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhou:2005:PSF,
  author =       "Kun Zhou and Yaohua Hu and Stephen Lin and Baining Guo
                 and Heung-Yeung Shum",
  title =        "Precomputed shadow fields for dynamic scenes",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "1196--1201",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2005:AFI,
  author =       "Rui Wang and John Tran and David Luebke",
  title =        "All-frequency interactive relighting of translucent
                 objects with single and multiple scattering",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "1202--1207",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kristensen:2005:PLR,
  author =       "Anders Wang Kristensen and Tomas Akenine-M{\"o}ller
                 and Henrik Wann Jensen",
  title =        "Precomputed local radiance transfer for real-time
                 lighting design",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "1208--1215",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sloan:2005:LDP,
  author =       "Peter-Pike Sloan and Ben Luna and John Snyder",
  title =        "Local, deformable precomputed radiance transfer",
  journal =      j-TOG,
  volume =       "24",
  number =       "3",
  pages =        "1216--1224",
  month =        jul,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:00 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nonato:2005:BCG,
  author =       "Luis Gustavo Nonato and Alex Jesus Cuadros-Vargas and
                 Rosane Minghim and Maria Cristina F. De Oliveira",
  title =        "{Beta-connection}: {Generating} a family of models
                 from planar cross sections",
  journal =      j-TOG,
  volume =       "24",
  number =       "4",
  pages =        "1239--1258",
  month =        oct,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:01 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2005:AAH,
  author =       "Doron Chen and Daniel Cohen-Or and Olga Sorkine and
                 Sivan Toledo",
  title =        "Algebraic analysis of high-pass quantization",
  journal =      j-TOG,
  volume =       "24",
  number =       "4",
  pages =        "1259--1282",
  month =        oct,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:01 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cao:2005:ESD,
  author =       "Yong Cao and Wen C. Tien and Petros Faloutsos and
                 Fr{\'e}d{\'e}ric Pighin",
  title =        "Expressive speech-driven facial animation",
  journal =      j-TOG,
  volume =       "24",
  number =       "4",
  pages =        "1283--1302",
  month =        oct,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:01 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ren:2005:LSF,
  author =       "Liu Ren and Gregory Shakhnarovich and Jessica K.
                 Hodgins and Hanspeter Pfister and Paul Viola",
  title =        "Learning silhouette features for control of human
                 motion",
  journal =      j-TOG,
  volume =       "24",
  number =       "4",
  pages =        "1303--1331",
  month =        oct,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:01 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bischoff:2005:ARP,
  author =       "Stephan Bischoff and Darko Pavic and Leif Kobbelt",
  title =        "Automatic restoration of polygon models",
  journal =      j-TOG,
  volume =       "24",
  number =       "4",
  pages =        "1332--1352",
  month =        oct,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:01 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Haber:2005:PBS,
  author =       "J{\"o}rg Haber and Marcus Magnor and Hans-Peter
                 Seidel",
  title =        "Physically-based simulation of twilight phenomena",
  journal =      j-TOG,
  volume =       "24",
  number =       "4",
  pages =        "1353--1373",
  month =        oct,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:01 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yvart:2005:HTS,
  author =       "Alex Yvart and Stefanie Hahmann and Georges-Pierre
                 Bonneau",
  title =        "Hierarchical triangular splines",
  journal =      j-TOG,
  volume =       "24",
  number =       "4",
  pages =        "1374--1391",
  month =        oct,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:01 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mora:2005:LCM,
  author =       "Benjamin Mora and David S. Ebert",
  title =        "Low-complexity maximum intensity projection",
  journal =      j-TOG,
  volume =       "24",
  number =       "4",
  pages =        "1392--1416",
  month =        oct,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:01 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2005:FBM,
  author =       "Sang Hun Lee",
  title =        "Feature-based multiresolution modeling of solids",
  journal =      j-TOG,
  volume =       "24",
  number =       "4",
  pages =        "1417--1441",
  month =        oct,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:01 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lagae:2005:POD,
  author =       "Ares Lagae and Philip Dutr{\'e}",
  title =        "A procedural object distribution function",
  journal =      j-TOG,
  volume =       "24",
  number =       "4",
  pages =        "1442--1461",
  month =        oct,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:01 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Johnson:2005:IZB,
  author =       "Gregory S. Johnson and Juhyun Lee and Christopher A.
                 Burns and William R. Mark",
  title =        "The irregular {Z}-buffer: {Hardware} acceleration for
                 irregular data structures",
  journal =      j-TOG,
  volume =       "24",
  number =       "4",
  pages =        "1462--1482",
  month =        oct,
  year =         "2005",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 25 06:32:01 MDT 2005",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Edwards:2006:HVD,
  author =       "Dave Edwards and Solomon Boulos and Jared Johnson and
                 Peter Shirley and Michael Ashikhmin and Michael Stark
                 and Chris Wyman",
  title =        "The halfway vector disk for {BRDF} modeling",
  journal =      j-TOG,
  volume =       "25",
  number =       "1",
  pages =        "1--18",
  month =        jan,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 29 10:42:03 MST 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bargteil:2006:SLC,
  author =       "Adam W. Bargteil and Tolga G. Goktekin and James F.
                 O'Brien and John A. Strain",
  title =        "A semi-{Lagrangian} contouring method for fluid
                 simulation",
  journal =      j-TOG,
  volume =       "25",
  number =       "1",
  pages =        "19--38",
  month =        jan,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 29 10:42:03 MST 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Diebel:2006:BMP,
  author =       "James R. Diebel and Sebastian Thrun and Michael
                 Br{\"u}nig",
  title =        "A {Bayesian} method for probable surface
                 reconstruction and decimation",
  journal =      j-TOG,
  volume =       "25",
  number =       "1",
  pages =        "39--59",
  month =        jan,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 29 10:42:03 MST 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lefohn:2006:GGE,
  author =       "Aaron E. Lefohn and Shubhabrata Sengupta and Joe Kniss
                 and Robert Strzodka and John D. Owens",
  title =        "{Glift}: {Generic}, efficient, random-access {GPU}
                 data structures",
  journal =      j-TOG,
  volume =       "25",
  number =       "1",
  pages =        "60--99",
  month =        jan,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 29 10:42:03 MST 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sun:2006:RBI,
  author =       "Yinlong Sun",
  title =        "Rendering biological iridescences with {RGB}-based
                 renderers",
  journal =      j-TOG,
  volume =       "25",
  number =       "1",
  pages =        "100--129",
  month =        jan,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 29 10:42:03 MST 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gal:2006:SGF,
  author =       "Ran Gal and Daniel Cohen-Or",
  title =        "Salient geometric features for partial shape matching
                 and similarity",
  journal =      j-TOG,
  volume =       "25",
  number =       "1",
  pages =        "130--150",
  month =        jan,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 29 10:42:03 MST 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Houston:2006:HRL,
  author =       "Ben Houston and Michael B. Nielsen and Christopher
                 Batty and Ola Nilsson and Ken Museth",
  title =        "Hierarchical {RLE} level set: a compact and versatile
                 deformable surface representation",
  journal =      j-TOG,
  volume =       "25",
  number =       "1",
  pages =        "151--175",
  month =        jan,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 29 10:42:03 MST 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pauly:2006:PBM,
  author =       "Mark Pauly and Leif P. Kobbelt and Markus Gross",
  title =        "Point-based multiscale surface representation",
  journal =      j-TOG,
  volume =       "25",
  number =       "2",
  pages =        "177--193",
  month =        apr,
  year =         "2006",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1138450.1138451",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jun 14 09:02:05 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sitharam:2006:SSN,
  author =       "Meera Sitharam and Adam Arbree and Yong Zhou and
                 Naganandhini Kohareswaran",
  title =        "Solution space navigation for geometric constraint
                 systems",
  journal =      j-TOG,
  volume =       "25",
  number =       "2",
  pages =        "194--213",
  month =        apr,
  year =         "2006",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1138450.1138452",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jun 14 09:02:05 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2006:FBS,
  author =       "Wenping Wang and Helmut Pottmann and Yang Liu",
  title =        "Fitting {B}-spline curves to point clouds by
                 curvature-based squared distance minimization",
  journal =      j-TOG,
  volume =       "25",
  number =       "2",
  pages =        "214--238",
  month =        apr,
  year =         "2006",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1138450.1138453",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jun 14 09:02:05 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2006:ACP,
  author =       "Songhua Xu and Yingqing Xu and Sing Bing Kang and
                 David H. Salesin and Yunhe Pan and Heung-Yeung Shum",
  title =        "Animating {Chinese} paintings through stroke-based
                 decomposition",
  journal =      j-TOG,
  volume =       "25",
  number =       "2",
  pages =        "239--267",
  month =        apr,
  year =         "2006",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1138450.1138454",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jun 14 09:02:05 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Muller:2006:ESS,
  author =       "Kerstin M{\"u}ller and Lars Reusche and Dieter
                 Fellner",
  title =        "Extended subdivision surfaces: {Building} a bridge
                 between {NURBS} and {Catmull--Clark} surfaces",
  journal =      j-TOG,
  volume =       "25",
  number =       "2",
  pages =        "268--292",
  month =        apr,
  year =         "2006",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1138450.1138455",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jun 14 09:02:05 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2006:AFR,
  author =       "Rui Wang and John Tran and David Luebke",
  title =        "All-frequency relighting of glossy objects",
  journal =      j-TOG,
  volume =       "25",
  number =       "2",
  pages =        "293--318",
  month =        apr,
  year =         "2006",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1138450.1138456",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jun 14 09:02:05 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Esteves:2006:APV,
  author =       "Claudia Esteves and Gustavo Arechavaleta and Julien
                 Pettr{\'e} and Jean-Paul Laumond",
  title =        "Animation planning for virtual characters
                 cooperation",
  journal =      j-TOG,
  volume =       "25",
  number =       "2",
  pages =        "319--339",
  month =        apr,
  year =         "2006",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1138450.1138457",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jun 14 09:02:05 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vanraes:2006:TSS,
  author =       "Evelyne Vanraes and Adhemar Bultheel",
  title =        "A tangent subdivision scheme",
  journal =      j-TOG,
  volume =       "25",
  number =       "2",
  pages =        "340--355",
  month =        apr,
  year =         "2006",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1138450.1138458",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jun 14 09:02:05 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wallner:2006:ISS,
  author =       "Johannes Wallner and Helmut Pottmann",
  title =        "Intrinsic subdivision with smooth limits for graphics
                 and animation",
  journal =      j-TOG,
  volume =       "25",
  number =       "2",
  pages =        "356--374",
  month =        apr,
  year =         "2006",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1138450.1138459",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jun 14 09:02:05 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Popescu:2006:FR,
  author =       "Voicu Popescu and Paul Rosen",
  title =        "Forward rasterization",
  journal =      j-TOG,
  volume =       "25",
  number =       "2",
  pages =        "375--411",
  month =        apr,
  year =         "2006",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1138450.1138460",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jun 14 09:02:05 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kharevych:2006:DCM,
  author =       "Liliya Kharevych and Boris Springborn and Peter
                 Schr{\"o}der",
  title =        "Discrete conformal mappings via circle patterns",
  journal =      j-TOG,
  volume =       "25",
  number =       "2",
  pages =        "412--438",
  month =        apr,
  year =         "2006",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1138450.1138461",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jun 14 09:02:05 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Martinet:2006:ADS,
  author =       "Aur{\'e}lien Martinet and Cyril Soler and Nicolas
                 Holzschuch and Fran{\c{c}}ois X. Sillion",
  title =        "Accurate detection of symmetries in {$3$D} shapes",
  journal =      j-TOG,
  volume =       "25",
  number =       "2",
  pages =        "439--464",
  month =        apr,
  year =         "2006",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1138450.1138462",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jun 14 09:02:05 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wald:2006:RTA,
  author =       "Ingo Wald and Thiago Ize and Andrew Kensler and Aaron
                 Knoll and Steven G. Parker",
  title =        "Ray tracing animated scenes using coherent grid
                 traversal",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "485--493",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wonka:2006:GVS,
  author =       "Peter Wonka and Michael Wimmer and Kaichi Zhou and
                 Stefan Maierhofer and Gerd Hesina and Alexander
                 Reshetov",
  title =        "Guided visibility sampling",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "494--502",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dunbar:2006:SDS,
  author =       "Daniel Dunbar and Greg Humphreys",
  title =        "A spatial data structure for fast {Poisson-disk}
                 sample generation",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "503--508",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kopf:2006:RWT,
  author =       "Johannes Kopf and Daniel Cohen-Or and Oliver Deussen
                 and Dani Lischinski",
  title =        "Recursive {Wang} tiles for real-time blue noise",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "509--518",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Weiss:2006:FMB,
  author =       "Ben Weiss",
  title =        "Fast median and bilateral filtering",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "519--526",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Oliva:2006:HI,
  author =       "Aude Oliva and Antonio Torralba and Philippe G.
                 Schyns",
  title =        "Hybrid images",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "527--532",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schaefer:2006:IDU,
  author =       "Scott Schaefer and Travis McPhail and Joe Warren",
  title =        "Image deformation using moving least squares",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "533--540",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lefebvre:2006:AST,
  author =       "Sylvain Lefebvre and Hugues Hoppe",
  title =        "Appearance-space texture synthesis",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "541--548",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Podolak:2006:PRS,
  author =       "Joshua Podolak and Philip Shilane and Aleksey
                 Golovinskiy and Szymon Rusinkiewicz and Thomas
                 Funkhouser",
  title =        "A planar-reflective symmetry transform for {$3$D}
                 shapes",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "549--559",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mitra:2006:PAS,
  author =       "Niloy J. Mitra and Leonidas J. Guibas and Mark Pauly",
  title =        "Partial and approximate symmetry detection for {$3$D}
                 geometry",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "560--568",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2006:RFO,
  author =       "Qi-Xing Huang and Simon Fl{\"o}ry and Natasha Gelfand
                 and Michael Hofer and Helmut Pottmann",
  title =        "Reassembling fractured objects by geometric matching",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "569--578",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lefebvre:2006:PSH,
  author =       "Sylvain Lefebvre and Hugues Hoppe",
  title =        "Perfect spatial hashing",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "579--588",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Karpenko:2006:SFF,
  author =       "Olga A. Karpenko and John F. Hughes",
  title =        "{SmoothSketch}: {$3$D} free-form shapes from complex
                 sketches",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "589--598",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Quan:2006:IBP,
  author =       "Long Quan and Ping Tan and Gang Zeng and Lu Yuan and
                 Jingdong Wang and Sing Bing Kang",
  title =        "Image-based plant modeling",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "599--604",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schmidt:2006:IDC,
  author =       "Ryan Schmidt and Cindy Grimm and Brian Wyvill",
  title =        "Interactive decal compositing with discrete
                 exponential maps",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "605--613",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Muller:2006:PMB,
  author =       "Pascal M{\"u}ller and Peter Wonka and Simon Haegler
                 and Andreas Ulmer and Luc {Van Gool}",
  title =        "Procedural modeling of buildings",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "614--623",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cohen-Or:2006:CH,
  author =       "Daniel Cohen-Or and Olga Sorkine and Ran Gal and
                 Tommer Leyvand and Ying-Qing Xu",
  title =        "Color harmonization",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "624--630",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jia:2006:DDP,
  author =       "Jiaya Jia and Jian Sun and Chi-Keung Tang and
                 Heung-Yeung Shum",
  title =        "Drag-and-drop pasting",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "631--637",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bae:2006:TST,
  author =       "Soonmin Bae and Sylvain Paris and Fr{\'e}do Durand",
  title =        "Two-scale tone management for photographic look",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "637--645",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lischinski:2006:ILA,
  author =       "Dani Lischinski and Zeev Farbman and Matt Uyttendaele
                 and Richard Szeliski",
  title =        "Interactive local adjustment of tonal values",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "646--653",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Khan:2006:IBM,
  author =       "Erum Arif Khan and Erik Reinhard and Roland W. Fleming
                 and Heinrich H. B{\"u}lthoff",
  title =        "Image-based material editing",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "654--663",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Loop:2006:RTG,
  author =       "Charles Loop and Jim Blinn",
  title =        "Real-time {GPU} rendering of piecewise algebraic
                 surfaces",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "664--670",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Adamson:2006:PSC,
  author =       "Anders Adamson and Marc Alexa",
  title =        "Point-sampled cell complexes",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "671--680",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2006:GMC,
  author =       "Yang Liu and Helmut Pottmann and Johannes Wallner and
                 Yong-Liang Yang and Wenping Wang",
  title =        "Geometric modeling with conical meshes and developable
                 surfaces",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "681--689",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhou:2006:MQG,
  author =       "Kun Zhou and Xin Huang and Xi Wang and Yiying Tong and
                 Mathieu Desbrun and Baining Guo and Heung-Yeung Shum",
  title =        "Mesh quilting for geometric texture synthesis",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "690--697",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Munkberg:2006:HDR,
  author =       "Jacob Munkberg and Petrik Clarberg and Jon Hasselgren
                 and Tomas Akenine-M{\"o}ller",
  title =        "High dynamic range texture compression for graphics
                 hardware",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "698--706",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Roimela:2006:HDR,
  author =       "Kimmo Roimela and Tomi Aarnio and Joonas
                 It{\"a}ranta",
  title =        "High dynamic range texture compression",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "707--712",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mantiuk:2006:BCH,
  author =       "Rafa{\l} Mantiuk and Alexander Efremov and Karol
                 Myszkowski and Hans-Peter Seidel",
  title =        "Backward compatible high dynamic range {MPEG} video
                 compression",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "713--723",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Blythe:2006:DS,
  author =       "David Blythe",
  title =        "The {Direct$3$D} 10 system",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "724--734",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lawrence:2006:IST,
  author =       "Jason Lawrence and Aner Ben-Artzi and Christopher
                 DeCoro and Wojciech Matusik and Hanspeter Pfister and
                 Ravi Ramamoorthi and Szymon Rusinkiewicz",
  title =        "Inverse shade trees for non-parametric material
                 representation and editing",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "735--745",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Peers:2006:CFR,
  author =       "Pieter Peers and Karl vom Berge and Wojciech Matusik
                 and Ravi Ramamoorthi and Jason Lawrence and Szymon
                 Rusinkiewicz and Philip Dutr{\'e}",
  title =        "A compact factored representation of heterogeneous
                 subsurface scattering",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "746--753",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2006:AMM,
  author =       "Jiaping Wang and Xin Tong and Stephen Lin and Minghao
                 Pan and Chao Wang and Hujun Bao and Baining Guo and
                 Heung-Yeung Shum",
  title =        "Appearance manifolds for modeling time-variant
                 appearance of materials",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "754--761",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gu:2006:TVS,
  author =       "Jinwei Gu and Chien-I Tu and Ravi Ramamoorthi and
                 Peter Belhumeur and Wojciech Matusik and Shree Nayar",
  title =        "Time-varying surface appearance: acquisition, modeling
                 and rendering",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "762--771",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sun:2006:FM,
  author =       "Jian Sun and Yin Li and Sing Bing Kang and Heung-Yeung
                 Shum",
  title =        "Flash matting",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "772--778",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Joshi:2006:NVM,
  author =       "Neel Joshi and Wojciech Matusik and Shai Avidan",
  title =        "Natural video matting using camera arrays",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "779--786",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fergus:2006:RCS,
  author =       "Rob Fergus and Barun Singh and Aaron Hertzmann and Sam
                 T. Roweis and William T. Freeman",
  title =        "Removing camera shake from a single photograph",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "787--794",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Raskar:2006:CEP,
  author =       "Ramesh Raskar and Amit Agrawal and Jack Tumblin",
  title =        "Coded exposure photography: motion deblurring using
                 fluttered shutter",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "795--804",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Irving:2006:ESL,
  author =       "Geoffrey Irving and Eran Guendelman and Frank Losasso
                 and Ronald Fedkiw",
  title =        "Efficient simulation of large bodies of water by
                 coupling two and three dimensional techniques",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "805--811",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Losasso:2006:MIL,
  author =       "Frank Losasso and Tamar Shinar and Andrew Selle and
                 Ronald Fedkiw",
  title =        "Multiple interacting liquids",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "812--819",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Klingner:2006:FAD,
  author =       "Bryan M. Klingner and Bryan E. Feldman and Nuttapong
                 Chentanez and James F. O'Brien",
  title =        "Fluid animation with dynamic meshes",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "820--825",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Treuille:2006:MRR,
  author =       "Adrien Treuille and Andrew Lewis and Zoran
                 Popovi{\'c}",
  title =        "Model reduction for real-time fluids",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "826--834",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Snavely:2006:PTE,
  author =       "Noah Snavely and Steven M. Seitz and Richard
                 Szeliski",
  title =        "Photo tourism: exploring photo collections in {$3$D}",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "835--846",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rother:2006:A,
  author =       "Carsten Rother and Lucas Bordeaux and Youssef Hamadi
                 and Andrew Blake",
  title =        "{AutoCollage}",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "847--852",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Agarwala:2006:PLS,
  author =       "Aseem Agarwala and Maneesh Agrawala and Michael Cohen
                 and David Salesin and Richard Szeliski",
  title =        "Photographing long scenes with multi-viewpoint
                 panoramas",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "853--861",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Goldman:2006:SSV,
  author =       "Dan B. Goldman and Brian Curless and David Salesin and
                 Steven M. Seitz",
  title =        "Schematic storyboarding for video visualization and
                 editing",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "862--871",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kry:2006:ICS,
  author =       "Paul G. Kry and Dinesh K. Pai",
  title =        "Interaction capture and synthesis",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "872--880",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Park:2006:CAS,
  author =       "Sang Il Park and Jessica K. Hodgins",
  title =        "Capturing and animating skin deformation in human
                 motion",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "881--889",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Arikan:2006:CMC,
  author =       "Okan Arikan",
  title =        "Compression of motion capture databases",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "890--897",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2006:MPB,
  author =       "Kang Hoon Lee and Myung Geol Choi and Jehee Lee",
  title =        "Motion patches: building blocks for virtual
                 environments annotated with motion data",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "898--906",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2006:PDA,
  author =       "Li Zhang and Shree Nayar",
  title =        "Projection defocus analysis for scene capture and
                 image display",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "907--915",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kuthirummal:2006:MRC,
  author =       "Sujit Kuthirummal and Shree K. Nayar",
  title =        "Multiview radial catadioptric imaging for scene
                 capture",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "916--923",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Levoy:2006:LFM,
  author =       "Marc Levoy and Ren Ng and Andrew Adams and Matthew
                 Footer and Mark Horowitz",
  title =        "Light field microscopy",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "924--934",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nayar:2006:FSD,
  author =       "Shree K. Nayar and Gurunandan Krishnan and Michael D.
                 Grossberg and Ramesh Raskar",
  title =        "Fast separation of direct and global components of a
                 scene using high frequency illumination",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "935--944",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ben-Artzi:2006:RTB,
  author =       "Aner Ben-Artzi and Ryan Overbeck and Ravi
                 Ramamoorthi",
  title =        "Real-time {BRDF} editing in complex lighting",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "945--954",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sun:2006:GWP,
  author =       "Weifeng Sun and Amar Mukherjee",
  title =        "Generalized wavelet product integral for rendering
                 dynamic glossy objects",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "955--966",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tsai:2006:AFP,
  author =       "Yu-Ting Tsai and Zen-Chung Shih",
  title =        "All-frequency precomputed radiance transfer using
                 spherical radial basis functions and clustered tensor
                 approximation",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "967--976",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ren:2006:RTS,
  author =       "Zhong Ren and Rui Wang and John Snyder and Kun Zhou
                 and Xinguo Liu and Bo Sun and Peter-Pike Sloan and
                 Hujun Bao and Qunsheng Peng and Baining Guo",
  title =        "Real-time soft shadows in dynamic scenes using
                 spherical harmonic exponentiation",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "977--986",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{James:2006:PAT,
  author =       "Doug L. James and Jernej Barbi{\v{c}} and Dinesh K.
                 Pai",
  title =        "Precomputed acoustic transfer: output-sensitive,
                 accurate sound generation for geometrically complex
                 vibration sources",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "987--995",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Garg:2006:PRR,
  author =       "Kshitiz Garg and Shree K. Nayar",
  title =        "Photorealistic rendering of rain streaks",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "996--1002",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Narasimhan:2006:ASP,
  author =       "Srinivasa G. Narasimhan and Mohit Gupta and Craig
                 Donner and Ravi Ramamoorthi and Shree K. Nayar and
                 Henrik Wann Jensen",
  title =        "Acquiring scattering properties of participating media
                 by dilution",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "1003--1012",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Weyrich:2006:AHF,
  author =       "Tim Weyrich and Wojciech Matusik and Hanspeter Pfister
                 and Bernd Bickel and Craig Donner and Chien Tu and
                 Janet McAndless and Jinho Lee and Addy Ngan and Henrik
                 Wann Jensen and Markus Gross",
  title =        "Analysis of human faces using a measurement-based skin
                 reflectance model",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "1013--1024",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Golovinskiy:2006:SMS,
  author =       "Aleksey Golovinskiy and Wojciech Matusik and Hanspeter
                 Pfister and Szymon Rusinkiewicz and Thomas Funkhouser",
  title =        "A statistical model for synthesis of detailed facial
                 geometry",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "1025--1034",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Levin:2006:MSS,
  author =       "Adi Levin",
  title =        "Modified subdivision surfaces with continuous
                 curvature",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "1035--1040",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2006:ESS,
  author =       "Ke Wang and Weiwei and Yiying Tong and Mathieu Desbrun
                 and Peter Schr{\"o}der",
  title =        "Edge subdivision schemes and the construction of
                 smooth vector fields",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "1041--1048",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Isenburg:2006:SCD,
  author =       "Martin Isenburg and Yuanxin Liu and Jonathan Shewchuk
                 and Jack Snoeyink",
  title =        "Streaming computation of {Delaunay} triangulations",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "1049--1056",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dong:2006:SSQ,
  author =       "Shen Dong and Peer-Timo Bremer and Michael Garland and
                 Valerio Pascucci and John C. Hart",
  title =        "Spectral surface quadrangulation",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "1057--1066",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Moon:2006:SMS,
  author =       "Jonathan T. Moon and Stephen R. Marschner",
  title =        "Simulating multiple scattering in hair using a photon
                 mapping approach",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "1067--1074",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Meyer:2006:SAA,
  author =       "Mark Meyer and John Anderson",
  title =        "Statistical acceleration for animated global
                 illumination",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "1075--1080",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Walter:2006:ML,
  author =       "Bruce Walter and Adam Arbree and Kavita Bala and
                 Donald P. Greenberg",
  title =        "Multidimensional lightcuts",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "1081--1088",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hasan:2006:DIT,
  author =       "Milo{\v{s}} Ha{\v{s}}an and Fabio Pellacini and Kavita
                 Bala",
  title =        "Direct-to-indirect transfer for cinematic relighting",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "1089--1097",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kircher:2006:EAD,
  author =       "Scott Kircher and Michael Garland",
  title =        "Editing arbitrarily deforming surface animations",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "1098--1107",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shi:2006:FMA,
  author =       "Lin Shi and Yizhou Yu and Nathan Bell and Wei-Wen
                 Feng",
  title =        "A fast multigrid algorithm for mesh deformation",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "1108--1117",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{vonFunck:2006:VFB,
  author =       "Wolfram von Funck and Holger Theisel and Hans-Peter
                 Seidel",
  title =        "Vector field based shape deformations",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "1118--1125",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2006:SGD,
  author =       "Jin Huang and Xiaohan Shi and Xinguo Liu and Kun Zhou
                 and Li-Yi Wei and Shang-Hua Teng and Hujun Bao and
                 Baining Guo and Heung-Yeung Shum",
  title =        "Subspace gradient domain mesh deformation",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "1126--1134",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Szeliski:2006:LAH,
  author =       "Richard Szeliski",
  title =        "Locally adapted hierarchical basis preconditioning",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "1135--1143",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sud:2006:FPC,
  author =       "Avneesh Sud and Naga Govindaraju and Russell Gayle and
                 Ilknur Kabul and Dinesh Manocha",
  title =        "Fast proximity computation among deformable models
                 using discrete {Voronoi} diagrams",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "1144--1153",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Volino:2006:RSC,
  author =       "Pascal Volino and Nadia Magnenat-Thalmann",
  title =        "Resolving surface collisions through intersection
                 contour minimization",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "1154--1159",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Treuille:2006:CC,
  author =       "Adrien Treuille and Seth Cooper and Zoran
                 Popovi{\'c}",
  title =        "Continuum crowds",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "1160--1168",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2006:CAF,
  author =       "Jue Wang and Steven M. Drucker and Maneesh Agrawala
                 and Michael F. Cohen",
  title =        "The cartoon animation filter",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "1169--1173",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Der:2006:IKR,
  author =       "Kevin G. Der and Robert W. Sumner and Jovan
                 Popovi{\'c}",
  title =        "Inverse kinematics for reduced deformable models",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "1174--1179",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bertails:2006:SHP,
  author =       "Florence Bertails and Basile Audoly and Marie-Paule
                 Cani and Bernard Querleux and Fr{\'e}d{\'e}ric Leroy
                 and Jean-Luc L{\'e}v{\^e}que",
  title =        "Super-helices for predicting the dynamics of natural
                 hair",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "1180--1187",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2006:HBM,
  author =       "Sung-Hee Lee and Demetri Terzopoulos",
  title =        "Heads up!: biomechanical modeling and neuromuscular
                 control of the neck",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "1188--1198",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rusinkiewicz:2006:ESD,
  author =       "Szymon Rusinkiewicz and Michael Burns and Doug
                 DeCarlo",
  title =        "Exaggerated shading for depicting shape and detail",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "1199--1205",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Luft:2006:IEU,
  author =       "Thomas Luft and Carsten Colditz and Oliver Deussen",
  title =        "Image enhancement by unsharp masking the depth
                 buffer",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "1206--1213",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Qu:2006:MC,
  author =       "Yingge Qu and Tien-Tsin Wong and Pheng-Ann Heng",
  title =        "Manga colorization",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "1214--1220",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Winnemoller:2006:RTV,
  author =       "Holger Winnem{\"o}ller and Sven C. Olsen and Bruce
                 Gooch",
  title =        "Real-time video abstraction",
  journal =      j-TOG,
  volume =       "25",
  number =       "3",
  pages =        "1221--1226",
  month =        jul,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 23 10:02:03 MDT 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Plantinga:2006:CCG,
  author =       "Simon Plantinga and Gert Vegter",
  title =        "Computing contour generators of evolving implicit
                 surfaces",
  journal =      j-TOG,
  volume =       "25",
  number =       "4",
  pages =        "1243--1280",
  month =        oct,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 30 19:00:05 MST 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Prautzsch:2006:PTS,
  author =       "Hartmut Prautzsch and Georg Umlauf",
  title =        "Parametrizations for triangular {$ G^k $} spline
                 surfaces of low degree",
  journal =      j-TOG,
  volume =       "25",
  number =       "4",
  pages =        "1281--1293",
  month =        oct,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 30 19:00:05 MST 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2006:VFD,
  author =       "Eugene Zhang and Konstantin Mischaikow and Greg Turk",
  title =        "Vector field design on surfaces",
  journal =      j-TOG,
  volume =       "25",
  number =       "4",
  pages =        "1294--1326",
  month =        oct,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 30 19:00:05 MST 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Park:2006:VGM,
  author =       "Min Je Park and Min Gyu Choi and Yoshihisa Shinagawa
                 and Sung Yong Shin",
  title =        "Video-guided motion synthesis using example motions",
  journal =      j-TOG,
  volume =       "25",
  number =       "4",
  pages =        "1327--1359",
  month =        oct,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 30 19:00:05 MST 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2006:DCI,
  author =       "Guangyu Wang and Tien-Tsin Wong and Pheng-Ann Heng",
  title =        "Deringing cartoons by image analogies",
  journal =      j-TOG,
  volume =       "25",
  number =       "4",
  pages =        "1360--1379",
  month =        oct,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 30 19:00:05 MST 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{VanHateren:2006:EHD,
  author =       "J. H. {Van Hateren}",
  title =        "Encoding of high dynamic range video with a model of
                 human cones",
  journal =      j-TOG,
  volume =       "25",
  number =       "4",
  pages =        "1380--1399",
  month =        oct,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 30 19:00:05 MST 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Merry:2006:AST,
  author =       "Bruce Merry and Patrick Marais and James Gain",
  title =        "Animation space: a truly linear framework for
                 character animation",
  journal =      j-TOG,
  volume =       "25",
  number =       "4",
  pages =        "1400--1423",
  month =        oct,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 30 19:00:05 MST 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hormann:2006:MVC,
  author =       "Kai Hormann and Michael S. Floater",
  title =        "Mean value coordinates for arbitrary planar polygons",
  journal =      j-TOG,
  volume =       "25",
  number =       "4",
  pages =        "1424--1441",
  month =        oct,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 30 19:00:05 MST 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lagae:2006:AWT,
  author =       "Ares Lagae and Philip Dutr{\'e}",
  title =        "An alternative for {Wang} tiles: colored edges versus
                 colored corners",
  journal =      j-TOG,
  volume =       "25",
  number =       "4",
  pages =        "1442--1459",
  month =        oct,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 30 19:00:05 MST 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ray:2006:PGP,
  author =       "Nicolas Ray and Wan Chiu Li and Bruno L{\'e}vy and
                 Alla Sheffer and Pierre Alliez",
  title =        "Periodic global parameterization",
  journal =      j-TOG,
  volume =       "25",
  number =       "4",
  pages =        "1460--1485",
  month =        oct,
  year =         "2006",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 30 19:00:05 MST 2006",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hornung:2007:CAP,
  author =       "Alexander Hornung and Ellen Dekkers and Leif Kobbelt",
  title =        "Character animation from {$2$D} pictures and {$3$D}
                 motion data",
  journal =      j-TOG,
  volume =       "26",
  number =       "1",
  pages =        "1:1--1:9",
  month =        jan,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1189762.1189763",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:08:45 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article presents a new method to animate photos
                 of 2D characters using 3D motion capture data. Given a
                 single image of a person or essentially human-like
                 subject, our method transfers the motion of a 3D
                 skeleton onto the subject's 2D shape in image space,
                 generating the impression of a realistic movement. We
                 present robust solutions to reconstruct a projective
                 camera model and a 3D model pose which matches best to
                 the given 2D image. Depending on the reconstructed
                 view, a 2D shape template is selected which enables the
                 proper handling of occlusions. After fitting the
                 template to the character in the input image, it is
                 deformed as-rigid-as-possible by taking the projected
                 3D motion data into account. Unlike previous work, our
                 method thereby correctly handles projective shape
                 distortion. It works for images from arbitrary views
                 and requires only a small amount of user interaction.
                 We present animations of a diverse set of human (and
                 nonhuman) characters with different types of motions,
                 such as walking, jumping, or dancing.",
  acknowledgement = ack-nhfb,
  articleno =    "1",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "2D character animation; 3D motion data;
                 as-rigid-as-possible shape manipulation with
                 perspective correction; camera and model pose
                 determination",
}

@Article{Ramamoorthi:2007:FOA,
  author =       "Ravi Ramamoorthi and Dhruv Mahajan and Peter
                 Belhumeur",
  title =        "A first-order analysis of lighting, shading, and
                 shadows",
  journal =      j-TOG,
  volume =       "26",
  number =       "1",
  pages =        "2:1--2:21",
  month =        jan,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1189762.1189764",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:08:45 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The shading in a scene depends on a combination of
                 many factors---how the lighting varies spatially across
                 a surface, how it varies along different directions,
                 the geometric curvature and reflectance properties of
                 objects, and the locations of soft shadows. In this
                 article, we conduct a complete first-order or gradient
                 analysis of lighting, shading, and shadows, showing how
                 each factor separately contributes to scene appearance,
                 and when it is important. Gradients are well-suited to
                 analyzing the intricate combination of appearance
                 effects, since each gradient term corresponds directly
                 to variation in a specific factor. First, we show how
                 the spatial and directional gradients of the light
                 field change as light interacts with curved objects.
                 This extends the recent frequency analysis of Durand et
                 al. [2005] to gradients, and has many advantages for
                 operations, like bump mapping, that are difficult to
                 analyze in the Fourier domain. Second, we consider the
                 individual terms responsible for shading gradients,
                 such as lighting variation, convolution with the
                 surface BRDF, and the object's curvature. This analysis
                 indicates the relative importance of various terms, and
                 shows precisely how they combine in shading. Third, we
                 understand the effects of soft shadows, computing
                 accurate visibility gradients, and generalizing
                 previous work to arbitrary curved occluders. As one
                 practical application, our visibility gradients can be
                 directly used with conventional ray-tracing methods in
                 practical gradient interpolation methods for efficient
                 rendering. Moreover, our theoretical framework can be
                 used to adaptively sample images in high-gradient
                 regions for efficient rendering.",
  acknowledgement = ack-nhfb,
  articleno =    "2",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Fourier analysis; Gradients; reflectance; shadows",
}

@Article{Lu:2007:CAT,
  author =       "Jianye Lu and Athinodoros S. Georghiades and Andreas
                 Glaser and Hongzhi Wu and Li-Yi Wei and Baining Guo and
                 Julie Dorsey and Holly Rushmeier",
  title =        "Context-aware textures",
  journal =      j-TOG,
  volume =       "26",
  number =       "1",
  pages =        "3:1--3:22",
  month =        jan,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1189762.1189765",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:08:45 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Interesting textures form on the surfaces of objects
                 as the result of external chemical, mechanical, and
                 biological agents. Simulating these textures is
                 necessary to generate models for realistic image
                 synthesis. The textures formed are progressively
                 variant, with the variations depending on the global
                 and local geometric context. We present a method for
                 capturing progressively varying textures and the
                 relevant context parameters that control them. By
                 relating textures and context parameters, we are able
                 to transfer the textures to novel synthetic objects. We
                 present examples of capturing chemical effects, such as
                 rusting; mechanical effects, such as paint cracking;
                 and biological effects, such as the growth of mold on a
                 surface. We demonstrate a user interface that provides
                 a method for specifying where an object is exposed to
                 external agents. We show the results of complex,
                 geometry-dependent textures evolving on synthetic
                 objects.",
  acknowledgement = ack-nhfb,
  articleno =    "3",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Aging; data capture; natural phenomenon; realistic
                 rendering; texture synthesis; weathering",
}

@Article{Elcott:2007:SCP,
  author =       "Sharif Elcott and Yiying Tong and Eva Kanso and Peter
                 Schr{\"o}der and Mathieu Desbrun",
  title =        "Stable, circulation-preserving, simplicial fluids",
  journal =      j-TOG,
  volume =       "26",
  number =       "1",
  pages =        "4:1--4:12",
  month =        jan,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1189762.1189766",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:08:45 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "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 simulation benefits
                 greatly from the conservation of linear and angular
                 momenta. In the case of fluids, however, none of the
                 current techniques focuses on conserving invariants,
                 and consequently, often introduce a visually disturbing
                 numerical diffusion of vorticity. Just as important
                 visually is the resolution of complex simulation
                 domains. Doing so with regular (even if adaptive) grid
                 techniques can be computationally delicate. In this
                 article, we propose a novel technique for the
                 simulation of fluid flows. It is designed to respect
                 the defining differential properties, that is, the
                 conservation of circulation along arbitrary loops as
                 they are transported by the flow. Consequently, our
                 method offers several new and desirable properties:
                 Arbitrary simplicial meshes (triangles in 2D,
                 tetrahedra in 3D) can be used to define the fluid
                 domain; the computations involved in the update
                 procedure are efficient due to discrete operators with
                 small support; and it preserves discrete circulation,
                 avoiding numerical diffusion of vorticity.",
  acknowledgement = ack-nhfb,
  articleno =    "4",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Fluid animation; Lie advection; stable fluids;
                 vorticity preservation",
}

@Article{Lipman:2007:VSP,
  author =       "Yaron Lipman and Daniel Cohen-Or and Gal Ran and David
                 Levin",
  title =        "Volume and shape preservation via moving frame
                 manipulation",
  journal =      j-TOG,
  volume =       "26",
  number =       "1",
  pages =        "5:1--5:14",
  month =        jan,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1189762.1189767",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:08:45 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article introduces a method for mesh editing that
                 is aimed at preserving shape and volume. We present two
                 new developments: The first is a minimization of a
                 functional expressing a geometric distance measure
                 between two isometric surfaces. The second is a local
                 volume analysis linking the volume of an object to its
                 surface curvature. Our method is based upon the moving
                 frames representation of meshes. Applying a rotation
                 field to the moving frames defines an isometry. Given
                 rotational constraints, the mesh is deformed by an
                 optimal isometry defined by minimizing the distance
                 measure between original and deformed meshes. The
                 resulting isometry nicely preserves the surface
                 details, but when large rotations are applied, the
                 volumetric behavior of the model may be unsatisfactory.
                 Using the local volume analysis, we define a scalar
                 field by which we scale the moving frames. Scaled and
                 rotated moving frames restore volumetric properties of
                 the original mesh, while properly maintaining the
                 surface details. Our results show that even extreme
                 deformations can be applied to meshes, with only
                 minimal distortion of surface details and object
                 volume.",
  acknowledgement = ack-nhfb,
  articleno =    "5",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "discrete differential geometry; Mesh editing; moving
                 frames",
}

@Article{Wald:2007:RTD,
  author =       "Ingo Wald and Solomon Boulos and Peter Shirley",
  title =        "Ray tracing deformable scenes using dynamic bounding
                 volume hierarchies",
  journal =      j-TOG,
  volume =       "26",
  number =       "1",
  pages =        "6:1--6:18",
  month =        jan,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1189762.1206075",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:08:45 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The most significant deficiency of most of today's
                 interactive ray tracers is that they are restricted to
                 static walkthroughs. This restriction is due to the
                 static nature of the acceleration structures used.
                 While the best reported frame rates for static
                 geometric models have been achieved using carefully
                 constructed kd-trees, this article shows that bounding
                 volume hierarchies (BVHs) can be used to efficiently
                 ray trace large static models. More importantly, the
                 BVH can be used to ray trace deformable models (sets of
                 triangles whose positions change over time) with little
                 loss of performance. A variety of efficiency techniques
                 are used to achieve this performance, but three
                 algorithmic changes to the typical BVH algorithm are
                 mainly responsible. First, the BVH is built using a
                 variant of the surface area heuristic conventionally
                 used to build kd-trees. Second, the topology of the BVH
                 is not changed over time so that only the bounding
                 volumes need to be refit from frame-to-frame. Third,
                 and most importantly, packets of rays are traced
                 together through the BVH using a novel integrated
                 packet-frustum traversal scheme. This traversal scheme
                 elegantly combines the advantages of both packet
                 traversal and frustum traversal and allows for rapid
                 hierarchy descent for packets that hit bounding volumes
                 as well as rapid exits for packets that miss. A
                 BVH-based ray tracing system using these techniques is
                 shown to achieve performance for deformable models
                 comparable to that previously available only for static
                 models.",
  acknowledgement = ack-nhfb,
  articleno =    "6",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shilane:2007:DRS,
  author =       "Philip Shilane and Thomas Funkhouser",
  title =        "Distinctive regions of {$3$D} surfaces",
  journal =      j-TOG,
  volume =       "26",
  number =       "2",
  pages =        "7:1--7:??",
  month =        jun,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1243980.1243981",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:00 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Selecting the most important regions of a surface is
                 useful for shape matching and a variety of applications
                 in computer graphics and geometric modeling. While
                 previous research has analyzed geometric properties of
                 meshes in isolation, we select regions that distinguish
                 a shape from objects of a different type. Our approach
                 to analyzing distinctive regions is based on performing
                 a shape-based search using each region as a query into
                 a database. Distinctive regions of a surface have shape
                 consistent with objects of the same type and different
                 from objects of other types. We demonstrate the utility
                 of detecting distinctive surface regions for shape
                 matching and other graphics applications including mesh
                 visualization, icon generation, and mesh
                 simplification.",
  acknowledgement = ack-nhfb,
  articleno =    "7",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Distinct features; partial matching; shape
                 distinction; similarity; visualization",
}

@Article{Wu:2007:NSM,
  author =       "Tai-Pang Wu and Chi-Keung Tang and Michael S. Brown
                 and Heung-Yeung Shum",
  title =        "Natural shadow matting",
  journal =      j-TOG,
  volume =       "26",
  number =       "2",
  pages =        "8:1--8:??",
  month =        jun,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1243980.1243982",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:00 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article addresses the problem of natural shadow
                 matting, the removal or extraction of natural shadows
                 from a single image. Because textures are maintained in
                 the shadowless image after the extraction process, our
                 approach produces some of the best results to date
                 among shadow removal techniques. Using the image
                 formation equation typical of computer vision, we
                 advocate a new model for shadow formation where shadow
                 effect is understood as light attenuation instead of a
                 mixture of two colors governed by the conventional
                 matting equation. This leads to a new shadow equation
                 with fewer unknowns to solve, where a three-channel
                 shadow matte and a shadowless image are considered in
                 our optimization. Our problem is formulated as one of
                 energy minimization guided by user-supplied hints in
                 the form of a quadmap which can be specified easily by
                 the user. This formulation allows for robust shadow
                 matte extraction while maintaining texture in the
                 shadowed region by considering color transfer, texture
                 gradient, and shadow smoothness. We demonstrate the
                 usefulness of our approach in shadow removal, image
                 matting, and compositing.",
  acknowledgement = ack-nhfb,
  articleno =    "8",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "interactive extraction; shadow matting; Shadow removal
                 and extraction",
}

@Article{Pellacini:2007:LP,
  author =       "Fabio Pellacini and Frank Battaglia and R. Keith
                 Morley and Adam Finkelstein",
  title =        "Lighting with paint",
  journal =      j-TOG,
  volume =       "26",
  number =       "2",
  pages =        "9:1--9:??",
  month =        jun,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1243980.1243983",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:00 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Lighting is a fundamental aspect of computer
                 cinematography that involves the placement and
                 configuration of lights to establish mood and enhance
                 storytelling. This process is labor intensive as
                 artists repeatedly adjust the parameters of a large set
                 of complex lights to achieve a desired effect. Typical
                 lighting controls affect the final image indirectly,
                 requiring a large number of trials to obtain a suitable
                 result.\par

                 We present an interactive system wherein an artist
                 paints desired lighting effects directly into the
                 scene, and the computer solves for parameters that
                 achieve the desired look. The artist can paint color,
                 light shape, shadows, highlights, and reflections using
                 a suite of tools designed for painting light. Our
                 system matches these effects using a nonlinear
                 optimizer made robust by a combination of initial
                 estimates, system design, and user-guided optimization.
                 In contrast, previous work on painting light has not
                 permitted the lights to move, allowing for linear
                 optimization but preventing its use in computer
                 cinematography.\par

                 To demonstrate our approach we lit several scenes,
                 mainly using a direct illumination renderer designed
                 for computer animation, but also including two other
                 rendering styles. We show that painting interfaces can
                 quickly produce high quality lighting setups, easing
                 the lighting artist's workflow.",
  acknowledgement = ack-nhfb,
  articleno =    "9",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "animation; Lighting; optimization; painting;
                 rendering",
}

@Article{Fuchs:2007:ASR,
  author =       "Martin Fuchs and Volker Blanz and Hendrik P. A. Lensch
                 and Hans-Peter Seidel",
  title =        "Adaptive sampling of reflectance fields",
  journal =      j-TOG,
  volume =       "26",
  number =       "2",
  pages =        "10:1--10:??",
  month =        jun,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1243980.1243984",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:00 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Image-based relighting achieves high quality in
                 rendering, but it requires a large number of
                 measurements of the reflectance field. This article
                 discusses sampling techniques that improve on the
                 trade-offs between measurement effort and
                 reconstruction quality.\par

                 Specifically, we (i) demonstrate that sampling with
                 point lights and from a sparse set of incoming light
                 directions creates artifacts which can be reduced
                 significantly by employing extended light sources for
                 sampling, (ii) propose a sampling algorithm which
                 incrementally chooses light directions adapted to the
                 properties of the reflectance field being measured,
                 thus capturing significant features faster than
                 fixed-pattern sampling, and (iii) combine reflectance
                 fields from two different light domain
                 resolutions.\par

                 We present an automated measurement setup for
                 well-defined angular distributions of the incident,
                 indirect illumination. It is based on programmable
                 spotlights with controlled aperture that illuminate the
                 walls around the scene.",
  acknowledgement = ack-nhfb,
  articleno =    "10",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Image-based relighting; reflectance fields",
}

@Article{Lu:2007:VIU,
  author =       "Aidong Lu and David S. Ebert and Wei Qiao and Martin
                 Kraus and Benjamin Mora",
  title =        "Volume illustration using {Wang Cubes}",
  journal =      j-TOG,
  volume =       "26",
  number =       "2",
  pages =        "11:1--11:??",
  month =        jun,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1243980.1243985",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:00 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "To create a new, flexible system for volume
                 illustration, we have explored the use of Wang Cubes,
                 the 3D extension of 2D Wang Tiles. We use small sets of
                 Wang Cubes to generate a large variety of nonperiodic
                 illustrative 3D patterns and texture, which otherwise
                 would be too large to use in real applications. We also
                 develop a direct volume rendering framework with the
                 generated patterns and textures. Our framework can be
                 used to render volume datasets effectively and a
                 variety of rendering styles can be achieved with less
                 storage.\par

                 Specifically, we extend the nonperiodic tiling process
                 of Wang Tiles to Wang Cubes and modify it for
                 multipurpose tiling. We automatically generate
                 isotropic Wang Cubes consisting of 3D patterns or
                 textures to simulate various illustrative effects.
                 Anisotropic Wang Cubes are generated to yield patterns
                 by using the volume data, curvature, and gradient
                 information. We also extend the definition of Wang
                 Cubes into a set of different sized cubes to provide
                 multiresolution volume rendering. Finally, we provide
                 both coherent 3D geometry-based and texture-based
                 rendering frameworks that can be integrated with
                 arbitrary feature exploration methods.",
  acknowledgement = ack-nhfb,
  articleno =    "11",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "nonphotorealistic rendering; scientific illustration;
                 volume illustration; volume rendering; Wang Cubes; Wang
                 Tiles",
}

@Article{Erleben:2007:VBS,
  author =       "Kenny Erleben",
  title =        "Velocity-based shock propagation for multibody
                 dynamics animation",
  journal =      j-TOG,
  volume =       "26",
  number =       "2",
  pages =        "12:1--12:??",
  month =        jun,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1243980.1243986",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:00 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Multibody dynamics are used in interactive and
                 real-time applications, ranging from computer games to
                 virtual prototyping, and engineering. All these areas
                 strive towards faster and larger scale simulations.
                 Particularly challenging are large-scale simulations
                 with highly organized and structured stacking. We
                 present a stable, robust, and versatile method for
                 multibody dynamics simulation. Novel contributions
                 include a new, explicit, fixed time-stepping scheme for
                 velocity-based complementarity formulations using shock
                 propagation with a simple reliable implementation
                 strategy for an iterative complementarity problem
                 solver specifically optimized for multibody dynamics.",
  acknowledgement = ack-nhfb,
  articleno =    "12",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "complementarity formulations; constraint-based
                 simulation; Multibody dynamics; shock-propagation;
                 stacking",
}

@Article{Yuan:2007:IDB,
  author =       "Lu Yuan and Jian Sun and Long Quan and Heung-Yeung
                 Shum",
  title =        "Image deblurring with blurred\slash noisy image
                 pairs",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "1:1--1:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276379",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Taking satisfactory photos under dim lighting
                 conditions using a hand-held camera is challenging. If
                 the camera is set to a long exposure time, the image is
                 blurred due to camera shake. On the other hand, the
                 image is dark and noisy if it is taken with a short
                 exposure time but with a high camera gain. By combining
                 information extracted from both blurred and noisy
                 images, however, we show in this paper how to produce a
                 high quality image that cannot be obtained by simply
                 denoising the noisy image, or deblurring the blurred
                 image alone.\par

                 Our approach is image deblurring with the help of the
                 noisy image. First, both images are used to estimate an
                 accurate blur kernel, which otherwise is difficult to
                 obtain from a single blurred image. Second, and again
                 using both images, a residual deconvolution is proposed
                 to significantly reduce ringing artifacts inherent to
                 image deconvolution. Third, the remaining ringing
                 artifacts in smooth image regions are further
                 suppressed by a gain-controlled deconvolution process.
                 We demonstrate the effectiveness of our approach using
                 a number of indoor and outdoor images taken by
                 off-the-shelf hand-held cameras in poor lighting
                 environments.",
  acknowledgement = ack-nhfb,
  articleno =    "1",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kopf:2007:STS,
  author =       "Johannes Kopf and Chi-Wing Fu and Daniel Cohen-Or and
                 Oliver Deussen and Dani Lischinski and Tien-Tsin Wong",
  title =        "Solid texture synthesis from {$2$D} exemplars",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "2:1--2:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276380",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel method for synthesizing solid
                 textures from 2D texture exemplars. First, we extend 2D
                 texture optimization techniques to synthesize 3D
                 texture solids. Next, the non-parametric texture
                 optimization approach is integrated with histogram
                 matching, which forces the global statistics of the
                 synthesized solid to match those of the exemplar. This
                 improves the convergence of the synthesis process and
                 enables using smaller neighborhoods. In addition to
                 producing compelling texture mapped surfaces, our
                 method also effectively models the material in the
                 interior of solid objects. We also demonstrate that our
                 method is well-suited for synthesizing textures with a
                 large number of channels per texel.",
  acknowledgement = ack-nhfb,
  articleno =    "2",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "solid texture; texture synthesis",
}

@Article{Lalonde:2007:PCA,
  author =       "Jean-Fran{\c{c}}ois Lalonde and Derek Hoiem and Alexei
                 A. Efros and Carsten Rother and John Winn and Antonio
                 Criminisi",
  title =        "Photo clip art",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "3:1--3:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276381",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a system for inserting new objects into
                 existing photographs by querying a vast image-based
                 object library, pre-computed using a publicly available
                 Internet object database. The central goal is to shield
                 the user from all of the arduous tasks typically
                 involved in image compositing. The user is only asked
                 to do two simple things: (1) pick a 3D location in the
                 scene to place a new object; (2) select an object to
                 insert using a hierarchical menu. We pose the problem
                 of object insertion as a data-driven, 3D-based,
                 context-sensitive object retrieval task. Instead of
                 trying to manipulate the object to change its
                 orientation, color distribution, etc. to fit the new
                 image, we simply retrieve an object of a specified
                 class that has all the required properties (camera
                 pose, lighting, resolution, etc) from our large object
                 library. We present new automatic algorithms for
                 improving object segmentation and blending, estimating
                 true 3D object size and orientation, and estimating
                 scene lighting conditions. We also present an intuitive
                 user interface that makes object insertion fast and
                 simple even for the artistically challenged.",
  acknowledgement = ack-nhfb,
  articleno =    "3",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "3D scene reasoning; blending and compositing;
                 computational photography; image databases; object
                 insertion",
}

@Article{Hays:2007:SCU,
  author =       "James Hays and Alexei A. Efros",
  title =        "Scene completion using millions of photographs",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "4:1--4:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276382",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "What can you do with a million images? In this paper
                 we present a new image completion algorithm powered by
                 a huge database of photographs gathered from the Web.
                 The algorithm patches up holes in images by finding
                 similar image regions in the database that are not only
                 seamless but also semantically valid. Our chief insight
                 is that while the space of images is effectively
                 infinite, the space of semantically differentiable
                 scenes is actually not that large. For many image
                 completion tasks we are able to find similar scenes
                 which contain image fragments that will convincingly
                 complete the image. Our algorithm is entirely
                 data-driven, requiring no annotations or labelling by
                 the user. Unlike existing image completion methods, our
                 algorithm can generate a diverse set of results for
                 each input image and we allow users to select among
                 them. We demonstrate the superiority of our algorithm
                 over existing image completion approaches.",
  acknowledgement = ack-nhfb,
  articleno =    "4",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "hole filling; image completion; image compositing;
                 image database; inpainting",
}

@Article{Cooper:2007:ALR,
  author =       "Seth Cooper and Aaron Hertzmann and Zoran
                 Popovi{\'c}",
  title =        "Active learning for real-time motion controllers",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "5:1--5:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276384",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper describes an approach to building real-time
                 highly-controllable characters. A kinematic character
                 controller is built on-the-fly during a capture
                 session, and updated after each new motion clip is
                 acquired. Active learning is used to identify which
                 motion sequence the user should perform next, in order
                 to improve the quality and responsiveness of the
                 controller. Because motion clips are selected
                 adaptively, we avoid the difficulty of manually
                 determining which ones to capture, and can build
                 complex controllers from scratch while significantly
                 reducing the number of necessary motion samples.",
  acknowledgement = ack-nhfb,
  articleno =    "5",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "active learning; human motion; motion capture",
}

@Article{McCann:2007:RCM,
  author =       "James McCann and Nancy Pollard",
  title =        "Responsive characters from motion fragments",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "6:1--6:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276385",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In game environments, animated character motion must
                 rapidly adapt to changes in player input - for example,
                 if a directional signal from the player's gamepad is
                 not incorporated into the character's trajectory
                 immediately, the character may blithely run off a
                 ledge. Traditional schemes for data-driven character
                 animation lack the split-second reactivity required for
                 this direct control; while they can be made to work,
                 motion artifacts will result. We describe an on-line
                 character animation controller that assembles a motion
                 stream from short motion fragments, choosing each
                 fragment based on current player input and the previous
                 fragment. By adding a simple model of player behavior
                 we are able to improve an existing reinforcement
                 learning method for precalculating good fragment
                 choices. We demonstrate the efficacy of our model by
                 comparing the animation selected by our new controller
                 to that selected by existing methods and to the optimal
                 selection, given knowledge of the entire path. This
                 comparison is performed over real-world data collected
                 from a game prototype. Finally, we provide results
                 indicating that occasional low-quality transitions
                 between motion segments are crucial to high-quality
                 on-line motion generation; this is an important result
                 for others crafting animation systems for
                 directly-controlled characters, as it argues against
                 the common practice of transition thresholding.",
  acknowledgement = ack-nhfb,
  articleno =    "6",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "character control; motion generation; motion graphs",
}

@Article{Treuille:2007:NOC,
  author =       "Adrien Treuille and Yongjoon Lee and Zoran
                 Popovi{\'c}",
  title =        "Near-optimal character animation with continuous
                 control",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "7:1--7:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276386",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new approach to realtime character
                 animation with interactive control. Given a corpus of
                 motion capture data and a desired task, we
                 automatically compute near-optimal controllers using a
                 low-dimensional basis representation. We show that
                 these controllers produce motion that fluidly responds
                 to several dimensions of user control and environmental
                 constraints in realtime. Our results indicate that very
                 few basis functions are required to create
                 high-fidelity character controllers which permit
                 complex user navigation and obstacle-avoidance tasks.",
  acknowledgement = ack-nhfb,
  articleno =    "7",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "human animation; motion with constraints; optimal
                 control",
}

@Article{Chai:2007:CBM,
  author =       "Jinxiang Chai and Jessica K. Hodgins",
  title =        "Constraint-based motion optimization using a
                 statistical dynamic model",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "8:1--8:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276387",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we present a technique for generating
                 animation from a variety of user-defined constraints.
                 We pose constraint-based motion synthesis as a maximum
                 a posterior (MAP) problem and develop an optimization
                 framework that generates natural motion satisfying user
                 constraints. The system automatically learns a
                 statistical dynamic model from motion capture data and
                 then enforces it as a motion prior. This motion prior,
                 together with user-defined constraints, comprises a
                 trajectory optimization problem. Solving this problem
                 in the low-dimensional space yields optimal natural
                 motion that achieves the goals specified by the user.
                 We demonstrate the effectiveness of this approach by
                 generating whole-body and facial motion from a variety
                 of spatial-temporal constraints.",
  acknowledgement = ack-nhfb,
  articleno =    "8",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "constraint-based motion synthesis; facial animation;
                 human body animation; motion capture data; motion
                 control; spatial-temporal constraints; statistical
                 dynamic models",
}

@Article{Wang:2007:SSI,
  author =       "Jue Wang and Maneesh Agrawala and Michael F. Cohen",
  title =        "Soft scissors: an interactive tool for realtime high
                 quality matting",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "9:1--9:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276389",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present Soft Scissors, an interactive tool for
                 extracting alpha mattes of foreground objects in
                 realtime. We recently proposed a novel offline matting
                 algorithm capable of extracting high-quality mattes for
                 complex foreground objects such as furry animals [Wang
                 and Cohen 2007]. In this paper we both improve the
                 quality of our offline algorithm and give it the
                 ability to incrementally update the matte in an online
                 interactive setting. Our realtime system efficiently
                 estimates foreground color thereby allowing both the
                 matte and the final composite to be revealed instantly
                 as the user roughly paints along the edge of the
                 foreground object. In addition, our system can
                 dynamically adjust the width and boundary conditions of
                 the scissoring paint brush to approximately capture the
                 boundary of the foreground object that lies ahead on
                 the scissor's path. These advantages in both speed and
                 accuracy create the first interactive tool for high
                 quality image matting and compositing.",
  acknowledgement = ack-nhfb,
  articleno =    "9",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Avidan:2007:SCC,
  author =       "Shai Avidan and Ariel Shamir",
  title =        "Seam carving for content-aware image resizing",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "10:1--10:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276390",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Effective resizing of images should not only use
                 geometric constraints, but consider the image content
                 as well. We present a simple image operator called seam
                 carving that supports content-aware image resizing for
                 both reduction and expansion. A seam is an optimal
                 8-connected path of pixels on a single image from top
                 to bottom, or left to right, where optimality is
                 defined by an image energy function. By repeatedly
                 carving out or inserting seams in one direction we can
                 change the aspect ratio of an image. By applying these
                 operators in both directions we can retarget the image
                 to a new size. The selection and order of seams protect
                 the content of the image, as defined by the energy
                 function. Seam carving can also be used for image
                 content enhancement and object removal. We support
                 various visual saliency measures for defining the
                 energy of an image, and can also include user input to
                 guide the process. By storing the order of seams in an
                 image we create multi-size images, that are able to
                 continuously change in real time to fit a given size.",
  acknowledgement = ack-nhfb,
  articleno =    "10",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "content-aware image manipulation; display devices;
                 image resizing; image retargeting; image seams",
}

@Article{Sun:2007:IVU,
  author =       "Jian Sun and Lin Liang and Fang Wen and Heung-Yeung
                 Shum",
  title =        "Image vectorization using optimized gradient meshes",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "11:1--11:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276391",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recently, gradient meshes have been introduced as a
                 powerful vector graphics representation to draw
                 multicolored mesh objects with smooth transitions.
                 Using tools from Abode Illustrator and Corel CorelDraw,
                 a user can manually create gradient meshes even for
                 photo-realistic vector arts, which can be further
                 edited, stylized and animated.\par

                 In this paper, we present an easy-to-use interactive
                 tool, called optimized gradient mesh, to
                 semi-automatically and quickly create gradient meshes
                 from a raster image. We obtain the optimized gradient
                 mesh by formulating an energy minimization problem. The
                 user can also interactively specify a few vector lines
                 to guide the mesh generation. The resulting optimized
                 gradient mesh is an editable and scalable mesh that
                 otherwise would have taken many hours for a user to
                 manually create.",
  acknowledgement = ack-nhfb,
  articleno =    "11",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fang:2007:DPS,
  author =       "Hui Fang and John C. Hart",
  title =        "Detail preserving shape deformation in image editing",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "12:1--12:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276392",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Shape deformation is a common practice in digital
                 image editing, but can unrealistically stretch or
                 compress texture detail. We propose an image editing
                 system that decouples feature position from pixel color
                 generation, by resynthesizing texture from the source
                 image to preserve its detail and orientation around a
                 new feature curve location. We introduce a new
                 distortion to patch-based texture synthesis that aligns
                 texture features with image features. A dense
                 correspondence field between source and target images
                 generated by the control curves then guides texture
                 synthesis.",
  acknowledgement = ack-nhfb,
  articleno =    "12",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Irving:2007:VCF,
  author =       "Geoffrey Irving and Craig Schroeder and Ronald
                 Fedkiw",
  title =        "Volume conserving finite element simulations of
                 deformable models",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "13:1--13:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276394",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a numerical method for modeling highly
                 deformable nonlinear incompressible solids that
                 conserves the volume locally near each node in a finite
                 element mesh. Our method works with arbitrary
                 constitutive models, is applicable to both passive and
                 active materials (e.g. muscles), and works with simple
                 tetrahedra without the need for multiple quadrature
                 points or stabilization techniques. Although simple
                 linear tetrahedra typically suffer from locking when
                 modeling incompressible materials, our method enforces
                 incompressibility per node (in a one-ring), and we
                 demonstrate that it is free from locking. We correct
                 errors in volume without introducing oscillations by
                 treating position and velocity in separate implicit
                 solves. Finally, we propose a novel method for treating
                 both object contact and self-contact as linear
                 constraints during the incompressible solve,
                 alleviating issues in enforcing multiple possibly
                 conflicting constraints.",
  acknowledgement = ack-nhfb,
  articleno =    "13",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "collisions; deformable solids; incompressibility",
}

@Article{Twigg:2007:MWB,
  author =       "Christopher D. Twigg and Doug L. James",
  title =        "Many-worlds browsing for control of multibody
                 dynamics",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "14:1--14:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276395",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Animation techniques for controlling passive
                 simulation are commonly based on an optimization
                 paradigm: the user provides goals a priori, and
                 sophisticated numerical methods minimize a cost
                 function that represents these goals. Unfortunately,
                 for multibody systems with discontinuous contact events
                 these optimization problems can be highly nontrivial to
                 solve, and many-hour offline optimizations, unintuitive
                 parameters, and convergence failures can frustrate
                 end-users and limit usage. On the other hand, users are
                 quite adaptable, and systems which provide interactive
                 feedback via an intuitive interface can leverage the
                 user's own abilities to quickly produce interesting
                 animations. However, the online computation necessary
                 for interactivity limits scene complexity in
                 practice.\par

                 We introduce Many-Worlds Browsing, a method which
                 circumvents these limits by exploiting the speed of
                 multibody simulators to compute numerous example
                 simulations in parallel (offline and online), and allow
                 the user to browse and modify them interactively. We
                 demonstrate intuitive interfaces through which the user
                 can select among the examples and interactively adjust
                 those parts of the scene that do not match his
                 requirements. We show that using a combination of our
                 techniques, unusual and interesting results can be
                 generated for moderately sized scenes with under an
                 hour of user time. Scalability is demonstrated by
                 sampling much larger scenes using modest offline
                 computations.",
  acknowledgement = ack-nhfb,
  articleno =    "14",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "browsing; control; data-driven animation; interactive
                 animation; rigid body dynamics",
}

@Article{Zhang:2007:CCD,
  author =       "Xinyu Zhang and Stephane Redon and Minkyoung Lee and
                 Young J. Kim",
  title =        "Continuous collision detection for articulated models
                 using {Taylor} models and temporal culling",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "15:1--15:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276396",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a fast continuous collision detection (CCD)
                 algorithm for articulated models using Taylor models
                 and temporal culling. Our algorithm is a generalization
                 of conservative advancement (CA) from convex models
                 [Mirtich 1996] to articulated models with non-convex
                 links. Given the initial and final configurations of a
                 moving articulated model, our algorithm creates a
                 continuous motion with constant translational and
                 rotational velocities for each link, and checks for
                 interferences between the articulated model under
                 continuous motion and other models in the environment
                 and for self-collisions. If collisions occur, our
                 algorithm reports the first time of contact (TOC) as
                 well as collision witness features. We have implemented
                 our CCD algorithm and applied it to several challenging
                 scenarios including locomotion generation,
                 articulated-body dynamics and character motion
                 planning. Our algorithm can perform CCDs including
                 self-collision detection for articulated models
                 consisting of many links and tens of thousands of
                 triangles in 1.22 ms on average running on a 3.6 GHz
                 Pentium 4 PC. This is an improvement on the performance
                 of prior algorithms of more than an order of
                 magnitude.",
  acknowledgement = ack-nhfb,
  articleno =    "15",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "articulated models; conservative advancement;
                 continuous collision detection; convex decomposition;
                 dynamics simulation",
}

@Article{Bargteil:2007:FEM,
  author =       "Adam W. Bargteil and Chris Wojt{\'a}n and Jessica K.
                 Hodgins and Greg Turk",
  title =        "A finite element method for animating large
                 viscoplastic flow",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "16:1--16:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276397",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an extension to Lagrangian finite element
                 methods to allow for large plastic deformations of
                 solid materials. These behaviors are seen in such
                 everyday materials as shampoo, dough, and clay as well
                 as in fantastic gooey and blobby creatures in special
                 effects scenes. To account for plastic deformation, we
                 explicitly update the linear basis functions defined
                 over the finite elements during each simulation step.
                 When these updates cause the basis functions to become
                 ill-conditioned, we remesh the simulation domain to
                 produce a new high-quality finite-element mesh, taking
                 care to preserve the original boundary. We also
                 introduce an enhanced plasticity model that preserves
                 volume and includes creep and work hardening/softening.
                 We demonstrate our approach with simulations of
                 synthetic objects that squish, dent, and flow. To
                 validate our methods, we compare simulation results to
                 videos of real materials.",
  acknowledgement = ack-nhfb,
  articleno =    "16",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computational fluid dynamics; deformable models;
                 elastoplastic; finite element methods; natural
                 phenomena; physically based animation; viscoelastic;
                 viscoplastic",
}

@Article{Todo:2007:LCS,
  author =       "Hideki Todo and Ken-ichi Anjyo and William Baxter and
                 Takeo Igarashi",
  title =        "Locally controllable stylized shading",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "17:1--17:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276399",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recent progress in non-photorealistic rendering (NPR)
                 has led to many stylized shading techniques that
                 efficiently convey visual information about the objects
                 depicted. Another crucial goal of NPR is to give
                 artists simple and direct ways to express the abstract
                 ideas born of their imaginations. In particular, the
                 ability to add intentional, but often unrealistic,
                 shading effects is indispensable for many applications.
                 We propose a set of simple stylized shading algorithms
                 that allow the user to freely add localized light and
                 shade to a model in a manner that is consistent and
                 seamlessly integrated with conventional lighting
                 techniques. The algorithms provide an intuitive, direct
                 manipulation method based on a paint-brush metaphor, to
                 control and edit the light and shade locally as
                 desired. Our prototype system demonstrates how our
                 method can enhance both the quality and range of
                 applicability of conventional stylized shading for
                 offline animation and interactive applications.",
  acknowledgement = ack-nhfb,
  articleno =    "17",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "direct manipulation; non-photorealistic rendering;
                 stylized shading",
}

@Article{Lee:2007:LDA,
  author =       "Yunjin Lee and Lee Markosian and Seungyong Lee and
                 John F. Hughes",
  title =        "Line drawings via abstracted shading",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "18:1--18:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276400",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe a GPU-based algorithm for rendering a 3D
                 model as a line drawing, based on the insight that a
                 line drawing can be understood as an abstraction of a
                 shaded image. We thus render lines along tone
                 boundaries or thin dark areas in the shaded image. We
                 extend this notion to the dual: we render highlight
                 lines along thin bright areas and tone boundaries. We
                 combine the lines with tone shading to capture broad
                 regions of tone.\par

                 The resulting line drawings effectively convey both
                 shape and material cues. The lines produced by the
                 method can include silhouettes. creases, and ridges,
                 along with a generalization of suggestive contours that
                 responds to lighting as well as viewing changes. The
                 method supports automatic level of abstraction, where
                 the size of depicted shape features adjusts
                 appropriately as the camera zooms in or out. Animated
                 models can be rendered in real time because costly mesh
                 curvature calculations are not needed.",
  acknowledgement = ack-nhfb,
  articleno =    "18",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Judd:2007:ARL,
  author =       "Tilke Judd and Fr{\'e}do Durand and Edward Adelson",
  title =        "Apparent ridges for line drawing",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "19:1--19:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276401",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Three-dimensional shape can be drawn using a variety
                 of feature lines, but none of the current definitions
                 alone seem to capture all visually-relevant lines. We
                 introduce a new definition of feature lines based on
                 two perceptual observations. First, human perception is
                 sensitive to the variation of shading, and since shape
                 perception is little affected by lighting and
                 reflectance modification, we should focus on normal
                 variation. Second, view-dependent lines better convey
                 smooth surfaces. From this we define view-dependent
                 curvature as the variation of the surface normal with
                 respect to a viewing screen plane, and apparent ridges
                 as the loci of points that maximize a view-dependent
                 curvature. We present a formal definition of apparent
                 ridges and an algorithm to render line drawings of 3D
                 meshes. We show that our apparent ridges encompass or
                 enhance aspects of several other feature lines.",
  acknowledgement = ack-nhfb,
  articleno =    "19",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "apparent ridges; line drawing; NPR; ridges; valleys",
}

@Article{Breslav:2007:DPS,
  author =       "Simon Breslav and Karol Szerszen and Lee Markosian and
                 Pascal Barla and Jo{\"e}lle Thollot",
  title =        "Dynamic {$2$D} patterns for shading {$3$D} scenes",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "20:1--20:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276402",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe a new way to render 3D scenes in a variety
                 of non-photorealistic styles, based on patterns whose
                 structure and motion are defined in 2D. In doing so, we
                 sacrifice the ability of patterns that wrap onto 3D
                 surfaces to convey shape through their structure and
                 motion. In return, we gain several advantages, chiefly
                 that 2D patterns are more visually abstract - a quality
                 often sought by artists, which explains their
                 widespread use in hand-drawn images.\par

                 Extending such styles to 3D graphics presents a
                 challenge: how should a 2D pattern move? Our solution
                 is to transform it each frame by a 2D similarity
                 transform that closely follows the underlying 3D shape.
                 The resulting motion is often surprisingly effective,
                 and has a striking cartoon quality that matches the
                 visual style.",
  acknowledgement = ack-nhfb,
  articleno =    "20",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Brown:2007:GNR,
  author =       "Benedict J. Brown and Szymon Rusinkiewicz",
  title =        "Global non-rigid alignment of {$3$-D} scans",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "21:1--21:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276404",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A key challenge in reconstructing high-quality 3D
                 scans is registering data from different viewpoints.
                 Existing global (multiview) alignment algorithms are
                 restricted to rigid-body transformations, and cannot
                 adequately handle non-rigid warps frequently present in
                 real-world datasets. Moreover, algorithms that can
                 compensate for such warps between pairs of scans do not
                 easily generalize to the multiview case. We present an
                 algorithm for obtaining a globally optimal alignment of
                 multiple overlapping datasets in the presence of
                 low-frequency non-rigid deformations, such as those
                 caused by device nonlinearities or calibration error.
                 The process first obtains sparse correspondences
                 between views using a locally weighted,
                 stability-guaranteeing variant of iterative closest
                 points (ICP). Global positions for feature points are
                 found using a relaxation method, and the scans are
                 warped to their final positions using thin-plate
                 splines. Our framework efficiently handles large
                 datasets---thousands of scans comprising hundreds of
                 millions of samples---for both rigid and non-rigid
                 alignment, with the non-rigid case requiring little
                 overhead beyond rigid-body alignment. We demonstrate
                 that, relative to rigid-body registration, it improves
                 the quality of alignment and better preserves detail in
                 3D datasets from a variety of scanners exhibiting
                 non-rigid distortion.",
  acknowledgement = ack-nhfb,
  articleno =    "21",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lipman:2007:PFP,
  author =       "Yaron Lipman and Daniel Cohen-Or and David Levin and
                 Hillel Tal-Ezer",
  title =        "Parameterization-free projection for geometry
                 reconstruction",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "22:1--22:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276405",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a Locally Optimal Projection operator
                 (LOP) for surface approximation from point-set data.
                 The operator is parameterization free, in the sense
                 that it does not rely on estimating a local normal,
                 fitting a local plane, or using any other local
                 parametric representation. Therefore, it can deal with
                 noisy data which clutters the orientation of the
                 points. The method performs well in cases of ambiguous
                 orientation, e.g., if two folds of a surface lie near
                 each other, and other cases of complex geometry in
                 which methods based upon local plane fitting may fail.
                 Although defined by a global minimization problem, the
                 method is effectively local, and it provides a second
                 order approximation to smooth surfaces. Hence allowing
                 good surface approximation without using any explicit
                 or implicit approximation space. Furthermore, we show
                 that LOP is highly robust to noise and outliers and
                 demonstrate its effectiveness by applying it to raw
                 scanned data of complex shapes.",
  acknowledgement = ack-nhfb,
  articleno =    "22",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "geometry projection operator; point-cloud; surface
                 reconstruction",
}

@Article{Guennebaud:2007:APS,
  author =       "Ga{\"e}l Guennebaud and Markus Gross",
  title =        "Algebraic point set surfaces",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "23:1--23:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276406",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper we present a new Point Set Surface (PSS)
                 definition based on moving least squares (MLS) fitting
                 of algebraic spheres. Our surface representation can be
                 expressed by either a projection procedure or in
                 implicit form. The central advantages of our approach
                 compared to existing planar MLS include significantly
                 improved stability of the projection under low sampling
                 rates and in the presence of high curvature. The method
                 can approximate or interpolate the input point set and
                 naturally handles planar point clouds. In addition, our
                 approach provides a reliable estimate of the mean
                 curvature of the surface at no additional cost and
                 allows for the robust handling of sharp features and
                 boundaries. It processes a simple point set as input,
                 but can also take significant advantage of surface
                 normals to improve robustness, quality and performance.
                 We also present a novel normal estimation procedure
                 which exploits the properties of the spherical fit for
                 both direction estimation and orientation propagation.
                 Very efficient computational procedures enable us to
                 compute the algebraic sphere fitting with up to 40
                 million points per second on latest generation GPUs.",
  acknowledgement = ack-nhfb,
  articleno =    "23",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "moving least square surfaces; point based graphics;
                 sharp features; surface representation",
}

@Article{Katz:2007:DVP,
  author =       "Sagi Katz and Ayellet Tal and Ronen Basri",
  title =        "Direct visibility of point sets",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "24:1--24:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276407",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper proposes a simple and fast operator, the
                 `Hidden' Point Removal operator, which determines the
                 visible points in a point cloud, as viewed from a given
                 viewpoint. Visibility is determined without
                 reconstructing a surface or estimating normals. It is
                 shown that extracting the points that reside on the
                 convex hull of a transformed point cloud, amounts to
                 determining the visible points. This operator is
                 general - it can be applied to point clouds at various
                 dimensions, on both sparse and dense point clouds, and
                 on viewpoints internal as well as external to the
                 cloud. It is demonstrated that the operator is useful
                 in visualizing point clouds, in view-dependent
                 reconstruction and in shadow casting.",
  acknowledgement = ack-nhfb,
  articleno =    "24",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "point-based graphics; visibility; visualizing point
                 sets",
}

@Article{Ragan-Kelley:2007:LAI,
  author =       "Jonathan Ragan-Kelley and Charlie Kilpatrick and Brian
                 W. Smith and Doug Epps and Paul Green and Christophe
                 Hery and Fr{\'e}do Durand",
  title =        "The lightspeed automatic interactive lighting preview
                 system",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "25:1--25:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276409",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an automated approach for high-quality
                 preview of feature-film rendering during lighting
                 design. Similar to previous work, we use a
                 deep-framebuffer shaded on the GPU to achieve
                 interactive performance. Our first contribution is to
                 generate the deep-framebuffer and corresponding shaders
                 automatically through data-flow analysis and
                 compilation of the original scene. Cache compression
                 reduces automatically-generated deep-framebuffers to
                 reasonable size for complex production scenes and
                 shaders. We also propose a new structure, the indirect
                 framebuffer, that decouples shading samples from final
                 pixels and allows a deep-framebuffer to handle
                 antialiasing, motion blur and transparency efficiently.
                 Progressive refinement enables fast feedback at coarser
                 resolution. We demonstrate our approach in real-world
                 production.",
  acknowledgement = ack-nhfb,
  articleno =    "25",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "data-flow analysis; GPUs; interactive rendering;
                 lighting preview; programmable shading; RenderMan",
}

@Article{Hasan:2007:MRC,
  author =       "Milo{\v{s}} Ha{\v{s}}an and Fabio Pellacini and Kavita
                 Bala",
  title =        "Matrix row-column sampling for the many-light
                 problem",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "26:1--26:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276410",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Rendering complex scenes with indirect illumination,
                 high dynamic range environment lighting, and many
                 direct light sources remains a challenging problem.
                 Prior work has shown that all these effects can be
                 approximated by many point lights. This paper presents
                 a scalable solution to the many-light problem suitable
                 for a GPU implementation. We view the problem as a
                 large matrix of sample-light interactions; the ideal
                 final image is the sum of the matrix columns. We
                 propose an algorithm for approximating this sum by
                 sampling entire rows and columns of the matrix on the
                 GPU using shadow mapping. The key observation is that
                 the inherent structure of the transfer matrix can be
                 revealed by sampling just a small number of rows and
                 columns. Our prototype implementation can compute the
                 light transfer within a few seconds for scenes with
                 indirect and environment illumination, area lights,
                 complex geometry and arbitrary shaders. We believe this
                 approach can be very useful for rapid previewing in
                 applications like cinematic and architectural lighting
                 design.",
  acknowledgement = ack-nhfb,
  articleno =    "26",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "global illumination; GPU; many lights; sampling",
}

@Article{Sun:2007:IRD,
  author =       "Xin Sun and Kun Zhou and Yanyun Chen and Stephen Lin
                 and Jiaoying Shi and Baining Guo",
  title =        "Interactive relighting with dynamic {BRDFs}",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "27:1--27:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276411",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a technique for interactive relighting in
                 which source radiance, viewing direction, and BRDFs can
                 all be changed on the fly. In handling dynamic BRDFs,
                 our method efficiently accounts for the effects of BRDF
                 modification on the reflectance and incident radiance
                 at a surface point. For reflectance, we develop a BRDF
                 tensor representation that can be factorized into
                 adjustable terms for lighting, viewing, and BRDF
                 parameters. For incident radiance, there exists a
                 non-linear relationship between indirect lighting and
                 BRDFs in a scene, which makes linear light transport
                 frameworks such as PRT unsuitable. To overcome this
                 problem, we introduce precomputed transfer tensors
                 (PTTs) which decompose indirect lighting into
                 precomputable components that are each a function of
                 BRDFs in the scene, and can be rapidly combined at run
                 time to correctly determine incident radiance. We
                 additionally describe a method for efficient handling
                 of high-frequency specular reflections by separating
                 them from the BRDF tensor representation and processing
                 them using precomputed visibility information. With
                 relighting based on PTTs, interactive performance with
                 indirect lighting is demonstrated in applications to
                 BRDF animation and material tuning.",
  acknowledgement = ack-nhfb,
  articleno =    "27",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "bidirectional reflectance distribution function;
                 global illumination; precomputed radiance transfer;
                 relighting; tensor factorization",
}

@Article{Han:2007:FDN,
  author =       "Charles Han and Bo Sun and Ravi Ramamoorthi and Eitan
                 Grinspun",
  title =        "Frequency domain normal map filtering",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "28:1--28:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276412",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Filtering is critical for representing detail, such as
                 color textures or normal maps, across a variety of
                 scales. While MIP-mapping texture maps is commonplace,
                 accurate normal map filtering remains a challenging
                 problem because of nonlinearities in shading---we
                 cannot simply average nearby surface normals. In this
                 paper, we show analytically that normal map filtering
                 can be formalized as a spherical convolution of the
                 normal distribution function (NDF) and the BRDF, for a
                 large class of common BRDFs such as Lambertian,
                 microfacet and factored measurements. This theoretical
                 result explains many previous filtering techniques as
                 special cases, and leads to a generalization to a
                 broader class of measured and analytic BRDFs. Our
                 practical algorithms leverage a significant body of
                 work that has studied lighting-BRDF convolution. We
                 show how spherical harmonics can be used to filter the
                 NDF for Lambertian and low-frequency specular BRDFs,
                 while spherical von Mises-Fisher distributions can be
                 used for high-frequency materials.",
  acknowledgement = ack-nhfb,
  articleno =    "28",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2007:IGM,
  author =       "Jie Xu and Craig S. Kaplan",
  title =        "Image-guided maze construction",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "29:1--29:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276414",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a set of graphical and combinatorial
                 algorithms for designing mazes based on images. The
                 designer traces regions of interest in an image and
                 annotates the regions with style parameters. They can
                 optionally specify a solution path, which provides a
                 rough guide for laying out the maze's actual solution.
                 The system uses novel extensions to well-known maze
                 construction algorithms to build mazes that approximate
                 the tone of the source image, express the desired style
                 in each region, and conform to the user's solution
                 path.",
  acknowledgement = ack-nhfb,
  articleno =    "29",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "halftoning; labyrinth; line drawing; maze;
                 streamline",
}

@Article{Asente:2007:DPM,
  author =       "Paul Asente and Mike Schuster and Teri Pettit",
  title =        "Dynamic planar map illustration",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "30:1--30:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276415",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "There are many types of illustrations that are easier
                 to create in planar-map-based illustration systems than
                 in the more common stacking-based systems. One weakness
                 shared by all existing planar-map-based systems is that
                 the editability of the drawing is severely hampered
                 once coloring has begun. The paths that define the
                 areas to be filled become divided wherever they
                 intersect, making it difficult or impossible to edit
                 them as a whole.\par

                 Live Paint is a new metaphor that allows
                 planar-map-based coloring while maintaining all the
                 original paths unchanged. When a user makes a change,
                 the regions and edges defined by the new paths take on
                 fill and stroke attributes from the previous regions
                 and edges. This results in greater editing flexibility
                 and ease of use. Live Paint uses a set of heuristics to
                 match each region and edge in a changed illustration
                 with a region or edge in the previous version, a task
                 that is more difficult than it at first appears. It
                 then transfers fill and stroke attributes
                 accordingly.",
  acknowledgement = ack-nhfb,
  articleno =    "30",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "dynamic; gap detection; graphics editor; planar map;
                 recoloring; vector illustration",
}

@Article{Li:2007:ICI,
  author =       "Wilmot Li and Lincoln Ritter and Maneesh Agrawala and
                 Brian Curless and David Salesin",
  title =        "Interactive cutaway illustrations of complex {$3$D}
                 models",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "31:1--31:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276416",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a system for authoring and viewing
                 interactive cutaway illustrations of complex 3D models
                 using conventions of traditional scientific and
                 technical illustration. Our approach is based on the
                 two key ideas that (1) cuts should respect the geometry
                 of the parts being cut, and (2) cutaway illustrations
                 should support interactive exploration. In our
                 approach, an author instruments a 3D model with
                 auxiliary parameters, which we call `rigging,' that
                 define how cutaways of that structure are formed. We
                 provide an authoring interface that automates most of
                 the rigging process. We also provide a viewing
                 interface that allows viewers to explore rigged models
                 using high-level interactions. In particular, the
                 viewer can just select a set of target structures, and
                 the system will automatically generate a cutaway
                 illustration that exposes those parts. We have tested
                 our system on a variety of CAD and anatomical models,
                 and our results demonstrate that our approach can be
                 used to create and view effective interactive cutaway
                 illustrations for a variety of complex objects with
                 little user effort.",
  acknowledgement = ack-nhfb,
  articleno =    "31",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "cutaway illustration; interactive; visualization",
}

@Article{Weyrich:2007:DBR,
  author =       "Tim Weyrich and Jia Deng and Connelly Barnes and
                 Szymon Rusinkiewicz and Adam Finkelstein",
  title =        "Digital bas-relief from {$3$D} scenes",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "32:1--32:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276417",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a system for semi-automatic creation of
                 bas-relief sculpture. As an artistic medium, relief
                 spans the continuum between 2D drawing or painting and
                 full 3D sculpture. Bas-relief (or low relief) presents
                 the unique challenge of squeezing shapes into a
                 nearly-flat surface while maintaining as much as
                 possible the perception of the full 3D scene. Our
                 solution to this problem adapts methods from the
                 tone-mapping literature, which addresses the similar
                 problem of squeezing a high dynamic range image into
                 the (low) dynamic range available on typical display
                 devices. However, the bas-relief medium imposes its own
                 unique set of requirements, such as maintaining small,
                 fixed-size depth discontinuities. Given a 3D model,
                 camera, and a few parameters describing the relative
                 attenuation of different frequencies in the shape, our
                 system creates a relief that gives the illusion of the
                 3D shape from a given vantage point while conforming to
                 a greatly compressed height.",
  acknowledgement = ack-nhfb,
  articleno =    "32",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "geometry generation; non-photorealistic rendering;
                 sculpture; tone mapping",
}

@Article{Bickel:2007:MSC,
  author =       "Bernd Bickel and Mario Botsch and Roland Angst and
                 Wojciech Matusik and Miguel Otaduy and Hanspeter
                 Pfister and Markus Gross",
  title =        "Multi-scale capture of facial geometry and motion",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "33:1--33:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276419",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel multi-scale representation and
                 acquisition method for the animation of high-resolution
                 facial geometry and wrinkles. We first acquire a static
                 scan of the face including reflectance data at the
                 highest possible quality. We then augment a traditional
                 marker-based facial motion-capture system by two
                 synchronized video cameras to track expression
                 wrinkles. The resulting model consists of
                 high-resolution geometry, motion-capture data, and
                 expression wrinkles in 2D parametric form. This
                 combination represents the facial shape and its salient
                 features at multiple scales. During motion synthesis
                 the motion-capture data deforms the high-resolution
                 geometry using a linear shell-based mesh-deformation
                 method. The wrinkle geometry is added to the facial
                 base mesh using nonlinear energy optimization. We
                 present the results of our approach for performance
                 replay as well as for wrinkle editing.",
  acknowledgement = ack-nhfb,
  articleno =    "33",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "animation; face modeling; motion capture",
}

@Article{White:2007:CAO,
  author =       "Ryan White and Keenan Crane and D. A. Forsyth",
  title =        "Capturing and animating occluded cloth",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "34:1--34:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276420",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We capture the shape of moving cloth using a custom
                 set of color markers printed on the surface of the
                 cloth. The output is a sequence of triangle meshes with
                 static connectivity and with detail at the scale of
                 individual markers in both smooth and folded regions.
                 We compute markers' coordinates in space using
                 correspondence across multiple synchronized video
                 cameras. Correspondence is determined from color
                 information in small neighborhoods and refined using a
                 novel strain pruning process. Final correspondence does
                 not require neighborhood information. We use a novel
                 data driven hole-filling technique to fill occluded
                 regions. Our results include several challenging
                 examples: a wrinkled shirt sleeve, a dancing pair of
                 pants, and a rag tossed onto a cup. Finally, we
                 demonstrate that cloth capture is reusable by animating
                 a pair of pants using human motion capture data.",
  acknowledgement = ack-nhfb,
  articleno =    "34",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vlasic:2007:PMC,
  author =       "Daniel Vlasic and Rolf Adelsberger and Giovanni
                 Vannucci and John Barnwell and Markus Gross and
                 Wojciech Matusik and Jovan Popovi{\'c}",
  title =        "Practical motion capture in everyday surroundings",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "35:1--35:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276421",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Commercial motion-capture systems produce excellent
                 in-studio reconstructions, but offer no comparable
                 solution for acquisition in everyday environments. We
                 present a system for acquiring motions almost anywhere.
                 This wearable system gathers ultrasonic time-of-flight
                 and inertial measurements with a set of inexpensive
                 miniature sensors worn on the garment. After recording,
                 the information is combined using an Extended Kalman
                 Filter to reconstruct joint configurations of a body.
                 Experimental results show that even motions that are
                 traditionally difficult to acquire are recorded with
                 ease within their natural settings. Although our
                 prototype does not reliably recover the global
                 transformation, we show that the resulting motions are
                 visually similar to the original ones, and that the
                 combined acoustic and inertial system reduces the drift
                 commonly observed in purely inertial systems. Our final
                 results suggest that this system could become a
                 versatile input device for a variety of
                 augmented-reality applications.",
  acknowledgement = ack-nhfb,
  articleno =    "35",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "augmented reality; motion capture",
}

@Article{Raskar:2007:PLA,
  author =       "Ramesh Raskar and Hideaki Nii and Bert deDecker and
                 Yuki Hashimoto and Jay Summet and Dylan Moore and Yong
                 Zhao and Jonathan Westhues and Paul Dietz and John
                 Barnwell and Shree Nayar and Masahiko Inami and
                 Philippe Bekaert and Michael Noland and Vlad Branzoi
                 and Erich Bruns",
  title =        "Prakash: lighting aware motion capture using
                 photosensing markers and multiplexed illuminators",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "36:1--36:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276422",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we present a high speed optical motion
                 capture method that can measure three dimensional
                 motion, orientation, and incident illumination at
                 tagged points in a scene. We use tracking tags that
                 work in natural lighting conditions and can be
                 imperceptibly embedded in attire or other objects. Our
                 system supports an unlimited number of tags in a scene,
                 with each tag uniquely identified to eliminate marker
                 reacquisition issues. Our tags also provide incident
                 illumination data which can be used to match scene
                 lighting when inserting synthetic elements. The
                 technique is therefore ideal for on-set motion capture
                 or real-time broadcasting of virtual sets.\par

                 Unlike previous methods that employ high speed cameras
                 or scanning lasers, we capture the scene appearance
                 using the simplest possible optical devices - a
                 light-emitting diode (LED) with a passive binary mask
                 used as the transmitter and a photosensor used as the
                 receiver. We strategically place a set of optical
                 transmitters to spatio-temporally encode the volume of
                 interest. Photosensors attached to scene points
                 demultiplex the coded optical signals from multiple
                 transmitters, allowing us to compute not only receiver
                 location and orientation but also their incident
                 illumination and the reflectance of the surfaces to
                 which the photosensors are attached. We use our
                 untethered tag system, called Prakash, to demonstrate
                 methods of adding special effects to captured videos
                 that cannot be accomplished using pure vision
                 techniques that rely on camera images.",
  acknowledgement = ack-nhfb,
  articleno =    "36",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Talvala:2007:VGH,
  author =       "Eino-Ville Talvala and Andrew Adams and Mark Horowitz
                 and Marc Levoy",
  title =        "Veiling glare in high dynamic range imaging",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "37:1--37:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276424",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The ability of a camera to record a high dynamic range
                 image, whether by taking one snapshot or a sequence, is
                 limited by the presence of veiling glare - the tendency
                 of bright objects in the scene to reduce the contrast
                 everywhere within the field of view. Veiling glare is a
                 global illumination effect that arises from multiple
                 scattering of light inside the camera's body and lens
                 optics. By measuring separately the direct and indirect
                 components of the intra-camera light transport, one can
                 increase the maximum dynamic range a particular camera
                 is capable of recording. In this paper, we quantify the
                 presence of veiling glare and related optical artifacts
                 for several types of digital cameras, and we describe
                 two methods for removing them: deconvolution by a
                 measured glare spread function, and a novel
                 direct-indirect separation of the lens transport using
                 a structured occlusion mask. In the second method, we
                 selectively block the light that contributes to veiling
                 glare, thereby attaining significantly higher
                 signal-to-noise ratios than with deconvolution.
                 Finally, we demonstrate our separation method for
                 several combinations of cameras and realistic scenes.",
  acknowledgement = ack-nhfb,
  articleno =    "37",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computational photography; global illumination; HDR
                 imaging; structured occlusion mask; veiling glare",
}

@Article{Akyuz:2007:DHD,
  author =       "Ahmet O{\u{g}}uz Aky{\"u}z and Roland Fleming and
                 Bernhard E. Riecke and Erik Reinhard and Heinrich H.
                 B{\"u}lthoff",
  title =        "Do {HDR} displays support {LDR} content?: a
                 psychophysical evaluation",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "38:1--38:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276425",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The development of high dynamic range (HDR) imagery
                 has brought us to the verge of arguably the largest
                 change in image display technologies since the
                 transition from black-and-white to color television.
                 Novel capture and display hardware will soon enable
                 consumers to enjoy the HDR experience in their own
                 homes. The question remains, however, of what to do
                 with existing images and movies, which are
                 intrinsically low dynamic range (LDR). Can this
                 enormous volume of legacy content also be displayed
                 effectively on HDR displays? We have carried out a
                 series of rigorous psychophysical investigations to
                 determine how LDR images are best displayed on a
                 state-of-the-art HDR monitor, and to identify which
                 stages of the HDR imaging pipeline are perceptually
                 most critical. Our main findings are: (1) As expected,
                 HDR displays outperform LDR ones. (2) Surprisingly, HDR
                 images that are tone-mapped for display on standard
                 monitors are often no better than the best single LDR
                 exposure from a bracketed sequence. (3) Most
                 importantly of all, LDR data does not necessarily
                 require sophisticated treatment to produce a compelling
                 HDR experience. Simply boosting the range of an LDR
                 image linearly to fit the HDR display can equal or even
                 surpass the appearance of a true HDR image. Thus the
                 potentially tricky process of inverse tone mapping can
                 be largely circumvented.",
  acknowledgement = ack-nhfb,
  articleno =    "38",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "high dynamic range (HDR) imaging; high dynamic range
                 display devices; psychophysics; tone mapping",
}

@Article{Rempel:2007:LFR,
  author =       "Allan G. Rempel and Matthew Trentacoste and Helge
                 Seetzen and H. David Young and Wolfgang Heidrich and
                 Lorne Whitehead and Greg Ward",
  title =        "{Ldr2Hdr}: on-the-fly reverse tone mapping of legacy
                 video and photographs",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "39:1--39:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276426",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "New generations of display devices promise to provide
                 significantly improved dynamic range over conventional
                 display technology. In the long run, evolving camera
                 technology and file formats will provide high fidelity
                 content for these display devices. In the near term,
                 however, the vast majority of images and video will
                 only be available in low dynamic range formats.\par

                 In this paper we describe a method for boosting the
                 dynamic range of legacy video and photographs for
                 viewing on high dynamic range displays. Our emphasis is
                 on real-time processing of video streams, such as web
                 streams or the signal from a DVD player. We place
                 particular emphasis on robustness of the method, and
                 its ability to deal with a wide range of content
                 without user adjusted parameters or visible artifacts.
                 The method can be implemented on both graphics hardware
                 and on signal processors that are directly integrated
                 in the HDR displays.",
  acknowledgement = ack-nhfb,
  articleno =    "39",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "image and video processing - high dynamic range/tone
                 mapping; methods and applications - signal processing",
}

@Article{Jones:2007:RIL,
  author =       "Andrew Jones and Ian McDowall and Hideshi Yamada and
                 Mark Bolas and Paul Debevec",
  title =        "Rendering for an interactive {360$^\circ $} light
                 field display",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "40:1--40:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276427",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe a set of rendering techniques for an
                 autostereoscopic light field display able to present
                 interactive 3D graphics to multiple simultaneous
                 viewers 360 degrees around the display. The display
                 consists of a high-speed video projector, a spinning
                 mirror covered by a holographic diffuser, and FPGA
                 circuitry to decode specially rendered DVI video
                 signals. The display uses a standard programmable
                 graphics card to render over 5,000 images per second of
                 interactive 3D graphics, projecting 360-degree views
                 with 1.25 degree separation up to 20 updates per
                 second. We describe the system's projection geometry
                 and its calibration process, and we present a
                 multiple-center-of-projection rendering technique for
                 creating perspective-correct images from arbitrary
                 viewpoints around the display. Our projection technique
                 allows correct vertical perspective and parallax to be
                 rendered for any height and distance when these
                 parameters are known, and we demonstrate this effect
                 with interactive raster graphics using a tracking
                 system to measure the viewer's height and distance. We
                 further apply our projection technique to the display
                 of photographed light fields with accurate horizontal
                 and vertical parallax. We conclude with a discussion of
                 the display's visual accommodation performance and
                 discuss techniques for displaying color imagery.",
  acknowledgement = ack-nhfb,
  articleno =    "40",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "autostereocopic displays; graphics hardware;
                 image-based rendering; light field; real-time
                 rendering",
}

@Article{Nealen:2007:FDF,
  author =       "Andrew Nealen and Takeo Igarashi and Olga Sorkine and
                 Marc Alexa",
  title =        "{FiberMesh}: designing freeform surfaces with {$3$D}
                 curves",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "41:1--41:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276429",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a system for designing freeform
                 surfaces with a collection of 3D curves. The user first
                 creates a rough 3D model by using a sketching
                 interface. Unlike previous sketching systems, the
                 user-drawn strokes stay on the model surface and serve
                 as handles for controlling the geometry. The user can
                 add, remove, and deform these control curves easily, as
                 if working with a 2D line drawing. The curves can have
                 arbitrary topology; they need not be connected to each
                 other. For a given set of curves, the system
                 automatically constructs a smooth surface embedding by
                 applying functional optimization. Our system provides
                 real-time algorithms for both control curve deformation
                 and the subsequent surface optimization. We show that
                 one can create sophisticated models using this system,
                 which have not yet been seen in previous sketching or
                 functional optimization systems.",
  acknowledgement = ack-nhfb,
  articleno =    "41",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "deformations; differential representations; fair
                 surface design; sketch based interfaces and modeling;
                 sketching",
}

@Article{Ju:2007:ETM,
  author =       "Tao Ju and Qian-Yi Zhou and Shi-Min Hu",
  title =        "Editing the topology of {$3$D} models by sketching",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "42:1--42:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276430",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for modifying the topology of a 3D
                 model with user control. The heart of our method is a
                 guided topology editing algorithm. Given a source model
                 and a user-provided target shape, the algorithm
                 modifies the source so that the resulting model is
                 topologically consistent with the target. Our algorithm
                 permits removing or adding various topological features
                 (e.g., handles, cavities and islands) in a common
                 framework and ensures that each topological change is
                 made by minimal modification to the source model. To
                 create the target shape, we have also designed a
                 convenient 2D sketching interface for drawing 3D line
                 skeletons. As demonstrated in a suite of examples, the
                 use of sketching allows more accurate removal of
                 topological artifacts than previous methods, and
                 enables creative designs with specific topological
                 goals.",
  acknowledgement = ack-nhfb,
  articleno =    "42",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "skeleton; sketching; topology repair",
}

@Article{Sharf:2007:ITA,
  author =       "Andrei Sharf and Thomas Lewiner and Gil Shklarski and
                 Sivan Toledo and Daniel Cohen-Or",
  title =        "Interactive topology-aware surface reconstruction",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "43:1--43:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276431",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The reconstruction of a complete watertight model from
                 scan data is still a difficult process. In particular,
                 since scanned data is often incomplete, the
                 reconstruction of the expected shape is an ill-posed
                 problem. Techniques that reconstruct poorly-sampled
                 areas without any user intervention fail in many cases
                 to faithfully reconstruct the topology of the model.
                 The method that we introduce in this paper is
                 topology-aware: it uses minimal user input to make
                 correct decisions at regions where the topology of the
                 model cannot be automatically induced with a reasonable
                 degree of confidence. We first construct a continuous
                 function over a three-dimensional domain. This function
                 is constructed by minimizing a penalty function
                 combining the data points, user constraints, and a
                 regularization term. The optimization problem is
                 formulated in a mesh-independent manner, and mapped
                 onto a specific mesh using the finite-element method.
                 The zero level-set of this function is a first
                 approximation of the reconstructed surface. At complex
                 under-sampled regions, the constraints might be
                 insufficient. Hence, we analyze the local topological
                 stability of the zero level-set to detect weak regions
                 of the surface. These regions are suggested to the user
                 for adding local inside/outside constraints by merely
                 scribbling over a 2D tablet. Each new user constraint
                 modifies the minimization problem, which is solved
                 incrementally. The process is repeated, converging to a
                 topology-stable reconstruction. Reconstructions of
                 models acquired by a structured-light scanner with a
                 small number of scribbles demonstrate the effectiveness
                 of the method.",
  acknowledgement = ack-nhfb,
  articleno =    "43",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "interactive tools; surface reconstruction",
}

@Article{Wu:2007:SIN,
  author =       "Tai-Pang Wu and Chi-Keung Tang and Michael S. Brown
                 and Heung-Yeung Shum",
  title =        "{ShapePalettes}: interactive normal transfer via
                 sketching",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "44:1--44:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276432",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a simple interactive approach to specify 3D
                 shape in a single view using `shape palettes'. The
                 interaction is as follows: draw a simple 2D primitive
                 in the 2D view and then specify its 3D orientation by
                 drawing a corresponding primitive on a shape palette.
                 The shape palette is presented as an image of some
                 familiar shape whose local 3D orientation is readily
                 understood and can be easily marked over. The 3D
                 orientation from the shape palette is transferred to
                 the 2D primitive based on the markup. As we will
                 demonstrate, only sparse markup is needed to generate
                 expressive and detailed 3D surfaces. This markup
                 approach can be used to model freehand 3D surfaces
                 drawn in a single view, or combined with image-snapping
                 tools to quickly extract surfaces from images and
                 photographs.",
  acknowledgement = ack-nhfb,
  articleno =    "44",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "human-computer interaction; image-based modeling;
                 interactive modeling",
}

@Article{Mori:2007:PID,
  author =       "Yuki Mori and Takeo Igarashi",
  title =        "Plushie: an interactive design system for plush toys",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "45:1--45:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276433",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce Plushie, an interactive system that
                 allows nonprofessional users to design their own
                 original plush toys. To design a plush toy, one needs
                 to construct an appropriate two-dimensional (2D)
                 pattern. However, it is difficult for non-professional
                 users to appropriately design a 2D pattern. Some recent
                 systems automatically generate a 2D pattern for a given
                 three-dimensional (3D) model, but constructing a 3D
                 model is itself a challenge. Furthermore, an arbitrary
                 3D model cannot necessarily be realized as a real plush
                 toy, and the final sewn result can be very different
                 from the original 3D model. We avoid this mismatch by
                 constructing appropriate 2D patterns and applying
                 simple physical simulation to it on the fly during 3D
                 modeling. In this way, the model on the screen is
                 always a good approximation of the final sewn result,
                 which makes the design process much more efficient. We
                 use a sketching interface for 3D modeling and also
                 provide various editing operations tailored for plush
                 toy design. Internally, the system constructs a 2D
                 cloth pattern in such a way that the simulation result
                 matches the user's input stroke. Our goal is to show
                 that relatively simple algorithms can provide fast,
                 satisfactory results to the user whereas the pursuit of
                 optimal layout and simulation accuracy lies outside
                 this paper's scope. We successfully demonstrated that
                 non-professional users could design plush toys or
                 balloon easily using Plushie.",
  acknowledgement = ack-nhfb,
  articleno =    "45",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "cloth simulation; plush toys; sketch-based modeling",
}

@Article{Bridson:2007:CNP,
  author =       "Robert Bridson and Jim Houriham and Marcus
                 Nordenstam",
  title =        "Curl-noise for procedural fluid flow",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "46:1--46:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276435",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Procedural methods for animating turbulent fluid are
                 often preferred over simulation, both for speed and for
                 the degree of animator control. We offer an extremely
                 simple approach to efficiently generating turbulent
                 velocity fields based on Perlin noise, with a formula
                 that is exactly incompressible (necessary for the
                 characteristic look of everyday fluids), exactly
                 respects solid boundaries (not allowing fluid to flow
                 through arbitrarily-specified surfaces), and whose
                 amplitude can be modulated in space as desired. In
                 addition, we demonstrate how to combine this with
                 procedural primitives for flow around moving rigid
                 objects, vortices, etc.",
  acknowledgement = ack-nhfb,
  articleno =    "46",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "fluids; noise; procedural animation; turbulence",
}

@Article{Hong:2007:WFC,
  author =       "Jeong-Mo Hong and Tamar Shinar and Ronald Fedkiw",
  title =        "Wrinkled flames and cellular patterns",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "47:1--47:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276436",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We model flames and fire using the Navier--Stokes
                 equations combined with the level set method and jump
                 conditions to model the reaction front. Previous works
                 modeled the flame using a combination of propagation in
                 the normal direction and a curvature term which leads
                 to a level set equation that is parabolic in nature and
                 thus overly dissipative and smooth. Asymptotic theory
                 shows that one can obtain more interesting velocities
                 and fully hyperbolic (as opposed to parabolic)
                 equations for the level set evolution. In particular,
                 researchers in the field of detonation shock dynamics
                 (DSD) have derived a set of equations which exhibit
                 characteristic cellular patterns. We show how to make
                 use of the DSD framework in the context of computer
                 graphics simulations of flames and fire to obtain
                 interesting features such as flame wrinkling and
                 cellular patterns.",
  acknowledgement = ack-nhfb,
  articleno =    "47",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "cellular patterns; combustion; fire; flame",
}

@Article{Adams:2007:ASP,
  author =       "Bart Adams and Mark Pauly and Richard Keiser and
                 Leonidas J. Guibas",
  title =        "Adaptively sampled particle fluids",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "48:1--48:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276437",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present novel adaptive sampling algorithms for
                 particle-based fluid simulation. We introduce a
                 sampling condition based on geometric local feature
                 size that allows focusing computational resources in
                 geometrically complex regions, while reducing the
                 number of particles deep inside the fluid or near thick
                 flat surfaces. Further performance gains are achieved
                 by varying the sampling density according to visual
                 importance. In addition, we propose a novel fluid
                 surface definition based on approximate
                 particle-to-surface distances that are carried along
                 with the particles and updated appropriately. The
                 resulting surface reconstruction method has several
                 advantages over existing methods, including stability
                 under particle resampling and suitability for
                 representing smooth flat surfaces. We demonstrate how
                 our adaptive sampling and distance-based surface
                 reconstruction algorithms lead to significant
                 improvements in time and memory as compared to single
                 resolution particle simulations, without significantly
                 affecting the fluid flow behavior.",
  acknowledgement = ack-nhfb,
  articleno =    "48",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Goldenthal:2007:ESI,
  author =       "Rony Goldenthal and David Harmon and Raanan Fattal and
                 Michel Bercovier and Eitan Grinspun",
  title =        "Efficient simulation of inextensible cloth",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "49:1--49:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276438",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many textiles do not noticeably stretch under their
                 own weight. Unfortunately, for better performance many
                 cloth solvers disregard this fact. We propose a method
                 to obtain very low strain along the warp and weft
                 direction using Constrained Lagrangian Mechanics and a
                 novel fast projection method. The resulting algorithm
                 acts as a velocity filter that easily integrates into
                 existing simulation code.",
  acknowledgement = ack-nhfb,
  articleno =    "49",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "cloth simulation; constrained Lagrangian mechanics;
                 constraints; inextensibility; isometry;
                 physically-based modeling; stretching",
}

@Article{Bergou:2007:TTD,
  author =       "Mikl{\'o}s Bergou and Saurabh Mathur and Max Wardetzky
                 and Eitan Grinspun",
  title =        "{TRACKS}: toward directable thin shells",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "50:1--50:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276439",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We combine the often opposing forces of artistic
                 freedom and mathematical determinism to enrich a given
                 animation or simulation of a surface with physically
                 based detail. We present a process called tracking,
                 which takes as input a rough animation or simulation
                 and enhances it with physically simulated detail.
                 Building on the foundation of constrained Lagrangian
                 mechanics, we propose weak-form constraints for
                 tracking the input motion. This method allows the
                 artist to choose where to add details such as
                 characteristic wrinkles and folds of various thin shell
                 materials and dynamical effects of physical forces. We
                 demonstrate multiple applications ranging from
                 enhancing an artist's animated character to guiding a
                 simulated inanimate object.",
  acknowledgement = ack-nhfb,
  articleno =    "50",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "directable animation; Galerkin; rigging; thin shells;
                 tracking",
}

@Article{Fattal:2007:MSD,
  author =       "Raanan Fattal and Maneesh Agrawala and Szymon
                 Rusinkiewicz",
  title =        "Multiscale shape and detail enhancement from
                 multi-light image collections",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "51:1--51:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276441",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new image-based technique for enhancing
                 the shape and surface details of an object. The input
                 to our system is a small set of photographs taken from
                 a fixed viewpoint, but under varying lighting
                 conditions. For each image we compute a multiscale
                 decomposition based on the bilateral filter and then
                 reconstruct an enhanced image that combines detail
                 information at each scale across all the input images.
                 Our approach does not require any information about
                 light source positions, or camera calibration, and can
                 produce good results with 3 to 5 input images. In
                 addition our system provides a few high-level
                 parameters for controlling the amount of enhancement
                 and does not require pixel-level user input. We show
                 that the bilateral filter is a good choice for our
                 multiscale algorithm because it avoids the halo
                 artifacts commonly associated with the traditional
                 Laplacian image pyramid. We also develop a new scheme
                 for computing our multiscale bilateral decomposition
                 that is simple to implement, fast $ O(N^2 \log N) $ and
                 accurate.",
  acknowledgement = ack-nhfb,
  articleno =    "51",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "bilateral filter; image enhancement; multiscale image
                 processing; NPR; relighting; shape depiction",
}

@Article{Peers:2007:PPF,
  author =       "Pieter Peers and Naoki Tamura and Wojciech Matusik and
                 Paul Debevec",
  title =        "Post-production facial performance relighting using
                 reflectance transfer",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "52:1--52:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276442",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel post-production facial performance
                 relighting system for human actors. Our system uses
                 just a dataset of view-dependent facial appearances
                 with a neutral expression, captured for a static
                 subject using a Light Stage apparatus. For the actual
                 performance, however, a potentially different actor is
                 captured under known, but static, illumination. During
                 post-production, the reflectance field of the reference
                 dataset actor is transferred onto the dynamic
                 performance, enabling image-based relighting of the
                 entire sequence. Our approach makes post-production
                 relighting more practical and could easily be
                 incorporated in a traditional production pipeline since
                 it does not require additional hardware during
                 principal photography. Additionally, we show that our
                 system is suitable for real-time post-production
                 illumination editing.",
  acknowledgement = ack-nhfb,
  articleno =    "52",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "image-based relighting; interactive lighting design;
                 reflectance transfer",
}

@Article{Kautz:2007:IEM,
  author =       "Jan Kautz and Solomon Boulos and Fr{\'e}do Durand",
  title =        "Interactive editing and modeling of bidirectional
                 texture functions",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "53:1--53:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276443",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "While measured Bidirectional Texture Functions (BTF)
                 enable impressive realism in material appearance, they
                 offer little control, which limits their use for
                 content creation. In this work, we interactively
                 manipulate BTFs and create new BTFs from flat textures.
                 We present an out-of-core approach to manage the size
                 of BTFs and introduce new editing operations that
                 modify the appearance of a material. These tools
                 achieve their full potential when selectively applied
                 to subsets of the BTF through the use of new selection
                 operators. We further analyze the use of our editing
                 operators for the modification of important visual
                 characteristics such as highlights, roughness, and
                 fuzziness. Results compare favorably to the direct
                 alteration of micro-geometry and reflectances of
                 synthetic reference data.",
  acknowledgement = ack-nhfb,
  articleno =    "53",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "BTFs; editing; material appearance",
}

@Article{Pellacini:2007:AEM,
  author =       "Fabio Pellacini and Jason Lawrence",
  title =        "{AppWand}: editing measured materials using
                 appearance-driven optimization",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "54:1--54:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276444",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We investigate a new approach to editing spatially-
                 and temporally-varying measured materials that adopts a
                 stroke-based workflow. In our system, a user specifies
                 a small number of editing constraints with a 3-D
                 painting interface which are smoothly propagated to the
                 entire dataset through an optimization that enforces
                 similar edits are applied to areas with similar
                 appearance. The sparse nature of this appearance-driven
                 optimization permits the use of efficient solvers,
                 allowing the designer to interactively refine the
                 constraints. We have found this approach supports
                 specifying a wide range of complex edits that would not
                 be easy with existing techniques which present the user
                 with a fixed segmentation of the data. Furthermore, it
                 is independent of the underlying reflectance model and
                 we show edits to both analytic and non-parametric
                 representations in examples from several material
                 databases.",
  acknowledgement = ack-nhfb,
  articleno =    "54",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "material editing; painting interface; TSVBRDF",
}

@Article{Palacios:2007:RSF,
  author =       "Jonathan Palacios and Eugene Zhang",
  title =        "Rotational symmetry field design on surfaces",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "55:1--55:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276446",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Designing rotational symmetries on surfaces is a
                 necessary task for a wide variety of graphics
                 applications, such as surface parameterization and
                 remeshing, painterly rendering and pen-and-ink
                 sketching, and texture synthesis. In these
                 applications, the topology of a rotational symmetry
                 field such as singularities and separatrices can have a
                 direct impact on the quality of the results. In this
                 paper, we present a design system that provides control
                 over the topology of rotational symmetry fields on
                 surfaces.\par

                 As the foundation of our system, we provide
                 comprehensive analysis for rotational symmetry fields
                 on surfaces and present efficient algorithms to
                 identify singularities and separatrices. We also
                 describe design operations that allow a rotational
                 symmetry field to be created and modified in an
                 intuitive fashion by using the idea of basis fields and
                 relaxation. In particular, we provide control over the
                 topology of a rotational symmetry field by allowing the
                 user to remove singularities from the field or to move
                 them to more desirable locations.\par

                 At the core of our analysis and design implementations
                 is the observations that N -way rotational symmetries
                 can be described by symmetric N -th order tensors,
                 which allows an efficient vector-based representation
                 that not only supports coherent definitions of
                 arithmetic operations on rotational symmetries but also
                 enables many analysis and design operations for vector
                 fields to be adapted to rotational symmetry
                 fields.\par

                 To demonstrate the effectiveness of our approach, we
                 apply our design system to pen-and-ink sketching and
                 geometry remeshing.",
  acknowledgement = ack-nhfb,
  articleno =    "55",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "field analysis; field design; non-photorealistic
                 rendering; remeshing; rotational symmetry; surfaces;
                 topology",
}

@Article{Fisher:2007:DTV,
  author =       "Matthew Fisher and Peter Schr{\"o}der and Mathieu
                 Desbrun and Hugues Hoppe",
  title =        "Design of tangent vector fields",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "56:1--56:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276447",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Tangent vector fields are an essential ingredient in
                 controlling surface appearance for applications ranging
                 from anisotropic shading to texture synthesis and
                 non-photorealistic rendering. To achieve a desired
                 effect one is typically interested in smoothly varying
                 fields that satisfy a sparse set of user-provided
                 constraints. Using tools from Discrete Exterior
                 Calculus, we present a simple and efficient algorithm
                 for designing such fields over arbitrary triangle
                 meshes. By representing the field as scalars over mesh
                 edges (i.e., discrete 1-forms), we obtain an
                 intrinsic, coordinate-free formulation in which field
                 smoothness is enforced through discrete Laplace
                 operators. Unlike previous methods, such a formulation
                 leads to a linear system whose sparsity permits
                 efficient pre-factorization. Constraints are
                 incorporated through weighted least squares and can be
                 updated rapidly enough to enable interactive design, as
                 we demonstrate in the context of anisotropic texture
                 synthesis.",
  acknowledgement = ack-nhfb,
  articleno =    "56",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "constrained Laplace and Poisson problems for 1-forms;
                 discrete differential 1-forms; discrete exterior
                 calculus; texture synthesis",
}

@Article{Labelle:2007:ISF,
  author =       "Fran{\c{c}}ois Labelle and Jonathan Richard Shewchuk",
  title =        "Isosurface stuffing: fast tetrahedral meshes with good
                 dihedral angles",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "57:1--57:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276448",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The isosurface stuffing algorithm fills an isosurface
                 with a uniformly sized tetrahedral mesh whose dihedral
                 angles are bounded between {10.7$^\circ $} and 164.
                 {8$^\circ $}, or (with a change in parameters) between
                 {8.9$^\circ $} and {158.8$^\circ $}. The algorithm is
                 whip fast, numerically robust, and easy to implement
                 because, like Marching Cubes, it generates tetrahedra
                 from a small set of precomputed stencils. A variant of
                 the algorithm creates a mesh with internal grading: on
                 the boundary, where high resolution is generally
                 desired, the elements are fine and uniformly sized, and
                 in the interior they may be coarser and vary in size.
                 This combination of features makes isosurface stuffing
                 a powerful tool for dynamic fluid simulation,
                 large-deformation mechanics, and applications that
                 require interactive remeshing or use objects defined by
                 smooth implicit surfaces. It is the first algorithm
                 that rigorously guarantees the suitability of
                 tetrahedra for finite element methods in domains whose
                 shapes are substantially more challenging than boxes.
                 Our angle bounds are guaranteed by a computer-assisted
                 proof. If the isosurface is a smooth 2-manifold with
                 bounded curvature, and the tetrahedra are sufficiently
                 small, then the boundary of the mesh is guaranteed to
                 be a geometrically and topologically accurate
                 approximation of the isosurface.",
  acknowledgement = ack-nhfb,
  articleno =    "57",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "dihedral angle; isosurface; tetrahedral mesh
                 generation",
}

@Article{Pascucci:2007:RLC,
  author =       "Valerio Pascucci and Giorgio Scorzelli and Peer-Timo
                 Bremer and Ajith Mascarenhas",
  title =        "Robust on-line computation of {Reeb} graphs:
                 simplicity and speed",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "58:1--58:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276449",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Reeb graphs are a fundamental data structure for
                 understanding and representing the topology of shapes.
                 They are used in computer graphics, solid modeling, and
                 visualization for applications ranging from the
                 computation of similarities and finding defects in
                 complex models to the automatic selection of
                 visualization parameters.\par

                 We introduce an on-line algorithm that reads a stream
                 of elements (vertices, triangles, tetrahedra, etc.) and
                 continuously maintains the Reeb graph of all elements
                 already reed. The algorithm is robust in handling
                 non-manifold meshes and general in its applicability to
                 input models of any dimension.\par

                 Optionally, we construct a skeleton-like embedding of
                 the Reeb graph, and/or remove topological noise to
                 reduce the output size.\par

                 For interactive multi-resolution navigation we also
                 build a hierarchical data structure which allows
                 real-time extraction of approximated Reeb graphs
                 containing all topological features above a given error
                 threshold.\par

                 Our extensive experiments show both high performance
                 and practical linear scalability for meshes ranging
                 from thousands to hundreds of millions of triangles. We
                 apply our algorithm to the largest, most general,
                 triangulated surfaces available to us, including 3D, 4D
                 and 5D simplicial meshes. To demonstrate one important
                 application we use Reeb graphs to find and highlight
                 topological defects in meshes, including some widely
                 believed to be `clean.'",
  acknowledgement = ack-nhfb,
  articleno =    "58",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ihrke:2007:ERE,
  author =       "Ivo Ihrke and Gernot Ziegler and Art Tevs and
                 Christian Theobalt and Marcus Magnor and Hans-Peter
                 Seidel",
  title =        "Eikonal rendering: efficient light transport in
                 refractive objects",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "59:1--59:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276451",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new method for real-time rendering of
                 sophisticated lighting effects in and around refractive
                 objects. It enables us to realistically display
                 refractive objects with complex material properties,
                 such as arbitrarily varying refractive index,
                 inhomogeneous attenuation, as well as spatially-varying
                 anisotropic scattering and reflectance properties.
                 User-controlled changes of lighting positions only
                 require a few seconds of update time. Our method is
                 based on a set of ordinary differential equations
                 derived from the eikonal equation, the main postulate
                 of geometric optics. This set of equations allows for
                 fast casting of bent light rays with the complexity of
                 a particle tracer. Based on this concept, we also
                 propose an efficient light propagation technique using
                 adaptive wavefront tracing. Efficient GPU
                 implementations for our algorithmic concepts enable us
                 to render a combination of visual effects that were
                 previously not reproducible in real-time.",
  acknowledgement = ack-nhfb,
  articleno =    "59",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "geometric optics; light transport; real-time
                 rendering; refractive objects",
}

@Article{Frisvad:2007:CSP,
  author =       "Jeppe Revall Frisvad and Niels J{\o}rgen Christensen
                 and Henrik Wann Jensen",
  title =        "Computing the scattering properties of participating
                 media using {Lorenz-Mie} theory",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "60:1--60:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276452",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces a theoretical model for
                 computing the scattering properties of participating
                 media and translucent materials. The model takes as
                 input a description of the components of a medium and
                 computes all the parameters necessary to render it.
                 These parameters are the extinction and scattering
                 coefficients, the phase function, and the index of
                 refraction, Our theory is based on a robust
                 generalization of the Lorenz-Mie theory. Previous
                 models using Lorenz-Mie theory have been limited to
                 non-absorbing media with spherical particles such as
                 paints and clouds. Our generalized theory is capable of
                 handling both absorbing host media and non-spherical
                 particles, which significantly extends the classes of
                 media and materials that can be modeled. We use the
                 theory to computer optical properties for different
                 types of ice and ocean water, and we derive a novel
                 appearance model for milk parameterized by the fat and
                 protein contents. Our results show that we are able to
                 match measured scattering properties in cases where the
                 classical Lorez-Mie theory breaks down, and we can
                 compute properties for media that cannot be measured
                 using existing techniques in computer graphics.",
  acknowledgement = ack-nhfb,
  articleno =    "60",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "appearance modeling; Lorenz-Mie theory; optical
                 properties; participating media; realistic rendering",
}

@Article{Dachsbacher:2007:IVA,
  author =       "Carsten Dachsbacher and Marc Stamminger and George
                 Drettakis and Fr{\'e}do Durand",
  title =        "Implicit visibility and antiradiance for interactive
                 global illumination",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "61:1--61:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276453",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We reformulate the rendering equation to alleviate the
                 need for explicit visibility computation, thus enabling
                 interactive global illumination on graphics hardware.
                 This is achieved by treating visibility implicitly and
                 propagating an additional quantity, called
                 antiradiance, to compensate for light transmitted
                 extraneously. Our new algorithm shifts visibility
                 computation to simple local iterations by maintaining
                 additional directional antiradiance information with
                 samples in the scene. It is easy to parallelize on a
                 GPU. By correctly treating discretization and
                 filtering, we can compute indirect illumination in
                 scenes with dynamic objects much faster than
                 traditional methods. Our results show interactive
                 update of indirect illumination with moving characters
                 and lights.",
  acknowledgement = ack-nhfb,
  articleno =    "61",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "global illumination; GPU; visibility",
}

@Article{Mahajan:2007:TLL,
  author =       "Dhruv Mahajan and Ira Kemelmacher Shlizerman and Ravi
                 Ramamoorthi and Peter Belhumeur",
  title =        "A theory of locally low dimensional light transport",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "62:1--62:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276454",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Blockwise or Clustered Principal Component Analysis
                 (CPCA) is commonly used to achieve real-time rendering
                 of shadows and glossy reflections with precomputed
                 radiance transfer (PRT). The vertices or pixels are
                 partitioned into smaller coherent regions, and light
                 transport in each region is approximated by a locally
                 low-dimensional subspace using PCA. Many earlier
                 techniques such as surface light field and reflectance
                 field compression use a similar paradigm. However,
                 there has been no clear theoretical understanding of
                 how light transport dimensionality increases with local
                 patch size, nor of the optimal block size or number of
                 clusters.\par

                 In this paper, we develop a theory of locally low
                 dimensional light transport, by using Szeg{\H{o}}'s
                 eigenvalue theorem to analytically derive the
                 eigenvalues of the covariance matrix for canonical
                 cases. We show mathematically that for symmetric
                 patches of area $A$, the number of basis functions for
                 glossy reflections increases linearly with $A$, while
                 for simple cast shadows, it often increases as $ \surd
                 A$. These results are confirmed numerically on a number
                 of test scenes. Next, we carry out an analysis of the
                 cost of rendering, trading off local dimensionality and
                 the number of patches, deriving an optimal block size.
                 Based on this analysis, we provide useful practical
                 insights for setting parameters in CPCA and also derive
                 a new adaptive subdivision algorithm. Moreover, we show
                 that rendering time scales sub-linearly with the
                 resolution of the image, allowing for interactive
                 all-frequency relighting of $ 1024 \times 1024$
                 images.",
  acknowledgement = ack-nhfb,
  articleno =    "62",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "all-frequency relighting; dimensionality analysis;
                 local light transport; rendering cost analysis",
}

@Article{Mitra:2007:S,
  author =       "Niloy J. Mitra and Leonidas J. Guibas and Mark Pauly",
  title =        "Symmetrization",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "63:1--63:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276456",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a symmetrization algorithm for geometric
                 objects. Our algorithm enhances approximate symmetries
                 of a model while minimally altering its shape.
                 Symmetrizing deformations are formulated as an
                 optimization process that couples the spatial domain
                 with a transformation configuration space, where
                 symmetries can be expressed more naturally and
                 compactly as parametrized point-pair mappings. We
                 derive closed-form solution for the optimal symmetry
                 transformations, given a set of corresponding sample
                 pairs. The resulting optimal displacement vectors are
                 used to drive a constrained deformation model that
                 pulls the shape towards symmetry. We show how our
                 algorithm successfully symmetrizes both the geometry
                 and the discretization of complex 2D and 3D shapes and
                 discuss various applications of such symmetrizing
                 deformations.",
  acknowledgement = ack-nhfb,
  articleno =    "63",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "correspondence; matching; shape analysis; shape
                 optimization; symmetry",
}

@Article{Kilian:2007:GMS,
  author =       "Martin Kilian and Niloy J. Mitra and Helmut Pottmann",
  title =        "Geometric modeling in shape space",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "64:1--64:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276457",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel framework to treat shapes in the
                 setting of Riemannian geometry. Shapes -- triangular
                 meshes or more generally straight line graphs in
                 Euclidean space -- are treated as points in a shape
                 space. We introduce useful Riemannian metrics in this
                 space to aid the user in design and modeling tasks,
                 especially to explore the space of (approximately)
                 isometric deformations of a given shape. Much of the
                 work relies on an efficient algorithm to compute
                 geodesics in shape spaces; to this end, we present a
                 multi-resolution framework to solve the interpolation
                 problem -- which amounts to solving a boundary value
                 problem -- as well as the extrapolation problem -- an
                 initial value problem -- in shape space. Based on these
                 two operations, several classical concepts like
                 parallel transport and the exponential map can be used
                 in shape space to solve various geometric modeling and
                 geometry processing tasks. Applications include shape
                 morphing, shape deformation, deformation transfer, and
                 intuitive shape exploration.",
  acknowledgement = ack-nhfb,
  articleno =    "64",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "geodesic; isometric deformation; parallel transport;
                 Riemannian geometry; shape exploration; shape space",
}

@Article{Pottmann:2007:GML,
  author =       "Helmut Pottmann and Yang Liu and Johannes Wallner and
                 Alexander Bobenko and Wenping Wang",
  title =        "Geometry of multi-layer freeform structures for
                 architecture",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "65:1--65:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276458",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The geometric challenges in the architectural design
                 of freeform shapes come mainly from the physical
                 realization of beams and nodes. We approach them via
                 the concept of parallel meshes, and present methods of
                 computation and optimization. We discuss planar faces,
                 beams of controlled height, node geometry, and
                 multilayer constructions. Beams of constant height are
                 achieved with the new type of edge offset meshes. Mesh
                 parallelism is also the main ingredient in a novel
                 discrete theory of curvatures. These methods are
                 applied to the construction of quadrilateral,
                 pentagonal and hexagonal meshes, discrete minimal
                 surfaces, discrete constant mean curvature surfaces,
                 and their geometric transforms. We show how to design
                 geometrically optimal shapes, and how to find a
                 meaningful meshing and beam layout for existing
                 shapes.",
  acknowledgement = ack-nhfb,
  articleno =    "65",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "curvatures; discrete differential geometry; edge
                 offset; hexagonal mesh; Koebe polyhedron; multi-layer
                 construction; offset mesh; parallel mesh; support
                 structure; surfaces in architecture",
}

@Article{Mullen:2007:VAE,
  author =       "Patrick Mullen and Alexander McKenzie and Yiying Tong
                 and Mathieu Desbrun",
  title =        "A variational approach to {Eulerian} geometry
                 processing",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "66:1--66:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276459",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "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
                 operations such as smoothing, offsetting, and
                 animation. Computations are performed on a fixed
                 volumetric grid without recourse to Lagrangian
                 techniques such as triangle meshes, particles, or path
                 tracing. At the core of our approach is the use of the
                 Coarea Formula to express area integrals over
                 isosurfaces as volume integrals. This enables the
                 simultaneous processing of multiple isosurfaces, while
                 a single interface can be treated as the special case
                 of a dense foliation. We show that our method is a
                 powerful alternative to conventional geometric
                 representations in delicate cases such as the handling
                 of high-genus surfaces, weighted offsetting, foliation
                 smoothing of medical datasets, and incompressible fluid
                 animation.",
  acknowledgement = ack-nhfb,
  articleno =    "66",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "digital geometry processing; fluids; foliations; mean
                 curvature flow; normal flows; offset surfaces",
}

@Article{Moreno-Noguer:2007:ARI,
  author =       "Francesc Moreno-Noguer and Peter N. Belhumeur and
                 Shree K. Nayar",
  title =        "Active refocusing of images and videos",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "67:1--67:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276461",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a system for refocusing images and videos
                 of dynamic scenes using a novel, single-view depth
                 estimation method. Our method for obtaining depth is
                 based on the defocus of a sparse set of dots projected
                 onto the scene. In contrast to other active
                 illumination techniques, the projected pattern of dots
                 can be removed from each captured image and its
                 brightness easily controlled in order to avoid under-
                 or over-exposure. The depths corresponding to the
                 projected dots and a color segmentation of the image
                 are used to compute an approximate depth map of the
                 scene with clean region boundaries. The depth map is
                 used to refocus the acquired image after the dots are
                 removed, simulating realistic depth of field effects.
                 Experiments on a wide variety of scenes, including
                 close-ups and live action, demonstrate the
                 effectiveness of our method.",
  acknowledgement = ack-nhfb,
  articleno =    "67",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "active illumination; computational photography; depth
                 from defocus; depth of field; image segmentation;
                 refocusing",
}

@Article{Green:2007:MAP,
  author =       "Paul Green and Wenyang Sun and Wojciech Matusik and
                 Fr{\'e}do Durand",
  title =        "Multi-aperture photography",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "68:1--68:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276462",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The emergent field of computational photography is
                 proving that, by coupling generalized imaging optics
                 with software processing, the quality and flexibility
                 of imaging systems can be increased. In this paper, we
                 capture and manipulate multiple images of a scene taken
                 with different aperture settings ($f$-numbers). We
                 design and implement a prototype optical system and
                 associated algorithms to capture four images of the
                 scene in a single exposure, each taken with a different
                 aperture setting. Our system can be used with
                 commercially available DSLR cameras and photographic
                 lenses without modification to either. We leverage the
                 fact that defocus blur is a function of scene depth and
                 $ f / \# $ to estimate a depth map. We demonstrate
                 several applications of our multi-aperture camera, such
                 as post-exposure editing of the depth of field,
                 including extrapolation beyond the physical limits of
                 the lens, synthetic refocusing, and depth-guided
                 deconvolution.",
  acknowledgement = ack-nhfb,
  articleno =    "68",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computational imaging; defocus gradient map; depth of
                 field extrapolation; image processing; multi-aperture;
                 optics",
}

@Article{Veeraraghavan:2007:DPM,
  author =       "Ashok Veeraraghavan and Ramesh Raskar and Amit Agrawal
                 and Ankit Mohan and Jack Tumblin",
  title =        "Dappled photography: mask enhanced cameras for
                 heterodyned light fields and coded aperture
                 refocusing",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "69:1--69:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276463",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe a theoretical framework for reversibly
                 modulating 4D light fields using an attenuating mask in
                 the optical path of a lens based camera. Based on this
                 framework, we present a novel design to reconstruct the
                 4D light field from a 2D camera image without any
                 additional refractive elements as required by previous
                 light field cameras. The patterned mask attenuates
                 light rays inside the camera instead of bending them,
                 and the attenuation recoverably encodes the rays on the
                 2D sensor. Our mask-equipped camera focuses just as a
                 traditional camera to capture conventional 2D photos at
                 full sensor resolution, but the raw pixel values also
                 hold a modulated 4D light field. The light field can be
                 recovered by rearranging the tiles of the 2D Fourier
                 transform of sensor values into 4D planes, and
                 computing the inverse Fourier transform. In addition,
                 one can also recover the full resolution image
                 information for the in-focus parts of the scene.\par

                 We also show how a broadband mask placed at the lens
                 enables us to compute refocused images at full sensor
                 resolution for layered Lambertian scenes. This partial
                 encoding of 4D ray-space data enables editing of image
                 contents by depth, yet does not require computational
                 recovery of the complete 4D light field.",
  acknowledgement = ack-nhfb,
  articleno =    "69",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Levin:2007:IDC,
  author =       "Anat Levin and Rob Fergus and Fr{\'e}do Durand and
                 William T. Freeman",
  title =        "Image and depth from a conventional camera with a
                 coded aperture",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "70:1--70:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276464",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A conventional camera captures blurred versions of
                 scene information away from the plane of focus. Camera
                 systems have been proposed that allow for recording
                 all-focus images, or for extracting depth, but to
                 record both simultaneously has required more extensive
                 hardware and reduced spatial resolution. We propose a
                 simple modification to a conventional camera that
                 allows for the simultaneous recovery of both (a) high
                 resolution image information and (b) depth information
                 adequate for semi-automatic extraction of a layered
                 depth representation of the image.\par

                 Our modification is to insert a patterned occluder
                 within the aperture of the camera lens, creating a
                 coded aperture. We introduce a criterion for depth
                 discriminability which we use to design the preferred
                 aperture pattern. Using a statistical model of images,
                 we can recover both depth information and an all-focus
                 image from single photographs taken with the modified
                 camera. A layered depth map is then extracted,
                 requiring user-drawn strokes to clarify layer
                 assignments in some cases. The resulting sharp image
                 and layered depth map can be combined for various
                 photographic applications, including automatic scene
                 segmentation, post-exposure refocusing, or re-rendering
                 of the scene from an alternate viewpoint.",
  acknowledgement = ack-nhfb,
  articleno =    "70",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "coded imaging; computational photography; deblurring;
                 depth of field; image statistics; range estimation",
}

@Article{Joshi:2007:HCC,
  author =       "Pushkar Joshi and Mark Meyer and Tony DeRose and Brian
                 Green and Tom Sanocki",
  title =        "Harmonic coordinates for character articulation",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "71:1--71:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276466",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper we consider the problem of creating and
                 controlling volume deformations used to articulate
                 characters for use in high-end applications such as
                 computer generated feature films. We introduce a method
                 we call harmonic coordinates that significantly
                 improves upon existing volume deformation techniques.
                 Our deformations are controlled using a topologically
                 flexible structure, called a cage, that consists of a
                 closed three dimensional mesh. The cage can optionally
                 be augmented with additional interior vertices, edges,
                 and faces to more precisely control the interior
                 behavior of the deformation. We show that harmonic
                 coordinates are generalized barycentric coordinates
                 that can be extended to any dimension. Moreover, they
                 are the first system of generalized barycentric
                 coordinates that are non-negative even in strongly
                 concave situations, and their magnitude falls off with
                 distance as measured within the cage.",
  acknowledgement = ack-nhfb,
  articleno =    "71",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "barycentric coordinates; free form deformations; mean
                 value coordinates; rigging",
}

@Article{Baran:2007:ARA,
  author =       "Ilya Baran and Jovan Popovi{\'c}",
  title =        "Automatic rigging and animation of {$3$D} characters",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "72:1--72:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276467",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Animating an articulated 3D character currently
                 requires manual rigging to specify its internal
                 skeletal structure and to define how the input motion
                 deforms its surface. We present a method for animating
                 characters automatically. Given a static character mesh
                 and a generic skeleton, our method adapts the skeleton
                 to the character and attaches it to the surface,
                 allowing skeletal motion data to animate the character.
                 Because a single skeleton can be used with a wide range
                 of characters, our method, in conjunction with a
                 library of motions for a few skeletons, enables a
                 user-friendly animation system for novices and
                 children. Our prototype implementation, called
                 Pinocchio, typically takes under a minute to rig a
                 character on a modern midrange PC.",
  acknowledgement = ack-nhfb,
  articleno =    "72",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "animation; deformations; geometric modeling",
}

@Article{Wang:2007:RTE,
  author =       "Robert Y. Wang and Kari Pulli and Jovan Popovi{\'c}",
  title =        "Real-time enveloping with rotational regression",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "73:1--73:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276468",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Enveloping, or the mapping of skeletal controls to the
                 deformations of a surface, is key to driving realistic
                 animated characters. Despite its widespread use,
                 enveloping still relies on slow or inaccurate
                 deformation methods. We propose a method that is both
                 fast, accurate and example-based. Our technique
                 introduces a rotational regression model that captures
                 common skinning deformations such as muscle bulging,
                 twisting, and challenging areas such as the shoulders.
                 Our improved treatment of rotational quantities is made
                 practical by model reduction that ensures real-time
                 solution of least-squares problems, independent of the
                 mesh size. Our method is significantly more accurate
                 than linear blend skinning and almost as fast,
                 suggesting its use as a replacement for linear blend
                 skinning when examples are available.",
  acknowledgement = ack-nhfb,
  articleno =    "73",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "animation; deformation; enveloping; model reduction;
                 skinning",
}

@Article{Meyer:2007:KPS,
  author =       "Mark Meyer and John Anderson",
  title =        "Key {Point Subspace Acceleration} and soft caching",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "74:1--74:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276469",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many applications in Computer Graphics contain
                 computationally expensive calculations. These
                 calculations are often performed at many points to
                 produce a full solution, even though the subspace of
                 reasonable solutions may be of a relatively low
                 dimension. The calculation of facial articulation and
                 rendering of scenes with global illumination are two
                 example applications that require these sort of
                 computations. In this paper, we present Key Point
                 Subspace Acceleration and Soft Caching, a technique for
                 accelerating these types of computations.\par

                 Key Point Subspace Acceleration (KPSA) is a statistical
                 acceleration scheme that uses examples to compute a
                 statistical subspace and a set of characteristic key
                 points. The full calculation is then computed only at
                 these key points and these points are used to provide a
                 subspace based estimate of the entire calculation. The
                 soft caching process is an extension to the KPSA
                 technique where the key points are also used to provide
                 a confidence estimate for the KPSA result. In cases
                 with high anticipated error the calculation will then
                 `fail through' to a full evaluation of all points (a
                 cache miss), while frames with low error can use the
                 accelerated statistical evaluation (a cache hit).",
  acknowledgement = ack-nhfb,
  articleno =    "74",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "animation; statistical models; subspace analysis",
}

@Article{Hersch:2007:CIV,
  author =       "Roger D. Hersch and Philipp Donz{\'e} and Sylvain
                 Chosson",
  title =        "Color images visible under {UV} light",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "75:1--75:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276471",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The present contribution aims at creating color images
                 printed with fluorescent inks that are only visible
                 under UV light. The considered fluorescent inks absorb
                 light in the UV wavelength range and reemit part of it
                 in the visible wavelength range. In contrast to normal
                 color printing which relies on the spectral absorption
                 of light by the inks, at low concentration fluorescent
                 inks behave additively, i.e. their light emission
                 spectra sum up. We first analyze to which extent
                 different fluorescent inks can be superposed. Due to
                 the quenching effect, at high concentrations of the
                 fluorescent molecules, the fluorescent effect
                 diminishes. With an ink-jet printer capable of printing
                 pixels at reduced dot sizes, we reduce the
                 concentration of the individual fluorescent inks and
                 are able to create from the blue, red and
                 greenish-yellow inks the new colorants white and
                 magenta. In order to avoid quenching effects, we
                 propose a color halftoning method relying on diagonally
                 oriented pre-computed screen dots, which are printed
                 side by side. For gamut mapping and color separation,
                 we create a 3D representation of the fluorescent ink
                 gamut in CIELAB space by predicting halftone
                 fluorescent emission spectra according to the spectral
                 Neugebauer model. Thanks to gamut mapping and
                 juxtaposed halftoning, we create color images, which
                 are invisible under daylight and have, under UV light,
                 a high resemblance with the original images.",
  acknowledgement = ack-nhfb,
  articleno =    "75",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "fluorescent emission spectrum; fluorescent ink images;
                 gamut mapping; juxtaposed halftoning; spectral
                 prediction model",
}

@Article{Ramanarayanan:2007:VET,
  author =       "Ganesh Ramanarayanan and James Ferwerda and Bruce
                 Walter and Kavita Bala",
  title =        "Visual equivalence: towards a new standard for image
                 fidelity",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "76:1--76:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276472",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Efficient, realistic rendering of complex scenes is
                 one of the grand challenges in computer graphics.
                 Perceptually based rendering addresses this challenge
                 by taking advantage of the limits of human vision.
                 However, existing methods, based on predicting visible
                 image differences, are too conservative because some
                 kinds of image differences do not matter to human
                 observers. In this paper, we introduce the concept of
                 visual equivalence, a new standard for image fidelity
                 in graphics. Images are visually equivalent if they
                 convey the same impressions of scene appearance, even
                 if they are visibly different. To understand this
                 phenomenon, we conduct a series of experiments that
                 explore how object geometry, material, and illumination
                 interact to provide information about appearance, and
                 we characterize how two kinds of transformations on
                 illumination maps (blurring and warping) affect these
                 appearance attributes. We then derive visual
                 equivalence predictors (VEPs): metrics for predicting
                 when images rendered with transformed illumination maps
                 will be visually equivalent to images rendered with
                 reference maps. We also run a confirmatory study to
                 validate the effectiveness of these VEPs for general
                 scenes. Finally, we show how VEPs can be used to
                 improve the efficiency of two rendering algorithms:
                 Light-cuts and precomputed radiance transfer. This work
                 represents some promising first steps towards
                 developing perceptual metrics based on higher order
                 aspects of visual coding.",
  acknowledgement = ack-nhfb,
  articleno =    "76",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "appearance; human visual system; perception",
}

@Article{Vangorp:2007:ISP,
  author =       "Peter Vangorp and Jurgen Laurijssen and Philip
                 Dutr{\'e}",
  title =        "The influence of shape on the perception of material
                 reflectance",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "77:1--77:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276473",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Visual observation is our principal source of
                 information in determining the nature of objects,
                 including shape, material or roughness. The
                 physiological and cognitive processes that resolve
                 visual input into an estimate of the material of an
                 object are influenced by the illumination and the shape
                 of the object. This affects our ability to select
                 materials by observing them on a point-lit sphere, as
                 is common in current 3D modeling applications.\par

                 In this paper we present an exploratory psychophysical
                 experiment to study various influences on material
                 discrimination in a realistic setting. The resulting
                 data set is analyzed using a wide range of statistical
                 techniques. Analysis of variance is used to estimate
                 the magnitude of the influence of geometry, and fitted
                 psychometric functions produce significantly diverse
                 material discrimination thresholds across different
                 shapes and materials.\par

                 Suggested improvements to traditional material pickers
                 include direct visualization on the target object,
                 environment illumination, and the use of discrimination
                 thresholds as a step size for parameter adjustments.",
  acknowledgement = ack-nhfb,
  articleno =    "77",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "geometry; material editing; psychophysics; shading;
                 visual perception",
}

@Article{Ostromoukhov:2007:SP,
  author =       "Victor Ostromoukhov",
  title =        "Sampling with polyominoes",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "78:1--78:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276475",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new general-purpose method for fast
                 hierarchical importance sampling with blue-noise
                 properties. Our approach is based on self-similar
                 tiling of the plane or the surface of a sphere with
                 rectifiable polyominoes. Sampling points are associated
                 with polyominoes, one point per polyomino. Each
                 polyomino is recursively subdivided until the desired
                 local density of samples is reached. A numerical code
                 generated during the subdivision process is used for
                 thresholding to accept or reject the sample. The exact
                 position of the sampling point within the polyomino is
                 determined according to a structural index, which
                 indicates the polyomino's local neighborhood. The
                 variety of structural indices and associated sampling
                 point positions are computed during the offline
                 optimization process, and tabulated. Consequently, the
                 sampling itself is extremely fast. The method allows
                 both deterministic and pseudo-non-deterministic
                 sampling. It can be successfully applied in a large
                 variety of graphical applications, where fast sampling
                 with good spectral and visual properties is required.
                 The prime application is rendering.",
  acknowledgement = ack-nhfb,
  articleno =    "78",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "blue noise; deterministic sampling; importance
                 sampling; non-periodic tiling; polyominoes",
}

@Article{Cook:2007:SSA,
  author =       "Robert L. Cook and John Halstead and Maxwell Planck
                 and David Ryu",
  title =        "Stochastic simplification of aggregate detail",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "79:1--79:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276476",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many renderers perform poorly on scenes that contain a
                 lot of detailed geometry. The load on the renderer can
                 be alleviated by simplification techniques, which
                 create less expensive representations of geometry that
                 is small on the screen. Current simplification
                 techniques for high-quality surface-based rendering
                 tend to work best with element detail (i.e.,  detail
                 due to the complexity of individual elements) but not
                 as well with aggregate detail (i.e.,  detail due to the
                 large number of elements). To address this latter type
                 of detail, we introduce a stochastic technique related
                 to some approaches used for point-based renderers.
                 Scenes are rendered by randomly selecting a subset of
                 the geometric elements and altering those elements
                 statistically to preserve the overall appearance of the
                 scene. The amount of simplification can depend on a
                 number of factors, including screen size, motion blur,
                 and depth of field.",
  acknowledgement = ack-nhfb,
  articleno =    "79",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "level of detail; simplification; stochastic sampling",
}

@Article{Sumner:2007:EDS,
  author =       "Robert W. Sumner and Johannes Schmid and Mark Pauly",
  title =        "Embedded deformation for shape manipulation",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "80:1--80:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276478",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an algorithm that generates natural and
                 intuitive deformations via direct manipulation for a
                 wide range of shape representations and editing
                 scenarios. Our method builds a space deformation
                 represented by a collection of affine transformations
                 organized in a graph structure. One transformation is
                 associated with each graph node and applies a
                 deformation to the nearby space. Positional constraints
                 are specified on the points of an embedded object. As
                 the user manipulates the constraints, a nonlinear
                 minimization problem is solved to find optimal values
                 for the affine transformations. Feature preservation is
                 encoded directly in the objective function by measuring
                 the deviation of each transformation from a true
                 rotation. This algorithm addresses the problem of
                 `embedded deformation' since it deforms space through
                 direct manipulation of objects embedded within it,
                 while preserving the embedded objects' features. We
                 demonstrate our method by editing meshes, polygon
                 soups, mesh animations, and animated particle
                 systems.",
  acknowledgement = ack-nhfb,
  articleno =    "80",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "deformation; geometric modeling; shape editing",
}

@Article{Shi:2007:MPC,
  author =       "Xiaohan Shi and Kun Zhou and Yiying Tong and Mathieu
                 Desbrun and Hujun Bao and Baining Guo",
  title =        "Mesh puppetry: cascading optimization of mesh
                 deformation with inverse kinematics",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "81:1--81:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276479",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "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 in an
                 integrated manner. New poses and animations are created
                 by specifying a few desired constraints on vertex
                 positions, balance of the character, length and
                 rigidity preservation, joint limits, and/or
                 self-collision avoidance. Our algorithm then adjusts
                 the skeleton and solves for the deformed mesh
                 simultaneously through a novel cascading optimization
                 procedure, allowing realtime manipulation of meshes
                 with 50K+ vertices for fast design of pleasing and
                 realistic poses. We demonstrate the potential of our
                 framework through an interactive deformation platform
                 and various applications such as deformation transfer
                 and motion retargeting.",
  acknowledgement = ack-nhfb,
  articleno =    "81",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "geometry processing; inverse kinematics; mesh
                 deformation; nonlinear optimization",
}

@Article{Rivers:2007:FFL,
  author =       "Alec R. Rivers and Doug L. James",
  title =        "{FastLSM}: fast lattice shape matching for robust
                 real-time deformation",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "82:1--82:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276480",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a simple technique that enables robust
                 approximation of volumetric, large-deformation dynamics
                 for real-time or large-scale offline simulations. We
                 propose Lattice Shape Matching, an extension of
                 deformable shape matching to regular lattices with
                 embedded geometry; lattice vertices are smoothed by
                 convolution of rigid shape matching operators on local
                 lattice regions, with the effective mechanical
                 stiffness specified by the amount of smoothing via
                 region width. Since the na{\"\i}ve method can be very
                 slow for stiff models - per-vertex costs scale
                 cubically with region width - we provide a fast
                 summation algorithm, Fast Lattice Shape Matching
                 (FastLSM), that exploits the inherent summation
                 redundancy of shape matching and can provide
                 large-region matching at constant per-vertex cost. With
                 this approach, large lattices can be simulated in
                 linear time. We present several examples and benchmarks
                 of an efficient CPU implementation, including many
                 dozens of soft bodies simulated at real-time rates on a
                 typical desktop machine.",
  acknowledgement = ack-nhfb,
  articleno =    "82",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "domain embedding; fast summation; fracturing;
                 free-form deformation; interactive dynamics; large
                 deformation; polar decomposition; shape matching; soft
                 body; summed-area tables; video game physics",
}

@Article{Au:2007:HAI,
  author =       "Oscar Kin-Chung Au and Hongbo Fu and Chiew-Lan Tai and
                 Daniel Cohen-Or",
  title =        "Handle-aware isolines for scalable shape editing",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "83:1--83:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276481",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Handle-based mesh deformation is essentially a
                 nonlinear problem. To allow scalability, the original
                 deformation problem can be approximately represented by
                 a compact set of control variables. We show the direct
                 relation between the locations of handles on the mesh
                 and the local rigidity under deformation, and introduce
                 the notion of handle-aware rigidity. Then, we present a
                 reduced model whose control variables are intelligently
                 distributed across the surface, respecting the rigidity
                 information and the geometry. Specifically, for each
                 handle, the control variables are the transformations
                 of the isolines of a harmonic scalar field representing
                 the deformation propagation from that handle. The
                 isolines constitute a virtual skeletal structure
                 similar to the bones in skinning deformation, thus
                 correctly capturing the low-frequency shape
                 deformation. To interpolate the transformations from
                 the isolines to the original mesh, we design a method
                 which is local, linear and geometry-dependent. This
                 novel interpolation scheme and the transformation-based
                 reduced domain allow each iteration of the nonlinear
                 solver to be fully computed over the reduced domain.
                 This makes the per-iteration cost dependent on only the
                 number of isolines and enables compelling deformation
                 of highly detailed shapes at interactive rates. In
                 addition, we show how the handle-driven isolines
                 provide an efficient means for deformation transfer
                 without full shape correspondence.",
  acknowledgement = ack-nhfb,
  articleno =    "83",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "handle-aware; harmonic fields; isolines;
                 rigidity-aware; scalable shape editing",
}

@Article{Xu:2007:GDE,
  author =       "Weiwei Xu and Kun Zhou and Yizhou Yu and Qifeng Tan
                 and Qunsheng Peng and Baining Guo",
  title =        "Gradient domain editing of deforming mesh sequences",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "84:1--84:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276482",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many graphics applications, including computer games
                 and 3D animated films, make heavy use of deforming mesh
                 sequences. In this paper, we generalize gradient domain
                 editing to deforming mesh sequences. Our framework is
                 keyframe based. Given sparse and irregularly
                 distributed constraints at unevenly spaced keyframes,
                 our solution first adjusts the meshes at the keyframes
                 to satisfy these constraints, and then smoothly
                 propagate the constraints and deformations at keyframes
                 to the whole sequence to generate new deforming mesh
                 sequence. To achieve convenient keyframe editing, we
                 have developed an efficient alternating least-squares
                 method. It harnesses the power of subspace deformation
                 and two-pass linear methods to achieve high-quality
                 deformations. We have also developed an effective
                 algorithm to define boundary conditions for all frames
                 using handle trajectory editing. Our deforming mesh
                 editing framework has been successfully applied to a
                 number of editing scenarios with increasing complexity,
                 including footprint editing, path editing, temporal
                 filtering, handle-based deformation mixing, and
                 spacetime morphing.",
  acknowledgement = ack-nhfb,
  articleno =    "84",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "control meshes; handle trajectory; keyframes; local
                 frames; mesh deformation; rotation interpolation",
}

@Article{Muller:2007:IBP,
  author =       "Pascal M{\"u}ller and Gang Zeng and Peter Wonka and
                 Luc {Van Gool}",
  title =        "Image-based procedural modeling of facades",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "85:1--85:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276484",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper describes algorithms to automatically
                 derive 3D models of high visual quality from single
                 facade images of arbitrary resolutions. We combine the
                 procedural modeling pipeline of shape grammars with
                 image analysis to derive a meaningful hierarchical
                 facade subdivision. Our system gives rise to three
                 exciting applications: urban reconstruction based on
                 low resolution oblique aerial imagery, reconstruction
                 of facades based on higher resolution ground-based
                 imagery, and the automatic derivation of shape grammar
                 rules from facade images to build a rule base for
                 procedural modeling technology.",
  acknowledgement = ack-nhfb,
  articleno =    "85",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "architecture; design computation; image-based
                 modeling; procedural modeling; urban reconstruction",
}

@Article{vandenHengel:2007:VRI,
  author =       "Anton van den Hengel and Anthony Dick and Thorsten
                 Thorm{\"a}hlen and Ben Ward and Philip H. S. Torr",
  title =        "{VideoTrace}: rapid interactive scene modelling from
                 video",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "86:1--86:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276485",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "VideoTrace is a system for interactively generating
                 realistic 3D models of objects from video---models that
                 might be inserted into a video game, a simulation
                 environment, or another video sequence. The user
                 interacts with VideoTrace by tracing the shape of the
                 object to be modelled over one or more frames of the
                 video. By interpreting the sketch drawn by the user in
                 light of 3D information obtained from computer vision
                 techniques, a small number of simple 2D interactions
                 can be used to generate a realistic 3D model. Each of
                 the sketching operations in VideoTrace provides an
                 intuitive and powerful means of modelling shape from
                 video, and executes quickly enough to be used
                 interactively. Immediate feedback allows the user to
                 model rapidly those parts of the scene which are of
                 interest and to the level of detail required. The
                 combination of automated and manual reconstruction
                 allows VideoTrace to model parts of the scene not
                 visible, and to succeed in cases where purely automated
                 approaches would fail.",
  acknowledgement = ack-nhfb,
  articleno =    "86",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "image-based modelling; model-based reconstruction;
                 structure-from-motion",
}

@Article{Tan:2007:IBT,
  author =       "Ping Tan and Gang Zeng and Jingdong Wang and Sing Bing
                 Kang and Long Quan",
  title =        "Image-based tree modeling",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "87:1--87:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276486",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we propose an approach for generating
                 3D models of natural-looking trees from images that has
                 the additional benefit of requiring little user
                 intervention. While our approach is primarily
                 image-based, we do not model each leaf directly from
                 images due to the large leaf count, small image
                 footprint, and widespread occlusions. Instead, we
                 populate the tree with leaf replicas from segmented
                 source images to reconstruct the overall tree shape. In
                 addition, we use the shape patterns of visible branches
                 to predict those of obscured branches. We demonstrate
                 our approach on a variety of trees.",
  acknowledgement = ack-nhfb,
  articleno =    "87",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Neubert:2007:AIB,
  author =       "Boris Neubert and Thomas Franken and Oliver Deussen",
  title =        "Approximate image-based tree-modeling using particle
                 flows",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "88:1--88:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276487",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for producing 3D tree models from
                 input photographs with only limited user intervention.
                 An approximate voxel-based tree volume is estimated
                 using image information. The density values of the
                 voxels are used to produce initial positions for a set
                 of particles. Performing a 3D flow simulation, the
                 particles are traced downwards to the tree basis and
                 are combined to form twigs and branches. If possible,
                 the trunk and the first-order branches are determined
                 in the input photographs and are used as attractors for
                 particle simulation. The geometry of the tree skeleton
                 is produced using botanical rules for branch
                 thicknesses and branching angles. Finally, leaves are
                 added. Different initial seeds for particle simulation
                 lead to a variety, yet similar-looking branching
                 structures for a single set of photographs.",
  acknowledgement = ack-nhfb,
  articleno =    "88",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "botanics; image-based modeling; plant models",
}

@Article{Sander:2007:FTR,
  author =       "Pedro V. Sander and Diego Nehab and Joshua Barczak",
  title =        "Fast triangle reordering for vertex locality and
                 reduced overdraw",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "89:1--89:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276489",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present novel algorithms that optimize the order in
                 which triangles are rendered, to improve post-transform
                 vertex cache efficiency as well as for view-independent
                 overdraw reduction. The resulting triangle orders
                 perform on par with previous methods, but are orders
                 magnitude faster to compute.\par

                 The improvements in processing speed allow us to
                 perform the optimization right after a model is loaded,
                 when more information on the host hardware is
                 available. This allows our vertex cache optimization to
                 often outperform other methods. In fact, our algorithms
                 can even be executed interactively, allowing for
                 re-optimization in case of changes to geometry or
                 topology, which happen often in CAD/CAM applications.
                 We believe that most real-time rendering applications
                 will immediately benefit from these new results.",
  acknowledgement = ack-nhfb,
  articleno =    "89",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Weyrich:2007:HAS,
  author =       "Tim Weyrich and Cyril Flaig and Simon Heinzle and
                 Simon Mall and Timo Aila and Kaspar Rohrer and Daniel
                 B. Fasnacht and Norbert Felber and Stephan Oetiker and
                 Hubert Kaeslin and Mario Botsch and Markus Gross",
  title =        "A hardware architecture for surface splatting",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "90:1--90:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276490",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel architecture for
                 hardware-accelerated rendering of point primitives. Our
                 pipeline implements a refined version of EWA splatting,
                 a high quality method for antialiased rendering of
                 point sampled representations. A central feature of our
                 design is the seamless integration of the architecture
                 into conventional, OpenGL-like graphics pipelines so as
                 to complement triangle-based rendering. The specific
                 properties of the EWA algorithm required a variety of
                 novel design concepts including a ternary depth test
                 and using an on-chip pipelined heap data structure for
                 making the memory accesses of splat primitives more
                 coherent. In addition, we developed a computationally
                 stable evaluation scheme for perspectively corrected
                 splats. We implemented our architecture both on
                 reconfigurable FPGA boards and as an ASIC prototype,
                 and we integrated it into an OpenGL-like software
                 implementation. Our evaluation comprises a detailed
                 performance analysis using scenes of varying
                 complexity.",
  acknowledgement = ack-nhfb,
  articleno =    "90",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "3D graphics hardware; data structures; point-based
                 rendering; rasterization; reordering; surface
                 splatting",
}

@Article{Zhou:2007:DMS,
  author =       "Kun Zhou and Xin Huang and Weiwei Xu and Baining Guo
                 and Heung-Yeung Shum",
  title =        "Direct manipulation of subdivision surfaces on
                 {GPUs}",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "91:1--91:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276491",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an algorithm for interactive deformation of
                 subdivision surfaces, including displaced subdivision
                 surfaces and subdivision surfaces with geometric
                 textures. Our system lets the user directly manipulate
                 the surface using freely-selected surface points as
                 handles. During deformation the control mesh vertices
                 are automatically adjusted such that the deforming
                 surface satisfies the handle position constraints while
                 preserving the original surface shape and details. To
                 best preserve surface details, we develop a gradient
                 domain technique that incorporates the handle position
                 constraints and detail preserving objectives into the
                 deformation energy. For displaced subdivision surfaces
                 and surfaces with geometric textures, the deformation
                 energy is highly nonlinear and cannot be handled with
                 existing iterative solvers. To address this issue, we
                 introduce a shell deformation solver, which replaces
                 each numerically unstable iteration step with two
                 stable mesh deformation operations. Our deformation
                 algorithm only uses local operations and is thus
                 suitable for GPU implementation. The result is a
                 real-time deformation system running orders of
                 magnitude faster than the state-of-the-art multigrid
                 mesh deformation solver. We demonstrate our technique
                 with a variety of examples, including examples of
                 creating visually pleasing character animations in
                 real-time by driving a subdivision surface with motion
                 capture data.",
  acknowledgement = ack-nhfb,
  articleno =    "91",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "detail preservation; displacement mapping; geometric
                 texture; subdivision surface",
}

@Article{Hasselgren:2007:PPC,
  author =       "Jon Hasselgren and Thomas Akenine-M{\"o}ller",
  title =        "{PCU}: the programmable culling unit",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "92:1--92:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276492",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Culling techniques have always been a central part of
                 computer graphics, but graphics hardware still lack
                 efficient and flexible support for culling. To improve
                 the situation, we introduce the programmable culling
                 unit, which is as flexible as the fragment program unit
                 and capable of quickly culling entire blocks of
                 fragments. Furthermore, it is very easy for the
                 developer to use the PCU as culling programs can be
                 automatically derived from fragment programs containing
                 a discard instruction. Our PCU can be integrated into
                 an existing fragment program unit with a modest
                 hardware overhead of only about 10\%. Using the PCU, we
                 have observed shader speedups between 1.4 and 2.1 for
                 relevant scenes.",
  acknowledgement = ack-nhfb,
  articleno =    "92",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "culling; hardware; rasterization; shaders",
}

@Article{Kopf:2007:CVG,
  author =       "Johannes Kopf and Matt Uyttendaele and Oliver Deussen
                 and Michael F. Cohen",
  title =        "Capturing and viewing gigapixel images",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "93:1--93:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276494",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a system to capture and view `Gigapixel
                 images': very high resolution, high dynamic range, and
                 wide angle imagery consisting of several billion pixels
                 each. A specialized camera mount, in combination with
                 an automated pipeline for alignment, exposure
                 compensation, and stitching, provide the means to
                 acquire Gigapixel images with a standard camera and
                 lens. More importantly, our novel viewer enables
                 exploration of such images at interactive rates over a
                 network, while dynamically and smoothly interpolating
                 the projection between perspective and curved
                 projections, and simultaneously modifying the
                 tone-mapping to ensure an optimal view of the portion
                 of the scene being viewed.",
  acknowledgement = ack-nhfb,
  articleno =    "93",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Agarwala:2007:EGD,
  author =       "Aseem Agarwala",
  title =        "Efficient gradient-domain compositing using
                 quadtrees",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "94:1--94:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276495",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe a hierarchical approach to improving the
                 efficiency of gradient-domain compositing, a technique
                 that constructs seamless composites by combining the
                 gradients of images into a vector field that is then
                 integrated to form a composite. While gradient-domain
                 compositing is powerful and widely used, it suffers
                 from poor scalability. Computing an $n$ pixel composite
                 requires solving a linear system with $n$ variables;
                 solving such a large system quickly overwhelms the main
                 memory of a standard computer when performed for
                 multi-megapixel composites, which are common in
                 practice. In this paper we show how to perform
                 gradient-domain compositing approximately by solving an
                 $ O(p)$ linear system, where $p$ is the total length of
                 the seams between image regions in the composite; for
                 typical cases, $p$ is $ O(\surd n)$. We achieve this
                 reduction by transforming the problem into a space
                 where much of the solution is smooth, and then utilize
                 the pattern of this smoothness to adaptively subdivide
                 the problem domain using quadtrees. We demonstrate the
                 merits of our approach by performing panoramic
                 stitching and image region copy-and-paste in
                 significantly reduced time and memory while achieving
                 visually identical results.",
  acknowledgement = ack-nhfb,
  articleno =    "94",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fattal:2007:IUI,
  author =       "Raanan Fattal",
  title =        "Image upsampling via imposed edge statistics",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "95:1--95:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276496",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper we propose a new method for upsampling
                 images which is capable of generating sharp edges with
                 reduced input-resolution grid-related artifacts. The
                 method is based on a statistical edge dependency
                 relating certain edge features of two different
                 resolutions, which is generically exhibited by
                 real-world images. While other solutions assume some
                 form of smoothness, we rely on this distinctive edge
                 dependency as our prior knowledge in order to increase
                 image resolution. In addition to this relation we
                 require that intensities are conserved; the output
                 image must be identical to the input image when
                 downsampled to the original resolution. Altogether the
                 method consists of solving a constrained optimization
                 problem, attempting to impose the correct edge relation
                 and conserve local intensities with respect to the
                 low-resolution input image. Results demonstrate the
                 visual importance of having such edge features properly
                 matched, and the method's capability to produce images
                 in which sharp edges are successfully reconstructed.",
  acknowledgement = ack-nhfb,
  articleno =    "95",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "image enhancement; image interpolation; Markov random
                 field image modeling; super-resolution",
}

@Article{Kopf:2007:JBU,
  author =       "Johannes Kopf and Michael F. Cohen and Dani Lischinski
                 and Matt Uyttendaele",
  title =        "Joint bilateral upsampling",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "96:1--96:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276497",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Image analysis and enhancement tasks such as tone
                 mapping, colorization, stereo depth, and photomontage,
                 often require computing a solution (e.g.,  for
                 exposure, chromaticity, disparity, labels) over the
                 pixel grid. Computational and memory costs often
                 require that a smaller solution be run over a
                 downsampled image. Although general purpose upsampling
                 methods can be used to interpolate the low resolution
                 solution to the full resolution, these methods
                 generally assume a smoothness prior for the
                 interpolation.\par

                 We demonstrate that in cases, such as those above, the
                 available high resolution input image may be leveraged
                 as a prior in the context of a joint bilateral
                 upsampling procedure to produce a better high
                 resolution solution. We show results for each of the
                 applications above and compare them to traditional
                 upsampling methods.",
  acknowledgement = ack-nhfb,
  articleno =    "96",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "bilateral filter; upsampling",
}

@Article{Cleary:2007:BFL,
  author =       "Paul W. Cleary and Soon Hyoung Pyo and Mahesh Prakash
                 and Bon Ki Koo",
  title =        "Bubbling and frothing liquids",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "97:1--97:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276499",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a discrete particle based method capable of
                 creating very realistic animations of bubbles in
                 fluids. It allows for the generation (nucleation) of
                 bubbles from gas dissolved in the fluid, the motion of
                 the discrete bubbles including bubble collisions and
                 drag interactions with the liquid which could be
                 undergoing complex free surface motion, the formation
                 and motion of coupled foams and the final dissipation
                 of bubbles. This allows comprehensive simulations of
                 dynamic bubble behavior. The underlying fluid
                 simulation is based on the mesh-free Smoothed Particle
                 Hydrodynamics method. Each particle representing the
                 liquid contains an amount of dissolved gas. Gas is
                 transferred from the continuum fluid model to the
                 discrete bubble model at nucleation sites on the
                 surface of solid bodies. The rate of gas transport to
                 the nucleation sites controls the rate of bubble
                 generation, producing very natural time variations in
                 bubble numbers. Rising bubbles also grow by gathering
                 more gas from the surrounding liquid as they move. This
                 model contains significant bubble scale physics and
                 allows, in principle, the capturing of many important
                 processes that cannot be directly modeled by
                 traditional methods. The method is used here to
                 realistically animate the pouring of a glass of beer,
                 starting with a stream of fresh beer entering the
                 glass, the formation of a dense cloud of bubbles, which
                 rise to create a good head as the beer reaches the top
                 of the glass.",
  acknowledgement = ack-nhfb,
  articleno =    "97",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "bubbles; discrete element method; fluid dynamics;
                 natural phenomena; smoothed particles hydrodynamics",
}

@Article{Kim:2007:SBF,
  author =       "Byungmoon Kim and Yingjie Liu and Ignacio Llamas and
                 Xiangmin Jiao and Jarek Rossignac",
  title =        "Simulation of bubbles in foam with the volume control
                 method",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "98:1--98:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276500",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Liquid and gas interactions often produce bubbles that
                 stay for a long time without bursting on the surface,
                 making a dry foam structure. Such long lasting bubbles
                 simulated by the level set method can suffer from a
                 small but steady volume error that accumulates to a
                 visible amount of volume change. We propose to address
                 this problem by using the volume control method. We
                 track the volume change of each connected region, and
                 apply a carefully computed divergence that compensates
                 undesired volume changes. To compute the divergence, we
                 construct a mathematical model of the volume change,
                 choose control strategies that regulate the modeled
                 volume error, and establish methods to compute the
                 control gains that provide robust and fast reduction of
                 the volume error, and (if desired) the control of how
                 the volume changes over time.",
  acknowledgement = ack-nhfb,
  articleno =    "98",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yuksel:2007:WP,
  author =       "Cem Yuksel and Donald H. House and John Keyser",
  title =        "Wave particles",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "99:1--99:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276501",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new method for the real-time simulation
                 of fluid surface waves and their interactions with
                 floating objects. The method is based on the new
                 concept of wave particles, which offers a simple, fast,
                 and unconditionally stable approach to wave simulation.
                 We show how graphics hardware can be used to convert
                 wave particles to a height field surface, which is
                 warped horizontally to account for local wave-induced
                 flow. The method is appropriate for most fluid
                 simulation situations that do not involve significant
                 global flow. It is demonstrated to work well in
                 constrained areas, including wave reflections off of
                 boundaries, and in unconstrained areas, such as an
                 ocean surface. Interactions with floating objects are
                 easily integrated by including wave forces on the
                 objects and wave generation due to object motion.
                 Theoretical foundations and implementation details are
                 provided, and experiments demonstrate that we achieve
                 plausible realism. Timing studies show that the method
                 is scalable to allow simulation of wave interaction
                 with several hundreds of objects at real-time rates.",
  acknowledgement = ack-nhfb,
  articleno =    "99",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "fluid-object interaction; GPU algorithms; real-time
                 simulation; wave particles; waves",
}

@Article{Batty:2007:FVF,
  author =       "Christopher Batty and Florence Bertails and Robert
                 Bridson",
  title =        "A fast variational framework for accurate solid-fluid
                 coupling",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "100:1--100:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276502",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Physical simulation has emerged as a compelling
                 animation technique, yet current approaches to coupling
                 simulations of fluids and solids with irregular
                 boundary geometry are inefficient or cannot handle some
                 relevant scenarios robustly. We propose a new
                 variational approach which allows robust and accurate
                 solution on relatively coarse Cartesian grids, allowing
                 possibly orders of magnitude faster simulation. By
                 rephrasing the classical pressure projection step as a
                 kinetic energy minimization, broadly similar to modern
                 approaches to rigid body contact, we permit a robust
                 coupling between fluid and arbitrary solid simulations
                 that always gives a well-posed symmetric positive
                 semi-definite linear system. We provide several
                 examples of efficient fluid-solid interaction and rigid
                 body coupling with sub-grid cell flow. In addition, we
                 extend the framework with a new boundary condition for
                 free-surface flow, allowing fluid to separate naturally
                 from solids.",
  acknowledgement = ack-nhfb,
  articleno =    "100",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "fluid simulation; fluid-solid coupling;
                 physically-based animation",
}

@Article{Sunkavalli:2007:FTL,
  author =       "Kalyan Sunkavalli and Wojciech Matusik and Hanspeter
                 Pfister and Szymon Rusinkiewicz",
  title =        "Factored time-lapse video",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "101:1--101:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276504",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe a method for converting time-lapse
                 photography captured with outdoor cameras into Factored
                 Time-Lapse Video (FTLV): a video in which time appears
                 to move faster (i.e.,  lapsing) and where data at each
                 pixel has been factored into shadow, illumination, and
                 reflectance components. The factorization allows a user
                 to easily relight the scene, recover a portion of the
                 scene geometry (normals), and to perform advanced image
                 editing operations. Our method is easy to implement,
                 robust, and provides a compact representation with good
                 reconstruction characteristics. We show results using
                 several publicly available time-lapse sequences.",
  acknowledgement = ack-nhfb,
  articleno =    "101",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computational photography; image-based rendering and
                 lighting; inverse problems; reflectance",
}

@Article{Bennett:2007:CTL,
  author =       "Eric P. Bennett and Leonard McMillan",
  title =        "Computational time-lapse video",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "102:1--102:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276505",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present methods for generating novel time-lapse
                 videos that address the inherent sampling issues that
                 arise with traditional photographic techniques.
                 Starting with video-rate footage as input, our
                 post-process downsamples the source material into a
                 time-lapse video and provides user controls for
                 retaining, removing, and resampling events. We employ
                 two techniques for selecting and combining source
                 frames to form the output. First, we present a
                 non-uniform sampling method, based on dynamic
                 programming, which optimizes the sampling of the input
                 video to match the user's desired duration and visual
                 objectives. We present multiple error metrics for this
                 optimization, each resulting in different sampling
                 characteristics. To complement the non-uniform
                 sampling, we present the virtual shutter, a non-linear
                 filtering technique that synthetically extends the
                 exposure time of time-lapse frames.",
  acknowledgement = ack-nhfb,
  articleno =    "102",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "aliasing; camera simulation; computational
                 photography; non-uniform sampling; summarization;
                 time-lapse; video",
}

@Article{Chen:2007:RTE,
  author =       "Jiawen Chen and Sylvain Paris and Fr{\'e}do Durand",
  title =        "Real-time edge-aware image processing with the
                 bilateral grid",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "103:1--103:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276506",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new data structure --- the bilateral
                 grid, that enables fast edge-aware image processing. By
                 working in the bilateral grid, algorithms such as
                 bilateral filtering, edge-aware painting, and local
                 histogram equalization become simple manipulations that
                 are both local and independent. We parallelize our
                 algorithms on modern GPUs to achieve real-time frame
                 rates on high-definition video. We demonstrate our
                 method on a variety of applications such as image
                 editing, transfer of photographic look, and contrast
                 enhancement of medical images.",
  acknowledgement = ack-nhfb,
  articleno =    "103",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "bilateral filter; computational photography;
                 edge-aware image processing; real-time video
                 processing",
}

@Article{Bousseau:2007:VWU,
  author =       "Adrien Bousseau and Fabrice Neyret and Jo{\"e}lle
                 Thollot and David Salesin",
  title =        "Video watercolorization using bidirectional texture
                 advection",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "104:1--104:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276507",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we present a method for creating
                 watercolor-like animation, starting from video as
                 input. The method involves two main steps: applying
                 textures that simulate a watercolor appearance; and
                 creating a simplified, abstracted version of the video
                 to which the texturing operations are applied. Both of
                 these steps are subject to highly visible temporal
                 artifacts, so the primary technical contributions of
                 the paper are extensions of previous methods for
                 texturing and abstraction to provide temporal coherence
                 when applied to video sequences. To maintain coherence
                 for textures, we employ texture advection along lines
                 of optical flow. We furthermore extend previous
                 approaches by incorporating advection in both forward
                 and reverse directions through the video, which allows
                 for minimal texture distortion, particularly in areas
                 of disocclusion that are otherwise highly problematic.
                 To maintain coherence for abstraction, we employ
                 mathematical morphology extended to the temporal
                 domain, using filters whose temporal extents are
                 locally controlled by the degree of distortions in the
                 optical flow. Together, these techniques provide the
                 first practical and robust approach for producing
                 watercolor animations from video, which we demonstrate
                 with a number of examples.",
  acknowledgement = ack-nhfb,
  articleno =    "104",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "abstract stylization; animated textures;
                 non-photorealistic rendering; temporal coherence",
}

@Article{Yin:2007:SSB,
  author =       "KangKang Yin and Kevin Loken and Michiel van de
                 Panne",
  title =        "{SIMBICON}: simple biped locomotion control",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "105:1--105:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276509",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Physics-based simulation and control of biped
                 locomotion is difficult because bipeds are unstable,
                 underactuated, high-dimensional dynamical systems. We
                 develop a simple control strategy that can be used to
                 generate a large variety of gaits and styles in
                 real-time, including walking in all directions
                 (forwards, backwards, sideways, turning), running,
                 skipping, and hopping. Controllers can be authored
                 using a small number of parameters, or their
                 construction can be informed by motion capture data.
                 The controllers are applied to 2D and 3D
                 physically-simulated character models. Their robustness
                 is demonstrated with respect to pushes in all
                 directions, unexpected steps and slopes, and unexpected
                 variations in kinematic and dynamic parameters. Direct
                 transitions between controllers are demonstrated as
                 well as parameterized control of changes in direction
                 and speed. Feedback-error learning is applied to learn
                 predictive torque models, which allows for the low-gain
                 control that typifies many natural motions as well as
                 producing smoother simulated motion.",
  acknowledgement = ack-nhfb,
  articleno =    "105",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Safonova:2007:COS,
  author =       "Alla Safonova and Jessica K. Hodgins",
  title =        "Construction and optimal search of interpolated motion
                 graphs",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "106:1--106:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276510",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many compelling applications would become feasible if
                 novice users had the ability to synthesize high quality
                 human motion based only on a simple sketch and a few
                 easily specified constraints. We approach this problem
                 by representing the desired motion as an interpolation
                 of two time-scaled paths through a motion graph. The
                 graph is constructed to support interpolation and
                 pruned for efficient search. We use an anytime version
                 of A* search to find a globally optimal solution in
                 this graph that satisfies the user's specification. Our
                 approach retains the natural transitions of motion
                 graphs and the ability to synthesize physically
                 realistic variations provided by interpolation. We
                 demonstrate the power of this approach by synthesizing
                 optimal or near optimal motions that include a variety
                 of behaviors in a single motion.",
  acknowledgement = ack-nhfb,
  articleno =    "106",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "human animation; motion capture; motion graph; motion
                 interpolation; motion planning",
}

@Article{Sok:2007:SBB,
  author =       "Kwang Won Sok and Manmyung Kim and Jehee Lee",
  title =        "Simulating biped behaviors from human motion data",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "107:1--107:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1275808.1276511",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Physically based simulation of human motions is an
                 important issue in the context of computer animation,
                 robotics and biomechanics. We present a new technique
                 for allowing our physically-simulated planar biped
                 characters to imitate human behaviors. Our contribution
                 is twofold. We developed an optimization method that
                 transforms any (either motion-captured or kinematically
                 synthesized) biped motion into a physically-feasible,
                 balance-maintaining simulated motion. Our optimization
                 method allows us to collect a rich set of training data
                 that contains stylistic, personality-rich human
                 behaviors. Our controller learning algorithm
                 facilitates the creation and composition of robust
                 dynamic controllers that are learned from training
                 data. We demonstrate a planar articulated character
                 that is dynamically simulated in real time, equipped
                 with an integrated repertoire of motor skills, and
                 controlled interactively to perform desired motions.",
  acknowledgement = ack-nhfb,
  articleno =    "107",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "biped walk and balance; controller learning; human
                 motion; motion capture; physically based simulation",
}

@Article{Guenter:2007:ESD,
  author =       "Brian Guenter",
  title =        "Efficient symbolic differentiation for graphics
                 applications",
  journal =      j-TOG,
  volume =       "26",
  number =       "3",
  pages =        "108:1--108:??",
  month =        jul,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1276377.1276512",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:09:11 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Functions with densely interconnected expression
                 graphs, which arise in computer graphics applications
                 such as dynamics, space-time optimization, and PRT, can
                 be difficult to efficiently differentiate using
                 existing symbolic or automatic differentiation
                 techniques. Our new algorithm, D*, computes efficient
                 symbolic derivatives for these functions by
                 symbolically executing the expression graph at compile
                 time to eliminate common subexpressions and by
                 exploiting the special nature of the graph that
                 represents the derivative of a function. This graph has
                 a sum of products form; the new algorithm computes a
                 factorization of this derivative graph along with an
                 efficient grouping of product terms into
                 subexpressions. For the problems in our test suite D*
                 generates symbolic derivatives which are up to $ 4.6
                 \times 10^3 $ times faster than those computed by the
                 symbolic math program Mathematica and up to $ 2.2
                 \times 10^5 $ times faster than the non-symbolic
                 automatic differentiation program CppAD. In some cases
                 the D* derivatives rival the best manually derived
                 solutions.",
  acknowledgement = ack-nhfb,
  articleno =    "108",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "symbolic differentiation",
}

@Article{Lehtinen:2007:FPC,
  author =       "Jaakko Lehtinen",
  title =        "A framework for precomputed and captured light
                 transport",
  journal =      j-TOG,
  volume =       "26",
  number =       "4",
  pages =        "13:1--13:22",
  month =        oct,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1289603.1289604",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:12:27 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Several types of methods precompute or capture light
                 transport operators in either virtual or real scenes.
                 Precomputed radiance transfer methods interactively
                 render realistic images of static scenes under dynamic
                 incident illumination, while reflectance field
                 techniques capture an appearance model of a real scene
                 for relighting purposes. In this article we present a
                 unifying mathematical framework for methods that
                 precompute or capture light transport operators, and
                 characterize a large body of earlier work in its terms.
                 The framework is given in the form of an operator
                 equation that extends the rendering equation to account
                 for a constrained space of emissions. The connections
                 between traditional global illumination methods and
                 precomputed transfer techniques become apparent through
                 the explicit equation. Based on insight provided by the
                 unifying view, we outline possibilities for new
                 methods, particularly the wider adaptation of previous,
                 hierarchical finite element techniques for efficient
                 computation of the transport operators.",
  acknowledgement = ack-nhfb,
  articleno =    "13",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "global illumination; Precomputed light transport;
                 precomputed radiance transfer; relighting",
}

@Article{Karciauskas:2007:BPS,
  author =       "K{\c{e}}stutis Kar{\v{c}}iauskas and J{\"o}rg Peters",
  title =        "Bicubic polar subdivision",
  journal =      j-TOG,
  volume =       "26",
  number =       "4",
  pages =        "14:1--14:6",
  month =        oct,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1289603.1289605",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:12:27 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe and analyze a subdivision scheme that
                 generalizes bicubic spline subdivision to control nets
                 with polar structure. Such control nets appear
                 naturally for surfaces with the combinatorial structure
                 of objects of revolution and at points of high valence
                 in subdivision meshes. The resulting surfaces are $ C_2
                 $ except at a finite number of isolated points where
                 the surface is $ C_1 $ and the curvature is bounded.",
  acknowledgement = ack-nhfb,
  articleno =    "14",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "bicubic; Catmull--Clark; curvature continuity; polar
                 layout; polar net; Subdivision",
}

@Article{Acar:2007:LSD,
  author =       "R{\"u}yam Acar",
  title =        "Level set driven flows",
  journal =      j-TOG,
  volume =       "26",
  number =       "4",
  pages =        "15:1--15:15",
  month =        oct,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1289603.1289606",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:12:27 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In 2D, incompressible flows, the Stokes equations that
                 represent the dynamics of very viscous flows and
                 vorticity formulation of hydrodynamic equations both
                 reduce to a scalar stream-function representation in
                 terms of elliptic equations. By making use of this
                 simplification and the properties of Fourier space
                 representation of elliptic equations, we use a common
                 spectral method to solve both of these equations. Based
                 on this system of equations, we propose a level set
                 based input description which provides a flexible
                 environment for the user to model a wide range of flows
                 and artistic effects in 2D. This input type allows the
                 modeling of vortex sheet patterns and other complex
                 flows with a very practical approach and chaotic,
                 dynamic flows, even with viscous Stokes equations. A
                 user interface is developed for the level set input
                 which allows the user to draw the strokes or edit the
                 level set data by applying transformation functions or
                 perturbations. To sum up, this model can be used for
                 the simulation of very viscous flows, vorticity
                 dynamics, vortex sheet patterns, turbulent and chaotic
                 flows as well as other artistic effects such as the
                 traditional marbling patterns, with a simple, fast and
                 stable system at high resolutions.",
  acknowledgement = ack-nhfb,
  articleno =    "15",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Fluid modeling; level set methods; spectral methods;
                 stream-function equations",
}

@Article{Nielsen:2007:CCL,
  author =       "Michael B. Nielsen and Ola Nilsson and Andreas
                 S{\"o}derstr{\"o}m and Ken Museth",
  title =        "Out-of-core and compressed level set methods",
  journal =      j-TOG,
  volume =       "26",
  number =       "4",
  pages =        "16:1--16:26",
  month =        oct,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1289603.1289607",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:12:27 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article presents a generic framework for the
                 representation and deformation of level set surfaces at
                 extreme resolutions. The framework is composed of two
                 modules that each utilize optimized and application
                 specific algorithms: (1) A fast out-of-core data
                 management scheme that allows for resolutions of the
                 deforming geometry limited only by the available disk
                 space as opposed to memory, and (2) compact and fast
                 compression strategies that reduce both offline storage
                 requirements and online memory footprints during
                 simulation. Out-of-core and compression techniques have
                 been applied to a wide range of computer graphics
                 problems in recent years, but this article is the first
                 to apply it in the context of level set and fluid
                 simulations. Our framework is generic and flexible in
                 the sense that the two modules can transparently be
                 integrated, separately or in any combination, into
                 existing level set and fluid simulation software based
                 on recently proposed narrow band data structures like
                 the DT-Grid of Nielsen and Museth [2006] and the H-RLE
                 of Houston et al [2006]. The framework can be applied
                 to narrow band signed distances, fluid velocities,
                 scalar fields, particle properties as well as standard
                 graphics attributes like colors, texture coordinates,
                 normals, displacements etc. In fact, our framework is
                 applicable to a large body of computer graphics
                 problems that involve sequential or random access to
                 very large co-dimension one (level set) and zero (e.g.
                 fluid) data sets. We demonstrate this with several
                 applications, including fluid simulations interacting
                 with large boundaries ($ \approx 1500^3$), surface
                 deformations ($ \approx 2048^3$), the solution of
                 partial differential equations on large surfaces ($
                 \approx 4096^3$) and mesh-to-level set scan conversions
                 of resolutions up to $ \approx 35000^3$ (7 billion
                 voxels in the narrow band). Our out-of-core framework
                 is shown to be several times faster than current
                 state-of-the-art level set data structures relying on
                 OS paging. In particular we show sustained throughput
                 (grid points/sec) for gigabyte sized level sets as high
                 as 65\% of state-of-the-art throughput for in-core
                 simulations. We also demonstrate that our compression
                 techniques out-perform state-of-the-art compression
                 algorithms for narrow bands.",
  acknowledgement = ack-nhfb,
  articleno =    "16",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "adaptive distance fields; compression; computational
                 fluid dynamics; deformable surfaces; geometric
                 modeling; implicit surfaces; Level set methods; mesh
                 scan conversion; morphology; out-of-core; shape;
                 streaming",
}

@Article{James:2007:MEM,
  author =       "Doug L. James and Christopher D. Twigg and Andrew Cove
                 and Robert Y. Wang",
  title =        "Mesh {Ensemble Motion Graphs}: {Data-driven} mesh
                 animation with constraints",
  journal =      j-TOG,
  volume =       "26",
  number =       "4",
  pages =        "17:1--17:16",
  month =        oct,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1289603.1289608",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:12:27 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We explore the use of space-time cuts to smoothly
                 transition between stochastic mesh animation clips
                 involving numerous deformable mesh groups while subject
                 to physical constraints. These transitions are used to
                 construct Mesh Ensemble Motion Graphs for interactive
                 data-driven animation of high-dimensional mesh
                 animation datasets, such as those arising from
                 expensive physical simulations of deformable objects
                 blowing in the wind. We formulate the transition
                 computation as an integer programming problem, and
                 introduce a novel randomized algorithm to compute
                 transitions subject to geometric nonpenetration
                 constraints. We present examples for several physically
                 based motion datasets, with real-time display and
                 optional interactive control over wind intensity via
                 transitions between wind levels. We discuss challenges
                 and opportunities for future work and practical
                 application.",
  acknowledgement = ack-nhfb,
  articleno =    "17",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Collision detection; constraint satisfaction; integer
                 programming; motion graphs; nonpenetration",
}

@Article{Reitsma:2007:EMG,
  author =       "Paul S. A. Reitsma and Nancy S. Pollard",
  title =        "Evaluating motion graphs for character animation",
  journal =      j-TOG,
  volume =       "26",
  number =       "4",
  pages =        "18:1--18:24",
  month =        oct,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1289603.1289609",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:12:27 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Realistic and directable humanlike characters are an
                 ongoing goal in animation. Motion graph data structures
                 hold much promise for achieving this goal; however, the
                 quality of the results obtainable from a motion graph
                 may not be easy to predict from its input motion clips.
                 This article describes a method for using task-based
                 metrics to evaluate the capability of a motion graph to
                 create the set of animations required by a particular
                 application. We examine this capability for typical
                 motion graphs across a range of tasks and environments.
                 We find that motion graph capability degrades rapidly
                 with increases in the complexity of the target
                 environment or required tasks, and that addressing
                 deficiencies in a brute-force manner tends to lead to
                 large, unwieldy motion graphs. The results of this
                 method can be used to evaluate the extent to which a
                 motion graph will fulfill the requirements of a
                 particular application, lessening the risk of the data
                 structure performing poorly at an inopportune moment.
                 The method can also be used to characterize the
                 deficiencies of motion graphs whose performance will
                 not be sufficient, and to evaluate the relative
                 effectiveness of different options for improving those
                 motion graphs.",
  acknowledgement = ack-nhfb,
  articleno =    "18",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "capability metrics; editing model; human motion;
                 Motion capability; motion capture; motion graph
                 embedding; motion graphs",
}

@Article{Xu:2007:KHB,
  author =       "Hui Xu and Nathan Gossett and Baoquan Chen",
  title =        "Knowledge and heuristic-based modeling of
                 laser-scanned trees",
  journal =      j-TOG,
  volume =       "26",
  number =       "4",
  pages =        "19:1--19:13",
  month =        oct,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1289603.1289610",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:12:27 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a semi-automatic and efficient method for
                 producing full polygonal models of range scanned trees,
                 which are initially represented as sparse point clouds.
                 First, a skeleton of the trunk and main branches of the
                 tree is produced based on the scanned point clouds. Due
                 to the unavoidable incompleteness of the point clouds
                 produced by range scans of trees, steps are taken to
                 synthesize additional branches to produce plausible
                 support for the tree crown. Appropriate dimensions for
                 each branch section are estimated using allometric
                 theory. Using this information, a mesh is produced
                 around the full skeleton. Finally, leaves are
                 positioned, oriented and connected to nearby branches.
                 Our process requires only minimal user interaction, and
                 the full process including scanning and modeling can be
                 completed within minutes.",
  acknowledgement = ack-nhfb,
  articleno =    "19",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Digitizing and scanning; knowledge-based modeling",
}

@Article{Lefohn:2007:RMS,
  author =       "Aaron E. Lefohn and Shubhabrata Sengupta and John D.
                 Owens",
  title =        "Resolution-matched shadow maps",
  journal =      j-TOG,
  volume =       "26",
  number =       "4",
  pages =        "20:1--20:17",
  month =        oct,
  year =         "2007",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1289603.1289611",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:12:27 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article presents resolution-matched shadow maps
                 (RMSM), a modified adaptive shadow map (ASM) algorithm,
                 that is practical for interactive rendering of dynamic
                 scenes. Adaptive shadow maps, which build a quadtree of
                 shadow samples to match the projected resolution of
                 each shadow texel in eye space, offer a robust solution
                 to projective and perspective aliasing in shadow maps.
                 However, their use for interactive dynamic scenes is
                 plagued by an expensive iterative edge-finding
                 algorithm that takes a highly variable amount of time
                 per frame and is not guaranteed to converge to a
                 correct solution. This article introduces a simplified
                 algorithm that is up to ten times faster than ASMs, has
                 more predictable performance, and delivers more
                 accurate shadows. Our main contribution is the
                 observation that it is more efficient to forgo the
                 iterative refinement analysis in favor of generating
                 all shadow texels requested by the pixels in the
                 eye-space image. The practicality of this approach is
                 based on the insight that, for surfaces continuously
                 visible from the eye, adjacent eye-space pixels map to
                 adjacent shadow texels in quadtree shadow space. This
                 means that the number of contiguous regions of shadow
                 texels (which can be efficiently generated with a
                 rasterizer) is proportional to the number of
                 continuously visible surfaces in the scene. Moreover,
                 these regions can be coalesced to further reduce the
                 number of render passes required to shadow an image.
                 The secondary contribution of this paper is
                 demonstrating the design and use of data-parallel
                 algorithms inseparably mixed with traditional graphics
                 programming to implement a novel interactive rendering
                 algorithm. For the scenes described in this paper, we
                 achieve 60--80 frames per second on static scenes and
                 20--60 frames per second on dynamic scenes for 512 2
                 and 1024 2 images with a maximum effective shadow
                 resolution of 32,768 2 texels.",
  acknowledgement = ack-nhfb,
  articleno =    "20",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "adaptive shadow maps; GPGPU; GPU; graphics hardware;
                 scan; shadow maps; Shadows",
}

@Article{Wang:2008:SEL,
  author =       "Jing Wang and Bobby Bodenheimer",
  title =        "Synthesis and evaluation of linear motion
                 transitions",
  journal =      j-TOG,
  volume =       "27",
  number =       "1",
  pages =        "1:1--1:22",
  month =        mar,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1330511.1330512",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:12:47 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article develops methods for determining visually
                 appealing motion transitions using linear blending.
                 Motion transitions are segues between two sequences of
                 animation, and are important components for generating
                 compelling animation streams in virtual environments
                 and computer games. Methods involving linear blending
                 are studied because of their efficiency, computational
                 speed, and widespread use. Two methods of transition
                 specification are detailed, center-aligned and
                 start-end transitions. First, we compute a set of
                 optimal weights for an underlying cost metric used to
                 determine the transition points. We then evaluate the
                 optimally weighted cost metric for generalizability,
                 appeal, and robustness through a cross-validation and
                 user study. Next, we develop methods for computing
                 visually appealing blend lengths for two broad
                 categories of motion. We empirically evaluate these
                 results through user studies. Finally, we assess the
                 importance of these techniques by determining the
                 minimum sensitivity of viewers to transition durations,
                 the just noticeable difference, for both center-aligned
                 and start-end specifications.",
  acknowledgement = ack-nhfb,
  articleno =    "1",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Animation; linear blending; motion transitions;
                 perception",
}

@Article{Wang:2008:CRM,
  author =       "Wenping Wang and Bert J{\"u}ttler and Dayue Zheng and
                 Yang Liu",
  title =        "Computation of rotation minimizing frames",
  journal =      j-TOG,
  volume =       "27",
  number =       "1",
  pages =        "2:1--2:19",
  month =        mar,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1330511.1330513",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:12:47 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Due to its minimal twist, the rotation minimizing
                 frame (RMF) is widely used in computer graphics,
                 including sweep or blending surface modeling, motion
                 design and control in computer animation and robotics,
                 streamline visualization, and tool path planning in
                 CAD/CAM. We present a novel simple and efficient method
                 for accurate and stable computation of RMF of a curve
                 in 3D. This method, called the double reflection
                 method, uses two reflections to compute each frame from
                 its preceding one to yield a sequence of frames to
                 approximate an exact RMF. The double reflection method
                 has the fourth order global approximation error, thus
                 it is much more accurate than the two currently
                 prevailing methods with the second order approximation
                 error---the projection method by Klok and the rotation
                 method by Bloomenthal, while all these methods have
                 nearly the same per-frame computational cost.
                 Furthermore, the double reflection method is much
                 simpler and faster than using the standard fourth order
                 Runge--Kutta method to integrate the defining ODE of
                 the RMF, though they have the same accuracy. We also
                 investigate further properties and extensions of the
                 double reflection method, and discuss the variational
                 principles in design moving frames with boundary
                 conditions, based on RMF.",
  acknowledgement = ack-nhfb,
  articleno =    "2",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Curve; differential geometry; motion; motion design;
                 rotation minimizing frame; sweep surface",
}

@Article{Parilov:2008:RTR,
  author =       "Evgueni Parilov and Denis Zorin",
  title =        "Real-time rendering of textures with feature curves",
  journal =      j-TOG,
  volume =       "27",
  number =       "1",
  pages =        "3:1--3:15",
  month =        mar,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1330511.1330514",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:12:47 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The standard bilinear interpolation on normal maps
                 results in visual artifacts along sharp features, which
                 are common for surfaces with creases, wrinkles, and
                 dents. In many cases, spatially varying features, like
                 the normals near discontinuity curves, are best
                 represented as functions of the distance to the curve
                 and the position along the curve. For high-quality
                 interactive rendering at arbitrary magnifications, one
                 needs to interpolate the distance field preserving
                 discontinuity curves exactly.\par

                 We present a real-time, GPU-based method for distance
                 function and distance gradient interpolation which
                 preserves discontinuity feature curves. The feature
                 curves are represented by a set of quadratic Bezier
                 curves, with minimal restrictions on their
                 intersections. We demonstrate how this technique can be
                 used for real-time rendering of complex feature
                 patterns and blending normal maps with procedurally
                 defined profiles near normal discontinuities.",
  acknowledgement = ack-nhfb,
  articleno =    "3",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Curvilinear feature rendering; distance function; GPU
                 algorithms; normal mapping; resolution independence",
}

@Article{Lessig:2008:SOS,
  author =       "Christian Lessig and Eugene Fiume",
  title =        "{SOHO}: {Orthogonal} and symmetric {Haar} wavelets on
                 the sphere",
  journal =      j-TOG,
  volume =       "27",
  number =       "1",
  pages =        "4:1--4:11",
  month =        mar,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1330511.1330515",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:12:47 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose the SOHO wavelet basis---the first
                 spherical Haar wavelet basis that is both orthogonal
                 and symmetric, making it particularly well suited for
                 the approximation and processing of all-frequency
                 signals on the sphere. We obtain the basis with a novel
                 spherical subdivision scheme that defines a partition
                 acting as the domain of the basis functions. Our
                 construction refutes earlier claims doubting the
                 existence of a basis that is both orthogonal and
                 symmetric. Experimental results for the representation
                 of spherical signals verify that the superior
                 theoretical properties of the SOHO wavelet basis are
                 also relevant in practice.",
  acknowledgement = ack-nhfb,
  articleno =    "4",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "spherical signals; Wavelet transform",
}

@Article{Neff:2008:GMA,
  author =       "Michael Neff and Michael Kipp and Irene Albrecht and
                 Hans-Peter Seidel",
  title =        "Gesture modeling and animation based on a
                 probabilistic re-creation of speaker style",
  journal =      j-TOG,
  volume =       "27",
  number =       "1",
  pages =        "5:1--5:24",
  month =        mar,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1330511.1330516",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:12:47 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Animated characters that move and gesticulate
                 appropriately with spoken text are useful in a wide
                 range of applications. Unfortunately, this class of
                 movement is very difficult to generate, even more so
                 when a unique, individual movement style is required.
                 We present a system that, with a focus on arm gestures,
                 is capable of producing full-body gesture animation for
                 given input text in the style of a particular
                 performer. Our process starts with video of a person
                 whose gesturing style we wish to animate. A
                 tool-assisted annotation process is performed on the
                 video, from which a statistical model of the person's
                 particular gesturing style is built. Using this model
                 and input text tagged with theme, rheme and focus, our
                 generation algorithm creates a gesture script. As
                 opposed to isolated singleton gestures, our gesture
                 script specifies a stream of continuous gestures
                 coordinated with speech. This script is passed to an
                 animation system, which enhances the gesture
                 description with additional detail. It then generates
                 either kinematic or physically simulated motion based
                 on this description. The system is capable of
                 generating gesture animations for novel text that are
                 consistent with a given performer's style, as was
                 successfully validated in an empirical user study.",
  acknowledgement = ack-nhfb,
  articleno =    "5",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "character animation; gesture; Human modeling",
}

@Article{Weidlich:2008:RRB,
  author =       "Andrea Weidlich and Alexander Wilkie",
  title =        "Realistic rendering of birefringency in uniaxial
                 crystals",
  journal =      j-TOG,
  volume =       "27",
  number =       "1",
  pages =        "6:1--6:12",
  month =        mar,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1330511.1330517",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:12:47 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this article we derive the complete set of formulas
                 needed to generate physically plausible images of
                 uniaxial crystals. So far no computer graphics
                 publication contains all the formulas one needs to
                 compute the interaction of light with such crystals in
                 a form that is usable by a graphics application,
                 especially if a polarization-aware rendering system is
                 being used.\par

                 This paper contains the complete derivation of the
                 Fresnel coefficients for birefringent transparent
                 materials, as well as for the direction cosines of the
                 extraordinary ray and the Mueller matrices necessary to
                 describe polarization effects. The formulas we derive
                 can be directly used in a ray based renderer, and we
                 demonstrate these capabilities in test scenes.",
  acknowledgement = ack-nhfb,
  articleno =    "6",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Birefringence; crystals; polarization",
}

@Article{Jarosz:2008:RCP,
  author =       "Wojciech Jarosz and Craig Donner and Matthias Zwicker
                 and Henrik Wann Jensen",
  title =        "Radiance caching for participating media",
  journal =      j-TOG,
  volume =       "27",
  number =       "1",
  pages =        "7:1--7:11",
  month =        mar,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1330511.1330518",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:12:47 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this article we present a novel radiance caching
                 method for efficiently rendering participating media
                 using Monte Carlo ray tracing. Our method handles all
                 types of light scattering including anisotropic
                 scattering, and it works in both homogeneous and
                 heterogeneous media. A key contribution in the article
                 is a technique for computing gradients of radiance
                 evaluated in participating media. These gradients take
                 the full path of the scattered light into account
                 including the changing properties of the medium in the
                 case of heterogeneous media. The gradients can be
                 computed simultaneously with the inscattered radiance
                 with negligible overhead. We compute gradients for
                 single scattering from lights and surfaces and for
                 multiple scattering, and we use a spherical harmonics
                 representation in media with anisotropic scattering.
                 Our second contribution is a new radiance caching
                 scheme for participating media. This caching scheme
                 uses the information in the radiance gradients to
                 sparsely sample as well as interpolate radiance within
                 the medium utilizing a novel, perceptually based error
                 metric. Our method provides several orders of magnitude
                 speedup compared to path tracing and produces higher
                 quality results than volumetric photon mapping.
                 Furthermore, it is view-driven and well suited for
                 large scenes where methods such as photon mapping
                 become costly.",
  acknowledgement = ack-nhfb,
  articleno =    "7",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Global illumination; gradients; irradiance caching;
                 Monte Carlo ray tracing; participating media; ray
                 marching; rendering; spherical harmonics",
}

@Article{Loop:2008:ACC,
  author =       "Charles Loop and Scott Schaefer",
  title =        "Approximating {Catmull--Clark} subdivision surfaces
                 with bicubic patches",
  journal =      j-TOG,
  volume =       "27",
  number =       "1",
  pages =        "8:1--8:11",
  month =        mar,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1330511.1330519",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:12:47 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a simple and computationally efficient
                 algorithm for approximating Catmull--Clark subdivision
                 surfaces using a minimal set of bicubic patches. For
                 each quadrilateral face of the control mesh, we
                 construct a geometry patch and a pair of tangent
                 patches. The geometry patches approximate the shape and
                 silhouette of the Catmull--Clark surface and are smooth
                 everywhere except along patch edges containing an
                 extraordinary vertex where the patches are C 0. To make
                 the patch surface appear smooth, we provide a pair of
                 tangent patches that approximate the tangent fields of
                 the Catmull--Clark surface. These tangent patches are
                 used to construct a continuous normal field (through
                 their cross-product) for shading and displacement
                 mapping. Using this bifurcated representation, we are
                 able to define an accurate proxy for Catmull--Clark
                 surfaces that is efficient to evaluate on
                 next-generation GPU architectures that expose a
                 programmable tessellation unit.",
  acknowledgement = ack-nhfb,
  articleno =    "8",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Catmull--Clark subdivision; GPU tessellation;
                 subdivision surfaces",
}

@Article{Wang:2008:MRH,
  author =       "Jiaping Wang and Shuang Zhao and Xin Tong and Stephen
                 Lin and Zhouchen Lin and Yue Dong and Baining Guo and
                 Heung-Yeung Shum",
  title =        "Modeling and rendering of heterogeneous translucent
                 materials using the diffusion equation",
  journal =      j-TOG,
  volume =       "27",
  number =       "1",
  pages =        "9:1--9:19",
  month =        mar,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1330511.1330520",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:12:47 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this article, we propose techniques for modeling
                 and rendering of heterogeneous translucent materials
                 that enable acquisition from measured samples,
                 interactive editing of material attributes, and
                 real-time rendering. The materials are assumed to be
                 optically dense such that multiple scattering can be
                 approximated by a diffusion process described by the
                 diffusion equation. For modeling heterogeneous
                 materials, we present the inverse diffusion algorithm
                 for acquiring material properties from appearance
                 measurements. This modeling algorithm incorporates a
                 regularizer to handle the ill-conditioning of the
                 inverse problem, an adjoint method to dramatically
                 reduce the computational cost, and a hierarchical GPU
                 implementation for further speedup. To render an object
                 with known material properties, we present the polygrid
                 diffusion algorithm, which solves the diffusion
                 equation with a boundary condition defined by the given
                 illumination environment. This rendering technique is
                 based on representation of an object by a polygrid, a
                 grid with regular connectivity and an irregular shape,
                 which facilitates solution of the diffusion equation in
                 arbitrary volumes. Because of the regular connectivity,
                 our rendering algorithm can be implemented on the GPU
                 for real-time performance. We demonstrate our
                 techniques by capturing materials from physical samples
                 and performing real-time rendering and editing with
                 these materials.",
  acknowledgement = ack-nhfb,
  articleno =    "9",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Appearance modeling and rendering; diffusion
                 approximation; subsurface scattering",
}

@Article{Ray:2008:SDF,
  author =       "Nicolas Ray and Bruno Vallet and Wan Chiu Li and Bruno
                 L{\'e}vy",
  title =        "{$N$}-symmetry direction field design",
  journal =      j-TOG,
  volume =       "27",
  number =       "2",
  pages =        "10:1--10:13",
  month =        apr,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1356682.1356683",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:13:04 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many algorithms in computer graphics and geometry
                 processing use two orthogonal smooth direction fields
                 (unit tangent vector fields) defined over a surface.
                 For instance, these direction fields are used in
                 texture synthesis, in geometry processing or in
                 nonphotorealistic rendering to distribute and orient
                 elements on the surface. Such direction fields can be
                 designed in fundamentally different ways, according to
                 the symmetry requested: inverting a direction or
                 swapping two directions might be allowed or
                 not.\par

                 Despite the advances realized in the last few years in
                 the domain of geometry processing, a unified formalism
                 is still lacking for the mathematical object that
                 characterizes these generalized direction fields. As a
                 consequence, existing direction field design algorithms
                 are limited to using nonoptimum local relaxation
                 procedures.\par

                 In this article, we formalize $N$-symmetry direction
                 fields, a generalization of classical direction fields.
                 We give a new definition of their singularities to
                 explain how they relate to the topology of the surface.
                 Specifically, we provide an accessible demonstration of
                 the Poincar{\'e}-Hopf theorem in the case of
                 $N$-symmetry direction fields on 2-manifolds. Based on
                 this theorem, we explain how to control the topology of
                 $N$-symmetry direction fields on meshes. We demonstrate
                 the validity and robustness of this formalism by
                 deriving a highly efficient algorithm to design a
                 smooth field interpolating user-defined singularities
                 and directions.",
  acknowledgement = ack-nhfb,
  articleno =    "10",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "N-symmetry direction field; topology; Vector field
                 design",
}

@Article{Chen:2008:SRR,
  author =       "Xuejin Chen and Sing Bing Kang and Ying-Qing Xu and
                 Julie Dorsey and Heung-Yeung Shum",
  title =        "Sketching reality: {Realistic} interpretation of
                 architectural designs",
  journal =      j-TOG,
  volume =       "27",
  number =       "2",
  pages =        "11:1--11:15",
  month =        apr,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1356682.1356684",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:13:04 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this article, we introduce sketching reality, the
                 process of converting a freehand sketch into a
                 realistic-looking model. We apply this concept to
                 architectural designs. As the sketch is being drawn,
                 our system periodically interprets its 2.5D-geometry by
                 identifying new junctions, edges, and faces, and then
                 analyzing the extracted topology. The user can add
                 detailed geometry and textures through sketches as
                 well. This is possible through the use of databases
                 that match partial sketches to models of detailed
                 geometry and textures. The final product is a realistic
                 texture-mapped 2.5D-model of the building. We show a
                 variety of buildings that have been created using this
                 system.",
  acknowledgement = ack-nhfb,
  articleno =    "11",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "realistic imagery; shape; Sketching",
}

@Article{Kircher:2008:FFM,
  author =       "Scott Kircher and Michael Garland",
  title =        "Free-form motion processing",
  journal =      j-TOG,
  volume =       "27",
  number =       "2",
  pages =        "12:1--12:13",
  month =        apr,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1356682.1356685",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:13:04 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Motion is the center of attention in many applications
                 of computer graphics. Skeletal motion for articulated
                 characters can be processed and altered in a variety of
                 ways to increase the versatility of each motion clip.
                 However, analogous techniques have not yet been
                 developed for free-form deforming surfaces like cloth
                 and faces. Given the time-consuming nature of producing
                 each free-form motion clip, the ability to alter and
                 reuse free-form motion would be very desirable. We
                 present a novel method for processing free-form motion
                 that opens up a broad range of possible motion
                 alterations including motion blending, keyframe
                 insertion, and temporal signal processing. Our method
                 is based on a simple yet powerful differential surface
                 representation that is invariant under rotation and
                 translation and which is well suited for surface
                 editing in both space and time.",
  acknowledgement = ack-nhfb,
  articleno =    "12",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Deforming surfaces; mesh editing; motion blending;
                 motion editing; rotation-invariant surface
                 representation; temporal signal processing",
}

@Article{Ben-Artzi:2008:PPR,
  author =       "Aner Ben-Artzi and Kevin Egan and Ravi Ramamoorthi and
                 Fr{\'e}do Durand",
  title =        "A precomputed polynomial representation for
                 interactive {BRDF} editing with global illumination",
  journal =      j-TOG,
  volume =       "27",
  number =       "2",
  pages =        "13:1--13:14",
  month =        apr,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1356682.1356686",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 13 19:13:04 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The ability to interactively edit BRDFs in their final
                 placement within a computer graphics scene is vital to
                 making informed choices for material properties. We
                 significantly extend previous work on BRDF editing for
                 static scenes (with fixed lighting and view) by
                 developing a precomputed polynomial representation that
                 enables interactive BRDF editing with global
                 illumination. Unlike previous precomputation-based
                 rendering techniques, the image is not linear in the
                 BRDF when considering interreflections. We introduce a
                 framework for precomputing a multibounce tensor of
                 polynomial coefficients that encapsulates the nonlinear
                 nature of the task. Significant reductions in
                 complexity are achieved by leveraging the low-frequency
                 nature of indirect light. We use a high-quality
                 representation for the BRDFs at the first bounce from
                 the eye and lower-frequency (often diffuse) versions
                 for further bounces. This approximation correctly
                 captures the general global illumination in a scene,
                 including color-bleeding, near-field object
                 reflections, and even caustics. We adapt Monte Carlo
                 path tracing for precomputing the tensor of
                 coefficients for BRDF basis functions. At runtime, the
                 high-dimensional tensors can be reduced to a simple dot
                 product at each pixel for rendering. We present a
                 number of examples of editing BRDFs in complex scenes
                 with interactive feedback rendered with global
                 illumination.",
  acknowledgement = ack-nhfb,
  articleno =    "13",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "bidirectional reflectance distribution function;
                 global illumination; Material editing",
}

@Article{Wang:2008:FRC,
  author =       "Huamin Wang and Yonatan Wexler and Eyal Ofek and
                 Hugues Hoppe",
  title =        "Factoring repeated content within and among images",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "14:1--14:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360613",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We reduce transmission bandwidth and memory space for
                 images by factoring their repeated content. A transform
                 map and a condensed epitome are created such that all
                 image blocks can be reconstructed from transformed
                 epitome patches. The transforms may include affine
                 deformation and color scaling to account for
                 perspective and tonal variations across the image. The
                 factored representation allows efficient random-access
                 through a simple indirection, and can therefore be used
                 for real-time texture mapping without expansion in
                 memory. Our scheme is orthogonal to traditional image
                 compression, in the sense that the epitome is amenable
                 to further compression such as DXT. Moreover it allows
                 a new mode of progressivity, whereby generic features
                 appear before unique detail. Factoring is also
                 effective across a collection of images, particularly
                 in the context of image-based rendering. Eliminating
                 redundant content lets us include textures that are
                 several times as large in the same memory space.",
  acknowledgement = ack-nhfb,
  articleno =    "14",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "image compression; image epitomes; progressive
                 images",
}

@Article{Snavely:2008:FPT,
  author =       "Noah Snavely and Rahul Garg and Steven M. Seitz and
                 Richard Szeliski",
  title =        "Finding paths through the world's photos",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "15:1--15:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360614",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "When a scene is photographed many times by different
                 people, the viewpoints often cluster along certain
                 paths. These paths are largely specific to the scene
                 being photographed, and follow interesting regions and
                 viewpoints. We seek to discover a range of such paths
                 and turn them into controls for image-based rendering.
                 Our approach takes as input a large set of community or
                 personal photos, reconstructs camera viewpoints, and
                 automatically computes orbits, panoramas, canonical
                 views, and optimal paths between views. The scene can
                 then be interactively browsed in 3D using these
                 controls or with six degree-of-freedom free-viewpoint
                 control. As the user browses the scene, nearby views
                 are continuously selected and transformed, using
                 control-adaptive reprojection techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "15",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rubinstein:2008:ISC,
  author =       "Michael Rubinstein and Ariel Shamir and Shai Avidan",
  title =        "Improved seam carving for video retargeting",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "16:1--16:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360615",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Video, like images, should support content aware
                 resizing. We present video retargeting using an
                 improved seam carving operator. Instead of removing 1D
                 seams from 2D images we remove 2D seam manifolds from
                 3D space-time volumes. To achieve this we replace the
                 dynamic programming method of seam carving with graph
                 cuts that are suitable for 3D volumes. In the new
                 formulation, a seam is given by a minimal cut in the
                 graph and we show how to construct a graph such that
                 the resulting cut is a valid seam. That is, the cut is
                 monotonic and connected. In addition, we present a
                 novel energy criterion that improves the visual quality
                 of the retargeted images and videos. The original seam
                 carving operator is focused on removing seams with the
                 least amount of energy, ignoring energy that is
                 introduced into the images and video by applying the
                 operator. To counter this, the new criterion is looking
                 forward in time - removing seams that introduce the
                 least amount of energy into the retargeted result. We
                 show how to encode the improved criterion into graph
                 cuts (for images and video) as well as dynamic
                 programming (for images). We apply our technique to
                 images and videos and present results of various
                 applications.",
  acknowledgement = ack-nhfb,
  articleno =    "16",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "forward energy; image retargeting; seam carving; video
                 editing; video retargeting",
}

@Article{Rav-Acha:2008:UMN,
  author =       "Alex Rav-Acha and Pushmeet Kohli and Carsten Rother
                 and Andrew Fitzgibbon",
  title =        "Unwrap mosaics: a new representation for video
                 editing",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "17:1--17:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360616",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a new representation for video which
                 facilitates a number of common editing tasks. The
                 representation has some of the power of a full
                 reconstruction of 3D surface models from video, but is
                 designed to be easy to recover from {\em a priori\/}
                 unseen and uncalibrated footage. By modelling the
                 image-formation process as a 2D-to-2D transformation
                 from an object's texture map to the image, modulated by
                 an object-space occlusion mask, we can recover a
                 representation which we term the `unwrap mosaic'. Many
                 editing operations can be performed on the unwrap
                 mosaic, and then re-composited into the original
                 sequence, for example resizing objects, repainting
                 textures, copying/cutting/pasting objects, and
                 attaching effects layers to deforming objects.",
  acknowledgement = ack-nhfb,
  articleno =    "17",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "layers; mosaicing; motion estimation; video editing",
}

@Article{Seiler:2008:LMC,
  author =       "Larry Seiler and Doug Carmean and Eric Sprangle and
                 Tom Forsyth and Michael Abrash and Pradeep Dubey and
                 Stephen Junkins and Adam Lake and Jeremy Sugerman and
                 Robert Cavin and Roger Espasa and Ed Grochowski and
                 Toni Juan and Pat Hanrahan",
  title =        "Larrabee: a many-core x86 architecture for visual
                 computing",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "18:1--18:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360617",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a many-core visual computing
                 architecture code named Larrabee, a new software
                 rendering pipeline, a manycore programming model, and
                 performance analysis for several applications. Larrabee
                 uses multiple in-order x86 CPU cores that are augmented
                 by a wide vector processor unit, as well as some fixed
                 function logic blocks. This provides dramatically
                 higher performance per watt and per unit of area than
                 out-of-order CPUs on highly parallel workloads. It also
                 greatly increases the flexibility and programmability
                 of the architecture as compared to standard GPUs. A
                 coherent on-die 2$^{nd}$ level cache allows efficient
                 inter-processor communication and high-bandwidth local
                 data access by CPU cores. Task scheduling is performed
                 entirely with software in Larrabee, rather than in
                 fixed function logic. The customizable software
                 graphics rendering pipeline for this architecture uses
                 binning in order to reduce required memory bandwidth,
                 minimize lock contention, and increase opportunities
                 for parallelism relative to standard GPUs. The Larrabee
                 native programming model supports a variety of highly
                 parallel applications that use irregular data
                 structures. Performance analysis on those applications
                 demonstrates Larrabee's potential for a broad range of
                 parallel computation.",
  acknowledgement = ack-nhfb,
  articleno =    "18",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "GPGPU; graphics architecture; many-core computing;
                 parallel processing; realtime graphics; SIMD; software
                 rendering; throughput computing; visual computing",
}

@Article{Hou:2008:BBS,
  author =       "Qiming Hou and Kun Zhou and Baining Guo",
  title =        "{BSGP}: bulk-synchronous {GPU} programming",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "19:1--19:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360618",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present BSGP, a new programming language for
                 general purpose computation on the GPU. A BSGP program
                 looks much the same as a sequential C program.
                 Programmers only need to supply a bare minimum of extra
                 information to describe parallel processing on GPUs. As
                 a result, BSGP programs are easy to read, write, and
                 maintain. Moreover, the ease of programming does not
                 come at the cost of performance. A well-designed BSGP
                 compiler converts BSGP programs to kernels and combines
                 them using optimally allocated temporary streams. In
                 our benchmark, BSGP programs achieve similar or better
                 performance than well-optimized CUDA programs, while
                 the source code complexity and programming time are
                 significantly reduced. To test BSGP's code efficiency
                 and ease of programming, we implemented a variety of
                 GPU applications, including a highly sophisticated X3D
                 parser that would be extremely difficult to develop
                 with existing GPU programming languages.",
  acknowledgement = ack-nhfb,
  articleno =    "19",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "bulk synchronous parallel programming; programable
                 graphics hardware; stream processing; thread
                 manipulation",
}

@Article{Wei:2008:PPD,
  author =       "Li-Yi Wei",
  title =        "Parallel {Poisson} disk sampling",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "20:1--20:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360619",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Sampling is important for a variety of graphics
                 applications include rendering, imaging, and geometry
                 processing. However, producing sample sets with desired
                 efficiency and blue noise statistics has been a major
                 challenge, as existing methods are either sequential
                 with limited speed, or are parallel but only through
                 pre-computed datasets and thus fall short in producing
                 samples with blue noise statistics. We present a
                 Poisson disk sampling algorithm that runs in parallel
                 and produces all samples on the fly with desired blue
                 noise properties. Our main idea is to subdivide the
                 sample domain into grid cells and we draw samples
                 concurrently from multiple cells that are sufficiently
                 far apart so that their samples cannot conflict one
                 another. We present a parallel implementation of our
                 algorithm running on a GPU with constant cost per
                 sample and constant number of computation passes for a
                 target number of samples. Our algorithm also works in
                 arbitrary dimension, and allows adaptive sampling from
                 a user-specified importance field. Furthermore, our
                 algorithm is simple and easy to implement, and runs
                 faster than existing techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "20",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "blue noise; GPU techniques; parallel computation;
                 Poisson disk; sampling; texture synthesis",
}

@Article{Kazhdan:2008:SMG,
  author =       "Michael Kazhdan and Hugues Hoppe",
  title =        "Streaming multigrid for gradient-domain operations on
                 large images",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "21:1--21:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360620",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a new tool to solve the large linear
                 systems arising from gradient-domain image processing.
                 Specifically, we develop a streaming multigrid solver,
                 which needs just two sequential passes over out-of-core
                 data. This fast solution is enabled by a combination of
                 three techniques: (1) use of second-order finite
                 elements (rather than traditional finite differences)
                 to reach sufficient accuracy in a single V-cycle, (2)
                 temporally blocked relaxation, and (3) multi-level
                 streaming to pipeline the restriction and prolongation
                 phases into single streaming passes. A key contribution
                 is the extension of the B-spline finite-element method
                 to be compatible with the forward-difference gradient
                 representation commonly used with images. Our streaming
                 solver is also efficient for in-memory images, due to
                 its fast convergence and excellent cache behavior.
                 Remarkably, it can outperform spatially adaptive
                 solvers that exploit application-specific knowledge. We
                 demonstrate seamless stitching and tone-mapping of
                 gigapixel images in about an hour on a notebook PC.",
  acknowledgement = ack-nhfb,
  articleno =    "21",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "B-spline finite elements; gigapixel images;
                 multi-level streaming; out-of-core multigrid solver;
                 Poisson equation",
}

@Article{Lee:2008:SJM,
  author =       "Sung-Hee Lee and Demetri Terzopoulos",
  title =        "Spline joints for multibody dynamics",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "22:1--22:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360621",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "{\em Spline joints\/} are a novel class of joints that
                 can model general scleronomic constraints for multibody
                 dynamics based on the minimal-coordinates formulation.
                 The main idea is to introduce spline curves and
                 surfaces in the modeling of joints: We model 1-DOF
                 joints using splines on SE(3), and construct multi-DOF
                 joints as the product of exponentials of splines in
                 Euclidean space. We present efficient recursive
                 algorithms to compute the derivatives of the spline
                 joint, as well as geometric algorithms to determine
                 optimal parameters in order to achieve the desired
                 joint motion. Our spline joints can be used to create
                 interesting new simulated mechanisms for computer
                 animation and they can more accurately model complex
                 biomechanical joints such as the knee and shoulder.",
  acknowledgement = ack-nhfb,
  articleno =    "22",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "biological joints; multibody dynamics; scleronomic
                 joints; splines",
}

@Article{Harmon:2008:RTS,
  author =       "David Harmon and Etienne Vouga and Rasmus Tamstorf and
                 Eitan Grinspun",
  title =        "Robust treatment of simultaneous collisions",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "23:1--23:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360622",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Robust treatment of complex collisions is a
                 challenging problem in cloth simulation. Some state of
                 the art methods resolve collisions iteratively,
                 invoking a fail-safe when a bound on iteration count is
                 exceeded. The best-known fail-safe rigidifies the
                 contact region, causing simulation artifacts. We
                 present a fail-safe that cancels impact but not sliding
                 motion, considerably reducing artificial dissipation.
                 We equip the proposed fail-safe with an approximation
                 of Coulomb friction, allowing finer control of sliding
                 dissipation.",
  acknowledgement = ack-nhfb,
  articleno =    "23",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "cloth; collision; configuration space; contact;
                 shells; simulation",
}

@Article{Bonneel:2008:FMS,
  author =       "Nicolas Bonneel and George Drettakis and Nicolas
                 Tsingos and Isabelle Viaud-Delmon and Doug James",
  title =        "Fast modal sounds with scalable frequency-domain
                 synthesis",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "24:1--24:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360623",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Audio rendering of impact sounds, such as those caused
                 by falling objects or explosion debris, adds realism to
                 interactive 3D audiovisual applications, and can be
                 convincingly achieved using modal sound synthesis.
                 Unfortunately, mode-based computations can become
                 prohibitively expensive when many objects, each with
                 many modes, are impacted simultaneously. We introduce a
                 fast sound synthesis approach, based on short-time
                 Fourier Tranforms, that exploits the inherent sparsity
                 of modal sounds in the frequency domain. For our test
                 scenes, this `fast mode summation' can give speedups of
                 5--8 times compared to a time-domain solution, with
                 slight degradation in quality. We discuss different
                 reconstruction windows, affecting the quality of impact
                 sound `attacks'. Our Fourier-domain processing method
                 allows us to introduce a scalable, real-time, audio
                 processing pipeline for both recorded and modal sounds,
                 with auditory masking and sound source clustering. To
                 avoid abrupt computation peaks, such as during the
                 simultaneous impacts of an explosion, we use crossmodal
                 perception results on audiovisual synchrony to effect
                 temporal scheduling. We also conducted a pilot
                 perceptual user evaluation of our method. Our
                 implementation results show that we can treat complex
                 audiovisual scenes in real time with high quality.",
  acknowledgement = ack-nhfb,
  articleno =    "24",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "modal synthesis; physically based animation; real-time
                 audio rendering; sound synthesis",
}

@Article{Twigg:2008:BSR,
  author =       "Christopher D. Twigg and Doug L. James",
  title =        "Backward steps in rigid body simulation",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "25:1--25:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360624",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Physically based simulation of rigid body dynamics is
                 commonly done by time-stepping systems {\em forward\/}
                 in time. In this paper, we propose methods to allow
                 time-stepping rigid body systems {\em back-ward\/} in
                 time. Unfortunately, reverse-time integration of rigid
                 bodies involving frictional contact is mathematically
                 ill-posed, and can lack unique solutions. We instead
                 propose time-reversed rigid body integrators that can
                 sample {\em possible\/} solutions when unique ones do
                 not exist. We also discuss challenges related to
                 dissipation-related energy gain, sensitivity to initial
                 conditions, stacking, constraints and articulation,
                 rolling, sliding, skidding, bouncing, high angular
                 velocities, rapid velocity growth from
                 micro-collisions, and other problems encountered when
                 going against the usual flow of time.",
  acknowledgement = ack-nhfb,
  articleno =    "25",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "frictional contact; ill-posedness; inverse problems;
                 linear complementarity; motion planning; rigid body
                 dynamics",
}

@Article{McDonnell:2008:CAP,
  author =       "Rachel McDonnell and Mich{\'e}al Larkin and Simon
                 Dobbyn and Steven Collins and Carol O'Sullivan",
  title =        "Clone attack! {Perception} of crowd variety",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "26:1--26:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360625",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "When simulating large crowds, it is inevitable that
                 the models and motions of many virtual characters will
                 be cloned. However, the perceptual impact of this
                 trade-off has never been studied. In this paper, we
                 consider the ways in which an impression of variety can
                 be created and the perceptual consequences of certain
                 design choices. In a series of experiments designed to
                 test people's perception of variety in crowds, we found
                 that clones of appearance are far easier to detect than
                 motion clones. Furthermore, we established that cloned
                 models can be masked by color variation, random
                 orientation, and motion. Conversely, the perception of
                 cloned motions remains unaffected by the model on which
                 they are displayed. Other factors that influence the
                 ability to detect clones were examined, such as
                 proximity, model type and characteristic motion. Our
                 results provide novel insights and useful thresholds
                 that will assist in creating more realistic,
                 heterogeneous crowds.",
  acknowledgement = ack-nhfb,
  articleno =    "26",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "animation; crowds; perception; variety",
}

@Article{Hecker:2008:RTM,
  author =       "Chris Hecker and Bernd Raabe and Ryan W. Enslow and
                 John DeWeese and Jordan Maynard and Kees van Prooijen",
  title =        "Real-time motion retargeting to highly varied
                 user-created morphologies",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "27:1--27:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360626",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Character animation in video games---whether manually
                 keyframed or motion captured---has traditionally relied
                 on codifying skeletons early in a game's development,
                 and creating animations rigidly tied to these fixed
                 skeleton morphologies. This paper introduces a novel
                 system for animating characters whose morphologies are
                 unknown at the time the animation is created. Our
                 authoring tool allows animators to describe motion
                 using familiar posing and key-framing methods. The
                 system records the data in a morphology-independent
                 form, preserving both the animation's structural
                 relationships and its stylistic information. At
                 runtime, the generalized data are applied to specific
                 characters to yield pose goals that are supplied to a
                 robust and efficient inverse kinematics solver. This
                 system allows us to animate characters with highly
                 varying skeleton morphologies that did not exist when
                 the animation was authored, and, indeed, may be
                 radically different than anything the original animator
                 envisioned.",
  acknowledgement = ack-nhfb,
  articleno =    "27",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "character animation; games; inverse kinematics; motion
                 retargeting; procedural animation; user generated
                 content",
}

@Article{Kass:2008:AOM,
  author =       "Michael Kass and John Anderson",
  title =        "Animating oscillatory motion with overlap: wiggly
                 splines",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "28:1--28:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360627",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Oscillatory motion is ubiquitous in computer graphics,
                 yet existing animation techniques are ill-suited to its
                 authoring. We introduce a new type of spline for this
                 purpose, known as a `Wiggly Spline.' The spline
                 generalizes traditional piecewise cubics when its
                 resonance and damping are set to zero, but creates
                 oscillatory animation when its resonance and damping
                 are changed. The spline provides a combination of
                 direct manipulation and physical realism. To create
                 overlapped and propagating motion, we generate phase
                 shifts of the Wiggly Spline, and use these to control
                 appropriate degrees of freedom in a model. The phase
                 shifts can be created directly by procedural techniques
                 or through a paint-like interface. A further option is
                 to derive the phase shifts statistically by analyzing a
                 time-series of a simulation. In this case, the Wiggly
                 Spline makes it possible to canonicalize a simulation,
                 generalize it by providing frequency and damping
                 controls and control it through direct manipulation.",
  acknowledgement = ack-nhfb,
  articleno =    "28",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "spacetime constraints; splines",
}

@Article{Shi:2008:EBD,
  author =       "Xiaohan Shi and Kun Zhou and Yiying Tong and Mathieu
                 Desbrun and Hujun Bao and Baining Guo",
  title =        "Example-based dynamic skinning in real time",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "29:1--29:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360628",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "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 low-and high-frequency volumetric effects. Given a
                 surface mesh and a few sample sequences of its physical
                 behavior, a set of motion parameters of the material
                 are learned during an off-line preprocessing step. The
                 deformable model is then applicable to any given
                 skeleton-driven animation of the surface mesh.
                 Additionally, our dynamic skinning technique can be
                 entirely implemented on GPUs and executed with great
                 efficiency. Thus, with minimal changes to the
                 conventional graphics pipeline, our approach can
                 drastically enhance the visual experience of
                 skeleton-driven animations by adding secondary
                 deformation in real time.",
  acknowledgement = ack-nhfb,
  articleno =    "29",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "finite element method; physically-based animation;
                 secondary motion; skeleton-driven mesh deformation",
}

@Article{Paris:2008:HPG,
  author =       "Sylvain Paris and Will Chang and Oleg I. Kozhushnyan
                 and Wojciech Jarosz and Wojciech Matusik and Matthias
                 Zwicker and Fr{\'e}do Durand",
  title =        "Hair photobooth: geometric and photometric acquisition
                 of real hairstyles",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "30:1--30:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360629",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We accurately capture the shape and appearance of a
                 person's hairstyle. We use triangulation and a sweep
                 with planes of light for the geometry. Multiple
                 projectors and cameras address the challenges raised by
                 the reflectance and intricate geometry of hair. We
                 introduce the use of structure tensors to infer the
                 hidden geometry between the hair surface and the scalp.
                 Our triangulation approach affords substantial accuracy
                 improvement and we are able to measure elaborate hair
                 geometry including complex curls and concavities. To
                 reproduce the hair appearance, we capture a
                 six-dimensional reflectance field. We introduce a new
                 reflectance interpolation technique that leverages an
                 analytical reflectance model to alleviate cross-fading
                 artifacts caused by linear methods. Our results closely
                 match the real hairstyles and can be used for
                 animation.",
  acknowledgement = ack-nhfb,
  articleno =    "30",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "active vision; hair; image-based rendering",
}

@Article{Moon:2008:EMS,
  author =       "Jonathan T. Moon and Bruce Walter and Steve
                 Marschner",
  title =        "Efficient multiple scattering in hair using spherical
                 harmonics",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "31:1--31:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360630",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Previous research has shown that a global multiple
                 scattering simulation is needed to achieve physically
                 realistic renderings of hair, particularly
                 light-colored hair with low absorption. However,
                 previous methods have either sacrificed accuracy or
                 have been too computationally expensive for practical
                 use. In this paper we describe a physically based,
                 volumetric rendering method that computes multiple
                 scattering solutions, including directional effects,
                 much faster than previous accurate methods. Our
                 two-pass method first traces light paths through a
                 volumetric representation of the hair, contributing
                 power to a 3D grid of spherical harmonic coefficients
                 that store the directional distribution of scattered
                 radiance everywhere in the hair volume. Then, in a ray
                 tracing pass, multiple scattering is computed by
                 integrating the stored radiance against the scattering
                 functions of visible fibers using an efficient matrix
                 multiplication. Single scattering is computed using
                 conventional direct illumination methods. In our
                 comparisons the new method produces quality similar to
                 that of the best previous methods, but computes
                 multiple scattering more than 10 times faster.",
  acknowledgement = ack-nhfb,
  articleno =    "31",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "hair; multiple scattering; spherical harmonics",
}

@Article{Zinke:2008:DSA,
  author =       "Arno Zinke and Cem Yuksel and Andreas Weber and John
                 Keyser",
  title =        "Dual scattering approximation for fast multiple
                 scattering in hair",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "32:1--32:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360631",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "When rendering light colored hair, multiple fiber
                 scattering is essential for the right perception of the
                 overall hair color. In this context, we present a novel
                 technique to efficiently approximate multiple fiber
                 scattering for a full head of human hair or a similar
                 fiber based geometry. In contrast to previous ad-hoc
                 approaches, our method relies on the physically
                 accurate concept of the Bidirectional Scattering
                 Distribution Functions and gives physically plausible
                 results with no need for parameter tweaking. We show
                 that complex scattering effects can be approximated
                 very well by using aggressive simplifications based on
                 this theoretical model. When compared to unbiased
                 Monte-Carlo path tracing, our approximations preserve
                 photo-realism in most settings but with rendering times
                 at least two-orders of magnitude lower. Time and space
                 complexity are much lower compared to photon
                 mapping-based techniques and we can even achieve
                 realistic results in real-time on a standard PC with
                 consumer graphics hardware.",
  acknowledgement = ack-nhfb,
  articleno =    "32",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "GPU algorithms; hair rendering; multiple scattering",
}

@Article{Hachisuka:2008:MAS,
  author =       "Toshiya Hachisuka and Wojciech Jarosz and Richard
                 Peter Weistroffer and Kevin Dale and Greg Humphreys and
                 Matthias Zwicker and Henrik Wann Jensen",
  title =        "Multidimensional adaptive sampling and reconstruction
                 for ray tracing",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "33:1--33:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360632",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new adaptive sampling strategy for ray
                 tracing. Our technique is specifically designed to
                 handle multidimensional sample domains, and it is well
                 suited for efficiently generating images with effects
                 such as soft shadows, motion blur, and depth of field.
                 These effects are problematic for existing image based
                 adaptive sampling techniques as they operate on pixels,
                 which are possibly noisy results of a Monte Carlo ray
                 tracing process. Our sampling technique operates on
                 samples in the multidimensional space given by the
                 rendering equation and as a consequence the value of
                 each sample is noise-free. Our algorithm consists of
                 two passes. In the first pass we adaptively generate
                 samples in the multidimensional space, focusing on
                 regions where the local contrast between samples is
                 high. In the second pass we reconstruct the image by
                 integrating the multidimensional function along all but
                 the image dimensions. We perform a high quality
                 anisotropic reconstruction by determining the extent of
                 each sample in the multidimensional space using a
                 structure tensor. We demonstrate our method on scenes
                 with a 3 to 5 dimensional space, including soft
                 shadows, motion blur, and depth of field. The results
                 show that our method uses fewer samples than
                 Mittchell's adaptive sampling technique while producing
                 images with less noise.",
  acknowledgement = ack-nhfb,
  articleno =    "33",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "global illumination; ray tracing; rendering equation;
                 sampling and reconstruction",
}

@Article{Annen:2008:RTA,
  author =       "Thomas Annen and Zhao Dong and Tom Mertens and
                 Philippe Bekaert and Hans-Peter Seidel and Jan Kautz",
  title =        "Real-time, all-frequency shadows in dynamic scenes",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "34:1--34:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360633",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Shadow computation in dynamic scenes under complex
                 illumination is a challenging problem. Methods based on
                 precomputation provide accurate, real-time solutions,
                 but are hard to extend to dynamic scenes. Specialized
                 approaches for soft shadows can deal with dynamic
                 objects but are not fast enough to handle more than one
                 light source. In this paper, we present a technique for
                 rendering dynamic objects under arbitrary environment
                 illumination, which does not require any
                 precomputation. The key ingredient is a fast,
                 approximate technique for computing soft shadows, which
                 achieves several hundred frames per second for a single
                 light source. This allows for approximating environment
                 illumination with a sparse collection of area light
                 sources and yields real-time frame rates.",
  acknowledgement = ack-nhfb,
  articleno =    "34",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "convolution; environment maps; soft shadows",
}

@Article{Sun:2008:IRD,
  author =       "Xin Sun and Kun Zhou and Eric Stollnitz and Jiaoying
                 Shi and Baining Guo",
  title =        "Interactive relighting of dynamic refractive objects",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "35:1--35:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360634",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new technique for interactive relighting
                 of dynamic refractive objects with complex material
                 properties. We describe our technique in terms of a
                 rendering pipeline in which each stage runs entirely on
                 the GPU. The rendering pipeline converts surfaces to
                 volumetric data, traces the curved paths of photons as
                 they refract through the volume, and renders arbitrary
                 views of the resulting radiance distribution. Our
                 rendering pipeline is fast enough to permit interactive
                 updates to lighting, materials, geometry, and viewing
                 parameters without any precomputation. Applications of
                 our technique include the visualization of caustics,
                 absorption, and scattering while running physical
                 simulations or while manipulating surfaces in real
                 time.",
  acknowledgement = ack-nhfb,
  articleno =    "35",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "interactive relighting; photon tracing; ray tracing;
                 refractive objects",
}

@Article{Zhou:2008:RTS,
  author =       "Kun Zhou and Zhong Ren and Stephen Lin and Hujun Bao
                 and Baining Guo and Heung-Yeung Shum",
  title =        "Real-time smoke rendering using compensated ray
                 marching",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "36:1--36:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360635",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a real-time algorithm called {\em
                 compensated ray marching\/} for rendering of smoke
                 under dynamic low-frequency environment lighting. Our
                 approach is based on a decomposition of the input smoke
                 animation, represented as a sequence of volumetric
                 density fields, into a set of radial basis functions
                 (RBFs) and a sequence of residual fields. To expedite
                 rendering, the source radiance distribution within the
                 smoke is computed from only the low-frequency RBF
                 approximation of the density fields, since the
                 high-frequency residuals have little impact on global
                 illumination under low-frequency environment lighting.
                 Furthermore, in computing source radiances the
                 contributions from single and multiple scattering are
                 evaluated at only the RBF centers and then approximated
                 at other points in the volume using an RBF-based
                 interpolation. A slice-based integration of these
                 source radiances along each view ray is then performed
                 to render the final image. The high-frequency residual
                 fields, which are a critical component in the local
                 appearance of smoke, are compensated back into the
                 radiance integral during this ray march to generate
                 images of high detail.\par

                 The runtime algorithm, which includes both light
                 transfer simulation and ray marching, can be easily
                 implemented on the GPU, and thus allows for real-time
                 manipulation of viewpoint and lighting, as well as
                 interactive editing of smoke attributes such as
                 extinction cross section, scattering albedo, and phase
                 function. Only moderate preprocessing time and storage
                 is needed. This approach provides the first method for
                 real-time smoke rendering that includes single and
                 multiple scattering while generating results comparable
                 in quality to offline algorithms like ray tracing.",
  acknowledgement = ack-nhfb,
  articleno =    "36",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "environment lighting; multiple scattering;
                 participating media; perfect hashing; single
                 scattering",
}

@Article{Lehtinen:2008:MHR,
  author =       "Jaakko Lehtinen and Matthias Zwicker and Emmanuel
                 Turquin and Janne Kontkanen and Fr{\'e}do Durand and
                 Fran{\c{c}}ois X. Sillion and Timo Aila",
  title =        "A meshless hierarchical representation for light
                 transport",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "37:1--37:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360636",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a meshless hierarchical representation
                 for solving light transport problems. Precomputed
                 radiance transfer (PRT) and finite elements require a
                 discrete representation of illumination over the scene.
                 Non-hierarchical approaches such as per-vertex values
                 are simple to implement, but lead to long
                 precomputation. Hierarchical bases like wavelets lead
                 to dramatic acceleration, but in their basic form they
                 work well only on flat or smooth surfaces. We introduce
                 a hierarchical function basis induced by scattered data
                 approximation. It is decoupled from the geometric
                 representation, allowing the hierarchical
                 representation of illumination on complex objects. We
                 present simple data structures and algorithms for
                 constructing and evaluating the basis functions. Due to
                 its hierarchical nature, our representation adapts to
                 the complexity of the illumination, and can be queried
                 at different scales. We demonstrate the power of the
                 new basis in a novel precomputed direct-to-indirect
                 light transport algorithm that greatly increases the
                 complexity of scenes that can be handled by PRT
                 approaches.",
  acknowledgement = ack-nhfb,
  articleno =    "37",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "global illumination; meshless basis functions;
                 pre-computed radiance transfer; scattered data",
}

@Article{Leyvand:2008:DDE,
  author =       "Tommer Leyvand and Daniel Cohen-Or and Gideon Dror and
                 Dani Lischinski",
  title =        "Data-driven enhancement of facial attractiveness",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "38:1--38:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360637",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "When human raters are presented with a collection of
                 shapes and asked to rank them according to their
                 aesthetic appeal, the results often indicate that there
                 is a statistical consensus among the raters. Yet it
                 might be difficult to define a succinct set of rules
                 that capture the aesthetic preferences of the raters.
                 In this work, we explore a data-driven approach to
                 aesthetic enhancement of such shapes. Specifically, we
                 focus on the challenging problem of enhancing the
                 aesthetic appeal (or the {\em attractiveness\/}) of
                 human faces in frontal photographs (portraits), while
                 maintaining close similarity with the original.\par

                 The key component in our approach is an automatic
                 facial attractiveness engine trained on datasets of
                 faces with accompanying facial attractiveness ratings
                 collected from groups of human raters. Given a new
                 face, we extract a set of distances between a variety
                 of facial feature locations, which define a point in a
                 high-dimensional `face space'. We then search the face
                 space for a nearby point with a higher predicted
                 attractiveness rating. Once such a point is found, the
                 corresponding facial distances are embedded in the
                 plane and serve as a target to define a 2D warp field
                 which maps the original facial features to their
                 adjusted locations. The effectiveness of our technique
                 was experimentally validated by independent rating
                 experiments, which indicate that it is indeed capable
                 of increasing the facial attractiveness of most
                 portraits that we have experimented with.",
  acknowledgement = ack-nhfb,
  articleno =    "38",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "facial attractiveness; machine learning; optimization;
                 warping",
}

@Article{Bitouk:2008:FSA,
  author =       "Dmitri Bitouk and Neeraj Kumar and Samreen Dhillon and
                 Peter Belhumeur and Shree K. Nayar",
  title =        "Face swapping: automatically replacing faces in
                 photographs",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "39:1--39:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360638",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we present a complete system for
                 automatic face replacement in images. Our system uses a
                 large library of face images created automatically by
                 downloading images from the Internet, extracting faces
                 using face detection software, and aligning each
                 extracted face to a common coordinate system. This
                 library is constructed off-line, once, and can be
                 efficiently accessed during face replacement. Our
                 replacement algorithm has three main stages. First,
                 given an input image, we detect all faces that are
                 present, align them to the coordinate system used by
                 our face library, and select candidate face images from
                 our face library that are similar to the input face in
                 appearance and pose. Second, we adjust the pose,
                 lighting, and color of the candidate face images to
                 match the appearance of those in the input image, and
                 seamlessly blend in the results. Third, we rank the
                 blended candidate replacements by computing a match
                 distance over the overlap region. Our approach requires
                 no 3D model, is fully automatic, and generates highly
                 plausible results across a wide range of skin tones,
                 lighting conditions, and viewpoints. We show how our
                 approach can be used for a variety of applications
                 including face de-identification and the creation of
                 appealing group photographs from a set of images. We
                 conclude with a user study that validates the high
                 quality of our replacement results, and a discussion on
                 the current limitations of our system.",
  acknowledgement = ack-nhfb,
  articleno =    "39",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computational photography; face replacement; image
                 databases; image-based rendering",
}

@Article{An:2008:AAP,
  author =       "Xiaobo An and Fabio Pellacini",
  title =        "{AppProp}: all-pairs appearance-space edit
                 propagation",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "40:1--40:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360639",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an intuitive and efficient method for
                 editing the appearance of complex spatially-varying
                 datasets, such as images and measured materials. In our
                 framework, users specify rough adjustments that are
                 refined interactively by enforcing the policy that
                 similar edits are applied to spatially-close regions of
                 similar appearance. Rather than proposing a specific
                 user interface, our method allows artists to quickly
                 and imprecisely specify the initial edits with any
                 method or workflow they feel most comfortable with. An
                 energy optimization formulation is used to propagate
                 the initial rough adjustments to the final refined ones
                 by enforcing the editing policy over all pairs of
                 points in the dataset. We show that this formulation is
                 equivalent to solving a large linear system defined by
                 a dense matrix. We derive an approximate algorithm to
                 compute such a solution interactively by taking
                 advantage of the inherent structure of the matrix. We
                 demonstrate our approach by editing images, HDR
                 radiance maps, and measured materials. Finally, we show
                 that our framework generalizes prior methods while
                 providing significant improvements in generality,
                 robustness and efficiency.",
  acknowledgement = ack-nhfb,
  articleno =    "40",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2008:MAS,
  author =       "Jiaping Wang and Shuang Zhao and Xin Tong and John
                 Snyder and Baining Guo",
  title =        "Modeling anisotropic surface reflectance with
                 example-based microfacet synthesis",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "41:1--41:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360640",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new technique for the visual modeling of
                 spatiallyvarying anisotropic reflectance using data
                 captured from a single view. Reflectance is represented
                 using a microfacet-based BRDF which tabulates the
                 facets' normal distribution (NDF) as a function of
                 surface location. Data from a single view provides a 2D
                 slice of the 4D BRDF at each surface point from which
                 we fit a partial NDF. The fitted NDF is partial because
                 the single view direction coupled with the set of light
                 directions covers only a portion of the `half-angle'
                 hemisphere. We complete the NDF at each point by
                 applying a novel variant of texture synthesis using
                 similar, overlapping partial NDFs from other points.
                 Our similarity measure allows azimuthal rotation of
                 partial NDFs, under the assumption that reflectance is
                 spatially redundant but the local frame may be
                 arbitrarily oriented. Our system includes a simple
                 acquisition device that collects images over a 2D set
                 of light directions by scanning a linear array of LEDs
                 over a flat sample. Results demonstrate that our
                 approach preserves spatial and directional BRDF details
                 and generates a visually compelling match to measured
                 materials.",
  acknowledgement = ack-nhfb,
  articleno =    "41",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fu:2008:UOM,
  author =       "Hongbo Fu and Daniel Cohen-Or and Gideon Dror and Alla
                 Sheffer",
  title =        "Upright orientation of man-made objects",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "42:1--42:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360641",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Humans usually associate an upright orientation with
                 objects, placing them in a way that they are most
                 commonly seen in our surroundings. While it is an open
                 challenge to recover the functionality of a shape from
                 its geometry alone, this paper shows that it is often
                 possible to infer its upright orientation by analyzing
                 its geometry. Our key idea is to reduce the
                 two-dimensional (spherical) orientation space to a
                 small set of orientation candidates using
                 functionality-related geometric properties of the
                 object, and then determine the best orientation using
                 an assessment function of several functional geometric
                 attributes defined with respect to each candidate.
                 Specifically we focus on obtaining the upright
                 orientation for man-made objects that typically stand
                 on some flat surface (ground, floor, table, etc.),
                 which include the vast majority of objects in our
                 everyday surroundings. For these types of models
                 orientation candidates can be defined according to
                 static equilibrium. For each candidate, we introduce a
                 set of discriminative attributes linking shape to
                 function. We learn an assessment function of these
                 attributes from a training set using a combination of
                 Random Forest classifier and Support Vector Machine
                 classifier. Experiments demonstrate that our method
                 generalizes well and achieves about 90\% prediction
                 accuracy for both a 10-fold cross-validation over the
                 training set and a validation with an independent test
                 set.",
  acknowledgement = ack-nhfb,
  articleno =    "42",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pauly:2008:DSR,
  author =       "Mark Pauly and Niloy J. Mitra and Johannes Wallner and
                 Helmut Pottmann and Leonidas J. Guibas",
  title =        "Discovering structural regularity in {$3$D} geometry",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "43:1--43:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360642",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a computational framework for discovering
                 regular or repeated geometric structures in 3D shapes.
                 We describe and classify possible regular structures
                 and present an effective algorithm for detecting such
                 repeated geometric patterns in point- or meshbased
                 models. Our method assumes no prior knowledge of the
                 geometry or spatial location of the individual elements
                 that define the pattern. Structure discovery is made
                 possible by a careful analysis of pairwise similarity
                 transformations that reveals prominent lattice
                 structures in a suitable model of transformation space.
                 We introduce an optimization method for detecting such
                 uniform grids specifically designed to deal with
                 outliers and missing elements. This yields a robust
                 algorithm that successfully discovers complex regular
                 structures amidst clutter, noise, and missing geometry.
                 The accuracy of the extracted generating
                 transformations is further improved using a novel
                 simultaneous registration method in the spatial domain.
                 We demonstrate the effectiveness of our algorithm on a
                 variety of examples and show applications to
                 compression, model repair, and geometry synthesis.",
  acknowledgement = ack-nhfb,
  articleno =    "43",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "regular structure; repetitive pattern; shape analysis;
                 similarity transformation; transformation group",
}

@Article{Au:2008:SEM,
  author =       "Oscar Kin-Chung Au and Chiew-Lan Tai and Hung-Kuo Chu
                 and Daniel Cohen-Or and Tong-Yee Lee",
  title =        "Skeleton extraction by mesh contraction",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "44:1--44:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360643",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Extraction of curve-skeletons is a fundamental problem
                 with many applications in computer graphics and
                 visualization. In this paper, we present a simple and
                 robust skeleton extraction method based on mesh
                 contraction. The method works directly on the mesh
                 domain, without pre-sampling the mesh model into a
                 volumetric representation. The method first contracts
                 the mesh geometry into zero-volume skeletal shape by
                 applying implicit Laplacian smoothing with global
                 positional constraints. The contraction does not alter
                 the mesh connectivity and retains the key features of
                 the original mesh. The contracted mesh is then
                 converted into a 1D curve-skeleton through a
                 connectivity surgery process to remove all the
                 collapsed faces while preserving the shape of the
                 contracted mesh and the original topology. The
                 centeredness of the skeleton is refined by exploiting
                 the induced skeleton-mesh mapping. In addition to
                 producing a curve skeleton, the method generates other
                 valuable information about the object's geometry, in
                 particular, the skeleton-vertex correspondence and the
                 local thickness, which are useful for various
                 applications. We demonstrate its effectiveness in mesh
                 segmentation and skinning animation.",
  acknowledgement = ack-nhfb,
  articleno =    "44",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Laplacian; mesh contraction; segmentation; skeleton;
                 skinning; smoothing",
}

@Article{Dey:2008:CGA,
  author =       "Tamal K. Dey and Kuiyu Li and Jian Sun and David
                 Cohen-Steiner",
  title =        "Computing geometry-aware handle and tunnel loops in
                 {$3$D} models",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "45:1--45:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360644",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many applications such as topology repair, model
                 editing, surface parameterization, and feature
                 recognition benefit from computing loops on surfaces
                 that wrap around their `handles' and `tunnels'.
                 Computing such loops while optimizing their geometric
                 lengths is difficult. On the other hand, computing such
                 loops without considering geometry is easy but may not
                 be very useful. In this paper we strike a balance by
                 computing topologically correct loops that are also
                 geometrically relevant. Our algorithm is a novel
                 application of the concepts from topological
                 persistence introduced recently in computational
                 topology. The usability of the computed loops is
                 demonstrated with some examples in feature
                 identification and topology simplification.",
  acknowledgement = ack-nhfb,
  articleno =    "45",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "feature identification; persistent homology; shape
                 analysis; surface loop; topology; topology repair",
}

@Article{Robinson-Mosher:2008:TWC,
  author =       "Avi Robinson-Mosher and Tamar Shinar and Jon
                 Gretarsson and Jonathan Su and Ronald Fedkiw",
  title =        "Two-way coupling of fluids to rigid and deformable
                 solids and shells",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "46:1--46:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360645",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel solid/fluid coupling method that
                 treats the coupled system in a fully implicit manner
                 making it stable for arbitrary time steps, large
                 density ratios, etc. In contrast to previous work in
                 computer graphics, we derive our method using a simple
                 back-of-the-envelope approach which lumps the solid and
                 fluid momenta together, and which we show exactly
                 conserves the momentum of the coupled system. Notably,
                 our method uses the standard Cartesian fluid
                 discretization and does not require (moving) conforming
                 tetrahedral meshes or ALE frameworks. Furthermore, we
                 use a standard Lagrangian framework for the solid, thus
                 supporting arbitrary solid constitutive models, both
                 implicit and explicit time integration, etc. The method
                 is quite general, working for smoke, water, and
                 multiphase fluids as well as both rigid and deformable
                 solids, and both volumes and thin shells. Rigid shells
                 and cloth are handled automatically without special
                 treatment, and we support fully one-sided
                 discretizations without leaking. Our equations are
                 fully symmetric, allowing for the use of fast solvers,
                 which is a natural result of properly conserving
                 momentum. Finally, for simple explicit time integration
                 of rigid bodies, we show that our equations reduce to
                 form similar to previous work via a single block
                 Gaussian elimination operation, but that this approach
                 scales poorly, i.e. as though four spatial dimensions
                 rather than three.",
  acknowledgement = ack-nhfb,
  articleno =    "46",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "stability; two-way solid/fluid coupling",
}

@Article{Wojtan:2008:FVB,
  author =       "Chris Wojtan and Greg Turk",
  title =        "Fast viscoelastic behavior with thin features",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "47:1--47:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360646",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a method for efficiently animating a wide
                 range of deformable materials. We combine a high
                 resolution surface mesh with a tetrahedral finite
                 element simulator that makes use of frequent
                 re-meshing. This combination allows for fast and
                 detailed simulations of complex elastic and plastic
                 behavior. We significantly expand the range of physical
                 parameters that can be simulated with a single
                 technique, and the results are free from common
                 artifacts such as volume-loss, smoothing, popping, and
                 the absence of thin features like strands and sheets.
                 Our decision to couple a high resolution surface with
                 low-resolution physics leads to efficient simulation
                 and detailed surface features, and our approach to
                 creating the tetrahedral mesh leads to an
                 order-of-magnitude speedup over previous techniques in
                 the time spent re-meshing. We compute masses,
                 collisions, and surface tension forces on the scale of
                 the fine mesh, which helps avoid visual artifacts due
                 to the differing mesh resolutions. The result is a
                 method that can simulate a large array of different
                 material behaviors with high resolution features in a
                 short amount of time.",
  acknowledgement = ack-nhfb,
  articleno =    "47",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computational fluid dynamics; deformable models;
                 explicit surface; finite element method; free-form
                 deformation; viscoelastic behavior",
}

@Article{Hong:2008:BA,
  author =       "Jeong-Mo Hong and Ho-Young Lee and Jong-Chul Yoon and
                 Chang-Hun Kim",
  title =        "Bubbles alive",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "48:1--48:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360647",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a hybrid method for simulating multiphase
                 fluids such as bubbly water. The appearance of subgrid
                 visual details is improved by incorporating a new
                 bubble model based on smoothed particle hydrodynamics
                 (SPH) into an Eulerian grid-based simulation that
                 handles background flows of large bodies of water and
                 air. To overcome the difficulty in simulating small
                 bubbles in the context of the multiphase flows on a
                 coarse grid, we heuristically model the interphase
                 properties of water and air by means of the
                 interactions between bubble particles. As a result, we
                 can animate lively motion of bubbly water with small
                 scale details efficiently.",
  acknowledgement = ack-nhfb,
  articleno =    "48",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "bubbles; fluid simulation; grid-based simulation;
                 multiphase fluids; smoothed particle hydrodynamics",
}

@Article{Lenaerts:2008:PFP,
  author =       "Toon Lenaerts and Bart Adams and Philip Dutr{\'e}",
  title =        "Porous flow in particle-based fluid simulations",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "49:1--49:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360648",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents the simulation of a fluid flowing
                 through a porous deformable material. We introduce the
                 physical principles governing porous flow, expressed by
                 the Law of Darcy, into the Smoothed Particle
                 Hydrodynamics (SPH) framework for simulating fluids and
                 deformable objects. Contrary to previous SPH
                 approaches, we simulate porous flow at a macroscopic
                 scale, making abstraction of individual pores or
                 cavities inside the material. Thus, the number of
                 computational elements is kept low, while at the same
                 time realistic simulations can be achieved. Our
                 algorithm models the changing behavior of the wet
                 material as well as the full two-way coupling between
                 the fluid and the porous material. This enables various
                 new effects, such as the simulation of sponge-like
                 elastic bodies and water-absorbing sticky cloth.",
  acknowledgement = ack-nhfb,
  articleno =    "49",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "absorption; deformables; particle fluids; porous flow;
                 smoothed particle hydrodynamics",
}

@Article{Kim:2008:WTF,
  author =       "Theodore Kim and Nils Th{\"u}rey and Doug James and
                 Markus Gross",
  title =        "Wavelet turbulence for fluid simulation",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "50:1--50:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360649",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel wavelet method for the simulation
                 of fluids at high spatial resolution. The algorithm
                 enables large- and small-scale detail to be edited
                 separately, allowing high-resolution detail to be added
                 as a post-processing step. Instead of solving the
                 Navier--Stokes equations over a highly refined mesh, we
                 use the wavelet decomposition of a low-resolution
                 simulation to determine the location and energy
                 characteristics of missing high-frequency components.
                 We then synthesize these missing components using a
                 novel incompressible turbulence function, and provide a
                 method to maintain the temporal coherence of the
                 resulting structures. There is no linear system to
                 solve, so the method parallelizes trivially and
                 requires only a few auxiliary arrays. The method
                 guarantees that the new frequencies will not interfere
                 with existing frequencies, allowing animators to set up
                 a low resolution simulation quickly and later add
                 details without changing the overall fluid motion.",
  acknowledgement = ack-nhfb,
  articleno =    "50",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "fluids; noise; simulation control; turbulence;
                 wavelets",
}

@Article{Han:2008:MTS,
  author =       "Charles Han and Eric Risser and Ravi Ramamoorthi and
                 Eitan Grinspun",
  title =        "Multiscale texture synthesis",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "51:1--51:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360650",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Example-based texture synthesis algorithms have gained
                 widespread popularity for their ability to take a
                 single input image and create a perceptually similar
                 non-periodic texture. However, previous methods rely on
                 single input exemplars that can capture only a limited
                 band of spatial scales. For example, synthesizing a
                 continent-like appearance at a variety of zoom levels
                 would require an impractically high input resolution.
                 In this paper, we develop a multiscale texture
                 synthesis algorithm. We propose a novel example-based
                 representation, which we call an exemplar graph, that
                 simply requires a few low-resolution input exemplars at
                 different scales. Moreover, by allowing loops in the
                 graph, we can create infinite zooms and infinitely
                 detailed textures that are impossible with current
                 example-based methods. We also introduce a technique
                 that ameliorates inconsistencies in the user's input,
                 and show that the application of this method yields
                 improved interscale coherence and higher visual
                 quality. We demonstrate optimizations for both CPU and
                 GPU implementations of our method, and use them to
                 produce animations with zooming and panning at multiple
                 scales, as well as static gigapixel-sized images with
                 features spanning many spatial scales.",
  acknowledgement = ack-nhfb,
  articleno =    "51",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wei:2008:ITS,
  author =       "Li-Yi Wei and Jianwei Han and Kun Zhou and Hujun Bao
                 and Baining Guo and Heung-Yeung Shum",
  title =        "Inverse texture synthesis",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "52:1--52:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360651",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The quality and speed of most texture synthesis
                 algorithms depend on a 2D input sample that is small
                 and contains enough texture variations. However, little
                 research exists on how to acquire such sample. For
                 homogeneous patterns this can be achieved via manual
                 cropping, but no adequate solution exists for
                 inhomogeneous or {\em globally varying\/} textures,
                 i.e. patterns that are local but not stationary, such
                 as rusting over an iron statue with appearance
                 conditioned on varying moisture levels.\par

                 We present {\em inverse texture synthesis\/} to address
                 this issue. Our inverse synthesis runs in the opposite
                 direction with respect to traditional forward
                 synthesis: given a large globally varying texture, our
                 algorithm automatically produces a small texture
                 compaction that best summarizes the original. This
                 small compaction can be used to reconstruct the
                 original texture or to re-synthesize new textures under
                 user-supplied controls. More important, our technique
                 allows real-time synthesis of globally varying textures
                 on a GPU, where the texture memory is usually too small
                 for large textures. We propose an optimization
                 framework for inverse texture synthesis, ensuring that
                 each input region is properly encoded in the output
                 compaction. Our optimization process also automatically
                 computes orientation fields for anisotropic textures
                 containing both low- and high-frequency regions, a
                 situation difficult to handle via existing
                 techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "52",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "GPU techniques; texture mapping; texture synthesis",
}

@Article{Takayama:2008:LST,
  author =       "Kenshi Takayama and Makoto Okabe and Takashi Ijiri and
                 Takeo Igarashi",
  title =        "Lapped solid textures: filling a model with
                 anisotropic textures",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "53:1--53:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360652",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for representing solid objects
                 with spatially-varying oriented textures by repeatedly
                 pasting solid texture exemplars. The underlying concept
                 is to extend the 2D texture patch-pasting approach of
                 lapped textures to 3D solids using a tetrahedral mesh
                 and 3D texture patches. The system places texture
                 patches according to the user-defined volumetric tensor
                 fields over the mesh to represent oriented textures. We
                 have also extended the original technique to handle
                 nonhomogeneous textures for creating solid models whose
                 textural patterns change gradually along the depth
                 fields. We identify several texture types considering
                 the amount of anisotropy and spatial variation and
                 provide a tailored user interface for each. With our
                 simple framework, large-scale realistic solid models
                 can be created easily with little memory and
                 computational cost. We demonstrate the effectiveness of
                 our approach with several examples including trees,
                 fruits, and vegetables.",
  acknowledgement = ack-nhfb,
  articleno =    "53",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "lapped textures; solid texture; tensor field",
}

@Article{Goldberg:2008:AN,
  author =       "Alexander Goldberg and Matthias Zwicker and Fr{\'e}do
                 Durand",
  title =        "Anisotropic noise",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "54:1--54:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360653",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Programmable graphics hardware makes it possible to
                 generate procedural noise textures on the fly for
                 interactive rendering. However, filtering and
                 antialiasing procedural noise involves a tradeoff
                 between aliasing artifacts and loss of detail. In this
                 paper we present a technique, targeted at interactive
                 applications, that provides high-quality anisotropic
                 filtering for noise textures. We generate noise tiles
                 directly in the frequency domain by partitioning the
                 frequency domain into oriented subbands. We then
                 compute weighted sums of the subband textures to
                 accurately approximate noise with a desired spectrum.
                 This allows us to achieve high-quality anisotropic
                 filtering. Our approach is based solely on 2D textures,
                 avoiding the memory overhead of techniques based on 3D
                 noise tiles. We devise a technique to compensate for
                 texture distortions to generate uniform noise on
                 arbitrary meshes. We develop a GPU-based implementation
                 of our technique that achieves similar rendering
                 performance as state-of-the-art algorithms for
                 procedural noise. In addition, it provides anisotropic
                 filtering and achieves superior image quality.",
  acknowledgement = ack-nhfb,
  articleno =    "54",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liang:2008:PAP,
  author =       "Chia-Kai Liang and Tai-Hsu Lin and Bing-Yi Wong and
                 Chi Liu and Homer H. Chen",
  title =        "Programmable aperture photography: multiplexed light
                 field acquisition",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "55:1--55:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360654",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we present a system including a novel
                 component called programmable aperture and two
                 associated post-processing algorithms for high-quality
                 light field acquisition. The shape of the programmable
                 aperture can be adjusted and used to capture light
                 field at full sensor resolution through multiple
                 exposures without any additional optics and without
                 moving the camera. High acquisition efficiency is
                 achieved by employing an optimal multiplexing scheme,
                 and quality data is obtained by using the two
                 post-processing algorithms designed for self
                 calibration of photometric distortion and for
                 multi-view depth estimation. View-dependent depth maps
                 thus generated help boost the angular resolution of
                 light field. Various post-exposure photographic effects
                 are given to demonstrate the effectiveness of the
                 system and the quality of the captured light field.",
  acknowledgement = ack-nhfb,
  articleno =    "55",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Raskar:2008:GAP,
  author =       "Ramesh Raskar and Amit Agrawal and Cyrus A. Wilson and
                 Ashok Veeraraghavan",
  title =        "Glare aware photography: {$4$D} ray sampling for
                 reducing glare effects of camera lenses",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "56:1--56:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360655",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Glare arises due to multiple scattering of light
                 inside the camera's body and lens optics and reduces
                 image contrast. While previous approaches have analyzed
                 glare in 2D image space, we show that glare is
                 inherently a 4D ray-space phenomenon. By statistically
                 analyzing the ray-space inside a camera, we can
                 classify and remove glare artifacts. In ray-space,
                 glare behaves as high frequency noise and can be
                 reduced by outlier rejection. While such analysis can
                 be performed by capturing the light field inside the
                 camera, it results in the loss of spatial resolution.
                 Unlike light field cameras, we do not need to
                 reversibly encode the spatial structure of the
                 ray-space, leading to simpler designs. We explore masks
                 for uniform and non-uniform ray sampling and show a
                 practical solution to analyze the 4D statistics without
                 significantly compromising image resolution. Although
                 diffuse scattering of the lens introduces 4D
                 low-frequency glare, we can produce useful solutions in
                 a variety of common scenarios. Our approach handles
                 photography looking into the sun and photos taken
                 without a hood, removes the effect of lens smudges and
                 reduces loss of contrast due to camera body
                 reflections. We show various applications in contrast
                 enhancement and glare manipulation.",
  acknowledgement = ack-nhfb,
  articleno =    "56",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computational photography; flare; glare; light fields;
                 masks",
}

@Article{Cossairt:2008:LFT,
  author =       "Oliver Cossairt and Shree Nayar and Ravi Ramamoorthi",
  title =        "Light field transfer: global illumination between real
                 and synthetic objects",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "57:1--57:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360656",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel image-based method for compositing
                 real and synthetic objects in the same scene with a
                 high degree of visual realism. Ours is the first
                 technique to allow global illumination and near-field
                 lighting effects between both real and synthetic
                 objects at interactive rates, without needing a
                 geometric and material model of the real scene. We
                 achieve this by using a light field interface between
                 real and synthetic components---thus, indirect
                 illumination can be simulated using only two 4D light
                 fields, one captured from and one projected onto the
                 real scene. Multiple bounces of interreflections are
                 obtained simply by iterating this approach. The
                 interactivity of our technique enables its use with
                 time-varying scenes, including dynamic objects. This is
                 in sharp contrast to the alternative approach of using
                 6D or 8D light transport functions of real objects,
                 which are very expensive in terms of acquisition and
                 storage and hence not suitable for real-time
                 applications. In our method, 4D radiance fields are
                 simultaneously captured and projected by using a lens
                 array, video camera, and digital projector. The method
                 supports full global illumination with restricted
                 object placement, and accommodates moderately specular
                 materials. We implement a complete system and show
                 several example scene compositions that demonstrate
                 global illumination effects between dynamic real and
                 synthetic objects. Our implementation requires a single
                 point light source and dark background.",
  acknowledgement = ack-nhfb,
  articleno =    "57",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "augmented reality; global illumination; image-based
                 relighting; light field",
}

@Article{Fuchs:2008:TPR,
  author =       "Martin Fuchs and Ramesh Raskar and Hans-Peter Seidel
                 and Hendrik P. A. Lensch",
  title =        "Towards passive {6D} reflectance field displays",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "58:1--58:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360657",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Traditional flat screen displays present 2D images. 3D
                 and 4D displays have been proposed making use of
                 lenslet arrays to shape a fixed outgoing light field
                 for horizontal or bidirectional parallax. In this
                 article, we present different designs of
                 multi-dimensional displays which passively react to the
                 light of the environment behind. The prototypes
                 physically implement a reflectance field and generate
                 different light fields depending on the incident
                 illumination, for example light falling through a
                 window. We discretize the incident light field using an
                 optical system, and modulate it with a 2D pattern,
                 creating a flat display which is view {\em and\/}
                 illumination-dependent. It is free from electronic
                 components. For distant light and a fixed observer
                 position, we demonstrate a passive optical
                 configuration which directly renders a 4D reflectance
                 field in the real-world illumination behind it. We
                 further propose an optical setup that allows for
                 projecting out different angular distributions
                 depending on the incident light direction. Combining
                 multiple of these devices we build a display that
                 renders a 6D experience, where the incident 2D
                 illumination influences the outgoing light field, both
                 in the spatial and in the angular domain. Possible
                 applications of this technology are time-dependent
                 displays driven by sunlight, object virtualization and
                 programmable light benders / ray blockers without
                 moving parts.",
  acknowledgement = ack-nhfb,
  articleno =    "58",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "image-based relighting with natural light; passive
                 reflectance field display",
}

@Article{Glencross:2008:PVM,
  author =       "Mashhuda Glencross and Gregory J. Ward and Francho
                 Melendez and Caroline Jay and Jun Liu and Roger
                 Hubbold",
  title =        "A perceptually validated model for surface depth
                 hallucination",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "59:1--59:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360658",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Capturing detailed surface geometry currently requires
                 specialized equipment such as laser range scanners,
                 which despite their high accuracy, leave gaps in the
                 surfaces that must be reconciled with photographic
                 capture for relighting applications. Using only a
                 standard digital camera and a single view, we present a
                 method for recovering models of predominantly diffuse
                 textured surfaces that can be plausibly relit and
                 viewed from any angle under any illumination. Our
                 multiscale shape-from-shading technique uses
                 diffuse-lit/flash-lit image pairs to produce an albedo
                 map and textured height field. Using two lighting
                 conditions enables us to subtract one from the other to
                 estimate albedo. In the absence of a flash-lit image of
                 a surface for which we already have a similar exemplar
                 pair, we approximate both albedo and diffuse shading
                 images using histogram matching. Our depth estimation
                 is based on local visibility. Unlike other
                 depth-from-shading approaches, all operations are
                 performed on the diffuse shading image in image space,
                 and we impose no constant albedo restrictions. An
                 experimental validation shows our method works for a
                 broad range of textured surfaces, and viewers are
                 frequently unable to identify our results as synthetic
                 in a randomized presentation. Furthermore, in
                 side-by-side comparisons, subjects found a rendering of
                 our depth map equally plausible to one generated from a
                 laser range scan. We see this method as a significant
                 advance in acquiring surface detail for texturing using
                 a standard digital camera, with applications in
                 architecture, archaeological reconstruction, games and
                 special effects.",
  acknowledgement = ack-nhfb,
  articleno =    "59",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "albedo estimation; computational photography;
                 perception; relighting; shape-from-shading; textured
                 surfaces",
}

@Article{Ramanarayanan:2008:PCA,
  author =       "Ganesh Ramanarayanan and Kavita Bala and James A.
                 Ferwerda",
  title =        "Perception of complex aggregates",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "60:1--60:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360659",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Aggregates of individual objects, such as forests,
                 crowds, and piles of fruit, are a common source of
                 complexity in computer graphics scenes. When viewing an
                 aggregate, observers attend less to individual objects
                 and focus more on overall properties such as
                 numerosity, variety, and arrangement. Paradoxically,
                 rendering and modeling costs increase with aggregate
                 complexity, exactly when observers are attending less
                 to individual objects.\par

                 In this paper we take some first steps to characterize
                 the limits of visual coding of aggregates to
                 efficiently represent their appearance in scenes. We
                 describe psychophysical experiments that explore the
                 roles played by the geometric and material properties
                 of individual objects in observers' abilities to
                 discriminate different aggregate collections. Based on
                 these experiments we derive metrics to predict when two
                 aggregates have the same appearance, even when composed
                 of different objects. In a follow-up experiment we
                 confirm that these metrics can be used to predict the
                 appearance of a range of realistic aggregates. Finally,
                 as a proof-of-concept we show how these new aggregate
                 perception metrics can be applied to simplify scenes by
                 allowing substitution of geometrically simpler
                 aggregates for more complex ones without changing
                 appearance.",
  acknowledgement = ack-nhfb,
  articleno =    "60",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "aggregates; complexity; perceptually-based modeling",
}

@Article{Chong:2008:PBC,
  author =       "Hamilton Y. Chong and Steven J. Gortler and Todd
                 Zickler",
  title =        "A perception-based color space for
                 illumination-invariant image processing",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "61:1--61:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360660",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Motivated by perceptual principles, we derive a new
                 color space in which the associated metric approximates
                 perceived distances and color displacements capture
                 relationships that are robust to spectral changes in
                 illumination. The resulting color space can be used
                 with existing image processing algorithms with little
                 or no change to the methods.",
  acknowledgement = ack-nhfb,
  articleno =    "61",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "color space; image processing; perception",
}

@Article{Chi:2008:SAI,
  author =       "Ming-Te Chi and Tong-Yee Lee and Yingge Qu and
                 Tien-Tsin Wong",
  title =        "Self-animating images: illusory motion using repeated
                 asymmetric patterns",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "62:1--62:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360661",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Illusory motion in a still image is a fascinating
                 research topic in the study of human motion perception.
                 Physiologists and psychologists have attempted to
                 understand this phenomenon by constructing simple,
                 color repeated asymmetric patterns (RAP) and have found
                 several useful rules to enhance the strength of
                 illusory motion. Based on their knowledge, we propose a
                 computational method to generate self-animating images.
                 First, we present an optimized RAP placement on
                 streamlines to generate illusory motion for a given
                 static vector field. Next, a general coloring scheme
                 for RAP is proposed to render streamlines. Furthermore,
                 to enhance the strength of illusion and respect the
                 shape of the region, a smooth vector field with
                 opposite directional flow is automatically generated
                 given an input image. Examples generated by our method
                 are shown as evidence of the illusory effect and the
                 potential applications for entertainment and design
                 purposes.",
  acknowledgement = ack-nhfb,
  articleno =    "62",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "illusory motion; repeated asymmetric pattern (RAP)",
}

@Article{Bergou:2008:DER,
  author =       "Mikl{\'o}s Bergou and Max Wardetzky and Stephen
                 Robinson and Basile Audoly and Eitan Grinspun",
  title =        "Discrete elastic rods",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "63:1--63:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360662",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a discrete treatment of adapted framed
                 curves, parallel transport, and holonomy, thus
                 establishing the language for a discrete geometric
                 model of thin flexible rods with arbitrary cross
                 section and undeformed configuration. Our approach
                 differs from existing simulation techniques in the
                 graphics and mechanics literature both in the kinematic
                 description---we represent the material frame by its
                 angular deviation from the natural Bishop frame---as
                 well as in the dynamical treatment---we treat the
                 centerline as dynamic and the material frame as
                 quasistatic. Additionally, we describe a manifold
                 projection method for coupling rods to rigid-bodies and
                 simultaneously enforcing rod inextensibility. The use
                 of quasistatics and constraints provides an efficient
                 treatment for stiff twisting and stretching modes; at
                 the same time, we retain the dynamic bending of the
                 centerline and accurately reproduce the coupling
                 between bending and twisting modes. We validate the
                 discrete rod model via quantitative buckling,
                 stability, and coupled-mode experiments, and via
                 qualitative knot-tying comparisons.",
  acknowledgement = ack-nhfb,
  articleno =    "63",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "discrete differential geometry; discrete holonomy;
                 rods; strands",
}

@Article{Selle:2008:MSM,
  author =       "Andrew Selle and Michael Lentine and Ronald Fedkiw",
  title =        "A mass spring model for hair simulation",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "64:1--64:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360663",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Our goal is to simulate the full hair geometry,
                 consisting of approximately one hundred thousand hairs
                 on a typical human head. This will require scalable
                 methods that can simulate every hair as opposed to only
                 a few guide hairs. Novel to this approach is that the
                 individual hair/hair interactions can be modeled with
                 physical parameters (friction, static attraction, etc.)
                 at the scale of a single hair as opposed to clumped or
                 continuum interactions. In this vein, we first propose
                 a new altitude spring model for preventing collapse in
                 the simulation of volumetric tetrahedra, and we show
                 that it is also applicable both to bending in cloth and
                 torsion in hair. We demonstrate that this new torsion
                 model for hair behaves in a fashion similar to more
                 sophisticated models with significantly reduced
                 computational cost. For added efficiency, we introduce
                 a semi-implicit discretization of standard springs that
                 makes them truly linear in multiple spatial dimensions
                 and thus unconditionally stable without requiring
                 Newton--Raphson iteration. We also simulate complex
                 hair/hair interactions including sticking and clumping
                 behavior, collisions with objects (e.g. head and
                 shoulders) and self-collisions. Notably, in line with
                 our goal to simulate the full head of hair, we do not
                 generate any new hairs at render time.",
  acknowledgement = ack-nhfb,
  articleno =    "64",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "hair simulation; mass-spring models",
}

@Article{Kaldor:2008:SKC,
  author =       "Jonathan M. Kaldor and Doug L. James and Steve
                 Marschner",
  title =        "Simulating knitted cloth at the yarn level",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "65:1--65:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360664",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Knitted fabric is widely used in clothing because of
                 its unique and stretchy behavior, which is
                 fundamentally different from the behavior of woven
                 cloth. The properties of knits come from the nonlinear,
                 three-dimensional kinematics of long, inter-looping
                 yarns, and despite significant advances in cloth
                 animation we still do not know how to simulate knitted
                 fabric faithfully. Existing cloth simulators mainly
                 adopt elastic-sheet mechanical models inspired by woven
                 materials, focusing less on the model itself than on
                 important simulation challenges such as efficiency,
                 stability, and robustness. We define a new
                 computational model for knits in terms of the motion of
                 yarns, rather than the motion of a sheet. Each yarn is
                 modeled as an inextensible, yet otherwise flexible,
                 B-spline tube. To simulate complex knitted garments, we
                 propose an implicit-explicit integrator, with yarn
                 inextensibility constraints imposed using efficient
                 projections. Friction among yarns is approximated using
                 rigid-body velocity filters, and key yarn-yarn
                 interactions are mediated by stiff penalty forces. Our
                 results show that this simple model predicts the key
                 mechanical properties of different knits, as
                 demonstrated by qualitative comparisons to observed
                 deformations of actual samples in the laboratory, and
                 that the simulator can scale up to substantial
                 animations with complex dynamic motion.",
  acknowledgement = ack-nhfb,
  articleno =    "65",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "cloth; constraints; knits; knitwear; simulation;
                 yarn",
}

@Article{English:2008:ADS,
  author =       "Elliot English and Robert Bridson",
  title =        "Animating developable surfaces using nonconforming
                 elements",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "66:1--66:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360665",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new discretization for the physics-based
                 animation of developable surfaces. Constrained to not
                 deform at all in-plane but free to bend out-of-plane,
                 these are an excellent approximation for many
                 materials, including most cloth, paper, and stiffer
                 materials. Unfortunately the conforming (geometrically
                 continuous) discretizations used in graphics break down
                 in this limit. Our nonconforming approach solves this
                 problem, allowing us to simulate surfaces with zero
                 in-plane deformation as a hard constraint. However, it
                 produces discontinuous meshes, so we further couple
                 this with a `ghost' conforming mesh for collision
                 processing and rendering. We also propose a new second
                 order accurate constrained mechanics time integration
                 method that greatly reduces the numerical damping
                 present in the usual first order methods used in
                 graphics, for virtually no extra cost and sometimes
                 significant speed-up.",
  acknowledgement = ack-nhfb,
  articleno =    "66",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "cloth; constraints; developable surface; finite
                 elements",
}

@Article{Farbman:2008:EPD,
  author =       "Zeev Farbman and Raanan Fattal and Dani Lischinski and
                 Richard Szeliski",
  title =        "Edge-preserving decompositions for multi-scale tone
                 and detail manipulation",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "67:1--67:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360666",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many recent computational photography techniques
                 decompose an image into a piecewise smooth base layer,
                 containing large scale variations in intensity, and a
                 residual detail layer capturing the smaller scale
                 details in the image. In many of these applications, it
                 is important to control the spatial scale of the
                 extracted details, and it is often desirable to
                 manipulate details at multiple scales, while avoiding
                 visual artifacts.\par

                 In this paper we introduce a new way to construct
                 edge-preserving multi-scale image decompositions. We
                 show that current basedetail decomposition techniques,
                 based on the bilateral filter, are limited in their
                 ability to extract detail at arbitrary scales. Instead,
                 we advocate the use of an alternative edge-preserving
                 smoothing operator, based on the weighted least squares
                 optimization framework, which is particularly well
                 suited for progressive coarsening of images and for
                 multi-scale detail extraction. After describing this
                 operator, we show how to use it to construct
                 edge-preserving multi-scale decompositions, and compare
                 it to the bilateral filter, as well as to other
                 schemes. Finally, we demonstrate the effectiveness of
                 our edge-preserving decompositions in the context of
                 LDR and HDR tone mapping, detail enhancement, and other
                 applications.",
  acknowledgement = ack-nhfb,
  articleno =    "67",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "bilateral filter; detail enhancement; digital
                 darkroom; edge-preserving smoothing; high dynamic
                 range; image abstraction; multi-scale image
                 decomposition; tone mapping",
}

@Article{Mantiuk:2008:DAT,
  author =       "Rafa{\l} Mantiuk and Scott Daly and Louis Kerofsky",
  title =        "Display adaptive tone mapping",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "68:1--68:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360667",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a tone mapping operator that can minimize
                 visible contrast distortions for a range of output
                 devices, ranging from e-paper to HDR displays. The
                 operator weights contrast distortions according to
                 their visibility predicted by the model of the human
                 visual system. The distortions are minimized given a
                 display model that enforces constraints on the
                 solution. We show that the problem can be solved very
                 efficiently by employing higher order image statistics
                 and quadratic programming. Our tone mapping technique
                 can adjust image or video content for optimum contrast
                 visibility taking into account ambient illumination and
                 display characteristics. We discuss the differences
                 between our method and previous approaches to the tone
                 mapping problem.",
  acknowledgement = ack-nhfb,
  articleno =    "68",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "display-adaptive; high dynamic range; image
                 reproduction; optimization; tone mapping; viewing
                 conditions; visual perception",
}

@Article{Aydin:2008:DRI,
  author =       "Tun{\c{c}} Ozan Aydin and Rafa{\l} Mantiuk and Karol
                 Myszkowski and Hans-Peter Seidel",
  title =        "Dynamic range independent image quality assessment",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "69:1--69:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360668",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The diversity of display technologies and introduction
                 of high dynamic range imagery introduces the necessity
                 of comparing images of radically different dynamic
                 ranges. Current quality assessment metrics are not
                 suitable for this task, as they assume that both
                 reference and test images have the same dynamic range.
                 Image fidelity measures employed by a majority of
                 current metrics, based on the difference of pixel
                 intensity or contrast values between test and reference
                 images, result in meaningless predictions if this
                 assumption does not hold. We present a novel image
                 quality metric capable of operating on an image pair
                 where both images have arbitrary dynamic ranges. Our
                 metric utilizes a model of the human visual system, and
                 its central idea is a new definition of visible
                 distortion based on the detection and classification of
                 visible changes in the image structure. Our metric is
                 carefully calibrated and its performance is validated
                 through perceptual experiments. We demonstrate possible
                 applications of our metric to the evaluation of direct
                 and inverse tone mapping operators as well as the
                 analysis of the image appearance on displays with
                 various characteristics.",
  acknowledgement = ack-nhfb,
  articleno =    "69",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "high dynamic range images; image quality metrics; tone
                 reproduction; visual perception",
}

@Article{Hsu:2008:LME,
  author =       "Eugene Hsu and Tom Mertens and Sylvain Paris and Shai
                 Avidan and Fr{\'e}do Durand",
  title =        "Light mixture estimation for spatially varying white
                 balance",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "70:1--70:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360669",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "White balance is a crucial step in the photographic
                 pipeline. It ensures the proper rendition of images by
                 eliminating color casts due to differing illuminants.
                 Digital cameras and editing programs provide white
                 balance tools that assume a single type of light per
                 image, such as daylight. However, many photos are taken
                 under mixed lighting. We propose a white balance
                 technique for scenes with two light types that are
                 specified by the user. This covers many typical
                 situations involving indoor/outdoor or flash/ambient
                 light mixtures. Since we work from a single image, the
                 problem is highly underconstrained. Our method recovers
                 a set of dominant material colors which allows us to
                 estimate the local intensity mixture of the two light
                 types. Using this mixture, we can neutralize the light
                 colors and render visually pleasing images. Our method
                 can also be used to achieve post-exposure relighting
                 effects.",
  acknowledgement = ack-nhfb,
  articleno =    "70",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "color constancy; computational photography; image
                 processing; white balance",
}

@Article{Levin:2008:MIP,
  author =       "Anat Levin and Peter Sand and Taeg Sang Cho and
                 Fr{\'e}do Durand and William T. Freeman",
  title =        "Motion-invariant photography",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "71:1--71:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360670",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Object motion during camera exposure often leads to
                 noticeable blurring artifacts. Proper elimination of
                 this blur is challenging because the blur kernel is
                 unknown, varies over the image as a function of object
                 velocity, and destroys high frequencies. In the case of
                 motions along a 1D direction (e.g. horizontal) we show
                 that these challenges can be addressed using a camera
                 that moves during the exposure. Through the analysis of
                 motion blur as space-time integration, we show that a
                 parabolic integration (corresponding to constant sensor
                 acceleration) leads to motion blur that is invariant to
                 object velocity. Thus, a single deconvolution kernel
                 can be used to remove blur and create sharp images of
                 scenes with objects moving at different speeds, without
                 requiring any segmentation and without knowledge of the
                 object speeds. Apart from motion invariance, we prove
                 that the derived parabolic motion preserves image
                 frequency content nearly optimally. That is, while
                 static objects are degraded relative to their image
                 from a static camera, a reliable reconstruction of all
                 moving objects within a given velocities range is made
                 possible. We have built a prototype camera and present
                 successful deblurring results over a wide variety of
                 human motions.",
  acknowledgement = ack-nhfb,
  articleno =    "71",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "coded imaging; computational photography; motion
                 deblurring; space-time",
}

@Article{Fattal:2008:SID,
  author =       "Raanan Fattal",
  title =        "Single image dehazing",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "72:1--72:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360671",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper we present a new method for estimating
                 the optical transmission in hazy scenes given a single
                 input image. Based on this estimation, the scattered
                 light is eliminated to increase scene visibility and
                 recover haze-free scene contrasts. In this new approach
                 we formulate a refined image formation model that
                 accounts for surface shading in addition to the
                 transmission function. This allows us to resolve
                 ambiguities in the data by searching for a solution in
                 which the resulting shading and transmission functions
                 are locally statistically uncorrelated. A similar
                 principle is used to estimate the color of the haze.
                 Results demonstrate the new method abilities to remove
                 the haze layer as well as provide a reliable
                 transmission estimate which can be used for additional
                 applications such as image refocusing and novel view
                 synthesis.",
  acknowledgement = ack-nhfb,
  articleno =    "72",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computational photography; image dehazing/defogging;
                 image enhancement; image restoration; Markov random
                 field image modeling",
}

@Article{Shan:2008:HQM,
  author =       "Qi Shan and Jiaya Jia and Aseem Agarwala",
  title =        "High-quality motion deblurring from a single image",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "73:1--73:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360672",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new algorithm for removing motion blur
                 from a single image. Our method computes a deblurred
                 image using a unified probabilistic model of {\em
                 both\/} blur kernel estimation and unblurred image
                 restoration. We present an analysis of the causes of
                 common artifacts found in current deblurring methods,
                 and then introduce several novel terms within this
                 probabilistic model that are inspired by our analysis.
                 These terms include a model of the spatial randomness
                 of noise in the blurred image, as well a new local
                 smoothness prior that reduces ringing artifacts by
                 constraining contrast in the unblurred image wherever
                 the blurred image exhibits low contrast. Finally, we
                 describe an efficient optimization scheme that
                 alternates between blur kernel estimation and unblurred
                 image restoration until convergence. As a result of
                 these steps, we are able to produce high quality
                 deblurred results in low computation time. We are even
                 able to produce results of comparable quality to
                 techniques that require additional input images beyond
                 a single blurry photograph, and to methods that require
                 additional hardware.",
  acknowledgement = ack-nhfb,
  articleno =    "73",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "filtering; image enhancement; motion deblurring;
                 ringing artifacts",
}

@Article{Yuan:2008:PIS,
  author =       "Lu Yuan and Jian Sun and Long Quan and Heung-Yeung
                 Shum",
  title =        "Progressive inter-scale and intra-scale non-blind
                 image deconvolution",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "74:1--74:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360673",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Ringing is the most disturbing artifact in the image
                 deconvolution. In this paper, we present a progressive
                 inter-scale and intra-scale non-blind image
                 deconvolution approach that significantly reduces
                 ringing. Our approach is built on a novel
                 edge-preserving deconvolution algorithm called {\em
                 bilateral Richardson-Lucy (BRL)\/} which uses a large
                 spatial support to handle large blur. We progressively
                 recover the image from a coarse scale to a fine scale
                 (inter-scale), and progressively restore image details
                 within every scale (intra-scale). To perform the
                 inter-scale deconvolution, we propose a {\em joint
                 bilateral Richardson-Lucy (JBRL)\/} algorithm so that
                 the recovered image in one scale can guide the
                 deconvolution in the next scale. In each scale, we
                 propose an iterative residual deconvolution to
                 progressively recover image details. The experimental
                 results show that our progressive deconvolution can
                 produce images with very little ringing for large blur
                 kernels.",
  acknowledgement = ack-nhfb,
  articleno =    "74",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kilian:2008:CF,
  author =       "Martin Kilian and Simon Fl{\"o}ry and Zhonggui Chen
                 and Niloy J. Mitra and Alla Sheffer and Helmut
                 Pottmann",
  title =        "Curved folding",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "75:1--75:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360674",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Fascinating and elegant shapes may be folded from a
                 single planar sheet of material without stretching,
                 tearing or cutting, if one incorporates curved folds
                 into the design. We present an optimization-based
                 computational framework for design and digital
                 reconstruction of surfaces which can be produced by
                 curved folding. Our work not only contributes to
                 applications in architecture and industrial design, but
                 it also provides a new way to study the complex and
                 largely unexplored phenomena arising in curved
                 folding.",
  acknowledgement = ack-nhfb,
  articleno =    "75",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "architectural geometry; computational differential
                 geometry; computational origami; curved fold;
                 developable surface; digital reconstruction; folding;
                 industrial design; isometry",
}

@Article{Pottmann:2008:FSS,
  author =       "Helmut Pottmann and Alexander Schiftner and Pengbo Bo
                 and Heinz Schmiedhofer and Wenping Wang and Niccolo
                 Baldassini and Johannes Wallner",
  title =        "Freeform surfaces from single curved panels",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "76:1--76:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360675",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Motivated by applications in architecture and
                 manufacturing, we discuss the problem of covering a
                 freeform surface by single curved panels. This leads to
                 the new concept of semi-discrete surface
                 representation, which constitutes a link between smooth
                 and discrete surfaces. The basic entity we are working
                 with is the developable strip model. It is the
                 semi-discrete equivalent of a quad mesh with planar
                 faces, or a conjugate parametrization of a smooth
                 surface. We present a B-spline based optimization
                 framework for efficient computing with D-strip models.
                 In particular we study conical and circular models,
                 which semi-discretize the network of principal
                 curvature lines, and which enjoy elegant geometric
                 properties. Together with geodesic models and
                 cylindrical models they offer a rich source of
                 solutions for surface panelization problems.",
  acknowledgement = ack-nhfb,
  articleno =    "76",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "architectural geometry; circular strip model; conical
                 strip model; developable strip model; developable
                 surface; discrete differential geometry; focal surface;
                 freeform surface; geodesic strip model; panelization;
                 principal strip model; semi-discrete surface",
}

@Article{Springborn:2008:CET,
  author =       "Boris Springborn and Peter Schr{\"o}der and Ulrich
                 Pinkall",
  title =        "Conformal equivalence of triangle meshes",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "77:1--77:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360676",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new algorithm for conformal mesh
                 parameterization. It is based on a precise notion of
                 {\em discrete conformal equivalence\/} for triangle
                 meshes which mimics the notion of conformal equivalence
                 for smooth surfaces. The problem of finding a flat mesh
                 that is discretely conformally equivalent to a given
                 mesh can be solved efficiently by minimizing a convex
                 energy function, whose Hessian turns out to be the well
                 known cot-Laplace operator. This method can also be
                 used to map a surface mesh to a parameter domain which
                 is flat except for isolated cone singularities, and we
                 show how these can be placed automatically in order to
                 reduce the distortion of the parameterization. We
                 present the salient features of the theory and
                 elaborate the algorithms with a number of examples.",
  acknowledgement = ack-nhfb,
  articleno =    "77",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "cone singularities; conformal equivalence; conformal
                 parameterization; discrete differential geometry;
                 discrete Riemannian metric; texture mapping",
}

@Article{Lipman:2008:GC,
  author =       "Yaron Lipman and David Levin and Daniel Cohen-Or",
  title =        "Green {Coordinates}",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "78:1--78:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360677",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce Green Coordinates for closed polyhedral
                 cages. The coordinates are motivated by Green's third
                 integral identity and respect both the vertices
                 position and faces orientation of the cage. We show
                 that Green Coordinates lead to space deformations with
                 a shape-preserving property. In particular, in 2D they
                 induce conformal mappings, and extend naturally to
                 quasi-conformal mappings in 3D. In both cases we derive
                 closed-form expressions for the coordinates, yielding a
                 simple and fast algorithm for cage-based space
                 deformation. We compare the performance of Green
                 Coordinates with those of Mean Value Coordinates and
                 Harmonic Coordinates and show that the advantage of the
                 shape-preserving property is not achieved at the
                 expense of speed or simplicity. We also show that the
                 new coordinates extend the mapping in a natural
                 analytic manner to the exterior of the cage, allowing
                 the employment of partial cages.",
  acknowledgement = ack-nhfb,
  articleno =    "78",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sederberg:2008:WTN,
  author =       "Thomas W. Sederberg and G. Thomas Finnigan and Xin Li
                 and Hongwei Lin and Heather Ipson",
  title =        "Watertight trimmed {NURBS}",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "79:1--79:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360678",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper addresses the long-standing problem of the
                 unavoidable gaps that arise when expressing the
                 intersection of two NURBS surfaces using conventional
                 trimmed-NURBS representation. The solution converts
                 each trimmed NURBS into an untrimmed T-Spline, and then
                 merges the untrimmed T-Splines into a single,
                 watertight model. The solution enables watertight
                 fillets of NURBS models, as well as arbitrary feature
                 curves that do not have to follow iso-parameter curves.
                 The resulting T-Spline representation can be exported
                 without error as a collection of NURBS surfaces.",
  acknowledgement = ack-nhfb,
  articleno =    "79",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Booleans; NURBS; surface intersection; T-splines",
}

@Article{Kwon:2008:GME,
  author =       "Taesoo Kwon and Kang Hoon Lee and Jehee Lee and Shigeo
                 Takahashi",
  title =        "Group motion editing",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "80:1--80:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360679",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Animating a crowd of characters is an important
                 problem in computer graphics. The latest techniques
                 enable highly realistic group motions to be produced in
                 feature animation films and video games. However,
                 interactive methods have not emerged yet for editing
                 the existing group motion of multiple characters. We
                 present an approach to editing group motion as a whole
                 while maintaining its neighborhood formation and
                 individual moving trajectories in the original
                 animation as much as possible. The user can deform a
                 group motion by pinning or dragging individuals.
                 Multiple group motions can be stitched or merged to
                 form a longer or larger group motion while avoiding
                 collisions. These editing operations rely on a novel
                 graph structure, in which vertices represent positions
                 of individuals at specific frames and edges encode
                 neighborhood formations and moving trajectories. We
                 employ a shape-manipulation technique to minimize the
                 distortion of relative arrangements among adjacent
                 vertices while editing the graph structure. The
                 usefulness and flexibility of our approach is
                 demonstrated through examples in which the user creates
                 and edits complex crowd animations interactively using
                 a collection of group motion clips.",
  acknowledgement = ack-nhfb,
  articleno =    "80",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "character animation; crowd simulation; group motion
                 editing; human motion",
}

@Article{Yin:2008:CMA,
  author =       "KangKang Yin and Stelian Coros and Philippe Beaudoin
                 and Michiel van de Panne",
  title =        "Continuation methods for adapting simulated skills",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "81:1--81:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360680",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Modeling the large space of possible human motions
                 requires scalable techniques. Generalizing from example
                 motions or example controllers is one way to provide
                 the required scalability. We present techniques for
                 generalizing a controller for physics-based walking to
                 significantly different tasks, such as climbing a large
                 step up, or pushing a heavy object. Continuation
                 methods solve such problems using a progressive
                 sequence of problems that trace a path from an existing
                 solved problem to the final desired-but-unsolved
                 problem. Each step in the continuation sequence makes
                 progress towards the target problem while further
                 adapting the solution. We describe and evaluate a
                 number of choices in applying continuation methods to
                 adapting walking gaits for tasks involving interaction
                 with the environment. The methods have been
                 successfully applied to automatically adapt a regular
                 cyclic walk to climbing a 65 {\em cm\/} step, stepping
                 over a 55 {\em cm\/} sill, pushing heavy furniture,
                 walking up steep inclines, and walking on ice. The
                 continuation path further provides parameterized
                 solutions to these problems.",
  acknowledgement = ack-nhfb,
  articleno =    "81",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{daSilva:2008:ISS,
  author =       "Marco da Silva and Yeuhi Abe and Jovan Popovi{\'c}",
  title =        "Interactive simulation of stylized human locomotion",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "82:1--82:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360681",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Animating natural human motion in dynamic environments
                 is difficult because of complex geometric and physical
                 interactions. Simulation provides an automatic solution
                 to parts of this problem, but it needs control systems
                 to produce lifelike motions. This paper describes the
                 systematic computation of controllers that can
                 reproduce a range of locomotion styles in interactive
                 simulations. Given a reference motion that describes
                 the desired style, a derived control system can
                 reproduce that style in simulation and in new
                 environments. Because it produces high-quality motions
                 that are both geometrically and physically consistent
                 with simulated surroundings, interactive animation
                 systems could begin to use this approach along with
                 more established kinematic methods.",
  acknowledgement = ack-nhfb,
  articleno =    "82",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sueda:2008:MSH,
  author =       "Shinjiro Sueda and Andrew Kaufman and Dinesh K. Pai",
  title =        "Musculotendon simulation for hand animation",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "83:1--83:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360682",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe an automatic technique for generating the
                 motion of tendons and muscles under the skin of a
                 traditionally animated character. This is achieved by
                 integrating the traditional animation pipeline with a
                 novel biomechanical simulator capable of dynamic
                 simulation with complex routing constraints on muscles
                 and tendons. We also describe an algorithm for
                 computing the activation levels of muscles required to
                 track the input animation. We demonstrate the results
                 with several animations of the human hand.",
  acknowledgement = ack-nhfb,
  articleno =    "83",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "character animation; musculoskeletal simulation;
                 secondary motion",
}

@Article{Brown:2008:SHV,
  author =       "Benedict J. Brown and Corey Toler-Franklin and Diego
                 Nehab and Michael Burns and David Dobkin and Andreas
                 Vlachopoulos and Christos Doumas and Szymon
                 Rusinkiewicz and Tim Weyrich",
  title =        "A system for high-volume acquisition and matching of
                 fresco fragments: reassembling {Theran} wall
                 paintings",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "84:1--84:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360683",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Although mature technologies exist for acquiring
                 images, geometry, and normals of small objects, they
                 remain cumbersome and time-consuming for non-experts to
                 employ on a large scale. In an archaeological setting,
                 a practical acquisition system for routine use on {\em
                 every\/} artifact and fragment would open new
                 possibilities for archiving, analysis, and
                 dissemination. We present an inexpensive system for
                 acquiring all three types of information, and
                 associated metadata, for small objects such as
                 fragments of wall paintings. The acquisition system
                 requires minimal supervision, so that a single,
                 non-expert user can scan at least 10 fragments per
                 hour. To achieve this performance, we introduce new
                 algorithms to robustly and automatically align range
                 scans, register 2-D scans to 3-D geometry, and compute
                 normals from 2-D scans. As an illustrative application,
                 we present a novel 3-D matching algorithm that
                 efficiently searches for matching fragments using the
                 scanned geometry.",
  acknowledgement = ack-nhfb,
  articleno =    "84",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aiger:2008:PCS,
  author =       "Dror Aiger and Niloy J. Mitra and Daniel Cohen-Or",
  title =        "4-points congruent sets for robust pairwise surface
                 registration",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "85:1--85:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360684",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce 4PCS, a fast and robust alignment scheme
                 for 3D point sets that uses wide bases, which are known
                 to be resilient to noise and outliers. The algorithm
                 allows registering raw noisy data, possibly
                 contaminated with outliers, without pre-filtering or
                 denoising the data. Further, the method significantly
                 reduces the number of trials required to establish a
                 reliable registration between the underlying surfaces
                 in the presence of noise, without any assumptions about
                 starting alignment. Our method is based on a novel
                 technique to extract all coplanar 4-points sets from a
                 3D point set that are approximately congruent, under
                 rigid transformation, to a given set of coplanar
                 4-points. This extraction procedure runs in roughly
                 {\em O(n$^2$ + k)\/} time, where $n$ is the number of
                 candidate points and {\em k\/} is the number of
                 reported 4-points sets. In practice, when noise level
                 is low and there is sufficient overlap, using local
                 descriptors the time complexity reduces to {\em O(n +
                 k)}. We also propose an extension to handle similarity
                 and affine transforms. Our technique achieves an order
                 of magnitude asymptotic acceleration compared to common
                 randomized alignment techniques. We demonstrate the
                 robustness of our algorithm on several sets of multiple
                 range scans with varying degree of noise, outliers, and
                 extent of overlap.",
  acknowledgement = ack-nhfb,
  articleno =    "85",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "affine invariant ratio; computational geometry;
                 largest common pointset (LCP) measure; pairwise surface
                 registration; partial shape matching; scan alignment",
}

@Article{Thormahlen:2008:MOI,
  author =       "Thorsten Thorm{\"a}hlen and Hans-Peter Seidel",
  title =        "{$3$D}-modeling by ortho-image generation from image
                 sequences",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "86:1--86:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360685",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A semi-automatic approach is presented that enables
                 the generation of a high-quality 3D model of a static
                 object from an image sequence that was taken by a
                 moving, uncalibrated consumer camera. A bounding box is
                 placed around the object, and orthographic projections
                 onto the sides of the bounding box are automatically
                 generated out of the image sequence. These ortho-images
                 can be imported as background maps in the orthographic
                 views (e.g., the top, side, and front view) of any
                 modeling package. Modelers can now use these
                 ortho-images to guide their modeling by tracing the
                 shape of the object over the ortho-images. This greatly
                 improves the accuracy and efficiency of the manual
                 modeling process. An additional advantage over existing
                 semi-automatic systems is that modelers can use the
                 modeling package that they are trained in and can
                 thereby increase their productivity by applying the
                 advanced modeling features the package offers. The
                 results presented show that accurate 3D models can even
                 be generated for translucent or specular surfaces, and
                 the approach is therefore still applicable in cases
                 where today's fully automatic image-based approaches or
                 laser scanners would fail.",
  acknowledgement = ack-nhfb,
  articleno =    "86",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "image-based modelling; image-based rendering;
                 structure-from-motion",
}

@Article{Hullin:2008:FIR,
  author =       "Matthias B. Hullin and Martin Fuchs and Ivo Ihrke and
                 Hans-Peter Seidel and Hendrik P. A. Lensch",
  title =        "Fluorescent immersion range scanning",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "87:1--87:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360686",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The quality of a 3D range scan should not depend on
                 the surface properties of the object. Most active range
                 scanning techniques, however, assume a diffuse
                 reflector to allow for a robust detection of incident
                 light patterns. In our approach we embed the object
                 into a fluorescent liquid. By analyzing the light rays
                 that become visible due to fluorescence rather than
                 analyzing their reflections off the surface, we can
                 detect the intersection points between the projected
                 laser sheet and the object surface for a wide range of
                 different materials. For transparent objects we can
                 even directly depict a slice through the object in just
                 one image by matching its refractive index to the one
                 of the embedding liquid. This enables a direct sampling
                 of the object geometry without the need for
                 computational reconstruction. This way, a
                 high-resolution 3D volume can be assembled simply by
                 sweeping a laser plane through the object. We
                 demonstrate the effectiveness of our light sheet range
                 scanning approach on a set of objects manufactured from
                 a variety of materials and material mixes, including
                 dark, translucent and transparent objects.",
  acknowledgement = ack-nhfb,
  articleno =    "87",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "3D scanning; fluorescent dye; transparent surfaces",
}

@Article{Cole:2008:WDP,
  author =       "Forrester Cole and Aleksey Golovinskiy and Alex
                 Limpaecher and Heather Stoddart Barros and Adam
                 Finkelstein and Thomas Funkhouser and Szymon
                 Rusinkiewicz",
  title =        "Where do people draw lines?",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "88:1--88:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360687",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents the results of a study in which
                 artists made line drawings intended to convey specific
                 3D shapes. The study was designed so that drawings
                 could be registered with rendered images of 3D models,
                 supporting an analysis of how well the locations of the
                 artists' lines correlate with other artists', with
                 current computer graphics line definitions, and with
                 the underlying differential properties of the 3D
                 surface. Lines drawn by artists in this study largely
                 overlapped one another (75\% are within 1mm of another
                 line), particularly along the occluding contours of the
                 object. Most lines that do not overlap contours overlap
                 large gradients of the image intensity, and correlate
                 strongly with predictions made by recent line drawing
                 algorithms in computer graphics. 14\% were not well
                 described by any of the local properties considered in
                 this study. The result of our work is a publicly
                 available data set of aligned drawings, an analysis of
                 where lines appear in that data set based on local
                 properties of 3D models, and algorithms to predict
                 where artists will draw lines for new scenes.",
  acknowledgement = ack-nhfb,
  articleno =    "88",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pang:2008:SAH,
  author =       "Wai-Man Pang and Yingge Qu and Tien-Tsin Wong and
                 Daniel Cohen-Or and Pheng-Ann Heng",
  title =        "Structure-aware halftoning",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "89:1--89:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360688",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents an optimization-based halftoning
                 technique that preserves the structure and tone
                 similarities between the original and the halftone
                 images. By optimizing an objective function consisting
                 of both the structure and the tone metrics, the
                 generated halftone images preserve visually sensitive
                 texture details as well as the local tone. It possesses
                 the blue-noise property and does not introduce annoying
                 patterns. Unlike the existing edge-enhancement
                 halftoning, the proposed method does not suffer from
                 the deficiencies of edge detector. Our method is tested
                 on various types of images. In multiple experiments and
                 the user study, our method consistently obtains the
                 best scores among all tested methods.",
  acknowledgement = ack-nhfb,
  articleno =    "89",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ritschel:2008:UMS,
  author =       "Tobias Ritschel and Kaleigh Smith and Matthias Ihrke
                 and Thorsten Grosch and Karol Myszkowski and Hans-Peter
                 Seidel",
  title =        "{$3$D} unsharp masking for scene coherent
                 enhancement",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "90:1--90:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360689",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new approach for enhancing local scene
                 contrast by unsharp masking over arbitrary surfaces
                 under any form of illumination. Our adaptation of a
                 well-known 2D technique to 3D interactive scenarios is
                 designed to aid viewers in tasks like understanding
                 complex or detailed geometric models, medical
                 visualization and navigation in virtual environments.
                 Our holistic approach enhances the depiction of various
                 visual cues, including gradients from surface shading,
                 surface reflectance, shadows, and highlights, to ease
                 estimation of viewpoint, lighting conditions, shapes of
                 objects and their world-space organization. Motivated
                 by recent perceptual findings on 3D aspects of the
                 Cornsweet illusion, we create scene coherent
                 enhancements by treating cues in terms of their 3D
                 context; doing so has a stronger effect than approaches
                 that operate in a 2D image context and also achieves
                 temporal coherence. We validate our unsharp masking in
                 3D with psychophysical experiments showing that the
                 enhanced images are perceived to have better contrast
                 and are preferred over unenhanced originals. Our
                 operator runs at real-time rates on a GPU and the
                 effect is easily controlled interactively within the
                 rendering pipeline.",
  acknowledgement = ack-nhfb,
  articleno =    "90",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "apparent contrast enhancement; Cornsweet illusion;
                 enhanced rendering; temporal coherence; visual
                 perception",
}

@Article{Feng:2008:RTD,
  author =       "Wei-Wen Feng and Byung-Uck Kim and Yizhou Yu",
  title =        "Real-time data driven deformation using kernel
                 canonical correlation analysis",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "91:1--91:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360690",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Achieving intuitive control of animated surface
                 deformation while observing a specific style is an
                 important but challenging task in computer graphics.
                 Solutions to this task can find many applications in
                 data-driven skin animation, computer puppetry, and
                 computer games. In this paper, we present an intuitive
                 and powerful animation interface to simultaneously
                 control the deformation of a large number of local
                 regions on a deformable surface with a minimal number
                 of control points. Our method learns suitable
                 deformation subspaces from training examples, and
                 generate new deformations on the fly according to the
                 movements of the control points. Our contributions
                 include a novel deformation regression method based on
                 kernel Canonical Correlation Analysis (CCA) and a
                 Poisson-based translation solving technique for easy
                 and fast deformation control based on examples. Our
                 run-time algorithm can be implemented on GPUs and can
                 achieve a few hundred frames per second even for large
                 datasets with hundreds of training examples.",
  acknowledgement = ack-nhfb,
  articleno =    "91",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "animation; Poisson equation; regression; skinning",
}

@Article{Orzan:2008:DCV,
  author =       "Alexandrina Orzan and Adrien Bousseau and Holger
                 Winnem{\"o}ller and Pascal Barla and Jo{\"e}lle Thollot
                 and David Salesin",
  title =        "Diffusion curves: a vector representation for
                 smooth-shaded images",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "92:1--92:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360691",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe a new vector-based primitive for creating
                 smooth-shaded images, called the {\em diffusion curve}.
                 A diffusion curve partitions the space through which it
                 is drawn, defining different colors on either side.
                 These colors may vary smoothly along the curve. In
                 addition, the sharpness of the color transition from
                 one side of the curve to the other can be controlled.
                 Given a set of diffusion curves, the final image is
                 constructed by solving a Poisson equation whose
                 constraints are specified by the set of gradients
                 across all diffusion curves. Like all vector-based
                 primitives, diffusion curves conveniently support a
                 variety of operations, including geometry-based
                 editing, keyframe animation, and ready stylization.
                 Moreover, their representation is compact and
                 inherently resolution-independent. We describe a
                 GPU-based implementation for rendering images defined
                 by a set of diffusion curves in realtime. We then
                 demonstrate an interactive drawing system for allowing
                 artists to create artworks using diffusion curves,
                 either by drawing the curves in a freehand style, or by
                 tracing existing imagery. The system is simple and
                 intuitive: we show results created by artists after
                 just a few minutes of instruction. Furthermore, we
                 describe a completely automatic conversion process for
                 taking an image and turning it into a set of diffusion
                 curves that closely approximate the original image
                 content.",
  acknowledgement = ack-nhfb,
  articleno =    "92",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "color diffusion; gradient mesh; image creation; image
                 reconstruction; vector graphics; vectorization",
}

@Article{McCann:2008:RTG,
  author =       "James McCann and Nancy S. Pollard",
  title =        "Real-time gradient-domain painting",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "93:1--93:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360692",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an image editing program which allows
                 artists to paint in the gradient domain with real-time
                 feedback on megapixel-sized images. Along with a
                 pedestrian, though powerful, gradient-painting brush
                 and gradient-clone tool, we introduce an {\em edge
                 brush\/} designed for edge selection and replay. These
                 brushes, coupled with special blending modes, allow
                 users to accomplish global lighting and contrast
                 adjustments using only local image manipulations ---
                 e.g. strengthening a given edge or removing a shadow
                 boundary. Such operations would be tedious in a
                 conventional intensity-based paint program and hard for
                 users to get right in the gradient domain without
                 real-time feedback. The core of our paint program is a
                 simple-to-implement GPU multigrid method which allows
                 integration of megapixel-sized full-color gradient
                 fields at over 20 frames per second on modest hardware.
                 By way of evaluation, we present example images
                 produced with our program and characterize the
                 iteration time and convergence rate of our integration
                 method.",
  acknowledgement = ack-nhfb,
  articleno =    "93",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "gradient; interactive; multigrid; painting;
                 real-time",
}

@Article{Dobashi:2008:FCC,
  author =       "Yoshinori Dobashi and Katsutoshi Kusumoto and Tomoyuki
                 Nishita and Tsuyoshi Yamamoto",
  title =        "Feedback control of cumuliform cloud formation based
                 on computational fluid dynamics",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "94:1--94:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360693",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Clouds play an important role for creating realistic
                 images of outdoor scenes. In order to generate
                 realistic clouds, many methods have been developed for
                 modeling and animating clouds. One of the most
                 effective approaches for synthesizing realistic clouds
                 is to simulate cloud formation processes based on the
                 atmospheric fluid dynamics. Although this approach can
                 create realistic clouds, the resulting shapes and
                 motion depend on many simulation parameters and the
                 initial status. Therefore, it is very difficult to
                 adjust those parameters so that the clouds form the
                 desired shapes. This paper addresses this problem and
                 presents a method for controlling the simulation of
                 cloud formation. In this paper, we focus on controlling
                 cumuliform cloud formation. The user specifies the
                 overall shape of the clouds. Then, our method
                 automatically adjusts parameters during the simulation
                 in order to generate clouds forming the specified
                 shape. Our method can generate realistic clouds while
                 their shapes closely match to the desired shape.",
  acknowledgement = ack-nhfb,
  articleno =    "94",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "clouds; fluid dynamics; simulation control",
}

@Article{Gingold:2008:SBS,
  author =       "Yotam Gingold and Denis Zorin",
  title =        "Shading-based surface editing",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "95:1--95:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360694",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a system for free-form surface modeling
                 that allows a user to modify a shape by changing its
                 rendered, shaded image using stroke-based drawing
                 tools. User input is translated into a set of tangent
                 and positional constraints on the surface. A new shape,
                 whose rendered image closely approximates user input,
                 is computed using an efficient and stable surface
                 optimization procedure. We demonstrate how several
                 types of free-form surface edits which may be difficult
                 to cast in terms of standard deformation approaches can
                 be easily performed using our system.",
  acknowledgement = ack-nhfb,
  articleno =    "95",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "deformations; image-based modeling; interactive
                 modeling; sketch-based modeling",
}

@Article{Park:2008:DDM,
  author =       "Sang Il Park and Jessica K. Hodgins",
  title =        "Data-driven modeling of skin and muscle deformation",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "96:1--96:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360695",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we present a data-driven technique for
                 synthesizing skin deformation from skeletal motion. We
                 first create a database of dynamic skin deformations by
                 recording the motion of the surface of the skin with a
                 very large set of motion capture markers. We then build
                 a statistical model of the deformations by dividing
                 them into two parts: static and dynamic. Static
                 deformations are modeled as a function of pose. Dynamic
                 deformations are caused by the actions of the muscles
                 as they move the joints and the inertia of muscles and
                 fat. We approximate these effects by fitting a set of
                 dynamic equations to the pre-recorded data. We
                 demonstrate the viability of this approach by
                 generating skin deformations from the skeletal motion
                 of an actor. We compare the generated animation both to
                 synchronized video of the actor and to ground truth
                 animation created directly from the large marker set.",
  acknowledgement = ack-nhfb,
  articleno =    "96",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "human animation; motion capture; skin deformation",
}

@Article{Vlasic:2008:AMA,
  author =       "Daniel Vlasic and Ilya Baran and Wojciech Matusik and
                 Jovan Popovi{\'c}",
  title =        "Articulated mesh animation from multi-view
                 silhouettes",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "97:1--97:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1360612.1360696",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Details in mesh animations are difficult to generate
                 but they have great impact on visual quality. In this
                 work, we demonstrate a practical software system for
                 capturing such details from multi-view video
                 recordings. Given a stream of synchronized video images
                 that record a human performance from multiple
                 viewpoints and an articulated template of the
                 performer, our system captures the motion of both the
                 skeleton and the shape. The output mesh animation is
                 enhanced with the details observed in the image
                 silhouettes. For example, a performance in casual
                 loose-fitting clothes will generate mesh animations
                 with flowing garment motions. We accomplish this with a
                 fast pose tracking method followed by nonrigid
                 deformation of the template to fit the silhouettes. The
                 entire process takes less than sixteen seconds per
                 frame and requires no markers or texture cues. Captured
                 meshes are in full correspondence making them readily
                 usable for editing operations including texturing,
                 deformation transfer, and deformation model learning.",
  acknowledgement = ack-nhfb,
  articleno =    "97",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "deformation; motion capture",
}

@Article{deAguiar:2008:PCS,
  author =       "Edilson de Aguiar and Carsten Stoll and Christian
                 Theobalt and Naveed Ahmed and Hans-Peter Seidel and
                 Sebastian Thrun",
  title =        "Performance capture from sparse multi-view video",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "98:1--98:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360697",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper proposes a new marker-less approach to
                 capturing human performances from multi-view video. Our
                 algorithm can jointly reconstruct spatio-temporally
                 coherent geometry, motion and textural surface
                 appearance of actors that perform complex and rapid
                 moves. Furthermore, since our algorithm is purely
                 meshbased and makes as few as possible prior
                 assumptions about the type of subject being tracked, it
                 can even capture performances of people wearing wide
                 apparel, such as a dancer wearing a skirt. To serve
                 this purpose our method efficiently and effectively
                 combines the power of surface- and volume-based shape
                 deformation techniques with a new mesh-based
                 analysis-through-synthesis framework. This framework
                 extracts motion constraints from video and makes the
                 laser-scan of the tracked subject mimic the recorded
                 performance. Also small-scale time-varying shape detail
                 is recovered by applying model-guided multi-view stereo
                 to refine the model surface. Our method delivers
                 captured performance data at high level of detail, is
                 highly versatile, and is applicable to many complex
                 types of scenes that could not be handled by
                 alternative marker-based or marker-free recording
                 techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "98",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "marker-less scene reconstruction; multi-view video
                 analysis; performance capture",
}

@Article{Bradley:2008:MGC,
  author =       "Derek Bradley and Tiberiu Popa and Alla Sheffer and
                 Wolfgang Heidrich and Tamy Boubekeur",
  title =        "Markerless garment capture",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "99:1--99:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360698",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A lot of research has recently focused on the problem
                 of capturing the geometry and motion of garments. Such
                 work usually relies on special markers printed on the
                 fabric to establish temporally coherent correspondences
                 between points on the garment's surface at different
                 times. Unfortunately, this approach is tedious and
                 prevents the capture of off-the-shelf clothing made
                 from interesting fabrics.\par

                 In this paper, we describe a marker-free approach to
                 capturing garment motion that avoids these downsides.
                 We establish temporally coherent parameterizations
                 between incomplete geometries that we extract at each
                 timestep with a multiview stereo algorithm. We then
                 fill holes in the geometry using a template. This
                 approach, for the first time, allows us to capture the
                 geometry and motion of unpatterned, off-the-shelf
                 garments made from a range of different fabrics.",
  acknowledgement = ack-nhfb,
  articleno =    "99",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "cloth modeling; image processing; motion capture;
                 object scanning/acquisition; surface reconstruction",
}

@Article{Grabler:2008:AGT,
  author =       "Floraine Grabler and Maneesh Agrawala and Robert W.
                 Sumner and Mark Pauly",
  title =        "Automatic generation of tourist maps",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "100:1--100:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360699",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Tourist maps are essential resources for visitors to
                 an unfamiliar city because they visually highlight
                 landmarks and other points of interest. Yet,
                 hand-designed maps are static representations that
                 cannot adapt to the needs and tastes of the individual
                 tourist. In this paper we present an automated system
                 for designing tourist maps that selects and highlights
                 the information that is most important to tourists. Our
                 system determines the salience of map elements using
                 bottom-up vision-based image analysis and top-down
                 web-based information extraction techniques. It then
                 generates a map that emphasizes the most important
                 elements, using a combination of multiperspective
                 rendering to increase visibility of streets and
                 landmarks, and cartographic generalization techniques
                 such as simplification, deformation, and displacement
                 to emphasize landmarks and de-emphasize less important
                 buildings. We show a number of automatically generated
                 tourist maps of San Francisco and compare them to
                 existing automated and manual approaches.",
  acknowledgement = ack-nhfb,
  articleno =    "100",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "non-realistic rendering; visualization; WWW
                 applications",
}

@Article{Li:2008:AGI,
  author =       "Wilmot Li and Maneesh Agrawala and Brian Curless and
                 David Salesin",
  title =        "Automated generation of interactive {$3$D} exploded
                 view diagrams",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "101:1--101:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360700",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a system for creating and viewing
                 interactive exploded views of complex 3D models. In our
                 approach, a 3D input model is organized into an {\em
                 explosion graph\/} that encodes how parts explode with
                 respect to each other. We present an automatic method
                 for computing explosion graphs that takes into account
                 part hierarchies in the input models and handles common
                 classes of interlocking parts. Our system also includes
                 an interface that allows users to interactively explore
                 our exploded views using both direct controls and
                 higher-level interaction modes.",
  acknowledgement = ack-nhfb,
  articleno =    "101",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "exploded view illustration; interactive;
                 visualization",
}

@Article{Lipp:2008:IVE,
  author =       "Markus Lipp and Peter Wonka and Michael Wimmer",
  title =        "Interactive visual editing of grammars for procedural
                 architecture",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "102:1--102:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360701",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a real-time interactive visual editing
                 paradigm for shape grammars, allowing the creation of
                 rulebases from scratch without text file editing. In
                 previous work, shape-grammar based procedural
                 techniques were successfully applied to the creation of
                 architectural models. However, those methods are text
                 based, and may therefore be difficult to use for
                 artists with little computer science background.
                 Therefore the goal was to enable a visual work-flow
                 combining the power of shape grammars with traditional
                 modeling techniques. We extend previous shape grammar
                 approaches by providing direct and persistent local
                 control over the generated instances, avoiding the
                 combinatorial explosion of grammar rules for
                 modifications that should not affect all instances. The
                 resulting visual editor is flexible: All elements of a
                 complex state-of-the-art grammar can be created and
                 modified visually.",
  acknowledgement = ack-nhfb,
  articleno =    "102",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "architectural modeling; procedural modeling; shape
                 grammars; usability",
}

@Article{Chen:2008:IPS,
  author =       "Guoning Chen and Gregory Esch and Peter Wonka and
                 Pascal M{\"u}ller and Eugene Zhang",
  title =        "Interactive procedural street modeling",
  journal =      j-TOG,
  volume =       "27",
  number =       "3",
  pages =        "103:1--103:??",
  month =        aug,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1399504.1360702",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 12 13:40:36 MDT 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper addresses the problem of interactively
                 modeling large street networks. We introduce an
                 intuitive and flexible modeling framework in which a
                 user can create a street network from scratch or modify
                 an existing street network. This is achieved through
                 designing an underlying tensor field and editing the
                 graph representing the street network. The framework is
                 intuitive because it uses tensor fields to guide the
                 generation of a street network. The framework is
                 flexible because it allows the user to combine various
                 global and local modeling operations such as brush
                 strokes, smoothing, constraints, noise and rotation
                 fields. Our results will show street networks and
                 three-dimensional urban geometry of high visual
                 quality.",
  acknowledgement = ack-nhfb,
  articleno =    "103",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "procedural modeling; street modeling; street networks;
                 tensor field design; tensor fields",
}

@Article{Weber:2008:PAA,
  author =       "Ofir Weber and Yohai S. Devir and Alexander M.
                 Bronstein and Michael M. Bronstein and Ron Kimmel",
  title =        "Parallel algorithms for approximation of distance maps
                 on parametric surfaces",
  journal =      j-TOG,
  volume =       "27",
  number =       "4",
  pages =        "104:1--104:16",
  month =        oct,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409625.1409626",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Nov 11 15:42:18 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an efficient O($n$) numerical algorithm for
                 first-order approximation of geodesic distances on
                 geometry images, where $n$ is the number of points on
                 the surface. The structure of our algorithm allows
                 efficient implementation on parallel architectures. Two
                 implementations on a SIMD processor and on a GPU are
                 discussed. Numerical results demonstrate up to four
                 orders of magnitude improvement in execution time
                 compared to the state-of-the-art algorithms.",
  acknowledgement = ack-nhfb,
  articleno =    "104",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Eikonal equation; fast marching; geodesic distances;
                 geometry image; GPU; multiple charts; parallel
                 algorithms; SIMD",
}

@Article{Kavan:2008:GSA,
  author =       "Ladislav Kavan and Steven Collins and Ji{\v{r}}{\'\i}
                 {\v{Z}}{\'a}ra and Carol O'Sullivan",
  title =        "Geometric skinning with approximate dual quaternion
                 blending",
  journal =      j-TOG,
  volume =       "27",
  number =       "4",
  pages =        "105:1--105:23",
  month =        oct,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409625.1409627",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Nov 11 15:42:18 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Skinning of skeletally deformable models is
                 extensively used for real-time animation of characters,
                 creatures and similar objects. The standard solution,
                 linear blend skinning, has some serious drawbacks that
                 require artist intervention. Therefore, a number of
                 alternatives have been proposed in recent years. All of
                 them successfully combat some of the artifacts, but
                 none challenge the simplicity and efficiency of linear
                 blend skinning. As a result, linear blend skinning is
                 still the number one choice for the majority of
                 developers. In this article, we present a novel
                 skinning algorithm based on linear combination of dual
                 quaternions. Even though our proposed method is
                 approximate, it does not exhibit any of the artifacts
                 inherent in previous methods and still permits an
                 efficient GPU implementation. Upgrading an existing
                 animation system from linear to dual quaternion
                 skinning is very easy and has a relatively minor impact
                 on runtime performance.",
  acknowledgement = ack-nhfb,
  articleno =    "105",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "dual quaternions; linear combinations; rigid
                 transformations; Skinning; transformation blending",
}

@Article{Lloyd:2008:LPS,
  author =       "D. Brandon Lloyd and Naga K. Govindaraju and Cory
                 Quammen and Steven E. Molnar and Dinesh Manocha",
  title =        "Logarithmic perspective shadow maps",
  journal =      j-TOG,
  volume =       "27",
  number =       "4",
  pages =        "106:1--106:32",
  month =        oct,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409625.1409628",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Nov 11 15:42:18 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel shadow map parameterization to
                 reduce perspective aliasing artifacts for both point
                 and directional light sources. We derive the aliasing
                 error equations for both types of light sources in
                 general position. Using these equations we compute
                 tight bounds on the aliasing error. From these bounds
                 we derive our shadow map parameterization, which is a
                 simple combination of a perspective projection with a
                 logarithmic transformation. We formulate several types
                 of logarithmic perspective shadow maps (LogPSMs) by
                 replacing the parameterization of existing algorithms
                 with our own. We perform an extensive error analysis
                 for both LogPSMs and existing algorithms. This analysis
                 is a major contribution of this paper and is useful for
                 gaining insight into existing techniques. We show that
                 compared with competing algorithms, LogPSMs can produce
                 significantly less aliasing error. Equivalently, for
                 the same error as competing algorithms, LogPSMs can
                 produce significant savings in both storage and
                 bandwidth. We demonstrate the benefit of LogPSMs for
                 several models of varying complexity.",
  acknowledgement = ack-nhfb,
  articleno =    "106",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "antialiasing; Shadow maps",
}

@Article{Gain:2008:SSD,
  author =       "James Gain and Dominique Bechmann",
  title =        "A survey of spatial deformation from a user-centered
                 perspective",
  journal =      j-TOG,
  volume =       "27",
  number =       "4",
  pages =        "107:1--107:32",
  month =        oct,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409625.1409629",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Nov 11 15:42:18 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The spatial deformation methods are a family of
                 modeling and animation techniques for indirectly
                 reshaping an object by warping the surrounding space,
                 with results that are similar to molding a highly
                 malleable substance. They have the virtue of being
                 computationally efficient (and hence interactive) and
                 applicable to a variety of object
                 representations.\par

                 In this article we survey the state of the art in
                 spatial deformation. Since manipulating ambient space
                 directly is infeasible, deformations are controlled by
                 tools of varying dimension --- points, curves, surfaces
                 and volumes --- and it is on this basis that we
                 classify them. Unlike previous surveys that concentrate
                 on providing a single underlying mathematical
                 formalism, we use the user-centered criteria of
                 versatility, ease of use, efficiency and correctness to
                 compare techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "107",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Free-form deformation; spatial deformation; warping",
}

@Article{Tan:2008:SIT,
  author =       "Ping Tan and Tian Fang and Jianxiong Xiao and Peng
                 Zhao and Long Quan",
  title =        "Single image tree modeling",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "108:1--108:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409060.1409061",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we introduce a simple sketching method
                 to generate a realistic 3D tree model from a single
                 image. The user draws at least two strokes in the tree
                 image: the first crown stroke around the tree crown to
                 mark up the leaf region, the second branch stroke from
                 the tree root to mark up the main trunk, and possibly
                 few other branch strokes for refinement. The method
                 automatically generates a 3D tree model including
                 branches and leaves. Branches are synthesized by a
                 growth engine from a small library of elementary
                 subtrees that are pre-defined or built on the fly from
                 the recovered visible branches. The visible branches
                 are automatically traced from the drawn branch strokes
                 according to image statistics on the strokes. Leaves
                 are generated from the region bounded by the first
                 crown stroke to complete the tree. We demonstrate our
                 method on a variety of examples.",
  acknowledgement = ack-nhfb,
  articleno =    "108",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2008:SBT,
  author =       "Xuejin Chen and Boris Neubert and Ying-Qing Xu and
                 Oliver Deussen and Sing Bing Kang",
  title =        "Sketch-based tree modeling using {Markov} random
                 field",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "109:1--109:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409060.1409062",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we describe a new system for converting
                 a user's freehand sketch of a tree into a full 3D model
                 that is both complex and realistic-looking. Our system
                 does this by probabilistic optimization based on
                 parameters obtained from a database of tree models. The
                 best matching model is selected by comparing its 2D
                 projections with the sketch. Branch interaction is
                 modeled by a Markov random field, subject to the
                 constraint of 3D projection to sketch. Our system then
                 uses the notion of self-similarity to add new branches
                 before finally populating all branches with leaves of
                 the user's choice. We show a variety of natural-looking
                 tree models generated from freehand sketches with only
                 a few strokes.",
  acknowledgement = ack-nhfb,
  articleno =    "109",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "geometric modeling; Markov random field; sketching;
                 tree modeling",
}

@Article{Sharf:2008:STS,
  author =       "Andrei Sharf and Dan A. Alcantara and Thomas Lewiner
                 and Chen Greif and Alla Sheffer and Nina Amenta and
                 Daniel Cohen-Or",
  title =        "Space-time surface reconstruction using incompressible
                 flow",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "110:1--110:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409060.1409063",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a volumetric space-time technique for the
                 reconstruction of moving and deforming objects from
                 point data. The output of our method is a
                 four-dimensional space-time solid, made up of spatial
                 slices, each of which is a three-dimensional solid
                 bounded by a watertight manifold. The motion of the
                 object is described as an incompressible flow of
                 material through time. We optimize the flow so that the
                 distance material moves from one time frame to the next
                 is bounded, the density of material remains constant,
                 and the object remains compact. This formulation
                 overcomes deficiencies in the acquired data, such as
                 persistent occlusions, errors, and missing frames. We
                 demonstrate the performance of our flow-based technique
                 by reconstructing coherent sequences of watertight
                 models from incomplete scanner data.",
  acknowledgement = ack-nhfb,
  articleno =    "110",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "reconstruction; space-time; volumetric techniques",
}

@Article{Kraevoy:2008:NHR,
  author =       "Vladislav Kraevoy and Alla Sheffer and Ariel Shamir
                 and Daniel Cohen-Or",
  title =        "Non-homogeneous resizing of complex models",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "111:1--111:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409060.1409064",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Resizing of 3D models can be very useful when creating
                 new models or placing models inside different scenes.
                 However, uniform scaling is limited in its
                 applicability while straightforward non-uniform scaling
                 can destroy features and lead to serious visual
                 artifacts. Our goal is to define a method that protects
                 model features and structures during resizing. We
                 observe that typically, during scaling some parts of
                 the models are more vulnerable than others, undergoing
                 undesirable deformation. We automatically detect
                 vulnerable regions and carry this information to a
                 protective grid defined around the object, defining a
                 vulnerability map. The 3D model is then resized by a
                 space-deformation technique which scales the grid
                 non-homogeneously while respecting this map. Using
                 space-deformation allows processing of common models of
                 man-made objects that consist of multiple components
                 and contain non-manifold structures. We show that our
                 technique resizes models while suppressing undesirable
                 distortion, creating models that preserve the structure
                 and features of the original ones.",
  acknowledgement = ack-nhfb,
  articleno =    "111",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "3D meshes; resizing; scaling; transformations",
}

@Article{Ye:2008:ARC,
  author =       "Yuting Ye and C. Karen Liu",
  title =        "Animating responsive characters with dynamic
                 constraints in near-unactuated coordinates",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "112:1--112:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409060.1409065",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a technique to enhance a
                 kinematically controlled virtual character with a
                 generic class of dynamic responses to small
                 perturbations. Given an input motion sequence, our
                 technique can synthesize reactive motion to arbitrary
                 external forces with a specific style customized to the
                 input motion. Our method re-parameterizes the motion
                 degrees of freedom based on joint actuations in the
                 input motion. By only enforcing the equations of motion
                 in the less actuated coordinates, our approach can
                 create physically responsive motion based on kinematic
                 pose control without explicitly computing the joint
                 actuations. We demonstrate the simplicity and
                 robustness of our technique by showing a variety of
                 examples generated with the same set of parameters. Our
                 formulation focuses on the type of perturbations that
                 significantly disrupt the upper body poses and
                 dynamics, but have limited effect on the whole-body
                 balance state.",
  acknowledgement = ack-nhfb,
  articleno =    "112",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "motion capture; physically based animation",
}

@Article{Coros:2008:SCW,
  author =       "Stelian Coros and Philippe Beaudoin and Kang Kang Yin
                 and Michiel van de Pann",
  title =        "Synthesis of constrained walking skills",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "113:1--113:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409066",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Simulated characters in simulated worlds require
                 simulated skills. We develop control strategies that
                 enable physically-simulated characters to dynamically
                 navigate environments with significant stepping
                 constraints, such as sequences of gaps. We present a
                 synthesis-analysis-synthesis framework for this type of
                 problem. First, an offline optimization method is
                 applied in order to compute example control solutions
                 for randomly-generated example problems from the given
                 task domain. Second, the example motions and their
                 underlying control patterns are analyzed to build a
                 low-dimensional step-to-step model of the dynamics.
                 Third, this model is exploited by a planner to solve
                 new instances of the task at interactive rates. We
                 demonstrate real-time navigation across constrained
                 terrain for physics-based simulations of 2D and 3D
                 characters. Because the framework sythesizes its own
                 example data, it can be applied to bipedal characters
                 for which no motion data is available.",
  acknowledgement = ack-nhfb,
  articleno =    "113",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shum:2008:IPM,
  author =       "Hubert P. H. Shum and Taku Komura and Masashi
                 Shiraishi and Shuntaro Yamazaki",
  title =        "Interaction patches for multi-character animation",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "114:1--114:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409067",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a data-driven approach to automatically
                 generate a scene where tens to hundreds of characters
                 densely interact with each other. During off-line
                 processing, the close interactions between characters
                 are precomputed by expanding a game tree, and these are
                 stored as data structures called {\em interaction
                 patches}. Then, during run-time, the system
                 spatio-temporally concatenates the interaction patches
                 to create scenes where a large number of characters
                 closely interact with one another. Using our method, it
                 is possible to automatically or interactively produce
                 animations of crowds interacting with each other in a
                 stylized way. The method can be used for a variety of
                 applications including TV programs, advertisements and
                 movies.",
  acknowledgement = ack-nhfb,
  articleno =    "114",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "character animation; crowd simulation; human motion",
}

@Article{Assa:2008:MOH,
  author =       "Jackie Assa and Daniel Cohen-Or and I-Cheng Yeh and
                 Tong-Yee Lee",
  title =        "Motion overview of human actions",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "115:1--115:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409068",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "During the last decade, motion capture data has
                 emerged and gained a leading role in animations, games
                 and 3D environments. Many of these applications require
                 the creation of expressive overview video clips
                 capturing the human motion, however sufficient
                 attention has not been given to this problem. In this
                 paper, we present a technique that generates an
                 overview video based on the analysis of motion capture
                 data. Our method is targeted for applications of 3D
                 character based animations, automating, for example,
                 the action summary and gameplay overview in simulations
                 and computer games. We base our method on quantum
                 annealing optimization with an objective function that
                 respects the analysis of the character motion and the
                 camera movement constraints. It automatically generates
                 a smooth camera control path, splitting it to several
                 shots if required. To evaluate our method, we introduce
                 a novel camera placement metric which is evaluated
                 against previous work and conduct a user study
                 comparing our results with the various systems.",
  acknowledgement = ack-nhfb,
  articleno =    "115",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "animation; animation summary; camera; mocap; salient
                 action; viewpoint selection",
}

@Article{Kopf:2008:DPM,
  author =       "Johannes Kopf and Boris Neubert and Billy Chen and
                 Michael Cohen and Daniel Cohen-Or and Oliver Deussen
                 and Matt Uyttendaele and Dani Lischinski",
  title =        "Deep photo: model-based photograph enhancement and
                 viewing",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "116:1--116:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409060.1409069",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we introduce a novel system for
                 browsing, enhancing, and manipulating casual outdoor
                 photographs by combining them with already existing
                 georeferenced digital terrain and urban models. A
                 simple interactive registration process is used to
                 align a photograph with such a model. Once the
                 photograph and the model have been registered, an
                 abundance of information, such as depth, texture, and
                 GIS data, becomes immediately available to our system.
                 This information, in turn, enables a variety of
                 operations, ranging from dehazing and relighting the
                 photograph, to novel view synthesis, and overlaying
                 with geographic information. We describe the
                 implementation of a number of these applications and
                 discuss possible extensions. Our results show that
                 augmenting photographs with already available 3D models
                 of the world supports a wide variety of new ways for us
                 to experience and interact with our everyday
                 snapshots.",
  acknowledgement = ack-nhfb,
  articleno =    "116",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "dehazing; image completion; image-based modeling;
                 image-based rendering; photo browsing; relighting",
}

@Article{Xu:2008:AAM,
  author =       "Xuemiao Xu and Liang Wan and Xiaopei Liu and Tien-Tsin
                 Wong and Liansheng Wang and Chi-Sing Leung",
  title =        "Animating animal motion from still",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "117:1--117:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409060.1409070",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Even though the temporal information is lost, a still
                 picture of moving animals hints at their motion. In
                 this paper, we infer motion cycle of animals from the
                 `motion snapshots' (snapshots of different individuals)
                 captured in a still picture. By finding the motion path
                 in the graph connecting motion snapshots, we can infer
                 the order of motion snapshots with respect to time, and
                 hence the motion cycle. Both `half-cycle' and
                 `full-cycle' motions can be inferred in a unified
                 manner. Therefore, we can animate a still picture of a
                 moving animal group by morphing among the ordered
                 snapshots. By refining the pose, morphology, and
                 appearance consistencies, smooth and realistic animal
                 motion can be synthesized. Our results demonstrate the
                 applicability of the proposed method to a wide range of
                 species, including birds, fishes, mammals, and
                 reptiles.",
  acknowledgement = ack-nhfb,
  articleno =    "117",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "animal group; consistency refinement; motion cycle;
                 motion inference; still picture",
}

@Article{Wang:2008:OSS,
  author =       "Yu-Shuen Wang and Chiew-Lan Tai and Olga Sorkine and
                 Tong-Yee Lee",
  title =        "Optimized scale-and-stretch for image resizing",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "118:1--118:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409060.1409071",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a `scale-and-stretch' warping method that
                 allows resizing images into arbitrary aspect ratios
                 while preserving visually prominent features. The
                 method operates by iteratively computing optimal local
                 scaling factors for each local region and updating a
                 warped image that matches these scaling factors as
                 closely as possible. The amount of deformation of the
                 image content is guided by a significance map that
                 characterizes the visual attractiveness of each pixel;
                 this significance map is computed automatically using a
                 novel combination of gradient and salience-based
                 measures. Our technique allows diverting the distortion
                 due to resizing to image regions with homogeneous
                 content, such that the impact on perceptually important
                 features is minimized. Unlike previous approaches, our
                 method distributes the distortion in all spatial
                 directions, even when the resizing operation is only
                 applied horizontally or vertically, thus fully
                 utilizing the available homogeneous regions to absorb
                 the distortion. We develop an efficient formulation for
                 the nonlinear optimization involved in the warping
                 function computation, allowing interactive image
                 resizing.",
  acknowledgement = ack-nhfb,
  articleno =    "118",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "arbitrary image resizing; nonlinear optimization;
                 visual saliency",
}

@Article{Wu:2008:INR,
  author =       "Tai-Pang Wu and Jian Sun and Chi-Keung Tang and
                 Heung-Yeung Shum",
  title =        "Interactive normal reconstruction from a single
                 image",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "119:1--119:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409060.1409072",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an interactive system for reconstructing
                 surface normals from a single image. Our approach has
                 two complementary contributions. First, we introduce a
                 novel shape-from-shading algorithm (SfS) that produces
                 faithful normal reconstruction for local image region
                 (high-frequency component), but it fails to faithfully
                 recover the overall global structure (low-frequency
                 component). Our second contribution consists of an
                 approach that corrects low-frequency error using a
                 simple markup procedure. This approach, aptly called
                 {\em rotation palette}, allows the user to specify
                 large scale corrections of surface normals by drawing
                 simple stroke correspondences between the normal map
                 and a sphere image which represents rotation
                 directions. Combining these two approaches, we can
                 produce high-quality surfaces quickly from single
                 images.",
  acknowledgement = ack-nhfb,
  articleno =    "119",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gutierrez:2008:DPC,
  author =       "Diego Gutierrez and Francisco J. Seron and Jorge
                 Lopez-Moreno and Maria P. Sanchez and Jorge Fandos and
                 Erik Reinhard",
  title =        "Depicting procedural caustics in single images",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "120:1--120:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409073",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a powerful technique to simulate and
                 approximate caustics in images. Our algorithm is
                 designed to produce good results without the need to
                 painstakingly paint over pixels. The ability to edit
                 global illumination through image processing allows
                 interaction with images at a level which has not yet
                 been demonstrated, and significantly augments and
                 extends current image-based material editing
                 approaches. We show by means of a set of psychophysical
                 experiments that the resulting imagery is visually
                 plausible and on par with photon mapping, albeit
                 without the need for hand-modeling the underlying
                 geometry.",
  acknowledgement = ack-nhfb,
  articleno =    "120",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "high dynamic range imaging; image processing;
                 image-based material editing",
}

@Article{Ma:2008:FPS,
  author =       "Wan-Chun Ma and Andrew Jones and Jen-Yuan Chiang and
                 Tim Hawkins and Sune Frederiksen and Pieter Peers and
                 Marko Vukovic and Ming Ouhyoung and Paul Debevec",
  title =        "Facial performance synthesis using deformation-driven
                 polynomial displacement maps",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "121:1--121:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409074",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel method for acquisition, modeling,
                 compression, and synthesis of realistic facial
                 deformations using polynomial displacement maps. Our
                 method consists of an analysis phase where the
                 relationship between motion capture markers and
                 detailed facial geometry is inferred, and a synthesis
                 phase where novel detailed animated facial geometry is
                 driven solely by a sparse set of motion capture
                 markers. For analysis, we record the actor wearing
                 facial markers while performing a set of training
                 expression clips. We capture real-time high-resolution
                 facial deformations, including dynamic wrinkle and pore
                 detail, using interleaved structured light 3D scanning
                 and photometric stereo. Next, we compute displacements
                 between a neutral mesh driven by the motion capture
                 markers and the high-resolution captured expressions.
                 These geometric displacements are stored in a {\em
                 polynomial displacement map\/} which is parameterized
                 according to the local deformations of the motion
                 capture dots. For synthesis, we drive the polynomial
                 displacement map with new motion capture data. This
                 allows the recreation of large-scale muscle
                 deformation, medium and fine wrinkles, and dynamic skin
                 pore detail. Applications include the compression of
                 existing performance data and the synthesis of new
                 performances. Our technique is independent of the
                 underlying geometry capture system and can be used to
                 automatically generate high-frequency wrinkle and pore
                 details on top of many existing facial animation
                 systems.",
  acknowledgement = ack-nhfb,
  articleno =    "121",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "facial performance synthesis; polynomial displacement
                 maps",
}

@Article{Ju:2008:RST,
  author =       "Tao Ju and Qian-Yi Zhou and Michiel van de Panne and
                 Daniel Cohen-Or and Ulrich Neumann",
  title =        "Reusable skinning templates using cage-based
                 deformations",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "122:1--122:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409060.1409075",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Character skinning determines how the shape of the
                 surface geometry changes as a function of the pose of
                 the underlying skeleton. In this paper we describe
                 skinning templates, which define common deformation
                 behaviors for common joint types. This abstraction
                 allows skinning solutions to be shared and reused, and
                 they allow a user to quickly explore many possible
                 alternatives for the skinning behavior of a character.
                 The skinning templates are implemented using cage-based
                 deformations, which offer a flexible design space
                 within which to develop reusable skinning behaviors. We
                 demonstrate the interactive use of skinning templates
                 to quickly explore alternate skinning behaviors for 3D
                 models.",
  acknowledgement = ack-nhfb,
  articleno =    "122",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "animation; cage-based deformation; skinning;
                 templates",
}

@Article{Shiratori:2008:ABU,
  author =       "Takaaki Shiratori and Jessica K. Hodgins",
  title =        "Accelerometer-based user interfaces for the control of
                 a physically simulated character",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "123:1--123:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409076",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In late 2006, Nintendo released a new game controller,
                 the Wiimote, which included a three-axis accelerometer.
                 Since then, a large variety of novel applications for
                 these controllers have been developed by both
                 independent and commercial developers. We add to this
                 growing library with three performance interfaces that
                 allow the user to control the motion of a dynamically
                 simulated, animated character through the motion of his
                 or her arms, wrists, or legs. For comparison, we also
                 implement a traditional joystick/button interface. We
                 assess these interfaces by having users test them on a
                 set of tracks containing turns and pits. Two of the
                 interfaces (legs and wrists) were judged to be more
                 immersive and were better liked than the
                 joystick/button interface by our subjects. All three of
                 the Wiimote interfaces provided better control than the
                 joystick interface based on an analysis of the failures
                 seen during the user study.",
  acknowledgement = ack-nhfb,
  articleno =    "123",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "character animation; physical simulation; user
                 interface; Wiimotes",
}

@Article{Barnes:2008:VPP,
  author =       "Connelly Barnes and David E. Jacobs and Jason Sanders
                 and Dan B. Goldman and Szymon Rusinkiewicz and Adam
                 Finkelstein and Maneesh Agrawala",
  title =        "Video puppetry: a performative interface for cutout
                 animation",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "124:1--124:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409060.1409077",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a video-based interface that allows users
                 of all skill levels to quickly create cutout-style
                 animations by performing the character motions. The
                 puppeteer first creates a cast of physical puppets
                 using paper, markers and scissors. He then physically
                 moves these puppets to tell a story. Using an
                 inexpensive overhead camera our system tracks the
                 motions of the puppets and renders them on a new
                 background while removing the puppeteer's hands. Our
                 system runs in real-time (at 30 fps) so that the
                 puppeteer and the audience can immediately see the
                 animation that is created. Our system also supports a
                 variety of constraints and effects including
                 articulated characters, multi-track animation, scene
                 changes, camera controls, 2 1/2-D environments,
                 shadows, and animation cycles. Users have evaluated our
                 system both quantitatively and qualitatively: In tests
                 of low-level dexterity, our system has similar accuracy
                 to a mouse interface. For simple story telling, users
                 prefer our system over either a mouse interface or
                 traditional puppetry. We demonstrate that even
                 first-time users, including an eleven-year-old, can use
                 our system to quickly turn an original story idea into
                 an animation.",
  acknowledgement = ack-nhfb,
  articleno =    "124",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "animation; real-time; tangible user interface;
                 vision",
}

@Article{DiLorenzo:2008:LLC,
  author =       "Paul C. DiLorenzo and Victor B. Zordan and Benjamin L.
                 Sanders",
  title =        "Laughing out loud: control for modeling anatomically
                 inspired laughter using audio",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "125:1--125:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409078",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel technique for generating animation
                 of laughter for a character. Our approach utilizes an
                 anatomically inspired, physics-based model of a human
                 torso that includes a mix of rigid-body and deformable
                 components and is driven by Hill-type muscles. We
                 propose a hierarchical control method which synthesizes
                 laughter from a simple set of input signals. In
                 addition, we present a method for automatically
                 creating an animation from a soundtrack of an
                 individual laughing. We show examples of laugh
                 animations generated by hand-selected input parameters
                 and by our audio-driven optimization approach. We also
                 include results for other behaviors, such as coughing
                 and a sneeze, created using the same model. These
                 animations demonstrate the range of possible motions
                 that can be generated using the proposed system. We
                 compare our technique with both data-driven and
                 procedural animations of laughter.",
  acknowledgement = ack-nhfb,
  articleno =    "125",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "human animation; human simulation; laughter",
}

@Article{Zhou:2008:RTK,
  author =       "Kun Zhou and Qiming Hou and Rui Wang and Baining Guo",
  title =        "Real-time {KD}-tree construction on graphics
                 hardware",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "126:1--126:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409060.1409079",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "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 nodes at
                 upper tree levels so as to further exploit the
                 fine-grained parallelism of GPUs. For these nodes, we
                 parallelize the computation over all geometric
                 primitives instead of nodes at each level. Finally, in
                 order to maintain kd-tree quality, we introduce novel
                 schemes for fast evaluation of node split costs.\par

                 As far as we know, ours is the first real-time kd-tree
                 algorithm on the GPU. The kd-trees built by our
                 algorithm are of comparable quality as those
                 constructed by off-line CPU algorithms. In terms of
                 speed, our algorithm is significantly faster than
                 well-optimized single-core CPU algorithms and
                 competitive with multi-core CPU algorithms. Our
                 algorithm provides a general way for handling dynamic
                 scenes on the GPU. We demonstrate the potential of our
                 algorithm in applications involving dynamic scenes,
                 including GPU ray tracing, interactive photon mapping,
                 and point cloud modeling.",
  acknowledgement = ack-nhfb,
  articleno =    "126",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "kd-tree; photon mapping; point cloud modeling;
                 programable graphics hardware; ray tracing",
}

@Article{Sitthi-amorn:2008:ARB,
  author =       "Pitchaya Sitthi-amorn and Jason Lawrence and Lei Yang
                 and Pedro V. Sander and Diego Nehab and Jiahe Xi",
  title =        "Automated reprojection-based pixel shader
                 optimization",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "127:1--127:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409080",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a framework and supporting algorithms to
                 automate the use of temporal data reprojection as a
                 general tool for optimizing procedural shaders.
                 Although the general strategy of caching and reusing
                 expensive intermediate shading calculations across
                 consecutive frames has previously been shown to provide
                 an effective trade-off between speed and accuracy, the
                 critical choices of what to reuse and at what rate to
                 refresh cached entries have been left to a designer.
                 The fact that these decisions require a deep
                 understanding of a procedure's semantic structure makes
                 it challenging to select optimal candidates among
                 possibly hundreds of alternatives. Our automated
                 approach relies on parametric models of the way
                 possible caching decisions affect the shader's
                 performance and visual fidelity. These models are
                 trained using a sample rendering session and drive an
                 interactive profiler in which the user can explore the
                 error/performance trade-offs associated with
                 incorporating temporal reprojection. We evaluate the
                 proposed models and selection algorithm with a
                 prototype system used to optimize several complex
                 shaders and compare our approach to current
                 alternatives.",
  acknowledgement = ack-nhfb,
  articleno =    "127",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "code optimization; procedural shading; real-time
                 rendering; temporal reprojection",
}

@Article{Cheslack-Postava:2008:FRL,
  author =       "Ewen Cheslack-Postava and Rui Wang and Oskar Akerlund
                 and Fabio Pellacini",
  title =        "Fast, realistic lighting and material design using
                 nonlinear cut approximation",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "128:1--128:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409081",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an efficient computational algorithm for
                 functions represented by a nonlinear piecewise constant
                 approximation called {\em cuts}. Our main contribution
                 is a single traversal algorithm for merging cuts that
                 allows for arbitrary pointwise computation, such as
                 addition, multiplication, linear interpolation, and
                 multi-product integration. A theoretical error bound of
                 this approach can be proved using a statistical
                 interpretation of cuts. Our algorithm extends naturally
                 to computation with many cuts and maps easily to modern
                 GPUs, leading to significant advantages over existing
                 methods based on wavelet approximation. We apply this
                 technique to the problem of realistic lighting and
                 material design under complex illumination with
                 arbitrary BRDFs. Our system smoothly integrates
                 all-frequency relighting of shadows and reflections
                 with dynamic per-pixel shading effects, such as bump
                 mapping and spatially varying BRDFs. This combination
                 of capabilities is typically missing in current
                 systems. We represent illumination and precomputed
                 visibility as nonlinear sparse vectors; we then use our
                 cut merging algorithm to simultaneously interpolate
                 visibility cuts at each pixel, and compute the triple
                 product integral of the illumination, interpolated
                 visibility, and dynamic BRDF samples. Finally, we
                 present a two-pass, data-driven approach that exploits
                 pilot visibility samples to optimize the construction
                 of the light tree, leading to more efficient cuts and
                 reduced datasets.",
  acknowledgement = ack-nhfb,
  articleno =    "128",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ritschel:2008:ISM,
  author =       "T. Ritschel and T. Grosch and M. H. Kim and H.-P.
                 Seidel and C. Dachsbacher and J. Kautz",
  title =        "Imperfect shadow maps for efficient computation of
                 indirect illumination",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "129:1--129:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409082",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for interactive computation of
                 indirect illumination in large and fully dynamic scenes
                 based on approximate visibility queries. While the
                 high-frequency nature of direct lighting requires
                 accurate visibility, indirect illumination mostly
                 consists of smooth gradations, which tend to mask
                 errors due to incorrect visibility. We exploit this by
                 approximating visibility for indirect illumination with
                 {\em imperfect shadow maps\/} ---low-resolution shadow
                 maps rendered from a crude point-based representation
                 of the scene. These are used in conjunction with a
                 global illumination algorithm based on virtual point
                 lights enabling indirect illumination of dynamic scenes
                 at real-time frame rates. We demonstrate that imperfect
                 shadow maps are a valid approximation to visibility,
                 which makes the simulation of global illumination an
                 order of magnitude faster than using accurate
                 visibility.",
  acknowledgement = ack-nhfb,
  articleno =    "129",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "global illumination; real-time rendering; visibility",
}

@Article{Hachisuka:2008:PPM,
  author =       "Toshiya Hachisuka and Shinji Ogaki and Henrik Wann
                 Jensen",
  title =        "Progressive photon mapping",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "130:1--130:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409083",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces a simple and robust progressive
                 global illumination algorithm based on photon mapping.
                 Progressive photon mapping is a multi-pass algorithm
                 where the first pass is ray tracing followed by any
                 number of photon tracing passes. Each photon tracing
                 pass results in an increasingly accurate global
                 illumination solution that can be visualized in order
                 to provide progressive feedback. Progressive photon
                 mapping uses a new radiance estimate that converges to
                 the correct radiance value as more photons are used. It
                 is not necessary to store the full photon map, and
                 unlike standard photon mapping it possible to compute a
                 global illumination solution with any desired accuracy
                 using a limited amount of memory. Compared with
                 existing Monte Carlo ray tracing methods progressive
                 photon mapping provides an efficient and robust
                 alternative in the presence of complex light transport
                 such as caustics and in particular reflections of
                 caustics.",
  acknowledgement = ack-nhfb,
  articleno =    "130",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "density estimation; global illumination; photon
                 mapping; sampling and reconstruction",
}

@Article{Lanman:2008:SFM,
  author =       "Douglas Lanman and Ramesh Raskar and Amit Agrawal and
                 Gabriel Taubin",
  title =        "Shield fields: modeling and capturing {$3$D}
                 occluders",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "131:1--131:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409084",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe a unified representation of occluders in
                 light transport and photography using shield fields:
                 the 4D attenuation function which acts on any light
                 field incident on an occluder. Our key theoretical
                 result is that shield fields can be used to decouple
                 the effects of occluders and incident illumination. We
                 first describe the properties of shield fields in the
                 frequency-domain and briefly analyze the `forward'
                 problem of efficiently computing cast shadows.
                 Afterwards, we apply the shield field signal-processing
                 framework to make several new observations regarding
                 the `inverse' problem of reconstructing 3D occluders
                 from cast shadows -- extending previous work on
                 shape-from-silhouette and visual hull methods. From
                 this analysis we develop the first single-camera,
                 single-shot approach to capture visual hulls without
                 requiring moving or programmable illumination. We
                 analyze several competing camera designs, ultimately
                 leading to the development of a new large-format,
                 mask-based light field camera that exploits optimal
                 tiled-broadband codes for light-efficient shield field
                 capture. We conclude by presenting a detailed
                 experimental analysis of shield field capture and 3D
                 occluder reconstruction.",
  acknowledgement = ack-nhfb,
  articleno =    "131",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "cast shadows; coded aperture imaging; computational
                 photography; light fields; light transport; visual
                 hull",
}

@Article{Atcheson:2008:TRC,
  author =       "Bradley Atcheson and Ivo Ihrke and Wolfgang Heidrich
                 and Art Tevs and Derek Bradley and Marcus Magnor and
                 Hans-Peter Seidel",
  title =        "Time-resolved {$3$D} capture of non-stationary gas
                 flows",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "132:1--132:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409085",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Fluid simulation is one of the most active research
                 areas in computer graphics. However, it remains
                 difficult to obtain measurements of real fluid flows
                 for validation of the simulated data.\par

                 In this paper, we take a step in the direction of
                 capturing flow data for such purposes. Specifically, we
                 present the first time-resolved Schlieren tomography
                 system for capturing full 3D, non-stationary gas flows
                 on a dense volumetric grid. Schlieren tomography uses
                 2D ray deflection measurements to reconstruct a
                 time-varying grid of 3D refractive index values, which
                 directly correspond to physical properties of the flow.
                 We derive a new solution for this reconstruction
                 problem that lends itself to efficient algorithms that
                 robustly work with relatively small numbers of cameras.
                 Our physical system is easy to set up, and consists of
                 an array of relatively low cost rolling-shutter
                 camcorders that are synchronized with a new approach.
                 We demonstrate our method with real measurements, and
                 analyze precision with synthetic data for which ground
                 truth information is available.",
  acknowledgement = ack-nhfb,
  articleno =    "132",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computational cameras and optics; image processing;
                 object scanning/acquisition",
}

@Article{Holroyd:2008:PAE,
  author =       "Michael Holroyd and Jason Lawrence and Greg Humphreys
                 and Todd Zickler",
  title =        "A photometric approach for estimating normals and
                 tangents",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "133:1--133:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409086",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a technique for acquiring the
                 shape of real-world objects with complex isotropic and
                 anisotropic reflectance. Our method estimates the local
                 normal and tangent vectors at each pixel in a reference
                 view from a sequence of images taken under varying
                 point lighting. We show that for many real-world
                 materials and a restricted set of light positions, the
                 2D slice of the BRDF obtained by fixing the local view
                 direction is symmetric under reflections of the halfway
                 vector across the normal-tangent and normal-binormal
                 planes. Based on this analysis, we develop an
                 optimization that estimates the local surface frame by
                 identifying these planes of symmetry in the measured
                 BRDF. As with other photometric methods, a key benefit
                 of our approach is that the input is easy to acquire
                 and is less sensitive to calibration errors than stereo
                 or multi-view techniques. Unlike prior work, our
                 approach allows estimating the surface tangent in the
                 case of anisotropic reflectance. We confirm the
                 accuracy and reliability of our approach with analytic
                 and measured data, present several normal and tangent
                 fields acquired with our technique, and demonstrate
                 applications to appearance editing.",
  acknowledgement = ack-nhfb,
  articleno =    "133",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "anisotropic; BRDF; normal map; photometric stereo;
                 symmetry; tangent map",
}

@Article{Bando:2008:EDM,
  author =       "Yosuke Bando and Bing-Yu Chen and Tomoyuki Nishita",
  title =        "Extracting depth and matte using a color-filtered
                 aperture",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "134:1--134:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409087",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a method for automatically
                 extracting a scene depth map and the alpha matte of a
                 foreground object by capturing a scene through RGB
                 color filters placed in the camera lens aperture. By
                 dividing the aperture into three regions through which
                 only light in one of the RGB color bands can pass, we
                 can acquire three shifted views of a scene in the RGB
                 planes of an image in a single exposure. In other
                 words, a captured image has depth-dependent color
                 misalignment. We develop a color alignment measure to
                 estimate disparities between the RGB planes for depth
                 reconstruction. We also exploit color misalignment cues
                 in our matting algorithm in order to disambiguate
                 between the foreground and background regions even
                 where their colors are similar. Based on the extracted
                 depth and matte, the color misalignment in the captured
                 image can be canceled, and various image editing
                 operations can be applied to the reconstructed image,
                 including novel view synthesis, postexposure
                 refocusing, and composition over different
                 backgrounds.",
  acknowledgement = ack-nhfb,
  articleno =    "134",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "alpha matting; color correlation; color filters;
                 computational camera; computational photography; depth
                 estimation",
}

@Article{Nehab:2008:RAR,
  author =       "Diego Nehab and Hugues Hoppe",
  title =        "Random-access rendering of general vector graphics",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "135:1--135:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409060.1409088",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a novel representation for random-access
                 rendering of antialiased vector graphics on the GPU,
                 along with efficient encoding and rendering algorithms.
                 The representation supports a broad class of vector
                 primitives, including multiple layers of
                 semitransparent filled and stroked shapes, with
                 quadratic outlines and color gradients. Our approach is
                 to create a coarse lattice in which each cell contains
                 a variable-length encoding of the graphics primitives
                 it overlaps. These cell-specialized encodings are
                 interpreted at runtime within a pixel shader.
                 Advantages include localized memory access and the
                 ability to map vector graphics onto arbitrary surfaces,
                 or under arbitrary deformations. Most importantly, we
                 perform both prefiltering and supersampling within a
                 single pixel shader invocation, achieving
                 inter-primitive antialiasing at no added memory
                 bandwidth cost. We present an efficient encoding
                 algorithm, and demonstrate high-quality real-time
                 rendering of complex, real-world examples.",
  acknowledgement = ack-nhfb,
  articleno =    "135",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tai:2008:TAR,
  author =       "Yu-Wing Tai and Michael S. Brown and Chi-Keung Tang
                 and Heung-Yeung Shum",
  title =        "Texture amendment: reducing texture distortion in
                 constrained parameterization",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "136:1--136:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409060.1409089",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Constrained parameterization is an effective way to
                 establish texture coordinates between a 3D surface and
                 an existing image or photograph. A known drawback to
                 constrained parameterization is visual distortion that
                 arises when the 3D geometry is mismatched to highly
                 textured image regions. This paper introduces an
                 approach to reduce visual distortion by expanding image
                 regions via texture synthesis to better fit the 3D
                 geometry. The result is a new {\em amended texture\/}
                 that maintains the essence of the input texture image
                 but exhibits significantly less distortion when mapped
                 onto the 3D model.",
  acknowledgement = ack-nhfb,
  articleno =    "136",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "image enhancement; texture synthesis; texture-mapping;
                 user-assistance",
}

@Article{Garcia:2008:IIG,
  author =       "Ismael Garc{\'\i}a and Gustavo Patow",
  title =        "{IGT}: inverse geometric textures",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "137:1--137:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409060.1409090",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Preserving details from a high resolution reference
                 model onto lower resolution models is a complex, and
                 sometimes daunting, task as manual intervention is
                 required to correct texture misplacements. Inverse
                 Geometric Textures (IGT) is a
                 parameterization-independent texturing technique that
                 allows preservation of texture details from a high
                 resolution reference model onto lower resolutions,
                 generated with any given simplification method. IGT
                 uses a parameterization defined on the reference model
                 to generate an inversely parameterized texture that
                 stores, for each texel, a list with information about
                 all the triangles mapped onto it. In this way, for any
                 valid texture coordinate, IGT can identify the point
                 and the triangle of the detailed model that was
                 projected, allowing details from the reference model to
                 be applied onto the fragment from the low-resolution
                 model. IGT is encoded in compact data structures and
                 can be evaluated quickly. Furthermore, the high
                 resolution model can have its own independent {\em
                 artist-provided}, unmodified parameterization, so that
                 no additional effort is required to directly use
                 artist-designed content.",
  acknowledgement = ack-nhfb,
  articleno =    "137",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "appearance preserving simplification; computer games;
                 detail-recovery; LoD; parameterizations; texturing",
}

@Article{Filip:2008:PVM,
  author =       "Ji{\v{r}}{\'\i} Filip and Michael J. Chantler and
                 Patrick R. Green and Michal Haindl",
  title =        "A psychophysically validated metric for bidirectional
                 texture data reduction",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "138:1--138:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409060.1409091",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Bidirectional Texture Functions (BTF) are commonly
                 thought to provide the most realistic perceptual
                 experience of materials from rendered images. The key
                 to providing efficient compression of BTFs is the
                 decision as to how much of the data should be
                 preserved. We use psychophysical experiments to show
                 that this decision depends critically upon the material
                 concerned. Furthermore, we develop a BTF derived metric
                 that enables us to automatically set a material's
                 compression parameters in such a way as to provide
                 users with a predefined perceptual quality. We
                 investigate the correlation of three different BTF
                 metrics with psychophysically derived data. Eight
                 materials were presented to eleven naive observers who
                 were asked to judge the perceived quality of BTF
                 renderings as the amount of preserved data was varied.
                 The metric showing the highest correlation with the
                 thresholds set by the observers was the mean variance
                 of individual BTF images. This metric was then used to
                 automatically determine the material-specific
                 compression parameters used in a vector quantisation
                 scheme. The results were successfully validated in an
                 experiment with six additional materials and eighteen
                 observers. We show that using the psychophysically
                 reduced BTF data significantly improves performance of
                 a PCA-based compression method. On average, we were
                 able to increase the compression ratios, and decrease
                 processing times, by a factor of four without any
                 differences being perceived.",
  acknowledgement = ack-nhfb,
  articleno =    "138",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "BTF; perceptual metric; phychophysical experiment;
                 surface texture; texture compression; texture
                 perception",
}

@Article{Ghosh:2008:PMA,
  author =       "Abhijeet Ghosh and Tim Hawkins and Pieter Peers and
                 Sune Frederiksen and Paul Debevec",
  title =        "Practical modeling and acquisition of layered facial
                 reflectance",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "139:1--139:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409092",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a practical method for modeling layered
                 facial reflectance consisting of specular reflectance,
                 single scattering, and shallow and deep subsurface
                 scattering. We estimate parameters of appropriate
                 reflectance models for each of these layers from just
                 20 photographs recorded in a few seconds from a single
                 viewpoint. We extract spatially-varying specular
                 reflectance and single-scattering parameters from
                 polarization-difference images under spherical and
                 point source illumination. Next, we employ
                 direct-indirect separation to decompose the remaining
                 multiple scattering observed under cross-polarization
                 into shallow and deep scattering components to model
                 the light transport through multiple layers of skin.
                 Finally, we match appropriate diffusion models to the
                 extracted shallow and deep scattering components for
                 different regions on the face. We validate our
                 technique by comparing renderings of subjects to
                 reference photographs recorded from novel viewpoints
                 and under novel illumination conditions.",
  acknowledgement = ack-nhfb,
  articleno =    "139",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Donner:2008:LHR,
  author =       "Craig Donner and Tim Weyrich and Eugene d'Eon and Ravi
                 Ramamoorthi and Szymon Rusinkiewicz",
  title =        "A layered, heterogeneous reflectance model for
                 acquiring and rendering human skin",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "140:1--140:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409060.1409093",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a layered, heterogeneous spectral
                 reflectance model for human skin. The model captures
                 the inter-scattering of light among layers, each of
                 which may have an independent set of spatially-varying
                 absorption and scattering parameters. For greater
                 physical accuracy and control, we introduce an
                 infinitesimally thin absorbing layer between scattering
                 layers. To obtain parameters for our model, we use a
                 novel acquisition method that begins with
                 multi-spectral photographs. By using an inverse
                 rendering technique, along with known chromophore
                 spectra, we optimize for the best set of parameters for
                 each pixel of a patch. Our method finds close matches
                 to a wide variety of inputs with low residual
                 error.\par

                 We apply our model to faithfully reproduce the complex
                 variations in skin pigmentation. This is in contrast to
                 most previous work, which assumes that skin is
                 homogeneous or composed of homogeneous layers. We
                 demonstrate the accuracy and flexibility of our model
                 by creating complex skin visual effects such as veins,
                 tattoos, rashes, and freckles, which would be difficult
                 to author using only albedo textures at the skin's
                 outer surface. Also, by varying the parameters to our
                 model, we simulate effects from external forces, such
                 as visible changes in blood flow within the skin due to
                 external pressure.",
  acknowledgement = ack-nhfb,
  articleno =    "140",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "BSSRDF; layered materials; light transport; reflection
                 models; skin reflectance; subsurface scattering",
}

@Article{Boubekeur:2008:PT,
  author =       "Tamy Boubekeur and Marc Alexa",
  title =        "{Phong Tessellation}",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "141:1--141:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409060.1409094",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Modern 3D engines used in real-time applications
                 provide shading that hides the lack of higher order
                 continuity inside the shapes using modulated normals,
                 textures, and tone-mapping -- artifacts remain only on
                 interior contours and silhouettes if the surface
                 geometry is not smooth. The basic idea in this paper is
                 to apply a purely local refinement strategy that
                 inflates the geometry enough to avoid these artifacts.
                 Our technique is a geometric version of Phong normal
                 interpolation, not applied on normals but on the vertex
                 positions. We call this strategy Phong Tessellation.",
  acknowledgement = ack-nhfb,
  articleno =    "141",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "mesh refinement; real-time tessellation; visual
                 continuity",
}

@Article{Alexa:2008:SS,
  author =       "Marc Alexa and Tamy Boubekeur",
  title =        "Subdivision shading",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "142:1--142:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409060.1409095",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The idea of Phong Shading is applied to subdivision
                 surfaces: normals are associated with vertices and the
                 same construction is used for both locations and
                 normals. This creates vertex positions {\em and\/}
                 normals. The vertex normals are smoother than the
                 normals of the subdivision surface and using vertex
                 normals for shading attenuates the well known visual
                 artifacts of many subdivision schemes. We demonstrate
                 how to apply subdivision to normals and how blend and
                 combine different normals for achieving a variety of
                 effects.",
  acknowledgement = ack-nhfb,
  articleno =    "142",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "irregular vertices; shading; subdivision; visual
                 quality",
}

@Article{Patney:2008:RTR,
  author =       "Anjul Patney and John D. Owens",
  title =        "Real-time {Reyes}-style adaptive surface subdivision",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "143:1--143:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409096",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a GPU based implementation of Reyes-style
                 adaptive surface subdivision, known in Reyes
                 terminology as the Bound/Split and Dice stages. The
                 performance of this task is important for the Reyes
                 pipeline to map efficiently to graphics hardware, but
                 its recursive nature and irregular and unbounded memory
                 requirements present a challenge to an efficient
                 implementation. Our solution begins by characterizing
                 Reyes subdivision as a work queue with irregular
                 computation, targeted to a massively parallel GPU. We
                 propose efficient solutions to these general problems
                 by casting our solution in terms of the fundamental
                 primitives of prefix-sum and reduction, often
                 encountered in parallel and GPGPU environments.\par

                 Our results indicate that real-time Reyes subdivision
                 can indeed be obtained on today's GPUs. We are able to
                 subdivide a complex model to subpixel accuracy within
                 15 ms. Our measured performance is several times better
                 than that of Pixar's RenderMan. Our implementation
                 scales well with the input size and depth of
                 subdivision. We also address concerns of memory size
                 and bandwidth, and analyze the feasibility of
                 conventional ideas on screen-space buckets.",
  acknowledgement = ack-nhfb,
  articleno =    "143",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "adaptive surface subdivision; GPGPU; graphics
                 hardware; Reyes",
}

@Article{Sander:2008:ETM,
  author =       "Pedro V. Sander and Diego Nehab and Eden Chlamtac and
                 Hugues Hoppe",
  title =        "Efficient traversal of mesh edges using adjacency
                 primitives",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "144:1--144:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409060.1409097",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Processing of mesh edges lies at the core of many
                 advanced realtime rendering techniques, ranging from
                 shadow and silhouette computations, to motion blur and
                 fur rendering. We present a scheme for efficient
                 traversal of mesh edges that builds on the adjacency
                 primitives and programmable geometry shaders introduced
                 in recent graphics hardware. Our scheme aims to
                 minimize the number of primitives while maximizing SIMD
                 parallelism. These objectives reduce to a set of
                 discrete optimization problems on the dual graph of the
                 mesh, and we develop practical solutions to these graph
                 problems. In addition, we extend two existing vertex
                 cache optimization algorithms to produce
                 cache-efficient traversal orderings for adjacency
                 primitives. We demonstrate significant runtime speedups
                 for several practical real-time rendering algorithms.",
  acknowledgement = ack-nhfb,
  articleno =    "144",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "programmable geometry shader; real-time rendering;
                 shadow volumes; silhouettes; vertex locality",
}

@Article{Golovinskiy:2008:RCM,
  author =       "Aleksey Golovinskiy and Thomas Funkhouser",
  title =        "Randomized cuts for {$3$D} mesh analysis",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "145:1--145:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409060.1409098",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The goal of this paper is to investigate a new shape
                 analysis method based on randomized cuts of 3D surface
                 meshes. The general strategy is to generate a random
                 set of mesh segmentations and then to measure how often
                 each edge of the mesh lies on a segmentation boundary
                 in the randomized set. The resulting `partition
                 function' defined on edges provides a continuous
                 measure of where natural part boundaries occur in a
                 mesh, and the set of `most consistent cuts' provides a
                 stable list of global shape features. The paper
                 describes methods for generating random distributions
                 of mesh segmentations, studies sensitivity of the
                 resulting partition functions to noise, tessellation,
                 pose, and intra-class shape variations, and
                 investigates applications in mesh visualization,
                 segmentation, deformation, and registration.",
  acknowledgement = ack-nhfb,
  articleno =    "145",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "mesh segmentation; shape analysis",
}

@Article{Lin:2008:DIS,
  author =       "Shujin Lin and Fang You and Xiaonan Luo and Zheng Li",
  title =        "Deducing interpolating subdivision schemes from
                 approximating subdivision schemes",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "146:1--146:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409060.1409099",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper we describe a method for directly
                 deducing new interpolating subdivision masks for meshes
                 from corresponding approximating subdivision masks. The
                 purpose is to avoid complex computation for producing
                 interpolating subdivision masks on extraordinary
                 vertices. The method can be applied to produce new
                 interpolating subdivision schemes, solve some
                 limitations in existing interpolating subdivision
                 schemes and satisfy some application needs. As cases,
                 in this paper a new interpolating subdivision scheme
                 for polygonal meshes is produced by deducing from the
                 Catmull--Clark subdivision scheme. It can directly
                 operate on polygonal meshes, which solves the
                 limitation of Kobbelt's interpolating subdivision
                 scheme. A new $ \sqrt 3 $ interpolating subdivision
                 scheme for triangle meshes and a new $ \sqrt 2 $
                 interpolating subdivision scheme for quadrilateral
                 meshes are also presented in the paper by deducing from
                 $ \sqrt 3 $ subdivision schemes and 4-8 subdivision
                 schemes respectively. They both produce $ C^1 $
                 continuous limit surfaces and avoid the blemish in the
                 existing interpolating $ \sqrt 3 $ and $ \sqrt 2 $
                 subdivision masks where the weight coefficients on
                 extraordinary vertices can not be described by
                 formulation explicitly. In addition, by adding a
                 parameter to control the transition from approximation
                 to interpolation, they can produce surfaces intervening
                 between approximating and interpolating which can be
                 used to solve the `popping effect' problem when
                 switching between meshes at different levels of
                 resolution. They can also force surfaces to interpolate
                 chosen vertices.",
  acknowledgement = ack-nhfb,
  articleno =    "146",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "approximating subdivision; interpolating subdivision",
}

@Article{Huang:2008:SQO,
  author =       "Jin Huang and Muyang Zhang and Jin Ma and Xinguo Liu
                 and Leif Kobbelt and Hujun Bao",
  title =        "Spectral quadrangulation with orientation and
                 alignment control",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "147:1--147:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409100",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a new quadrangulation algorithm,
                 extending the spectral surface quadrangulation approach
                 where the coarse quadrangular structure is derived from
                 the Morse--Smale complex of an eigenfunction of the
                 Laplacian operator on the input mesh. In contrast to
                 the original scheme, we provide flexible explicit
                 controls of the shape, size, orientation and feature
                 alignment of the quadrangular faces. We achieve this by
                 proper selection of the optimal eigenvalue (shape), by
                 adaption of the area term in the Laplacian operator
                 (size), and by adding special constraints to the
                 Laplace eigenproblem (orientation and alignment). By
                 solving a generalized eigen-problem we can generate a
                 scalar field on the mesh whose Morse--Smale complex is
                 of high quality and satisfies all the user
                 requirements. The final quadrilateral mesh is generated
                 from the Morse--Smale complex by computing a globally
                 smooth parametrization. Here we additionally introduce
                 edge constraints to preserve user specified feature
                 lines accurately.",
  acknowledgement = ack-nhfb,
  articleno =    "147",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "constrained optimization; Laplacian eigenfunctions;
                 quadrangular remeshing",
}

@Article{Daniels:2008:QMS,
  author =       "Joel Daniels and Cl{\'a}udio T. Silva and Jason
                 Shepherd and Elaine Cohen",
  title =        "Quadrilateral mesh simplification",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "148:1--148:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409101",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a simplification algorithm for meshes
                 composed of quadrilateral elements. It is reminiscent
                 of edge-collapse based methods for triangle meshes, but
                 takes a novel approach to the challenging problem of
                 maintaining the quadrilateral connectivity during
                 level-of-detail creation. The method consists of a set
                 of unit operations applied to the dual of the mesh,
                 each designed to improve mesh structure and maintain
                 topological genus. Geometric shape is maintained by an
                 extension of a quadric error metric to quad meshes. The
                 technique is straightforward to implement and efficient
                 enough to be applied to real-world models. Our
                 technique can handle models with sharp features, and
                 can be used to re-mesh general polygonal, i.e. tri- and
                 quad-dominant, meshes into quadonly meshes.",
  acknowledgement = ack-nhfb,
  articleno =    "148",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aliaga:2008:VRS,
  author =       "Daniel G. Aliaga and Alvin J. Law and Yu Hong Yeung",
  title =        "A virtual restoration stage for real-world objects",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "149:1--149:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409102",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we introduce a system to virtually
                 restore damaged or historically significant objects
                 without needing to physically change the object in any
                 way. Our work addresses both creating a restored
                 synthetic version of the object as viewed from a camera
                 and projecting the necessary light, using digital
                 projectors, to give the illusion of the object being
                 restored. The restoration algorithm uses an energy
                 minimization method to enforce a set of criteria over
                 the surface of the object and provides an interactive
                 tool to the user which can compute a restoration in a
                 few minutes. The visual compensation method develops a
                 formulation that is particularly concerned with
                 obtaining bright compensations under a specified
                 maximum amount of light. The bound on the amount of
                 light is of crucial importance when viewing and
                 restoring old and potentially fragile objects. Finally,
                 we demonstrate our system by restoring several
                 deteriorated and old objects enabling the observer to
                 view the original or restored object at will.",
  acknowledgement = ack-nhfb,
  articleno =    "149",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "digitization; energy minimization; image completion;
                 light transport; radiometric calibration; restoration",
}

@Article{Bimber:2008:SDR,
  author =       "Oliver Bimber and Daisuke Iwai",
  title =        "Superimposing dynamic range",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "150:1--150:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409103",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a simple and cost-efficient way of
                 extending contrast, perceived tonal resolution, and
                 color space of reflective media, such as paper prints,
                 hardcopy photographs, or electronic paper displays. A
                 calibrated projector-camera system is applied for
                 automatic registration, radiometric scanning and
                 superimposition. A second modulation of the projected
                 light on the surface of such media results in a high
                 dynamic range visualization. This holds application
                 potential for a variety of domains, such as radiology,
                 astronomy, optical microscopy, conservation and
                 restoration of historic art, modern art and
                 entertainment installations.",
  acknowledgement = ack-nhfb,
  articleno =    "150",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "hardcopy image; HDR display; HDR splitting; inverse
                 tone-mapping; luminance quantization; projector-camera
                 system",
}

@Article{Grundhofer:2008:VDV,
  author =       "Anselm Grundh{\"o}fer and Oliver Bimber",
  title =        "{VirtualStudio2Go}: digital video composition for real
                 environments",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "151:1--151:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409104",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We synchronize film cameras and LED lighting with
                 off-the-shelf video projectors. Radiometric
                 compensation allows displaying keying patterns and
                 other spatial codes on arbitrary real world surfaces. A
                 fast temporal multiplexing of coded projection and
                 flash illumination enables professional keying,
                 environment matting, displaying moderator information,
                 scene reconstruction, and camera tracking for
                 non-studio film sets without being limited to the
                 constraints of a virtual studio. This makes digital
                 video composition more flexible, since static studio
                 equipment, such as blue screens, teleprompters, or
                 tracking devices, is not required. Authentic film
                 locations can be supported with our portable system
                 without causing a lot of installation effort.",
  acknowledgement = ack-nhfb,
  articleno =    "151",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "digital video composition; projector-camera systems;
                 radiometric compensation",
}

@Article{Liu:2008:IC,
  author =       "Xiaopei Liu and Liang Wan and Yingge Qu and Tien-Tsin
                 Wong and Stephen Lin and Chi-Sing Leung and Pheng-Ann
                 Heng",
  title =        "Intrinsic colorization",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "152:1--152:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409105",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we present an example-based
                 colorization technique robust to illumination
                 differences between grayscale target and color
                 reference images. To achieve this goal, our method
                 performs color transfer in an illumination-independent
                 domain that is relatively free of shadows and
                 highlights. It first recovers an
                 illumination-independent {\em intrinsic reflectance
                 image\/} of the target scene from multiple color
                 references obtained by web search. The reference images
                 from the web search may be taken from different vantage
                 points, under different illumination conditions, and
                 with different cameras. Grayscale versions of these
                 reference images are then used in decomposing the
                 grayscale target image into its intrinsic reflectance
                 and illumination components. We transfer color from the
                 color reflectance image to the grayscale reflectance
                 image, and obtain the final result by relighting with
                 the illumination component of the target image. We
                 demonstrate via several examples that our method
                 generates results with excellent color consistency.",
  acknowledgement = ack-nhfb,
  articleno =    "152",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "colorization; intrinsic images",
}

@Article{Shan:2008:FIV,
  author =       "Qi Shan and Zhaorong Li and Jiaya Jia and Chi-Keung
                 Tang",
  title =        "Fast image\slash video upsampling",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "153:1--153:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409106",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a simple but effective upsampling method
                 for automatically enhancing the image/video resolution,
                 while preserving the essential structural information.
                 The main advantage of our method lies in a
                 feedback-control framework which faithfully recovers
                 the high-resolution image information from the input
                 data, {\em without\/} imposing additional local
                 structure constraints learned from other examples. This
                 makes our method independent of the quality and number
                 of the selected examples, which are issues typical of
                 learning-based algorithms, while producing high-quality
                 results without observable unsightly artifacts. Another
                 advantage is that our method naturally extends to video
                 upsampling, where the temporal coherence is maintained
                 automatically. Finally, our method runs very fast. We
                 demonstrate the effectiveness of our algorithm by
                 experimenting with different image/video data.",
  acknowledgement = ack-nhfb,
  articleno =    "153",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "image deconvolution; image/video enhancement;
                 image/video upsampling",
}

@Article{Burns:2008:ACC,
  author =       "Michael Burns and Adam Finkelstein",
  title =        "Adaptive cutaways for comprehensible rendering of
                 polygonal scenes",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "154:1--154:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409107",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In 3D renderings of complex scenes, objects of
                 interest may be occluded by those of secondary
                 importance. Cutaway renderings address this problem by
                 omitting portions of secondary objects so as to expose
                 the objects of interest. This paper introduces a method
                 for generating cutaway renderings of polygonal scenes
                 at interactive frame rates, using illustrative and
                 non-photorealistic rendering cues to expose objects of
                 interest in the context of surrounding objects. We
                 describe a method for creating a view-dependent cutaway
                 shape along with modifications to the polygonal
                 rendering pipeline to create cutaway renderings.
                 Applications for this technique include architectural
                 modeling, path planning, and computer games.",
  acknowledgement = ack-nhfb,
  articleno =    "154",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "cutaway diagram; distance transform; NPR; visibility",
}

@Article{Qu:2008:RPM,
  author =       "Yingge Qu and Wai-Man Pang and Tien-Tsin Wong and
                 Pheng-Ann Heng",
  title =        "Richness-preserving manga screening",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "155:1--155:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409108",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Due to the tediousness and labor intensive cost, some
                 manga artists have already employed computer-assisted
                 methods for converting color photographs to manga
                 backgrounds. However, existing bitonal image generation
                 methods usually produce unsatisfactory uniform
                 screening results that are not consistent with
                 traditional mangas, in which the artist employs a rich
                 set of screens. In this paper, we propose a novel
                 method for generating bitonal manga backgrounds from
                 color photographs. Our goal is to preserve the visual
                 richness in the original photograph by utilizing not
                 only screen density, but also the variety of screen
                 patterns. To achieve the goal, we select screens for
                 different regions in order to preserve the tone
                 similarity, texture similarity, and chromaticity
                 distinguishability. The multi-dimensional scaling
                 technique is employed in such a color-to-pattern
                 matching for maintaining pattern dissimilarity of the
                 screens. Users can control the mapping by a few
                 parameters and interactively fine-tune the result.
                 Several results are presented to demonstrate the
                 effectiveness and convenience of the proposed method.",
  acknowledgement = ack-nhfb,
  articleno =    "155",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "manga; multidimensional scaling; non-photorealistic
                 rendering; screening",
}

@Article{Kim:2008:LAI,
  author =       "Yongjin Kim and Jingyi Yu and Xuan Yu and Seungyong
                 Lee",
  title =        "Line-art illustration of dynamic and specular
                 surfaces",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "156:1--156:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409109",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Line-art illustrations are effective tools for
                 conveying shapes and shading of complex objects. We
                 present a set of new algorithms to render line-art
                 illustrations of dynamic and specular (reflective and
                 refractive) surfaces. We first introduce a real-time
                 principal direction estimation algorithm to determine
                 the line stroke directions on dynamic opaque objects
                 using neighboring normal ray triplets. To render
                 reflections or refractions in a line-art style, we
                 develop a stroke direction propagation algorithm by
                 using multi-perspective projections to propagate the
                 stroke directions from the nearby opaque objects onto
                 specular surfaces. Finally, we present an image-space
                 stroke mapping method to draw line strokes using the
                 computed or propagated stroke directions. We implement
                 these algorithms using a GPU and demonstrate real-time
                 illustrations of scenes with dynamic and specular 3D
                 models in line-art styles.",
  acknowledgement = ack-nhfb,
  articleno =    "156",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "dynamic surfaces; hatching; line-art illustration;
                 principal direction; real-time rendering; reflection
                 and refraction",
}

@Article{Kolomenkin:2008:DCS,
  author =       "Michael Kolomenkin and Ilan Shimshoni and Ayellet
                 Tal",
  title =        "Demarcating curves for shape illustration",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "157:1--157:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409110",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Curves on objects can convey the inherent features of
                 the shape. This paper defines a new class of
                 view-independent curves, denoted {\em demarcating
                 curves}. In a nutshell, demarcating curves are the loci
                 of the `strongest' inflections on the surface. Due to
                 their appealing capabilities to extract and emphasize
                 3D textures, they are applied to artifact illustration
                 in archaeology, where they can serve as a worthy
                 alternative to the expensive, time-consuming, and
                 biased manual depiction currently used.",
  acknowledgement = ack-nhfb,
  articleno =    "157",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Merrell:2008:CMS,
  author =       "Paul Merrell and Dinesh Manocha",
  title =        "Continuous model synthesis",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "158:1--158:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409111",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel method for procedurally modeling
                 large complex shapes. Our approach is general-purpose
                 and takes as input any 3D polyhedral model provided by
                 a user. The algorithm exploits the connectivity between
                 the adjacent boundary features of the input model and
                 computes an output model that has similar connected
                 features and resembles the input. No additional user
                 input is needed to guide the model generation and the
                 algorithm proceeds automatically. In practice, our
                 algorithm is simple to implement and can generate a
                 variety of complex shapes representing buildings,
                 landscapes, and 3D fractal shapes in a few minutes.",
  acknowledgement = ack-nhfb,
  articleno =    "158",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "model synthesis; procedural modeling",
}

@Article{Sinha:2008:IAM,
  author =       "Sudipta N. Sinha and Drew Steedly and Richard Szeliski
                 and Maneesh Agrawala and Marc Pollefeys",
  title =        "Interactive {$3$D} architectural modeling from
                 unordered photo collections",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "159:1--159:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409112",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an interactive system for generating
                 photorealistic, textured, piecewise-planar 3D models of
                 architectural structures and urban scenes from
                 unordered sets of photographs. To reconstruct 3D
                 geometry in our system, the user draws outlines
                 overlaid on 2D photographs. The 3D structure is then
                 automatically computed by combining the 2D interaction
                 with the multi-view geometric information recovered by
                 performing structure from motion analysis on the input
                 photographs. We utilize vanishing point constraints at
                 multiple stages during the reconstruction, which is
                 particularly useful for architectural scenes where
                 parallel lines are abundant. Our approach enables us to
                 accurately model polygonal faces from 2D interactions
                 in a single image. Our system also supports useful
                 operations such as edge snapping and
                 extrusions.\par

                 Seamless texture maps are automatically generated by
                 combining multiple input photographs using graph cut
                 optimization and Poisson blending. The user can add
                 brush strokes as hints during the texture generation
                 stage to remove artifacts caused by unmodeled geometric
                 structures. We build models for a variety of
                 architectural scenes from collections of up to about a
                 hundred photographs.",
  acknowledgement = ack-nhfb,
  articleno =    "159",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aliaga:2008:IEB,
  author =       "Daniel G. Aliaga and Carlos A. Vanegas and
                 Bed{\v{r}}ich Bene{\v{s}}",
  title =        "Interactive example-based urban layout synthesis",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "160:1--160:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409113",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an interactive system for synthesizing
                 urban layouts by example. Our method simultaneously
                 performs both a structure-based synthesis and an
                 image-based synthesis to generate a complete urban
                 layout with a plausible street network and with
                 aerial-view imagery. Our approach uses the structure
                 and image data of real-world urban areas and a
                 synthesis algorithm to provide several high-level
                 operations to easily and interactively generate complex
                 layouts by example. The user can create new urban
                 layouts by a sequence of operations such as join,
                 expand, and blend without being concerned about
                 low-level structural details. Further, the ability to
                 blend example urban layout fragments provides a
                 powerful way to generate new synthetic content. We
                 demonstrate our system by creating urban layouts using
                 example fragments from several real-world cities, each
                 ranging from hundreds to thousands of city blocks and
                 parcels.",
  acknowledgement = ack-nhfb,
  articleno =    "160",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "content-aware image editing; example-based; procedural
                 modeling; texture and image synthesis",
}

@Article{Xiao:2008:IBF,
  author =       "Jianxiong Xiao and Tian Fang and Ping Tan and Peng
                 Zhao and Eyal Ofek and Long Quan",
  title =        "Image-based fa{\c{c}}ade modeling",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "161:1--161:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409114",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose in this paper a semi-automatic image-based
                 approach to fa{\c{c}}ade modeling that uses images
                 captured along streets and relies on structure from
                 motion to recover camera positions and point clouds
                 automatically as the initial stage for modeling. We
                 start by considering a building fa{\c{c}}ade as a flat
                 rectangular plane or a developable surface with an
                 associated texture image composited from the multiple
                 visible images. A fa{\c{c}}ade is then decomposed and
                 structured into a Directed Acyclic Graph of rectilinear
                 elementary patches. The decomposition is carried out
                 top-down by a recursive subdivision, and followed by a
                 bottom-up merging with the detection of the
                 architectural bilateral symmetry and repetitive
                 patterns. Each subdivided patch of the flat
                 fa{\c{c}}ade is augmented with a depth optimized using
                 the 3D points cloud. Our system also allows for an easy
                 user feedback in the 2D image space for the proposed
                 decomposition and augmentation. Finally, our approach
                 is demonstrated on a large number of fa{\c{c}}ades from
                 a variety of street-side images.",
  acknowledgement = ack-nhfb,
  articleno =    "161",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "ade modeling; building modeling; city modeling;
                 fa{\c{c}} image-based modeling; photography",
}

@Article{Thomaszewski:2008:MM,
  author =       "Bernhard Thomaszewski and Andreas Gumann and Simon
                 Pabst and Wolfgang Stra{\ss}er",
  title =        "Magnets in motion",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "162:1--162:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409060.1409115",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce magnetic interaction for rigid body
                 simulation. Our approach is based on an equivalent
                 dipole method and as such it is discrete from the
                 ground up. Our approach is symmetric as we base both
                 field and force computations on dipole interactions.
                 Enriching rigid body simulation with magnetism allows
                 for many new and interesting possibilities in computer
                 animation and special effects. Our method also allows
                 the accurate computation of magnetic fields for
                 arbitrarily shaped objects, which is especially
                 interesting for pedagogy as it allows the user to
                 visually discover properties of magnetism which would
                 otherwise be difficult to grasp. We demonstrate our
                 method on a variety of problems and our results reflect
                 intuitive as well as surprising effects. Our method is
                 fast and can be coupled with any rigid body solver to
                 simulate dozens of magnetic objects at interactive
                 rates.",
  acknowledgement = ack-nhfb,
  articleno =    "162",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "magnetic fields and forces; rigid body dynamics",
}

@Article{Barbic:2008:RTC,
  author =       "Jernej Barbi{\v{c}} and Jovan Popovi{\'c}",
  title =        "Real-time control of physically based simulations
                 using gentle forces",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "163:1--163:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409060.1409116",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recent advances have brought real-time physically
                 based simulation within reach, but simulations are
                 still difficult to control in real time. We present
                 interactive simulations of passive systems such as
                 deformable solids or fluids that are not only fast, but
                 also directable: they follow given input trajectories
                 while simultaneously reacting to user input and other
                 unexpected disturbances. We achieve such directability
                 using a real-time controller that runs in tandem with a
                 real-time physically based simulation. To avoid stiff
                 and over-controlled systems where the natural dynamics
                 are overpowered, the injection of control forces has to
                 be minimized. This search for gentle forces can be made
                 tractable in real-time by linearizing the system
                 dynamics around the input trajectory, and then using a
                 time-varying linear quadratic regulator to build the
                 controller. We show examples of controlled complex
                 deformable solids and fluids, demonstrating that our
                 approach generates a requested fixed outcome for
                 reasonable user inputs, while simultaneously providing
                 runtime motion variety.",
  acknowledgement = ack-nhfb,
  articleno =    "163",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "control; deformations; fluids; model reduction;
                 real-time simulation",
}

@Article{Kaufman:2008:SPF,
  author =       "Danny M. Kaufman and Shinjiro Sueda and Doug L. James
                 and Dinesh K. Pai",
  title =        "Staggered projections for frictional contact in
                 multibody systems",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "164:1--164:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409060.1409117",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new discrete velocity-level formulation
                 of frictional contact dynamics that reduces to a pair
                 of coupled projections and introduce a simple
                 fixed-point property of this coupled system. This
                 allows us to construct a novel algorithm for accurate
                 frictional contact resolution based on a simple
                 staggered sequence of projections. The algorithm
                 accelerates performance using warm starts to leverage
                 the potentially high temporal coherence between contact
                 states and provides users with direct control over
                 frictional accuracy. Applying this algorithm to rigid
                 and deformable systems, we obtain robust and accurate
                 simulations of frictional contact behavior not
                 previously possible, at rates suitable for interactive
                 haptic simulations, as well as large-scale animations.
                 By construction, the proposed algorithm guarantees
                 exact, velocity-level contact constraint enforcement
                 and obtains long-term stable and robust integration.
                 Examples are given to illustrate the performance,
                 plausibility and accuracy of the obtained solutions.",
  acknowledgement = ack-nhfb,
  articleno =    "164",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "contact; deformation; friction; multibody dynamics",
}

@Article{An:2008:OCE,
  author =       "Steven S. An and Theodore Kim and Doug L. James",
  title =        "Optimizing cubature for efficient integration of
                 subspace deformations",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "165:1--165:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1409060.1409118",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose an efficient scheme for evaluating
                 nonlinear subspace forces (and Jacobians) associated
                 with subspace deformations. The core problem we address
                 is efficient integration of the subspace force density
                 over the 3D spatial domain. Similar to Gaussian
                 quadrature schemes that efficiently integrate functions
                 that lie in particular polynomial subspaces, we propose
                 cubature schemes (multi-dimensional quadrature)
                 optimized for efficient integration of force densities
                 associated with particular subspace deformations,
                 particular materials, and particular geometric domains.
                 We support generic subspace deformation kinematics, and
                 nonlinear hyperelastic materials. For an {\em r\/}
                 -dimensional deformation subspace with {\em O\/} ({\em
                 r\/}) cubature points, our method is able to evaluate
                 sub-space forces at {\em O\/} ({\em r\/}$^2$) cost. We
                 also describe composite cubature rules for runtime
                 error estimation. Results are provided for various
                 subspace deformation models, several hyperelastic
                 materials (St. Venant-Kirchhoff, Mooney-Rivlin,
                 Arruda-Boyce), and multi-modal (graphics, haptics,
                 sound) applications. We show dramatically better
                 efficiency than traditional Monte Carlo integration.",
  acknowledgement = ack-nhfb,
  articleno =    "165",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "dimensional model reduction; dynamic deformations;
                 nonlinear solid mechanics; quadrature; real-time
                 simulation; reduced-order modeling; subspace dynamics;
                 subspace integration",
}

@Article{Narain:2008:FAT,
  author =       "Rahul Narain and Jason Sewall and Mark Carlson and
                 Ming C. Lin",
  title =        "Fast animation of turbulence using energy transport
                 and procedural synthesis",
  journal =      j-TOG,
  volume =       "27",
  number =       "5",
  pages =        "166:1--166:??",
  month =        dec,
  year =         "2008",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1457515.1409119",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 8 14:35:04 MST 2008",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel technique for the animation of
                 turbulent fluids by coupling a procedural turbulence
                 model with a numerical fluid solver to introduce
                 subgrid-scale flow detail. From the large-scale flow
                 simulated by the solver, we model the production and
                 behavior of turbulent energy using a physically
                 motivated energy model. This energy distribution is
                 used to synthesize an incompressible turbulent velocity
                 field, whose features show plausible temporal behavior
                 through a novel Lagrangian approach for advected noise.
                 The synthesized turbulent flow has a dynamical effect
                 on the large-scale flow, and produces visually
                 plausible detailed features on both gaseous and
                 free-surface liquid flows. Our method is an order of
                 magnitude faster than full numerical simulation of
                 equivalent resolution, and requires no manual
                 direction.",
  acknowledgement = ack-nhfb,
  articleno =    "166",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ikemoto:2009:GME,
  author =       "Leslie Ikemoto and Okan Arikan and David Forsyth",
  title =        "Generalizing motion edits with {Gaussian} processes",
  journal =      j-TOG,
  volume =       "28",
  number =       "1",
  pages =        "1:1--1:12",
  month =        jan,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1477926.1477927",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 13 18:22:49 MST 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "One way that artists create compelling character
                 animations is by manipulating details of a character's
                 motion. This process is expensive and repetitive. We
                 show that we can make such motion editing more
                 efficient by generalizing the edits an animator makes
                 on short sequences of motion to other sequences. Our
                 method predicts frames for the motion using Gaussian
                 process models of kinematics and dynamics. These
                 estimates are combined with probabilistic inference.
                 Our method can be used to propagate edits from examples
                 to an entire sequence for an existing character, and it
                 can also be used to map a motion from a control
                 character to a very different target character. The
                 technique shows good generalization. For example, we
                 show that an estimator, learned from a few seconds of
                 edited example animation using our methods, generalizes
                 well enough to edit minutes of character animation in a
                 high-quality fashion. Learning is interactive: An
                 animator who wants to improve the output can provide
                 small, correcting examples and the system will produce
                 improved estimates of motion. We make this interactive
                 learning process efficient and natural with a fast,
                 full-body IK system with novel features. Finally, we
                 present data from interviews with professional
                 character animators that indicate that generalizing and
                 propagating animator edits can save artists significant
                 time and work.",
  acknowledgement = ack-nhfb,
  articleno =    "1",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Artist-guided content creation; controllable motion
                 editing",
}

@Article{Degener:2009:VAA,
  author =       "Patrick Degener and Reinhard Klein",
  title =        "A variational approach for automatic generation of
                 panoramic maps",
  journal =      j-TOG,
  volume =       "28",
  number =       "1",
  pages =        "2:1--2:14",
  month =        jan,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1477926.1477928",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 13 18:22:49 MST 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Panoramic maps combine the advantages of both ordinary
                 geographic maps and terrestrial images. While
                 inheriting the familiar perspective of terrestrial
                 images, they provide a good overview and avoid
                 occlusion of important geographical features. The
                 designer achieves this by skillful choice and
                 integration of several views in a single image. As
                 important features on the surface must be carefully
                 rearranged to guarantee their visibility, the manual
                 design of panoramic maps requires many hours of tedious
                 and painstaking work.\par

                 In this article we take a variational approach to the
                 design of panoramic maps. Starting from conventional
                 elevation data and aerial images, our method fully
                 automatically computes panoramic maps from arbitrary
                 viewpoints. It rearranges geographic structures to
                 maximize the visibility of a specified set of features
                 while minimizing the deformation of the landscape's
                 shape.",
  acknowledgement = ack-nhfb,
  articleno =    "2",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "cartographic generalization; maximizing visibility;
                 nonphotorealistic rendering; Panoramic map",
}

@Article{Peers:2009:CLT,
  author =       "Pieter Peers and Dhruv K. Mahajan and Bruce Lamond and
                 Abhijeet Ghosh and Wojciech Matusik and Ravi
                 Ramamoorthi and Paul Debevec",
  title =        "Compressive light transport sensing",
  journal =      j-TOG,
  volume =       "28",
  number =       "1",
  pages =        "3:1--3:18",
  month =        jan,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1477926.1477929",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 13 18:22:49 MST 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this article we propose a new framework for
                 capturing light transport data of a real scene, based
                 on the recently developed theory of compressive
                 sensing. Compressive sensing offers a solid
                 mathematical framework to infer a sparse signal from a
                 limited number of nonadaptive measurements. Besides
                 introducing compressive sensing for fast acquisition of
                 light transport to computer graphics, we develop
                 several innovations that address specific challenges
                 for image-based relighting, and which may have broader
                 implications. We develop a novel hierarchical decoding
                 algorithm that improves reconstruction quality by
                 exploiting interpixel coherency relations.
                 Additionally, we design new nonadaptive illumination
                 patterns that minimize measurement noise and further
                 improve reconstruction quality. We illustrate our
                 framework by capturing detailed high-resolution
                 reflectance fields for image-based relighting.",
  acknowledgement = ack-nhfb,
  articleno =    "3",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "compressive sensing; Image-based relighting",
}

@Article{Sugerman:2009:GPM,
  author =       "Jeremy Sugerman and Kayvon Fatahalian and Solomon
                 Boulos and Kurt Akeley and Pat Hanrahan",
  title =        "{GRAMPS}: a programming model for graphics pipelines",
  journal =      j-TOG,
  volume =       "28",
  number =       "1",
  pages =        "4:1--4:11",
  month =        jan,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1477926.1477930",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 13 18:22:49 MST 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce GRAMPS, a programming model that
                 generalizes concepts from modern real-time graphics
                 pipelines by exposing a model of execution containing
                 both fixed-function and application-programmable
                 processing stages that exchange data via queues. GRAMPS
                 allows the number, type, and connectivity of these
                 processing stages to be defined by software, permitting
                 arbitrary processing pipelines or even processing
                 graphs. Applications achieve high performance using
                 GRAMPS by expressing advanced rendering algorithms as
                 custom pipelines, then using the pipeline as a
                 rendering engine. We describe the design of GRAMPS,
                 then evaluate it by implementing three pipelines, that
                 is, Direct3D, a ray tracer, and a hybridization of the
                 two, and running them on emulations of two different
                 GRAMPS implementations: a traditional GPU-like
                 architecture and a CPU-like multicore architecture. In
                 our tests, our GRAMPS schedulers run our pipelines with
                 500 to 1500KB of queue usage at their peaks.",
  acknowledgement = ack-nhfb,
  articleno =    "4",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "GPUs; Graphics pipelines; many-core architectures;
                 parallel programming; stream computing",
}

@Article{Bergner:2009:TCI,
  author =       "Steven Bergner and Mark S. Drew and Torsten
                 M{\"o}ller",
  title =        "A tool to create illuminant and reflectance spectra
                 for light-driven graphics and visualization",
  journal =      j-TOG,
  volume =       "28",
  number =       "1",
  pages =        "5:1--5:11",
  month =        jan,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1477926.1477931",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 13 18:22:49 MST 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Full spectra allow the generation of a physically
                 correct rendering of a scene under different lighting
                 conditions. In this article we devise a tool to augment
                 a palette of given lights and material reflectances
                 with constructed spectra, yielding specified colors or
                 spectral properties such as metamerism or objective
                 color constancy. We utilize this to emphasize or hide
                 parts of a scene by matching or differentiating colors
                 under different illuminations. These color criteria are
                 expressed as a quadratic programming problem, which may
                 be solved with positivity constraints. Further, we
                 characterize full spectra of lights, surfaces, and
                 transmissive materials in an efficient linear subspace
                 model by forming eigenvectors of sets of spectra and
                 transform them to an intermediate space in which
                 spectral interactions reduce to simple component-wise
                 multiplications during rendering. The proposed method
                 enhances the user's freedom in designing
                 photo-realistic scenes and helps in creating expressive
                 visualizations. A key application of our technique is
                 to use specific spectral lighting to scale the visual
                 complexity of a scene by controlling visibility of
                 texture details in surface graphics or material details
                 in volume rendering.",
  acknowledgement = ack-nhfb,
  articleno =    "5",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "linear spectral color models; Spectral light and
                 reflectance design",
}

@Article{Choi:2009:FSM,
  author =       "Jaeil Choi and Andrzej Szymczak",
  title =        "Fitting solid meshes to animated surfaces using linear
                 elasticity",
  journal =      j-TOG,
  volume =       "28",
  number =       "1",
  pages =        "6:1--6:10",
  month =        jan,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1477926.1477932",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 13 18:22:49 MST 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Computing correspondence between time frames of a
                 time-dependent 3D surface is essential for the
                 understanding of its motion and deformation. In
                 particular, it can be a useful tool in compression,
                 editing, texturing, or analysis of the physical or
                 structural properties of deforming objects. However,
                 correspondence information is not trivial to obtain for
                 experimentally acquired 3D animations, such as
                 time-dependent visual hulls (typically represented as
                 either a binary occupancy grid or as a sequence of
                 meshes of varying connectivity).\par

                 In this article we present a new nonrigid fitting
                 method that can compute such correspondence information
                 for objects that do not undergo large volume or
                 topological changes, such as living creatures.
                 Experimental results show that it is robust enough to
                 handle visual hull data, allowing to convert it into a
                 constant connectivity mesh with vertices moving in
                 time. Our procedure first creates a rest-state mesh
                 from one of the input frames. This rest-state mesh is
                 then fitted to the consecutive frames. We do this by
                 iteratively displacing its vertices so that a
                 combination of surface distance and elastic potential
                 energy is minimized. A novel rotation compensation
                 method enables us to obtain high-quality results with
                 linear elasticity, even in presence of significant
                 bending.",
  acknowledgement = ack-nhfb,
  articleno =    "6",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "deformation; elasticity; finite element methods;
                 fitting; Time-dependent surfaces; tracking",
}

@Article{Fattal:2009:PMI,
  author =       "Raanan Fattal",
  title =        "Participating media illumination using light
                 propagation maps",
  journal =      j-TOG,
  volume =       "28",
  number =       "1",
  pages =        "7:1--7:11",
  month =        jan,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1477926.1477933",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 13 18:22:49 MST 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Light traveling through semi-transparent media such as
                 smoke and marble is absorbed and scattered. To achieve
                 proper realistic visualizations of such media,
                 illumination algorithms must account for these events.
                 In this article, we present a new method for solving
                 the {\em Radiative Transport Equation}, which models
                 such evolution of light. The new method falls into the
                 category of the {\em Discrete Ordinates Method\/} and
                 inherits its generality and computational lightness.
                 This method is known to suffer from two main
                 shortcomings, namely {\em false scattering\/} and the
                 {\em ray effect}, which we avoid in our new method. By
                 propagating the light using low-dimensional maps of
                 rays we detach their transport from the Eulerian grid
                 and use fine angular discretizations. Thus, the
                 scattering effect at each scattering generation is
                 eliminated and the ray effect is significantly reduced
                 at no additional memory requirements. Results
                 demonstrate the new method's efficiency, ability to
                 produce high-quality approximations, and its usefulness
                 for a wide range of computer graphics applications.",
  acknowledgement = ack-nhfb,
  articleno =    "7",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "discrete ordinates method; Global illumination; Monte
                 Carlo; participating media; radiosity",
}

@Article{Kikuuwe:2009:EBC,
  author =       "Ryo Kikuuwe and Hiroaki Tabuchi and Motoji Yamamoto",
  title =        "An edge-based computationally efficient formulation of
                 {Saint Venant--Kirchhoff} tetrahedral finite elements",
  journal =      j-TOG,
  volume =       "28",
  number =       "1",
  pages =        "8:1--8:13",
  month =        jan,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1477926.1477934",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 13 18:22:49 MST 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article describes a computationally efficient
                 formulation and an algorithm for tetrahedral
                 finite-element simulation of elastic objects subject to
                 Saint Venant-Kirchhoff (StVK) material law. The number
                 of floating point operations required by the algorithm
                 is in the range of 15\% to 27\% for computing the
                 vertex forces from a given set of vertex positions, and
                 27\% to 38\% for the tangent stiffness matrix, in
                 comparison to a well-optimized algorithm directly
                 derived from the conventional Total Lagrangian
                 formulation. In the new algorithm, the data is
                 associated with edges and tetrahedron-sharing
                 edge-pairs (TSEPs), as opposed to tetrahedra, to avoid
                 redundant computation. Another characteristic of the
                 presented formulation is that it reduces to that of a
                 spring-network model by simply ignoring all the TSEPs.
                 The technique is demonstrated through an interactive
                 application involving haptic interaction, being
                 combined with a linearized implicit integration
                 technique employing a preconditioned conjugate gradient
                 method.",
  acknowledgement = ack-nhfb,
  articleno =    "8",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "deformation; finite element; Green-Lagrange strain;
                 haptics; interactive; Saint Venant-Kirchhoff material;
                 Simulation",
}

@Article{Damera-Venkata:2009:DS,
  author =       "Niranjan Damera-Venkata and Nelson L. Chang",
  title =        "Display supersampling",
  journal =      j-TOG,
  volume =       "28",
  number =       "1",
  pages =        "9:1--9:19",
  month =        jan,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1477926.1477935",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 13 18:22:49 MST 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Supersampling is widely used by graphics hardware to
                 render anti-aliased images. In conventional
                 supersampling, multiple scene samples are
                 computationally combined to produce a single screen
                 pixel. We consider a novel imaging paradigm that we
                 call {\em display supersampling}, where multiple
                 display samples are physically combined via the
                 superimposition of multiple image subframes.
                 Conventional anti-aliasing and texture mapping
                 techniques are shown inadequate for the task of
                 rendering high-quality images on supersampled displays.
                 Instead of requiring anti-aliasing filters,
                 supersampled displays actually require alias generation
                 filters to cancel the aliasing introduced by nonuniform
                 sampling. We present fundamental theory and efficient
                 algorithms for the real-time rendering of
                 high-resolution anti-aliased images on supersampled
                 displays. We show that significant image quality gains
                 are achievable by taking advantage of display
                 supersampling. We prove that alias-free resolution
                 beyond the Nyquist limits of a single subframe may be
                 achieved by designing a bank of alias-canceling
                 rendering filters. In addition, we derive a practical
                 noniterative filter bank approach to real-time
                 rendering and discuss implementations on commodity
                 graphics hardware.",
  acknowledgement = ack-nhfb,
  articleno =    "9",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "anti-aliasing; Image display; multiprojector displays;
                 nonuniform sampling; super-resolution; superimposed
                 projection; supersampling",
}

@Article{Jain:2009:OBI,
  author =       "Sumit Jain and Yuting Ye and C. Karen Liu",
  title =        "Optimization-based interactive motion synthesis",
  journal =      j-TOG,
  volume =       "28",
  number =       "1",
  pages =        "10:1--10:12",
  month =        jan,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1477926.1477936",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 13 18:22:49 MST 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a physics-based approach to synthesizing
                 motion of a virtual character in a dynamically varying
                 environment. Our approach views the motion of a
                 responsive virtual character as a sequence of solutions
                 to the constrained optimization problem formulated at
                 every time step. This framework allows the programmer
                 to specify active control strategies using intuitive
                 kinematic goals, significantly reducing the engineering
                 effort entailed in active body control. Our
                 optimization framework can incorporate changes in the
                 character's surroundings through a synthetic visual
                 sensory system and create significantly different
                 motions in response to varying environmental stimuli.
                 Our results show that our approach is general enough to
                 encompass a wide variety of highly interactive
                 motions.",
  acknowledgement = ack-nhfb,
  articleno =    "10",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Character animation; nonlinear optimization;
                 physics-based animation",
}

@Article{Kalogerakis:2009:DDC,
  author =       "Evangelos Kalogerakis and Derek Nowrouzezahrai and
                 Patricio Simari and James Mccrae and Aaron Hertzmann
                 and Karan Singh",
  title =        "Data-driven curvature for real-time line drawing of
                 dynamic scenes",
  journal =      j-TOG,
  volume =       "28",
  number =       "1",
  pages =        "11:1--11:13",
  month =        jan,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1477926.1477937",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 13 18:22:49 MST 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article presents a method for real-time line
                 drawing of deforming objects. Object-space line drawing
                 algorithms for many types of curves, including
                 suggestive contours, highlights, ridges, and valleys,
                 rely on surface curvature and curvature derivatives.
                 Unfortunately, these curvatures and their derivatives
                 cannot be computed in real-time for animated, deforming
                 objects. In a preprocessing step, our method learns the
                 mapping from a low-dimensional set of animation
                 parameters (e.g., joint angles) to surface curvatures
                 for a deforming 3D mesh. The learned model can then
                 accurately and efficiently predict curvatures and their
                 derivatives, enabling real-time object-space rendering
                 of suggestive contours and other such curves. This
                 represents an order-of-magnitude speedup over the
                 fastest existing algorithm capable of estimating
                 curvatures and their derivatives accurately enough for
                 many different types of line drawings. The learned
                 model can generalize to novel animation sequences and
                 is also very compact, typically requiring a few
                 megabytes of storage at runtime. We demonstrate our
                 method for various types of animated objects, including
                 skeleton-based characters, cloth simulation, and
                 blend-shape facial animation, using a variety of
                 nonphotorealistic rendering styles.\par

                 An important component of our system is the use of
                 dimensionality reduction for differential mesh data. We
                 show that Independent Component Analysis (ICA) yields
                 localized basis functions, and gives superior
                 generalization performance to that of Principal
                 Component Analysis (PCA).",
  acknowledgement = ack-nhfb,
  articleno =    "11",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "data-driven curvature; Independent Component Analysis
                 (ICA); neural network regression; Real-time curvature;
                 real-time line drawing; real-time nonphotorealistic
                 rendering for deforming objects",
}

@Article{Weber:2009:CFC,
  author =       "Andrew J. Weber and Galen Gornowicz",
  title =        "Collision-free construction of animated feathers using
                 implicit constraint surfaces",
  journal =      j-TOG,
  volume =       "28",
  number =       "2",
  pages =        "12:1--12:7",
  month =        apr,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1516522.1516523",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed May 13 17:38:56 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a scheme for constructing complex feather
                 geometry suitable for feature animation. The key points
                 of our approach include the use of a potential field
                 derived from guide geometry and an implicit constraint
                 surface to create nonpenetrating feather geometry. Our
                 method is frame independent and produces visually
                 smooth animation that is free from popping and other
                 visual artifacts. We provide details of the
                 implementation and examples of the technique applied to
                 an animated character with several thousand feathers.",
  acknowledgement = ack-nhfb,
  articleno =    "12",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "animation; Feathers; implicit surfaces; offset
                 surfaces",
}

@Article{Li:2009:PAS,
  author =       "Qingde Li and Jie Tian",
  title =        "{$2$D} piecewise algebraic splines for implicit
                 modeling",
  journal =      j-TOG,
  volume =       "28",
  number =       "2",
  pages =        "13:1--13:19",
  month =        apr,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1516522.1516524",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed May 13 17:38:56 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "2D splines are a powerful tool for shape modeling,
                 either parametrically or implicitly. However, compared
                 with regular grid-based tensor-product splines, most of
                 the high-dimensional spline techniques based on
                 nonregular 2D polygons, such as box spline and simplex
                 spline, are generally very expensive to evaluate.
                 Though they have many desirable mathematical properties
                 and have been proved theoretically to be powerful in
                 graphics modeling, they are not a convenient graphics
                 modeling technique in terms of practical
                 implementation. In shape modeling practice, we still
                 lack a simple and practical procedure in creating a set
                 of bivariate spline basis functions from an arbitrarily
                 specified 2D polygonal mesh. Solving this problem is of
                 particular importance in using 2D algebraic splines for
                 implicit modeling, as in this situation underlying
                 implicit equations need to be solved quickly and
                 accurately. In this article, a new type of bivariate
                 spline function is introduced. This newly proposed type
                 of bivariate spline function can be created from any
                 given set of 2D polygons that partitions the 2D plane
                 with any required degree of smoothness. In addition,
                 the spline basis functions created with the proposed
                 procedure are piecewise polynomials and can be
                 described explicitly in analytical form. As a result,
                 they can be evaluated efficiently and accurately.
                 Furthermore, they have all the good properties of
                 conventional 2D tensor-product-based B-spline basis
                 functions, such as non-negativity, partition of unit,
                 and convex-hull property. Apart from their obvious use
                 in designing freeform parametric geometric shapes, the
                 proposed 2D splines have been shown a powerful tool for
                 implicit shape modeling.",
  acknowledgement = ack-nhfb,
  articleno =    "13",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Algebraic splines; CSG; function-based shape modeling;
                 implicit curve; implicit modeling; implicit surface;
                 isosurface; level set",
}

@Article{Sun:2009:ADT,
  author =       "Bo Sun and Ravi Ramamoorthi",
  title =        "Affine double- and triple-product wavelet integrals
                 for rendering",
  journal =      j-TOG,
  volume =       "28",
  number =       "2",
  pages =        "14:1--14:17",
  month =        apr,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1516522.1516525",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed May 13 17:38:56 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many problems in computer graphics involve
                 integrations of products of functions. Double- and
                 triple-product integrals are commonly used in
                 applications such as all-frequency relighting or
                 importance sampling, but are limited to distant
                 illumination. In contrast, near-field lighting from
                 planar area lights involves an affine transform of the
                 source radiance at different points in space. Our main
                 contribution is a novel affine double- and
                 triple-product integral theory; this generalization
                 enables one of the product functions to be scaled and
                 translated. We study the computational complexity in a
                 number of bases, with particular attention to the
                 common Haar wavelets. We show that while simple
                 analytic formulae are not easily available, there is
                 considerable sparsity that can be exploited
                 computationally. We demonstrate a practical application
                 to compute near-field lighting from planar area
                 sources, that can be easily combined with most
                 relighting algorithms. We also demonstrate initial
                 results for wavelet importance sampling with near-field
                 area lights, and image processing directly in the
                 wavelet domain.",
  acknowledgement = ack-nhfb,
  articleno =    "14",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "double and triple products; image processing;
                 importance sampling; near-field illumination;
                 relighting; Rendering; wavelets",
}

@Article{Wand:2009:ERN,
  author =       "Michael Wand and Bart Adams and Maksim Ovsjanikov and
                 Alexander Berner and Martin Bokeloh and Philipp Jenke
                 and Leonidas Guibas and Hans-Peter Seidel and Andreas
                 Schilling",
  title =        "Efficient reconstruction of nonrigid shape and motion
                 from real-time {$3$D} scanner data",
  journal =      j-TOG,
  volume =       "28",
  number =       "2",
  pages =        "15:1--15:15",
  month =        apr,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1516522.1516526",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed May 13 17:38:56 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new technique for reconstructing a single
                 shape and its nonrigid motion from 3D scanning data.
                 Our algorithm takes a set of time-varying unstructured
                 sample points that capture partial views of a deforming
                 object as input and reconstructs a single shape and a
                 deformation field that fit the data. This
                 representation yields dense correspondences for the
                 whole sequence, as well as a completed 3D shape in
                 every frame. In addition, the algorithm automatically
                 removes spatial and temporal noise artifacts and
                 outliers from the raw input data. Unlike previous
                 methods, the algorithm does not require any shape
                 template but computes a fitting shape automatically
                 from the input data. Our reconstruction framework is
                 based upon a novel topology-aware adaptive subspace
                 deformation technique that allows handling long
                 sequences with complex geometry efficiently. The
                 algorithm accesses data in multiple sequential passes,
                 so that long sequences can be streamed from hard disk,
                 not being limited by main memory. We apply the
                 technique to several benchmark datasets, significantly
                 increasing the complexity of the data that can be
                 handled efficiently in comparison to previous work.",
  acknowledgement = ack-nhfb,
  articleno =    "15",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "animation reconstruction; Deformation modeling;
                 digital geometry processing; surface reconstruction",
}

@Article{Kobilarov:2009:LGI,
  author =       "Marin Kobilarov and Keenan Crane and Mathieu Desbrun",
  title =        "{Lie} group integrators for animation and control of
                 vehicles",
  journal =      j-TOG,
  volume =       "28",
  number =       "2",
  pages =        "16:1--16:14",
  month =        apr,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1516522.1516527",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed May 13 17:38:56 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article is concerned with the animation and
                 control of vehicles with complex dynamics such as
                 helicopters, boats, and cars. Motivated by recent
                 developments in discrete geometric mechanics, we
                 develop a general framework for integrating the
                 dynamics of holonomic and nonholonomic vehicles by
                 preserving their state-space geometry and motion
                 invariants. We demonstrate that the resulting
                 integration schemes are superior to standard methods in
                 numerical robustness and efficiency, and can be applied
                 to many types of vehicles. In addition, we show how to
                 use this framework in an optimal control setting to
                 automatically compute accurate and realistic motions
                 for arbitrary user-specified constraints.",
  acknowledgement = ack-nhfb,
  articleno =    "16",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "holonomic and nonholonomic constraints; Lie group
                 integrators; Physically-based animation; vehicle
                 simulation",
}

@Article{Gomes:2009:BBA,
  author =       "Abel J. P. Gomes and Jos{\'e} F. M. Morgado and Edgar
                 S. Pereira",
  title =        "A {BSP}-based algorithm for dimensionally
                 nonhomogeneous planar implicit curves with topological
                 guarantees",
  journal =      j-TOG,
  volume =       "28",
  number =       "2",
  pages =        "17:1--17:24",
  month =        apr,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1516522.1516528",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed May 13 17:38:56 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Mathematical systems (e.g., Mathematica, Maple,
                 Matlab, and DPGraph) easily plot planar algebraic
                 curves implicitly defined by polynomial functions.
                 However, these systems, and most algorithms found in
                 the literature, cannot draw many implicit curves
                 correctly; in particular, those with singularities
                 (self-intersections, cusps, and isolated points). They
                 do not detect sign-invariant components either, because
                 they use numerical methods based on the Bolzano
                 corollary, that is, they assume that the
                 curve-describing function $f$ flips sign somewhere in a
                 line segment $ A - - B$ that crosses the curve, or $
                 f(A) \cdot f(B)$.",
  acknowledgement = ack-nhfb,
  articleno =    "17",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "binary space partitioning; geometric computing;
                 Implicit curves; numerical algorithms",
}

@Article{Soler:2009:FDF,
  author =       "Cyril Soler and Kartic Subr and Fr{\'e}do Durand and
                 Nicolas Holzschuch and Fran{\c{c}}ois Sillion",
  title =        "{Fourier} depth of field",
  journal =      j-TOG,
  volume =       "28",
  number =       "2",
  pages =        "18:1--18:12",
  month =        apr,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1516522.1516529",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed May 13 17:38:56 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Optical systems used in photography and cinema produce
                 depth-of-field effects, that is, variations of focus
                 with depth. These effects are simulated in image
                 synthesis by integrating incoming radiance at each
                 pixel over the lens aperture. Unfortunately, aperture
                 integration is extremely costly for defocused areas
                 where the incoming radiance has high variance, since
                 many samples are then required for a noise-free Monte
                 Carlo integration. On the other hand, using many
                 aperture samples is wasteful in focused areas where the
                 integrand varies little. Similarly, image sampling in
                 defocused areas should be adapted to the very smooth
                 appearance variations due to blurring. This article
                 introduces an analysis of focusing and depth-of-field
                 in the frequency domain, allowing a practical
                 characterization of a light field's frequency content
                 both for image and aperture sampling. Based on this
                 analysis we propose an adaptive depth-of-field
                 rendering algorithm which optimizes sampling in two
                 important ways. First, image sampling is based on
                 conservative bandwidth prediction and a splatting
                 reconstruction technique ensures correct image
                 reconstruction. Second, at each pixel the variance in
                 the radiance over the aperture is estimated and used to
                 govern sampling. This technique is easily integrated in
                 any sampling-based renderer, and vastly improves
                 performance.",
  acknowledgement = ack-nhfb,
  articleno =    "18",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Depth of field; Fourier analysis of light transport;
                 sampling",
}

@Article{Hasselgren:2009:APT,
  author =       "Jon Hasselgren and Jacob Munkberg and Tomas
                 Akenine-M{\"o}ller",
  title =        "Automatic pre-tessellation culling",
  journal =      j-TOG,
  volume =       "28",
  number =       "2",
  pages =        "19:1--19:10",
  month =        apr,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1516522.1516530",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed May 13 17:38:56 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Graphics processing units supporting tessellation of
                 curved surfaces with displacement mapping exist today.
                 Still, to our knowledge, culling only occurs {\em
                 after\/} tessellation, that is, after the base
                 primitives have been tessellated into triangles. We
                 introduce an algorithm for {\em automatically\/}
                 computing tight positional and normal bounds on the fly
                 for a base primitive. These bounds are derived from an
                 arbitrary vertex shader program, which may include a
                 curved surface evaluation and different types of
                 displacements, for example. The obtained bounds are
                 used for backface, view frustum, and occlusion culling
                 {\em before\/} tessellation. For highly tessellated
                 scenes, we show that up to 80\% of the vertex shader
                 instructions can be avoided, which implies an
                 ``instruction speedup'' of $ 5 \times $. Our technique
                 can also be used for offline software rendering.",
  acknowledgement = ack-nhfb,
  articleno =    "19",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "culling; hardware; Rasterization; tessellation",
}

@Article{Alexa:2009:IPS,
  author =       "Marc Alexa and Anders Adamson",
  title =        "Interpolatory point set surfaces --- convexity and
                 {Hermite} data",
  journal =      j-TOG,
  volume =       "28",
  number =       "2",
  pages =        "20:1--20:20",
  month =        apr,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1516522.1516531",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed May 13 17:38:56 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Point set surfaces define a (typically) manifold
                 surface from a set of scattered points. The definition
                 involves weighted centroids and a gradient field. The
                 data points are interpolated if singular weight
                 functions are used to define the centroids. While this
                 way of deriving an interpolatory scheme appears
                 natural, we show that it has two deficiencies:
                 Convexity of the input is not preserved and the
                 extension to Hermite data is numerically unstable. We
                 present a generalization of the standard scheme that we
                 call {\em Hermite point set surface}. It allows
                 interpolating, given normal constraints in a stable
                 way. It also yields an intuitive parameter for shape
                 control and preserves convexity in most situations. The
                 analysis of derivatives also leads to a more natural
                 way to define normals, in case they are not supplied
                 with the point data. We conclude by comparing to
                 similar surface definitions.",
  acknowledgement = ack-nhfb,
  articleno =    "20",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Hermite data; interpolation; Point-based modeling",
}

@Article{Adams:2009:GKT,
  author =       "Andrew Adams and Natasha Gelfand and Jennifer Dolson
                 and Marc Levoy",
  title =        "{Gaussian} {KD}-trees for fast high-dimensional
                 filtering",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "21:1--21:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531327",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a method for accelerating a broad class of
                 non-linear filters that includes the bilateral,
                 non-local means, and other related filters. These
                 filters can all be expressed in a similar way: First,
                 assign each value to be filtered a position in some
                 vector space. Then, replace every value with a weighted
                 linear combination of all values, with weights
                 determined by a Gaussian function of distance between
                 the positions. If the values are pixel colors and the
                 positions are ({\em x, y\/}) coordinates, this
                 describes a Gaussian blur. If the positions are instead
                 ({\em x, y, r, g, b\/}) coordinates in a
                 five-dimensional space-color volume, this describes a
                 bilateral filter. If we instead set the positions to
                 local patches of color around the associated pixel,
                 this describes non-local means. We describe a
                 Monte-Carlo kd-tree sampling algorithm that efficiently
                 computes any filter that can be expressed in this way,
                 along with a GPU implementation of this technique. We
                 use this algorithm to implement an accelerated
                 bilateral filter that respects full 3D color distance;
                 accelerated non-local means on single images, volumes,
                 and unaligned bursts of images for denoising; and a
                 fast adaptation of non-local means to geometry. If we
                 have $n$ values to filter, and each is assigned a
                 position in a $d$ -dimensional space, then our space
                 complexity is $ O(d n)$ and our time complexity is $
                 O(d n \log n)$, whereas existing methods are typically
                 either exponential in $d$ or quadratic in $n$.",
  acknowledgement = ack-nhfb,
  articleno =    "21",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "bilateral filter; denoising; geometry filtering;
                 non-local means",
}

@Article{Fattal:2009:EAW,
  author =       "Raanan Fattal",
  title =        "Edge-avoiding wavelets and their applications",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "22:1--22:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531328",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a new family of second-generation wavelets
                 constructed using a robust data-prediction lifting
                 scheme. The support of these new wavelets is
                 constructed based on the edge content of the image and
                 avoids having pixels from both sides of an edge.
                 Multi-resolution analysis, based on these new {\em
                 edge-avoiding wavelets}, shows a better decorrelation
                 of the data compared to common linear
                 translation-invariant multi-resolution analyses. The
                 reduced inter-scale correlation allows us to avoid halo
                 artifacts in band-independent multi-scale processing
                 without taking any special precautions. We thus achieve
                 nonlinear data-dependent multi-scale edge-preserving
                 image filtering and processing at computation times
                 which are {\em linear\/} in the number of image pixels.
                 The new wavelets encode, in their shape, the smoothness
                 information of the image at every scale. We use this to
                 derive a new edge-aware interpolation scheme that
                 achieves results, previously computed by solving an
                 inhomogeneous Laplace equation, through an {\em
                 explicit\/} computation. We thus avoid the difficulties
                 in solving large and poorly-conditioned systems of
                 equations.\par

                 We demonstrate the effectiveness of the new wavelet
                 basis for various computational photography
                 applications such as multi-scale dynamic-range
                 compression, edge-preserving smoothing and detail
                 enhancement, and image colorization.",
  acknowledgement = ack-nhfb,
  articleno =    "22",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "constraint propagation; data-dependent interpolation;
                 edge-preserving filtering; lifting scheme; wavelets",
}

@Article{Rubinstein:2009:MOM,
  author =       "Michael Rubinstein and Ariel Shamir and Shai Avidan",
  title =        "Multi-operator media retargeting",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "23:1--23:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531329",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Content aware resizing gained popularity lately and
                 users can now choose from a battery of methods to
                 retarget their media. However, no single retargeting
                 operator performs well on all images and all target
                 sizes. In a user study we conducted, we found that
                 users prefer to combine seam carving with cropping and
                 scaling to produce results they are satisfied with.
                 This inspires us to propose an algorithm that combines
                 different operators in an optimal manner. We define a
                 {\em resizing space\/} as a conceptual
                 multi-dimensional space combining several resizing
                 operators, and show how a path in this space defines a
                 sequence of operations to retarget media. We define a
                 new image similarity measure, which we term
                 Bi-Directional Warping (BDW), and use it with a dynamic
                 programming algorithm to find an optimal path in the
                 resizing space. In addition, we show a simple and
                 intuitive user interface allowing users to explore the
                 resizing space of various image sizes interactively.
                 Using key-frames and interpolation we also extend our
                 technique to retarget video, providing the flexibility
                 to use the best combination of operators at different
                 times in the sequence.",
  acknowledgement = ack-nhfb,
  articleno =    "23",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "bidirectional warping; media retargeting;
                 multi-operator; resizing space",
}

@Article{Barnes:2009:PRC,
  author =       "Connelly Barnes and Eli Shechtman and Adam Finkelstein
                 and Dan B. Goldman",
  title =        "{PatchMatch}: a randomized correspondence algorithm
                 for structural image editing",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "24:1--24:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531330",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents interactive image editing tools
                 using a new randomized algorithm for quickly finding
                 approximate nearest-neighbor matches between image
                 patches. Previous research in graphics and vision has
                 leveraged such nearest-neighbor searches to provide a
                 variety of high-level digital image editing tools.
                 However, the cost of computing a field of such matches
                 for an entire image has eluded previous efforts to
                 provide interactive performance. Our algorithm offers
                 substantial performance improvements over the previous
                 state of the art (20--100$ \times $), enabling its use
                 in interactive editing tools. The key insights driving
                 the algorithm are that some good patch matches can be
                 found via random sampling, and that natural coherence
                 in the imagery allows us to propagate such matches
                 quickly to surrounding areas. We offer theoretical
                 analysis of the convergence properties of the
                 algorithm, as well as empirical and practical evidence
                 for its high quality and performance. This one simple
                 algorithm forms the basis for a variety of tools --
                 image retargeting, completion and reshuffling -- that
                 can be used together in the context of a high-level
                 image editing application. Finally, we propose
                 additional intuitive constraints on the synthesis
                 process that offer the user a level of control
                 unavailable in previous methods.",
  acknowledgement = ack-nhfb,
  articleno =    "24",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "approximate nearest neighbor; completion; image
                 editing; patch-based synthesis; reshuffling;
                 retargeting",
}

@Article{Vergne:2009:LWE,
  author =       "Romain Vergne and Romain Pacanowski and Pascal Barla
                 and Xavier Granier and Christophe Schlick",
  title =        "Light warping for enhanced surface depiction",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "25:1--25:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531331",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recent research on the human visual system shows that
                 our perception of object shape relies in part on
                 compression and stretching of the reflected lighting
                 environment onto its surface. We use this property to
                 enhance the shape depiction of 3D objects by locally
                 warping the environment lighting around main surface
                 features. Contrary to previous work, which require
                 specific illumination, material characteristics and/or
                 stylization choices, our approach enhances surface
                 shape without impairing the desired
                 appearance.\par

                 Thanks to our novel local shape descriptor, salient
                 surface features are explicitly extracted in a
                 view-dependent fashion at various scales without the
                 need of any pre-process. We demonstrate our system on a
                 variety of rendering settings, using object materials
                 ranging from diffuse to glossy, to mirror or
                 refractive, with direct or global illumination, and
                 providing styles that range from photorealistic to
                 non-photorealistic. The warping itself is very fast to
                 compute on modern graphics hardware, enabling real-time
                 performance in direct illumination scenarios.",
  acknowledgement = ack-nhfb,
  articleno =    "25",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kerr:2009:TEL,
  author =       "William B. Kerr and Fabio Pellacini",
  title =        "Toward evaluating lighting design interface paradigms
                 for novice users",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "26:1--26:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531332",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Lighting design is a complex but fundamental task in
                 computer cinematography, involving the adjustment of
                 light parameters to define final scene appearance. Many
                 user interfaces have been proposed to simplify lighting
                 design. They can be generally categorized in three
                 paradigms: direct light parameter manipulation,
                 indirect light feature manipulation (e.g., shadow
                 dragging), and goal-based optimization of lighting
                 through painting. To this date, no formal evaluation of
                 the relative effectiveness of these paradigms has been
                 performed.\par

                 In this paper, we present a first step toward
                 evaluating the benefits of these three paradigms in the
                 form of a user study with a focus on novice users. 20
                 subjects participated in the experiment by performing
                 various trials on simple scenes with up to 8 point
                 lights, designed to test two lighting tasks: precise
                 adjustment of lighting and the artistic exploration of
                 lighting configurations. We collected objective and
                 subjective data and found that subjects can light well
                 with direct and indirect interfaces, preferring the
                 latter. Paint-based goal specification was found to be
                 significantly worse than the other paradigms,
                 especially since users tend to sketch rather than
                 accurately paint goal images, an input that painting
                 algorithms were not designed for. We also found that
                 given enough time, novices can perform relatively
                 complex lighting tasks, unhindered by geometry or
                 lighting complexity. Finally, we believe that our study
                 will impact the design of future lighting interfaces
                 and it will serve as the basis for designing additional
                 experiments to reach a comprehensive evaluation of
                 lighting interfaces.",
  acknowledgement = ack-nhfb,
  articleno =    "26",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2009:MHC,
  author =       "Min H. Kim and Tim Weyrich and Jan Kautz",
  title =        "Modeling human color perception under extended
                 luminance levels",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "27:1--27:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531333",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Display technology is advancing quickly with peak
                 luminance increasing significantly, enabling
                 high-dynamic-range displays. However, perceptual color
                 appearance under extended luminance levels has not been
                 studied, mainly due to the unavailability of
                 psychophysical data. Therefore, we conduct a
                 psychophysical study in order to acquire appearance
                 data for many different luminance levels (up to 16,860
                 cd/m$^2$) covering most of the dynamic range of the
                 human visual system. These experimental data allow us
                 to quantify human color perception under extended
                 luminance levels, yielding a generalized color
                 appearance model. Our proposed appearance model is
                 efficient, accurate and invertible. It can be used to
                 adapt the tone and color of images to different dynamic
                 ranges for cross-media reproduction while maintaining
                 appearance that is close to human perception.",
  acknowledgement = ack-nhfb,
  articleno =    "27",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "color appearance; color reproduction; psychophysics",
}

@Article{Cole:2009:HWD,
  author =       "Forrester Cole and Kevin Sanik and Doug DeCarlo and
                 Adam Finkelstein and Thomas Funkhouser and Szymon
                 Rusinkiewicz and Manish Singh",
  title =        "How well do line drawings depict shape?",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "28:1--28:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531334",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper investigates the ability of sparse line
                 drawings to depict 3D shape. We perform a study in
                 which people are shown an image of one of twelve 3D
                 objects depicted with one of six styles and asked to
                 orient a gauge to coincide with the surface normal at
                 many positions on the object's surface. The normal
                 estimates are compared with each other and with ground
                 truth data provided by a registered 3D surface model to
                 analyze accuracy and precision. The paper describes the
                 design decisions made in collecting a large data set
                 (275,000 gauge measurements) and provides analysis to
                 answer questions about how well people interpret shapes
                 from drawings. Our findings suggest that people
                 interpret certain shapes almost as well from a line
                 drawing as from a shaded image, that current computer
                 graphics line drawing techniques can effectively depict
                 shape and even match the effectiveness of artist's
                 drawings, and that errors in depiction are often
                 localized and can be traced to particular properties of
                 the lines used. The data collected for this study will
                 become a publicly available resource for further
                 studies of this type.",
  acknowledgement = ack-nhfb,
  articleno =    "28",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "line drawings; non-photorealism; shape perception",
}

@Article{Wang:2009:KNM,
  author =       "Jiaping Wang and Yue Dong and Xin Tong and Zhouchen
                 Lin and Baining Guo",
  title =        "Kernel {Nystr{\"o}m} method for light transport",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "29:1--29:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531335",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a kernel Nystr{\"o}m method for
                 reconstructing the light transport matrix from a
                 relatively small number of acquired images. Our work is
                 based on the generalized Nystr{\"o}m method for low
                 rank matrices. We introduce the light transport kernel
                 and incorporate it into the Nystr{\"o}m method to
                 exploit the nonlinear coherence of the light transport
                 matrix. We also develop an adaptive scheme for
                 efficiently capturing the sparsely sampled images from
                 the scene. Our experiments indicate that the kernel
                 Nystr{\"o}m method can achieve good reconstruction of
                 the light transport matrix with a few hundred images
                 and produce high quality relighting results. The kernel
                 Nystr{\"o}m method is effective for modeling scenes
                 with complex lighting effects and occlusions which have
                 been challenging for existing techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "29",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Donner:2009:EBM,
  author =       "Craig Donner and Jason Lawrence and Ravi Ramamoorthi
                 and Toshiya Hachisuka and Henrik Wann Jensen and Shree
                 Nayar",
  title =        "An empirical {BSSRDF} model",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "30:1--30:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531336",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new model of the homogeneous BSSRDF based
                 on large-scale simulations. Our model captures the
                 appearance of materials that are not accurately
                 represented using existing single scattering models or
                 multiple isotropic scattering models (e.g. the
                 diffusion approximation). We use an analytic function
                 to model the 2D hemispherical distribution of exitant
                 light at a point on the surface, and a table of
                 parameter values of this function computed at uniformly
                 sampled locations over the remaining dimensions of the
                 BSSRDF domain. This analytic function is expressed in
                 elliptic coordinates and has six parameters which vary
                 smoothly with surface position, incident angle, and the
                 underlying optical properties of the material (albedo,
                 mean free path length, phase function and the relative
                 index of refraction). Our model agrees well with
                 measured data, and is compact, requiring only 250MB to
                 represent the full spatial- and angular-distribution of
                 light across a wide spectrum of materials. In practice,
                 rendering a single material requires only about 100KB
                 to represent the BSSRDF.",
  acknowledgement = ack-nhfb,
  articleno =    "30",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Song:2009:SRE,
  author =       "Ying Song and Xin Tong and Fabio Pellacini and Pieter
                 Peers",
  title =        "{SubEdit}: a representation for editing measured
                 heterogeneous subsurface scattering",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "31:1--31:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531337",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper we present {\em SubEdit}, a
                 representation for editing the BSSRDF of heterogeneous
                 subsurface scattering acquired from real-world samples.
                 Directly editing measured raw data is difficult due to
                 the non-local impact of heterogeneous subsurface
                 scattering on the appearance. Our {\em SubEdit\/}
                 representation decouples these non-local effects into
                 the product of two local scattering profiles defined at
                 respectively the incident and outgoing surface
                 locations. This allows users to directly manipulate the
                 appearance of single surface locations and to robustly
                 make selections. To further facilitate editing, we
                 reparameterize the scattering profiles into the local
                 appearance concepts of albedo, scattering range, and
                 profile shape. Our method preserves the visual quality
                 of the measured material after editing by maintaining
                 the consistency of subsurface transport for all edits.
                 {\em SubEdit\/} fits measured data well while remaining
                 efficient enough to support interactive rendering and
                 manipulation. We illustrate the suitability of {\em
                 SubEdit\/} as a representation for editing by applying
                 various complex modifications on a wide variety of
                 measured heterogeneous subsurface scattering
                 materials.",
  acknowledgement = ack-nhfb,
  articleno =    "31",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Weyrich:2009:FMC,
  author =       "Tim Weyrich and Pieter Peers and Wojciech Matusik and
                 Szymon Rusinkiewicz",
  title =        "Fabricating microgeometry for custom surface
                 reflectance",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "32:1--32:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531338",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a system for manufacturing physical
                 surfaces that, in aggregate, exhibit a desired surface
                 appearance. Our system begins with a user specification
                 of a BRDF, or simply a highlight shape, and infers the
                 required distribution of surface slopes. We sample this
                 distribution, optimize for a maximally-continuous and
                 valley-minimizing height field, and finally mill the
                 surface using a computer-controlled machine tool. We
                 demonstrate a variety of surfaces, ranging from
                 reproductions of measured BRDFs to materials with
                 unconventional highlights.",
  acknowledgement = ack-nhfb,
  articleno =    "32",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gal:2009:IAE,
  author =       "Ran Gal and Olga Sorkine and Niloy J. Mitra and Daniel
                 Cohen-Or",
  title =        "{iWIRES}: an analyze-and-edit approach to shape
                 manipulation",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "33:1--33:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531339",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Man-made objects are largely dominated by a few
                 typical features that carry special characteristics and
                 engineered meanings. State-of-the-art deformation tools
                 fall short at preserving such characteristic features
                 and global structure. We introduce iWIRES, a novel
                 approach based on the argument that man-made models can
                 be distilled using a few special 1D {\em wires\/} and
                 their mutual relations. We hypothesize that maintaining
                 the properties of such a small number of wires allows
                 preserving the defining characteristics of the entire
                 object. We introduce an {\em analyze-and-edit\/}
                 approach, where prior to editing, we perform a
                 light-weight analysis of the input shape to extract a
                 descriptive set of wires. Analyzing the individual and
                 mutual properties of the wires, and augmenting them
                 with geometric attributes makes them intelligent and
                 ready to be manipulated. Editing the object by
                 modifying the intelligent wires leads to a powerful
                 editing framework that retains the original design
                 intent and object characteristics. We show numerous
                 results of manipulation of man-made shapes using our
                 editing technique.",
  acknowledgement = ack-nhfb,
  articleno =    "33",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "constraint propagation; man-made objects; mesh
                 editing; space deformation; structured deformation",
}

@Article{Ben-Chen:2009:VHM,
  author =       "Mirela Ben-Chen and Ofir Weber and Craig Gotsman",
  title =        "Variational harmonic maps for space deformation",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "34:1--34:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531340",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A space deformation is a mapping from a source region
                 to a target region within Euclidean space, which best
                 satisfies some user-specified constraints. It can be
                 used to deform shapes embedded in the ambient space and
                 represented in various forms -- polygon meshes, point
                 clouds or volumetric data. For a space deformation
                 method to be useful, it should possess some natural
                 properties: e.g. detail preservation, smoothness and
                 intuitive control. A harmonic map from a domain $
                 \omega \subset R^d $ to $ R^d $ is a mapping whose $d$
                 components are harmonic functions. Harmonic mappings
                 are smooth and regular, and if their components are
                 coupled in some special way, the mapping can be
                 detail-preserving, making it a natural choice for space
                 deformation applications. The challenge is to find a
                 harmonic mapping of the domain, which will satisfy
                 constraints specified by the user, yet also be
                 detail-preserving, and intuitive to control. We
                 generate harmonic mappings as a linear combination of a
                 set of harmonic basis functions, which have a
                 closed-form expression when the source region boundary
                 is piecewise linear. This is done by defining an energy
                 functional of the mapping, and minimizing it within the
                 linear span of these basis functions. The resulting
                 mapping is harmonic, and a natural
                 `As-Rigid-As-Possible' deformation of the source
                 region. Unlike other space deformation methods, our
                 approach does not require an explicit discretization of
                 the domain. It is shown to be much more efficient, yet
                 generate comparable deformations to state-of-the-art
                 methods. We describe an optimization algorithm to
                 minimize the deformation energy, which is robust,
                 provably convergent, and easy to implement.",
  acknowledgement = ack-nhfb,
  articleno =    "34",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "harmonic maps; shape editing; space deformation",
}

@Article{Xu:2009:JAM,
  author =       "Weiwei Xu and Jun Wang and KangKang Yin and Kun Zhou
                 and Michiel van de Panne and Falai Chen and Baining
                 Guo",
  title =        "Joint-aware manipulation of deformable models",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "35:1--35:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531341",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Complex mesh models of man-made objects often consist
                 of multiple components connected by various types of
                 joints. We propose a joint-aware deformation framework
                 that supports the direct manipulation of an arbitrary
                 mix of rigid and deformable components. First we apply
                 slippable motion analysis to automatically detect
                 multiple types of joint constraints that are implicit
                 in model geometry. For single-component geometry or
                 models with disconnected components, we support
                 user-defined virtual joints. Then we integrate
                 manipulation handle constraints, multiple components,
                 joint constraints, joint limits, and deformation
                 energies into a single volumetric-cell-based space
                 deformation problem. An iterative, parallelized
                 Gauss--Newton solver is used to solve the resulting
                 nonlinear optimization. Interactive deformable
                 manipulation is demonstrated on a variety of geometric
                 models while automatically respecting their
                 multi-component nature and the natural behavior of
                 their joints.",
  acknowledgement = ack-nhfb,
  articleno =    "35",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "inverse kinematics; joint constraint; slippable
                 motions; space deformation",
}

@Article{Baran:2009:SDT,
  author =       "Ilya Baran and Daniel Vlasic and Eitan Grinspun and
                 Jovan Popovi{\'c}",
  title =        "Semantic deformation transfer",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "36:1--36:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531342",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Transferring existing mesh deformation from one
                 character to another is a simple way to accelerate the
                 laborious process of mesh animation. In many cases, it
                 is useful to preserve the semantic characteristics of
                 the motion instead of its literal deformation. For
                 example, when applying the walking motion of a human to
                 a flamingo, the knees should bend in the opposite
                 direction. Semantic deformation transfer accomplishes
                 this task with a shape space that enables interpolation
                 and projection with standard linear algebra. Given
                 several example mesh pairs, semantic deformation
                 transfer infers a correspondence between the shape
                 spaces of the two characters. This enables automatic
                 transfer of new poses and animations.",
  acknowledgement = ack-nhfb,
  articleno =    "36",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "animation; deformation; rigging",
}

@Article{Zheng:2009:HF,
  author =       "Changxi Zheng and Doug L. James",
  title =        "Harmonic fluids",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "37:1--37:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531343",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Fluid sounds, such as splashing and pouring, are
                 ubiquitous and familiar but we lack physically based
                 algorithms to synthesize them in computer animation or
                 interactive virtual environments. We propose a
                 practical method for automatic procedural synthesis of
                 synchronized harmonic bubble-based sounds from 3D fluid
                 animations. To avoid audio-rate time-stepping of
                 compressible fluids, we acoustically augment existing
                 incompressible fluid solvers with particle-based models
                 for bubble creation, vibration, advection, and
                 radiation. Sound radiation from harmonic fluid
                 vibrations is modeled using a time-varying linear
                 superposition of bubble oscillators. We weight each
                 oscillator by its bubble-to-ear acoustic transfer
                 function, which is modeled as a discrete Green's
                 function of the Helmholtz equation. To solve
                 potentially millions of 3D Helmholtz problems, we
                 propose a fast dual-domain multipole boundary-integral
                 solver, with cost linear in the complexity of the fluid
                 domain's boundary. Enhancements are proposed for robust
                 evaluation, noise elimination, acceleration, and
                 parallelization. Examples are provided for water drops,
                 pouring, babbling, and splashing phenomena, often with
                 thousands of acoustic bubbles, and hundreds of
                 thousands of transfer function solves.",
  acknowledgement = ack-nhfb,
  articleno =    "37",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "acoustic bubbles; acoustic transfer; sound synthesis",
}

@Article{Mullen:2009:EPI,
  author =       "Patrick Mullen and Keenan Crane and Dmitry Pavlov and
                 Yiying Tong and Mathieu Desbrun",
  title =        "Energy-preserving integrators for fluid animation",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "38:1--38:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531344",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "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 controlled
                 or modeled explicitly in a manner independent of time
                 step size, complicating the use of coarse previews and
                 adaptive-time stepping methods. This paper proposes
                 simple, unconditionally stable, fully Eulerian
                 integration schemes with no numerical viscosity that
                 are capable of maintaining the liveliness of fluid
                 motion without recourse to corrective devices. Pressure
                 and fluxes are solved efficiently and simultaneously in
                 a time-reversible manner on simplicial grids, and the
                 energy is preserved exactly over long time scales in
                 the case of inviscid fluids. These integrators can be
                 viewed as an extension of the classical
                 energy-preserving Harlow-Welch / Crank--Nicolson scheme
                 to simplicial grids.",
  acknowledgement = ack-nhfb,
  articleno =    "38",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "energy preservation; Eulerian fluid animation; time
                 integration",
}

@Article{Wicke:2009:MBF,
  author =       "Martin Wicke and Matt Stanton and Adrien Treuille",
  title =        "Modular bases for fluid dynamics",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "39:1--39:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531345",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new approach to fluid simulation that
                 balances the speed of model reduction with the
                 flexibility of grid-based methods. We construct a set
                 of composable reduced models, or {\em tiles}, which
                 capture spatially localized fluid behavior. We then
                 precompute coupling terms so that these models can be
                 rearranged at runtime. To enforce consistency between
                 tiles, we introduce {\em constraint reduction}. This
                 technique modifies a reduced model so that a given set
                 of linear constraints can be fulfilled. Because
                 dynamics and constraints can be solved entirely in the
                 reduced space, our method is extremely fast and scales
                 to large domains.",
  acknowledgement = ack-nhfb,
  articleno =    "39",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "constraint reduction; domain decomposition; fluid
                 simulation; reduced models",
}

@Article{Solenthaler:2009:PCI,
  author =       "B. Solenthaler and R. Pajarola",
  title =        "Predictive-corrective incompressible {SPH}",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "40:1--40:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531346",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel, incompressible fluid simulation
                 method based on the Lagrangian {\em Smoothed Particle
                 Hydrodynamics\/} (SPH) model. In our method,
                 incompressibility is enforced by using a
                 prediction-correction scheme to determine the particle
                 pressures. For this, the information about density
                 fluctuations is actively propagated through the fluid
                 and pressure values are updated until the targeted
                 density is satisfied. With this approach, we avoid the
                 computational expenses of solving a pressure Poisson
                 equation, while still being able to use large time
                 steps in the simulation. The achieved results show that
                 our {\em predictive-corrective incompressible\/} SPH
                 (PCISPH) method clearly outperforms the commonly used
                 {\em weakly compressible\/} SPH (WCSPH) model by more
                 than an order of magnitude while the computations are
                 in good agreement with the WCSPH results.",
  acknowledgement = ack-nhfb,
  articleno =    "40",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "fluid simulation; incompressibility; SPH",
}

@Article{Horvath:2009:DHR,
  author =       "Christopher Horvath and Willi Geiger",
  title =        "Directable, high-resolution simulation of fire on the
                 {GPU}",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "41:1--41:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531347",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The simulation of believable, photorealistic fire is
                 difficult because fire is highly detailed, fast-moving,
                 and turbulent. Traditional gridbased simulation models
                 require large grids and long simulation times to
                 capture even the coarsest levels of detail. In this
                 paper, we propose a novel combination of coarse
                 particle grid simulation with very fine, view-oriented
                 refinement simulations performed on a GPU. We also
                 propose a simple, GPU-based volume rendering scheme.
                 The resulting images of fire produced by the proposed
                 techniques are extremely detailed and can be integrated
                 seamlessly into film-resolution images.\par

                 Our refinement technique takes advantage of perceptive
                 limitations and likely viewing behavior to split the
                 refinement stage into separable, parallel tasks.
                 Multiple independent GPUs are employed to rapidly
                 refine final simulations for rendering, allowing for
                 rapid artist turnaround time and very high
                 resolutions.\par

                 Directability is achieved by allowing virtually any
                 user-defined particle behavior as an input to the
                 initial coarse simulation. The physical criteria
                 enforced by the coarse stage are minimal and could be
                 easily implemented using any of the wide variety of
                 commercially available fluid simulation tools. The GPU
                 techniques utilized by our refinement stage are simple
                 and widely available on even consumer-grade GPUs,
                 lowering the overall implementation cost of the
                 proposed system.",
  acknowledgement = ack-nhfb,
  articleno =    "41",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "fire; GPU; particles; simulation",
}

@Article{Mahajan:2009:MGP,
  author =       "Dhruv Mahajan and Fu-Chung Huang and Wojciech Matusik
                 and Ravi Ramamoorthi and Peter Belhumeur",
  title =        "Moving gradients: a path-based method for plausible
                 image interpolation",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "42:1--42:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531348",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe a method for plausible interpolation of
                 images, with a wide range of applications like temporal
                 up-sampling for smooth playback of lower frame rate
                 video, smooth view interpolation, and animation of
                 still images. The method is based on the intuitive
                 idea, that a given pixel in the interpolated frames
                 traces out a {\em path\/} in the source images.
                 Therefore, we simply move and copy pixel gradients from
                 the input images along this path. A key innovation is
                 to allow arbitrary (asymmetric) {\em transition
                 points}, where the path moves from one image to the
                 other. This flexible transition preserves the frequency
                 content of the originals without ghosting or blurring,
                 and maintains temporal coherence. Perhaps most
                 importantly, our framework makes occlusion handling
                 particularly simple. The transition points allow for
                 matches away from the occluded regions, at any suitable
                 point along the path. Indeed, occlusions do not need to
                 be handled explicitly at all in our initial graph-cut
                 optimization. Moreover, a simple comparison of computed
                 path lengths {\em after\/} the optimization, allows us
                 to robustly identify occluded regions, and compute the
                 most plausible interpolation in those areas. Finally,
                 we show that significant improvements are obtained by
                 moving gradients and using Poisson reconstruction.",
  acknowledgement = ack-nhfb,
  articleno =    "42",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "3D Poisson reconstruction; interpolation; occlusion
                 handling; path framework; transition point",
}

@Article{Carroll:2009:OCP,
  author =       "Robert Carroll and Maneesh Agrawal and Aseem
                 Agarwala",
  title =        "Optimizing content-preserving projections for
                 wide-angle images",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "43:1--43:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531349",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Any projection of a 3D scene into a wide-angle image
                 unavoidably results in distortion. Current projection
                 methods either bend straight lines in the scene, or
                 locally distort the shapes of scene objects. We present
                 a method that minimizes this distortion by adapting the
                 projection to content in the scene, such as salient
                 scene regions and lines, in order to preserve their
                 shape. Our optimization technique computes a
                 spatially-varying projection that respects
                 user-specified constraints while minimizing a set of
                 energy terms that measure wide-angle image distortion.
                 We demonstrate the effectiveness of our approach by
                 showing results on a variety of wide-angle photographs,
                 as well as comparisons to standard projections.",
  acknowledgement = ack-nhfb,
  articleno =    "43",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2009:CPW,
  author =       "Feng Liu and Michael Gleicher and Hailin Jin and Aseem
                 Agarwala",
  title =        "Content-preserving warps for {$3$D} video
                 stabilization",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "44:1--44:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531350",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe a technique that transforms a video from a
                 hand-held video camera so that it appears as if it were
                 taken with a directed camera motion. Our method adjusts
                 the video to appear as if it were taken from nearby
                 viewpoints, allowing 3D camera movements to be
                 simulated. By aiming only for perceptual plausibility,
                 rather than accurate reconstruction, we are able to
                 develop algorithms that can effectively recreate
                 dynamic scenes from a single source video. Our
                 technique first recovers the original 3D camera motion
                 and a sparse set of 3D, static scene points using an
                 off-the-shelf structure-from-motion system. Then, a
                 desired camera path is computed either automatically
                 (e.g., by fitting a linear or quadratic path) or
                 interactively. Finally, our technique performs a
                 least-squares optimization that computes a
                 spatially-varying warp from each input video frame into
                 an output frame. The warp is computed to both follow
                 the sparse displacements suggested by the recovered 3D
                 structure, {\em and\/} avoid deforming the content in
                 the video frame. Our experiments on stabilizing
                 challenging videos of dynamic scenes demonstrate the
                 effectiveness of our technique.",
  acknowledgement = ack-nhfb,
  articleno =    "44",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tzur:2009:FPT,
  author =       "Yochay Tzur and Ayellet Tal",
  title =        "{FlexiStickers}: photogrammetric texture mapping using
                 casual images",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "45:1--45:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531351",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Texturing 3D models using casual images has gained
                 importance in the last decade, with the advent of huge
                 databases of images. We present a novel approach for
                 performing this task, which manages to account for the
                 3D geometry of the photographed object. Our method
                 overcomes the limitation of both the
                 constrained-parameterization approach, which does not
                 account for the photography effects, and the
                 photogrammetric approach, which cannot handle arbitrary
                 images. The key idea of our algorithm is to formulate
                 the mapping estimation as a Moving-Least-Squares
                 problem for recovering local camera parameters at each
                 vertex. The algorithm is realized in a {\em
                 FlexiStickers\/} application, which enables fast
                 interactive texture mapping using a small number of
                 constraints.",
  acknowledgement = ack-nhfb,
  articleno =    "45",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cashman:2009:NEP,
  author =       "Thomas J. Cashman and Ursula H. Augsd{\"o}rfer and
                 Neil A. Dodgson and Malcolm A. Sabin",
  title =        "{NURBS} with extraordinary points: high-degree,
                 non-uniform, rational subdivision schemes",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "46:1--46:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531352",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a subdivision framework that adds
                 extraordinary vertices to NURBS of arbitrarily high
                 degree. The surfaces can represent any odd degree NURBS
                 patch exactly. Our rules handle non-uniform knot
                 vectors, and are not restricted to midpoint knot
                 insertion. In the absence of multiple knots at
                 extraordinary points, the limit surfaces have bounded
                 curvature.",
  acknowledgement = ack-nhfb,
  articleno =    "46",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schollmeyer:2009:DTN,
  author =       "Andre Schollmeyer and Bernd Fr{\"o}hlich",
  title =        "Direct trimming of {NURBS} surfaces on the {GPU}",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "47:1--47:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531353",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a highly efficient direct trimming
                 technique for NURBS surfaces, which is applicable to
                 tessellation-based rendering as well as ray tracing
                 systems. The central idea is to split the trim curves
                 into monotonic segments with respect to the two
                 parameter dimensions of the surface patches. We use an
                 optimized bisection method to classify a point with
                 respect to each monotonic trim curve segment without
                 performing an actual intersection test. Our
                 hierarchical acceleration structure allows the use of a
                 large number of such curve segments and performs the
                 bisection method only for points contained in the
                 bounding boxes of the curve segments.\par

                 We have integrated our novel point classification
                 scheme into a GPU-based NURBS ray casting system and
                 implemented the entire trimmed NURBS rendering
                 algorithm in a single OpenGL GLSL shader. The shader
                 can handle surfaces and trim curves of arbitrary
                 degrees, which allows the use of original CAD data
                 without incorporating any approximations. Performance
                 data confirms that our trimming approach can deal with
                 hundreds of thousands of trim curves at interactive
                 rates. Our point classification scheme can be applied
                 to other application domains dealing with complex
                 curved regions including flood fills, font rendering
                 and vector graphics mapped on arbitrary surfaces.",
  acknowledgement = ack-nhfb,
  articleno =    "47",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "parametric surfaces; point classification;
                 programmable graphics hardware; ray casting; root
                 finding; trimmed NURBS",
}

@Article{Myles:2009:BPS,
  author =       "Ashish Myles and J{\"o}rg Peters",
  title =        "Bi-3 {$ C^2 $} polar subdivision",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "48:1--48:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531354",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Popular subdivision algorithms like Catmull--Clark and
                 Loop are $ C^2 $ almost everywhere, but suffer from
                 shape artifacts and reduced smoothness exactly near the
                 so-called `extraordinary vertices' that motivate their
                 use. Subdivision theory explains that inherently, for
                 standard stationary subdivision algorithms,
                 curvature-continuity and the ability to model all
                 quadratic shapes requires a degree of at least bi-6.
                 The existence of a simple-to-implement $ C^2 $
                 subdivision algorithm generating surfaces of good shape
                 and piecewise degree bi-3 in the polar setting is
                 therefore a welcome surprise. This paper presents such
                 an algorithm, the underlying insights, and a detailed
                 analysis. In bi-3 $ C^2 $ polar subdivision the weights
                 depend, as in standard schemes, only on the valence,
                 but the valence at one central polar vertex increases
                 to match Catmull--Clark-refinement.",
  acknowledgement = ack-nhfb,
  articleno =    "48",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "bi-3; bicubic; C 2; curvature continuous;
                 non-stationary; polar; subdivision; surface",
}

@Article{vanWijk:2009:STC,
  author =       "Jarke J. van Wijk",
  title =        "Symmetric tiling of closed surfaces: visualization of
                 regular maps",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "49:1--49:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531355",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A regular map is a tiling of a closed surface into
                 faces, bounded by edges that join pairs of vertices,
                 such that these elements exhibit a maximal symmetry.
                 For genus 0 and 1 (spheres and tori) it is well known
                 how to generate and present regular maps, the Platonic
                 solids are a familiar example. We present a method for
                 the generation of space models of regular maps for
                 genus 2 and higher. The method is based on a
                 generalization of the method for tori. Shapes with the
                 proper genus are derived from regular maps by
                 tubification: edges are replaced by tubes.
                 Tessellations are produced using group theory and
                 hyperbolic geometry. The main results are a generic
                 procedure to produce such tilings, and a collection of
                 intriguing shapes and images. Furthermore, we show how
                 to produce shapes of genus 2 and higher with a highly
                 regular structure.",
  acknowledgement = ack-nhfb,
  articleno =    "49",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "mathematical visualization; meshes; regular maps;
                 surface topology; tessellation; tiling",
}

@Article{Kaufmann:2009:ETD,
  author =       "Peter Kaufmann and Sebastian Martin and Mario Botsch
                 and Eitan Grinspun and Markus Gross",
  title =        "Enrichment textures for detailed cutting of shells",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "50:1--50:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531356",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for simulating highly detailed
                 cutting and fracturing of thin shells using
                 low-resolution simulation meshes. Instead of refining
                 or remeshing the underlying simulation domain to
                 resolve complex cut paths, we adapt the extended finite
                 element method (XFEM) and enrich our approximation by
                 customdesigned basis functions, while keeping the
                 simulation mesh unchanged. The enrichment functions are
                 stored in {\em enrichment textures}, which allows for
                 fracture and cutting discontinuities at a resolution
                 much finer than the underlying mesh, similar to image
                 textures for increased visual resolution. Furthermore,
                 we propose {\em harmonic enrichment functions\/} to
                 handle multiple, intersecting, arbitrarily shaped,
                 progressive cuts per element in a simple and unified
                 framework. Our underlying shell simulation is based on
                 discontinuous Galerkin (DG) FEM, which relaxes the
                 restrictive requirement of $ C^1 $ continuous basis
                 functions and thus allows for simpler, {\em C\/}$^0$
                 continuous XFEM enrichment functions.",
  acknowledgement = ack-nhfb,
  articleno =    "50",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kharevych:2009:NCI,
  author =       "Lily Kharevych and Patrick Mullen and Houman Owhadi
                 and Mathieu Desbrun",
  title =        "Numerical coarsening of inhomogeneous elastic
                 materials",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "51:1--51:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531357",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose an approach for efficiently simulating
                 elastic objects made of non-homogeneous, non-isotropic
                 materials. Based on recent developments in
                 homogenization theory, a methodology is introduced to
                 approximate a deformable object made of arbitrary fine
                 structures of various linear elastic materials with a
                 dynamically-similar coarse model. This numerical
                 coarsening of the material properties allows for
                 simulation of fine, heterogeneous structures on very
                 coarse grids while capturing the proper dynamics of the
                 original dynamical system, thus saving orders of
                 magnitude in computational time. Examples including
                 inhomogeneous and/or anisotropic materials can be
                 realistically simulated in realtime with a
                 numerically-coarsened model made of a few mesh
                 elements.",
  acknowledgement = ack-nhfb,
  articleno =    "51",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "homogenization; model coarsening; model reduction",
}

@Article{Nesme:2009:PTE,
  author =       "Matthieu Nesme and Paul G. Kry and Lenka
                 Je{\v{r}}{\'a}bkov{\'a} and Fran{\c{c}}ois Faure",
  title =        "Preserving topology and elasticity for embedded
                 deformable models",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "52:1--52:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531358",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper we introduce a new approach for the
                 embedding of linear elastic deformable models. Our
                 technique results in significant improvements in the
                 efficient physically based simulation of highly
                 detailed objects. First, our embedding takes into
                 account topological details, that is, disconnected
                 parts that fall into the same coarse element are
                 simulated independently. Second, we account for the
                 varying material properties by computing stiffness and
                 interpolation functions for coarse elements which
                 accurately approximate the behaviour of the embedded
                 material. Finally, we also take into account empty
                 space in the coarse embeddings, which provides a better
                 simulation of the boundary. The result is a
                 straightforward approach to simulating complex
                 deformable models with the ease and speed associated
                 with a coarse regular embedding, and with a quality of
                 detail that would only be possible at much finer
                 resolution.",
  acknowledgement = ack-nhfb,
  articleno =    "52",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "animation; embedded deformation; finite element
                 method; heterogeneous materials; simulation",
}

@Article{Barbic:2009:DOA,
  author =       "Jernej Barbi{\v{c}} and Marco da Silva and Jovan
                 Popovi{\'c}",
  title =        "Deformable object animation using reduced optimal
                 control",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "53:1--53:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531359",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Keyframe animation is a common technique to generate
                 animations of deformable characters and other soft
                 bodies. With spline interpolation, however, it can be
                 difficult to achieve secondary motion effects such as
                 plausible dynamics when there are thousands of degrees
                 of freedom to animate. Physical methods can provide
                 more realism with less user effort, but it is
                 challenging to apply them to quickly create {\em
                 specific\/} animations that closely follow prescribed
                 animator goals. We present a fast space-time
                 optimization method to author physically based
                 deformable object simulations that conform to
                 animator-specified keyframes. We demonstrate our method
                 with FEM deformable objects and mass-spring
                 systems.\par

                 Our method minimizes an objective function that
                 penalizes the sum of keyframe deviations plus the
                 deviation of the trajectory from physics. With existing
                 methods, such minimizations operate in high dimensions,
                 are slow, memory consuming, and prone to local minima.
                 We demonstrate that significant computational speedups
                 and robustness improvements can be achieved if the
                 optimization problem is properly solved in a
                 low-dimensional space. Selecting a low-dimensional
                 space so that the intent of the animator is
                 accommodated, and that at the same time space-time
                 optimization is convergent and fast, is difficult. We
                 present a method that generates a quality
                 low-dimensional space using the given keyframes. It is
                 then possible to find quality solutions to difficult
                 space-time optimization problems robustly and in a
                 manner of minutes.",
  acknowledgement = ack-nhfb,
  articleno =    "53",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "control; deformations; keyframes; model reduction;
                 space-time",
}

@Article{Lagae:2009:PNU,
  author =       "Ares Lagae and Sylvain Lefebvre and George Drettakis
                 and Philip Dutr{\'e}",
  title =        "Procedural noise using sparse {Gabor} convolution",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "54:1--54:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531360",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Noise is an essential tool for texturing and modeling.
                 Designing interesting textures with noise calls for
                 accurate spectral control, since noise is best
                 described in terms of spectral content. Texturing
                 requires that noise can be easily mapped to a surface,
                 while high-quality rendering requires anisotropic
                 filtering. A noise function that is procedural and fast
                 to evaluate offers several additional advantages.
                 Unfortunately, no existing noise combines all of these
                 properties.\par

                 In this paper we introduce a noise based on sparse
                 convolution and the Gabor kernel that enables all of
                 these properties. Our noise offers accurate spectral
                 control with intuitive parameters such as orientation,
                 principal frequency and bandwidth. Our noise supports
                 two-dimensional and solid noise, but we also introduce
                 setup-free surface noise. This is a method for mapping
                 noise onto a surface, complementary to solid noise,
                 that maintains the appearance of the noise pattern
                 along the object and does not require a texture
                 parameterization. Our approach requires only a few
                 bytes of storage, does not use discretely sampled data,
                 and is nonperiodic. It supports anisotropy and
                 anisotropic filtering. We demonstrate our noise using
                 an interactive tool for noise design.",
  acknowledgement = ack-nhfb,
  articleno =    "54",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "noise; procedural texture; rendering; shading",
}

@Article{McDonnell:2009:ECC,
  author =       "Rachel McDonnell and Mich{\'e}al Larkin and
                 Benjam{\'\i}n Hern{\'a}ndez and Isaac Rudomin and Carol
                 O'Sullivan",
  title =        "Eye-catching crowds: saliency based selective
                 variation",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "55:1--55:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531361",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Populated virtual environments need to be simulated
                 with as much variety as possible. By identifying the
                 most salient parts of the scene and characters,
                 available resources can be concentrated where they are
                 needed most. In this paper, we investigate which body
                 parts of virtual characters are most looked at in
                 scenes containing duplicate characters or {\em clones}.
                 Using an eye-tracking device, we recorded fixations on
                 body parts while participants were asked to indicate
                 whether clones were present or not. We found that the
                 head and upper torso attract the majority of first
                 fixations in a scene and are attended to most. This is
                 true regardless of the orientation, presence or absence
                 of motion, sex, age, size, and clothing style of the
                 character. We developed a selective variation method to
                 exploit this knowledge and perceptually validated our
                 method. We found that selective colour variation is as
                 effective at generating the illusion of variety as full
                 colour variation. We then evaluated the effectiveness
                 of four variation methods that varied only salient
                 parts of the characters. We found that head
                 accessories, top texture and face texture variation are
                 all equally effective at creating variety, whereas
                 facial geometry alterations are less so. Performance
                 implications and guidelines are presented.",
  acknowledgement = ack-nhfb,
  articleno =    "55",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "crowd rendering; eye-tracking; virtual humans",
}

@Article{Wang:2009:EBH,
  author =       "Lvdi Wang and Yizhou Yu and Kun Zhou and Baining Guo",
  title =        "Example-based hair geometry synthesis",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "56:1--56:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531362",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an example-based approach to hair modeling
                 because creating hairstyles either manually or through
                 image-based acquisition is a costly and time-consuming
                 process. We introduce a hierarchical hair synthesis
                 framework that views a hairstyle both as a 3D vector
                 field and a 2D arrangement of hair strands on the
                 scalp. Since hair forms wisps, a hierarchical hair
                 clustering algorithm has been developed for detecting
                 wisps in example hairstyles. The coarsest level of the
                 output hairstyle is synthesized using traditional 2D
                 texture synthesis techniques. Synthesizing finer levels
                 of the hierarchy is based on cluster oriented detail
                 transfer. Finally, we compute a discrete tangent vector
                 field from the synthesized hair at every level of the
                 hierarchy to remove undesired inconsistencies among
                 hair trajectories. Improved hair trajectories can be
                 extracted from the vector field. Based on our automatic
                 hair synthesis method, we have also developed simple
                 user-controlled synthesis and editing techniques
                 including feature-preserving combing as well as detail
                 transfer between different hairstyles.",
  acknowledgement = ack-nhfb,
  articleno =    "56",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "detail transfer; hair clustering; hair modeling;
                 texture synthesis; vector fields",
}

@Article{Mohammed:2009:VLG,
  author =       "Umar Mohammed and Simon J. D. Prince and Jan Kautz",
  title =        "Visio-lization: generating novel facial images",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "57:1--57:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531363",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Our goal is to generate novel realistic images of
                 faces using a model trained from real examples. This
                 model consists of two components: First we consider
                 face images as samples from a texture with spatially
                 varying statistics and describe this texture with a
                 local non-parametric model. Second, we learn a
                 parametric global model of all of the pixel values. To
                 generate realistic faces, we combine the strengths of
                 both approaches and condition the local non-parametric
                 model on the global parametric model. We demonstrate
                 that with appropriate choice of local and global models
                 it is possible to reliably generate new realistic face
                 images that do not correspond to any individual in the
                 training data. We extend the model to cope with
                 considerable intra-class variation (pose and
                 illumination). Finally, we apply our model to editing
                 real facial images: we demonstrate image in-painting,
                 interactive techniques for improving synthesized images
                 and modifying facial expressions.",
  acknowledgement = ack-nhfb,
  articleno =    "57",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "face; non-parametric sampling; texture synthesis",
}

@Article{Palubicki:2009:SOT,
  author =       "Wojciech Palubicki and Kipp Horel and Steven Longay
                 and Adam Runions and Brendan Lane and Radom{\'\i}r
                 M{\v{e}}ch and Przemyslaw Prusinkiewicz",
  title =        "Self-organizing tree models for image synthesis",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "58:1--58:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531364",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for generating realistic models of
                 temperate-climate trees and shrubs. This method is
                 based on the biological hypothesis that the form of a
                 developing tree emerges from a self-organizing process
                 dominated by the competition of buds and branches for
                 light or space, and regulated by internal signaling
                 mechanisms. Simulations of this process robustly
                 generate a wide range of realistic trees and bushes.
                 The generated forms can be controlled with a variety of
                 interactive techniques, including procedural brushes,
                 sketching, and editing operations such as pruning and
                 bending of branches. We illustrate the usefulness and
                 versatility of the proposed method with diverse tree
                 models, forest scenes, animations of tree development,
                 and examples of combined interactive-procedural tree
                 modeling.",
  acknowledgement = ack-nhfb,
  articleno =    "58",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "apical control; bud fate; emergence; generative tree
                 model; interactive-procedural modeling; tree
                 development",
}

@Article{Liu:2009:DMG,
  author =       "C. Karen Liu",
  title =        "Dextrous manipulation from a grasping pose",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "59:1--59:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531365",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces an optimization-based approach
                 to synthesizing hand manipulations from a starting
                 grasping pose. We describe an automatic method that
                 takes as input an initial grasping pose and partial
                 object trajectory, and produces as output physically
                 plausible hand animation that effects the desired
                 manipulation. In response to different dynamic
                 situations during manipulation, our algorithm can
                 generate a range of possible hand manipulations
                 including changes in joint configurations, changes in
                 contact points, and changes in the grasping force.
                 Formulating hand manipulation as an optimization
                 problem is key to our algorithm's ability to generate a
                 large repertoire of hand motions from limited user
                 input. We introduce an objective function that
                 accentuates the detailed hand motion and contacts
                 adjustment. Furthermore, we describe an optimization
                 method that solves for hand motion and contacts
                 efficiently while taking into account long-term
                 planning of contact forces. Our algorithm does not
                 require any tuning of parameters, nor does it require
                 any prescribed hand motion sequences.",
  acknowledgement = ack-nhfb,
  articleno =    "59",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "character animation; physics-based animation",
}

@Article{Wampler:2009:OGF,
  author =       "Kevin Wampler and Zoran Popovi{\'c}",
  title =        "Optimal gait and form for animal locomotion",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "60:1--60:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531366",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a fully automatic method for generating
                 gaits and morphologies for legged animal locomotion.
                 Given a specific animal's shape we can determine an
                 efficient gait with which it can move. Similarly, we
                 can also adapt the animal's morphology to be optimal
                 for a specific locomotion task. We show that
                 determining such gaits is possible without the need to
                 specify a good initial motion, and without manually
                 restricting the allowed gaits of each animal. Our
                 approach is based on a hybrid optimization method which
                 combines an efficient derivative-aware spacetime
                 constraints optimization with a derivative-free
                 approach able to find non-local solutions in
                 high-dimensional discontinuous spaces. We demonstrate
                 the effectiveness of this approach by synthesizing
                 dynamic locomotions of bipeds, a quadruped, and an
                 imaginary five-legged creature.",
  acknowledgement = ack-nhfb,
  articleno =    "60",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "animation; character dynamics; gait; spacetime
                 optimization",
}

@Article{Ishigaki:2009:PBC,
  author =       "Satoru Ishigaki and Timothy White and Victor B. Zordan
                 and C. Karen Liu",
  title =        "Performance-based control interface for character
                 animation",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "61:1--61:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531367",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Most game interfaces today are largely symbolic,
                 translating simplified input such as keystrokes into
                 the choreography of full-body character movement. In
                 this paper, we describe a system that directly uses
                 human motion performance to provide a radically
                 different, and much more expressive interface for
                 controlling virtual characters. Our system takes a data
                 feed from a motion capture system as input, and in
                 real-time translates the performance into corresponding
                 actions in a virtual world. The difficulty with such an
                 approach arises from the need to manage the discrepancy
                 between the real and virtual world, leading to two
                 important subproblems (1) recognizing the user's
                 intention, and (2) simulating the appropriate action
                 based on the intention and virtual context. We solve
                 this issue by first enabling the virtual world's
                 designer to specify possible activities in terms of
                 prominent features of the world along with associated
                 motion clips depicting interactions. We then integrate
                 the prerecorded motions with online performance and
                 dynamic simulation to synthesize seamless interaction
                 of the virtual character in a simulated virtual world.
                 The result is a flexible interface through which a user
                 can make freeform control choices while the resulting
                 character motion maintains both physical realism and
                 the user's personal style.",
  acknowledgement = ack-nhfb,
  articleno =    "61",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "character animation; motion capture",
}

@Article{McAdams:2009:DPC,
  author =       "Aleka McAdams and Andrew Selle and Kelly Ward and
                 Eftychios Sifakis and Joseph Teran",
  title =        "Detail preserving continuum simulation of straight
                 hair",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "62:1--62:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531368",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Hair simulation remains one of the most challenging
                 aspects of creating virtual characters. Most research
                 focuses on handling the massive geometric complexity of
                 hundreds of thousands of interacting hairs. This is
                 accomplished either by using brute force simulation or
                 by reducing degrees of freedom with guide hairs. This
                 paper presents a hybrid Eulerian/Lagrangian approach to
                 handling both self and body collisions with hair
                 efficiently while still maintaining detail. Bulk
                 interactions and hair volume preservation is handled
                 efficiently and effectively with a FLIP based fluid
                 solver while intricate hair-hair interaction is handled
                 with Lagrangian self-collisions. Thus the method has
                 the efficiency of continuum/guide based hair models
                 with the high detail of Lagrangian self-collision
                 approaches.",
  acknowledgement = ack-nhfb,
  articleno =    "62",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "continuum models; hair simulation",
}

@Article{Wang:2009:RTH,
  author =       "Robert Y. Wang and Jovan Popovi{\'c}",
  title =        "Real-time hand-tracking with a color glove",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "63:1--63:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531369",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Articulated hand-tracking systems have been widely
                 used in virtual reality but are rarely deployed in
                 consumer applications due to their price and
                 complexity. In this paper, we propose an easy-to-use
                 and inexpensive system that facilitates 3-D articulated
                 user-input using the hands. Our approach uses a single
                 camera to track a hand wearing an ordinary cloth glove
                 that is imprinted with a custom pattern. The pattern is
                 designed to simplify the pose estimation problem,
                 allowing us to employ a nearest-neighbor approach to
                 track hands at interactive rates. We describe several
                 proof-of-concept applications enabled by our system
                 that we hope will provide a foundation for new
                 interactions in modeling, animation control and
                 augmented reality.",
  acknowledgement = ack-nhfb,
  articleno =    "63",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "augmented reality; hand tracking; motion capture; user
                 interface",
}

@Article{Jones:2009:AEC,
  author =       "Andrew Jones and Magnus Lang and Graham Fyffe and
                 Xueming Yu and Jay Busch and Ian McDowall and Mark
                 Bolas and Paul Debevec",
  title =        "Achieving eye contact in a one-to-many {$3$D} video
                 teleconferencing system",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "64:1--64:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531370",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a set of algorithms and an associated
                 display system capable of producing correctly rendered
                 eye contact between a three-dimensionally transmitted
                 remote participant and a group of observers in a 3D
                 teleconferencing system. The participant's face is
                 scanned in 3D at 30Hz and transmitted in real time to
                 an autostereoscopic horizontal-parallax 3D display,
                 displaying him or her over more than a $ 180^\circ $
                 field of view observable to multiple observers. To
                 render the geometry with correct perspective, we create
                 a fast vertex shader based on a 6D lookup table for
                 projecting 3D scene vertices to a range of subject
                 angles, heights, and distances. We generalize the
                 projection mathematics to arbitrarily shaped display
                 surfaces, which allows us to employ a curved concave
                 display surface to focus the high speed imagery to
                 individual observers. To achieve two-way eye contact,
                 we capture 2D video from a cross-polarized camera
                 reflected to the position of the virtual participant's
                 eyes, and display this 2D video feed on a large screen
                 in front of the real participant, replicating the
                 viewpoint of their virtual self. To achieve correct
                 vertical perspective, we further leverage this image to
                 track the position of each audience member's eyes,
                 allowing the 3D display to render correct vertical
                 perspective for each of the viewers around the device.
                 The result is a one-to-many 3D teleconferencing system
                 able to reproduce the effects of gaze, attention, and
                 eye contact generally missing in traditional
                 teleconferencing systems.",
  acknowledgement = ack-nhfb,
  articleno =    "64",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rosenberg:2009:UIM,
  author =       "Ilya Rosenberg and Ken Perlin",
  title =        "The {UnMousePad}: an interpolating multi-touch
                 force-sensing input pad",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "65:1--65:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531371",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recently, there has been great interest in multi-touch
                 interfaces. Such devices have taken the form of
                 camera-based systems such as Microsoft Surface [de los
                 Reyes et al. 2007] and Perceptive Pixel's FTIR Display
                 [Han 2005] as well as hand-held devices using
                 capacitive sensors such as the Apple iPhone [Jobs et
                 al. 2008]. However, optical systems are inherently
                 bulky while most capacitive systems are only practical
                 in small form factors and are limited in their
                 application since they respond only to human touch and
                 are insensitive to variations in pressure [Westerman
                 1999].\par

                 We have created the UnMousePad, a flexible and
                 inexpensive multitouch input device based on a newly
                 developed pressure-sensing principle called
                 Interpolating Force Sensitive Resistance. IFSR sensors
                 can acquire high-quality anti-aliased pressure images
                 at high frame rates. They can be paper-thin, flexible,
                 and transparent and can easily be scaled to fit on a
                 portable device or to cover an entire table, floor or
                 wall. The UnMousePad can sense three orders of
                 magnitude of pressure variation, and can be used to
                 distinguish multiple fingertip touches while
                 simultaneously tracking pens and styli with a
                 positional accuracy of 87 dpi, and can sense the
                 pressure distributions of objects placed on its
                 surface.\par

                 In addition to supporting multi-touch interaction, IFSR
                 is a general pressure imaging technology that can be
                 incorporated into shoes, tennis racquets, hospital
                 beds, factory assembly lines and many other
                 applications. The ability to measure high-quality
                 pressure images at low cost has the potential to
                 dramatically improve the way that people interact with
                 machines and the way that machines interact with the
                 world.",
  acknowledgement = ack-nhfb,
  articleno =    "65",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "FSR; IFSR; input devices; mobile and personal devices;
                 multi-touch devices; sensors",
}

@Article{Grabler:2009:GPM,
  author =       "Floraine Grabler and Maneesh Agrawala and Wilmot Li
                 and Mira Dontcheva and Takeo Igarashi",
  title =        "Generating photo manipulation tutorials by
                 demonstration",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "66:1--66:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531372",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a demonstration-based system for
                 automatically generating succinct step-by-step visual
                 tutorials of photo manipulations. An author first
                 demonstrates the manipulation using an instrumented
                 version of GIMP that records all changes in interface
                 and application state. From the example recording, our
                 system automatically generates tutorials that
                 illustrate the manipulation using images, text, and
                 annotations. It leverages automated image labeling
                 (recognition of facial features and outdoor scene
                 structures in our implementation) to generate more
                 precise text descriptions of many of the steps in the
                 tutorials. A user study comparing our automatically
                 generated tutorials to hand-designed tutorials and
                 screen-capture video recordings finds that users are
                 20--44\% faster and make 60--95\% fewer errors using
                 our tutorials. While our system focuses on tutorial
                 generation, we also present some initial work on
                 generating content-dependent macros that use image
                 recognition to automatically transfer selection
                 operations from the example image used in the
                 demonstration to new target images. While our macros
                 are limited to transferring selection operations we
                 demonstrate automatic transfer of several common
                 retouching techniques including eye recoloring,
                 whitening teeth and sunset enhancement.",
  acknowledgement = ack-nhfb,
  articleno =    "66",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "macros; photo-editing; programming-by-demonstration;
                 tutorials",
}

@Article{Farbman:2009:CII,
  author =       "Zeev Farbman and Gil Hoffer and Yaron Lipman and
                 Daniel Cohen-Or and Dani Lischinski",
  title =        "Coordinates for instant image cloning",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "67:1--67:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531373",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Seamless cloning of a source image patch into a target
                 image is an important and useful image editing
                 operation, which has received considerable research
                 attention in recent years. This operation is typically
                 carried out by solving a Poisson equation with
                 Dirichlet boundary conditions, which smoothly
                 interpolates the discrepancies between the boundary of
                 the source patch and the target across the entire
                 cloned area. In this paper we introduce an alternative,
                 {\em coordinate-based\/} approach, where rather than
                 solving a large linear system to perform the
                 aforementioned interpolation, the value of the
                 interpolant at each interior pixel is given by a
                 weighted combination of values along the boundary. More
                 specifically, our approach is based on Mean-Value
                 Coordinates (MVC). The use of coordinates is
                 advantageous in terms of speed, ease of implementation,
                 small memory footprint, and parallelizability, enabling
                 real-time cloning of large regions, and interactive
                 cloning of video streams. We demonstrate a number of
                 applications and extensions of the coordinate-based
                 framework.",
  acknowledgement = ack-nhfb,
  articleno =    "67",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "gradient domain; image editing; matting; mean-value
                 coordinates; Poisson equation; seamless cloning;
                 stitching",
}

@Article{Tao:2009:SAB,
  author =       "Litian Tao and Lu Yuan and Jian Sun",
  title =        "{SkyFinder}: attribute-based sky image search",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "68:1--68:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531374",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we present SkyFinder, an interactive
                 search system of over a half million sky images
                 downloaded from the Internet. Using a set of
                 automatically extracted, semantic {\em sky
                 attributes\/} (category, layout, richness, horizon,
                 etc.), the user can find a desired sky image, such as
                 `a landscape with rich clouds at sunset' or `a whole
                 blue sky with white clouds'. The system is fully
                 automatic and scalable. It computes all sky attributes
                 offline, then provides an interactive online search
                 engine. Moreover, we build a sky graph based on the sky
                 attributes, so that the user can smoothly explore and
                 find a path within the space of skies. We also show how
                 our system can be used for controllable sky
                 replacement.",
  acknowledgement = ack-nhfb,
  articleno =    "68",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2009:PS,
  author =       "Jiangyu Liu and Jian Sun and Heung-Yeung Shum",
  title =        "Paint selection",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "69:1--69:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531375",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we present Paint Selection, a
                 progressive painting-based tool for local selection in
                 images. Paint Selection facilitates users to
                 progressively make a selection by roughly painting the
                 object of interest using a brush. More importantly,
                 Paint Selection is efficient enough that instant
                 feedback can be provided to users as they drag the
                 mouse. We demonstrate that high quality selections can
                 be quickly and effectively `painted' on a variety of
                 multi-megapixel images.",
  acknowledgement = ack-nhfb,
  articleno =    "69",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "image segmentation; user interface",
}

@Article{Bai:2009:VSR,
  author =       "Xue Bai and Jue Wang and David Simons and Guillermo
                 Sapiro",
  title =        "{Video SnapCut}: robust video object cutout using
                 localized classifiers",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "70:1--70:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531376",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Although tremendous success has been achieved for
                 interactive object cutout in still images, accurately
                 extracting dynamic objects in video remains a very
                 challenging problem. Previous video cutout systems
                 present two major limitations: (1) reliance on global
                 statistics, thus lacking the ability to deal with
                 complex and diverse scenes; and (2) treating
                 segmentation as a global optimization, thus lacking a
                 practical workflow that can guarantee the convergence
                 of the systems to the desired results.\par

                 We present {\em Video SnapCut}, a robust video object
                 cutout system that significantly advances the
                 state-of-the-art. In our system segmentation is
                 achieved by the collaboration of a set of local
                 classifiers, each adaptively integrating multiple local
                 image features. We show how this segmentation paradigm
                 naturally supports local user editing and propagates
                 them across time. The object cutout system is completed
                 with a novel coherent video matting technique. A
                 comprehensive evaluation and comparison is presented,
                 demonstrating the effectiveness of the proposed system
                 at achieving high quality results, as well as the
                 robustness of the system against various types of
                 inputs.",
  acknowledgement = ack-nhfb,
  articleno =    "70",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tagliasacchi:2009:CSE,
  author =       "Andrea Tagliasacchi and Hao Zhang and Daniel
                 Cohen-Or",
  title =        "Curve skeleton extraction from incomplete point
                 cloud",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "71:1--71:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531377",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an algorithm for curve skeleton extraction
                 from imperfect point clouds where large portions of the
                 data may be missing. Our construction is primarily
                 based on a novel notion of generalized {\em rotational
                 symmetry axis\/} (ROSA) of an oriented point set.
                 Specifically, given a subset {\em S\/} of oriented
                 points, we introduce a variational definition for an
                 oriented point that is most rotationally symmetric with
                 respect to {\em S}. Our formulation effectively
                 utilizes normal information to compensate for the
                 missing data and leads to robust curve skeleton
                 computation over regions of a shape that are generally
                 cylindrical. We present an iterative algorithm via
                 planar cuts to compute the ROSA of a point cloud. This
                 is complemented by special handling of non-cylindrical
                 joint regions to obtain a centered, topologically
                 clean, and complete 1D skeleton. We demonstrate that
                 quality curve skeletons can be extracted from a variety
                 of shapes captured by incomplete point clouds. Finally,
                 we show how our algorithm assists in shape completion
                 under these challenges by developing a skeleton-driven
                 point cloud completion scheme.",
  acknowledgement = ack-nhfb,
  articleno =    "71",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "curve skeleton; incomplete data; rotational symmetry",
}

@Article{Lipman:2009:MVS,
  author =       "Yaron Lipman and Thomas Funkhouser",
  title =        "{M{\"o}bius} voting for surface correspondence",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "72:1--72:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531378",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The goal of our work is to develop an efficient,
                 automatic algorithm for discovering point
                 correspondences between surfaces that are approximately
                 and/or partially isometric.\par

                 Our approach is based on three observations. First,
                 isometries are a subset of the M{\"o}bius group, which
                 has low-dimensionality -- six degrees of freedom for
                 topological spheres, and three for topological discs.
                 Second, computing the M{\"o}bius transformation that
                 interpolates any three points can be computed in
                 closed-form after a mid-edge flattening to the complex
                 plane. Third, deviations from isometry can be modeled
                 by a transportation-type distance between corresponding
                 points in that plane.\par

                 Motivated by these observations, we have developed a
                 M{\"o}bius Voting algorithm that iteratively: (1)
                 samples a triplet of three random points from each of
                 two point sets, (2) uses the M{\"o}bius transformations
                 defined by those triplets to map both point sets into a
                 canonical coordinate frame on the complex plane, and
                 (3) produces `votes' for predicted correspondences
                 between the mutually closest points with magnitude
                 representing their estimated deviation from isometry.
                 The result of this process is a fuzzy correspondence
                 matrix, which is converted to a permutation matrix with
                 simple matrix operations and output as a discrete set
                 of point correspondences with confidence
                 values.\par

                 The main advantage of this algorithm is that it can
                 find intrinsic point correspondences in cases of
                 extreme deformation. During experiments with a variety
                 of data sets, we find that it is able to find dozens of
                 point correspondences between different object types in
                 different poses fully automatically.",
  acknowledgement = ack-nhfb,
  articleno =    "72",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2009:BMS,
  author =       "Xiaobai Chen and Aleksey Golovinskiy and Thomas
                 Funkhouser",
  title =        "A benchmark for {$3$D} mesh segmentation",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "73:1--73:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531379",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper describes a benchmark for evaluation of 3D
                 mesh segmentation algorithms. The benchmark comprises a
                 data set with 4,300 manually generated segmentations
                 for 380 surface meshes of 19 different object
                 categories, and it includes software for analyzing 11
                 geometric properties of segmentations and producing 4
                 quantitative metrics for comparison of segmentations.
                 The paper investigates the design decisions made in
                 building the benchmark, analyzes properties of
                 human-generated and computer-generated segmentations,
                 and provides quantitative comparisons of 7 recently
                 published mesh segmentation algorithms. Our results
                 suggest that people are remarkably consistent in the
                 way that they segment most 3D surface meshes, that no
                 one automatic segmentation algorithm is better than the
                 others for all types of objects, and that algorithms
                 based on non-local shape features seem to produce
                 segmentations that most closely resemble ones made by
                 humans.",
  acknowledgement = ack-nhfb,
  articleno =    "73",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "3D mesh analysis; 3D mesh segmentation",
}

@Article{Tang:2009:IHD,
  author =       "Min Tang and Minkyoung Lee and Young J. Kim",
  title =        "Interactive {Hausdorff} distance computation for
                 general polygonal models",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "74:1--74:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531380",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a simple algorithm to compute the Hausdorff
                 distance between complicated, polygonal models at
                 interactive rates. The algorithm requires no
                 assumptions about the underlying topology and geometry.
                 To avoid the high computational and implementation
                 complexity of exact Hausdorff distance calculation, we
                 approximate the Hausdorff distance within a
                 user-specified error bound. The main ingredient of our
                 approximation algorithm is a novel polygon subdivision
                 scheme, called {\em Voronoi subdivision}, combined with
                 culling between the models based on bounding volume
                 hierarchy (BVH). This {\em cross-culling\/} method
                 relies on tight yet simple computation of bounds on the
                 Hausdorff distance, and it discards unnecessary polygon
                 pairs from each of the input models alternatively based
                 on the distance bounds. This algorithm can approximate
                 the Hausdorff distance between polygonal models
                 consisting of tens of thousands triangles with a small
                 error bound in real-time, and outperforms the existing
                 algorithm by more than an order of magnitude. We apply
                 our Hausdorff distance algorithm to the measurement of
                 shape similarity, and the computation of penetration
                 depth for physically-based animation. In particular,
                 the penetration depth computation using Hausdorff
                 distance runs at highly interactive rates for
                 complicated dynamics scene.",
  acknowledgement = ack-nhfb,
  articleno =    "74",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "dynamics simulation; Hausdorff distance; penetration
                 depth; shape similarity",
}

@Article{Tournois:2009:IDR,
  author =       "Jane Tournois and Camille Wormser and Pierre Alliez
                 and Mathieu Desbrun",
  title =        "Interleaving {Delaunay} refinement and optimization
                 for practical isotropic tetrahedron mesh generation",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "75:1--75:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531381",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a practical approach to isotropic
                 tetrahedral meshing of 3D domains bounded by piecewise
                 smooth surfaces. Building upon recent theoretical and
                 practical advances, our algorithm interleaves Delaunay
                 refinement and mesh optimization to generate quality
                 meshes that satisfy a set of user-defined criteria.
                 This interleaving is shown to be more conservative in
                 number of Steiner point insertions than refinement
                 alone, and to produce higher quality meshes than
                 optimization alone. A careful treatment of boundaries
                 and their features is presented, offering a versatile
                 framework for designing smoothly graded tetrahedral
                 meshes.",
  acknowledgement = ack-nhfb,
  articleno =    "75",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Delaunay refinement; graded meshing; isotropic
                 meshing; mesh generation; mesh optimization",
}

@Article{Wojtan:2009:DMS,
  author =       "Chris Wojtan and Nils Th{\"u}rey and Markus Gross and
                 Greg Turk",
  title =        "Deforming meshes that split and merge",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "76:1--76:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531382",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for accurately tracking the moving
                 surface of deformable materials in a manner that
                 gracefully handles topological changes. We employ a
                 Lagrangian surface tracking method, and we use a
                 triangle mesh for our surface representation so that
                 fine features can be retained. We make topological
                 changes to the mesh by first identifying merging or
                 splitting events at a particular grid resolution, and
                 then locally creating new pieces of the mesh in the
                 affected cells using a standard isosurface creation
                 method. We stitch the new, topologically simplified
                 portion of the mesh to the rest of the mesh at the cell
                 boundaries. Our method detects and treats topological
                 events with an emphasis on the preservation of detailed
                 features, while simultaneously simplifying those
                 portions of the material that are not visible. Our
                 surface tracker is not tied to a particular method for
                 simulating deformable materials. In particular, we show
                 results from two significantly different simulators: a
                 Lagrangian FEM simulator with tetrahedral elements, and
                 an Eulerian grid-based fluid simulator. Although our
                 surface tracking method is generic, it is particularly
                 well-suited for simulations that exhibit fine surface
                 details and numerous topological events. Highlights of
                 our results include merging of viscoplastic materials
                 with complex geometry, a taffy-pulling animation with
                 many fold and merge events, and stretching and slicing
                 of stiff plastic material.",
  acknowledgement = ack-nhfb,
  articleno =    "76",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "deformable meshes; fluid simulation; physically based
                 animation; topological control",
}

@Article{Bommes:2009:MIQ,
  author =       "David Bommes and Henrik Zimmer and Leif Kobbelt",
  title =        "Mixed-integer quadrangulation",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "77:1--77:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531383",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel method for quadrangulating a given
                 triangle mesh. After constructing an as smooth as
                 possible symmetric cross field satisfying a sparse set
                 of directional constraints (to capture the geometric
                 structure of the surface), the mesh is cut open in
                 order to enable a low distortion unfolding. Then a
                 seamless globally smooth parametrization is computed
                 whose iso-parameter lines follow the cross field
                 directions. In contrast to previous methods, sparsely
                 distributed directional constraints are sufficient to
                 automatically determine the appropriate number, type
                 and position of singularities in the quadrangulation.
                 Both steps of the algorithm (cross field and
                 parametrization) can be formulated as a mixed-integer
                 problem which we solve very efficiently by an adaptive
                 greedy solver. We show several complex examples where
                 high quality quad meshes are generated in a fully
                 automatic manner.",
  acknowledgement = ack-nhfb,
  articleno =    "77",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "direction field; mixed-integer; parametrization;
                 quadrangulation; remeshing; singularities",
}

@Article{Akleman:2009:CPW,
  author =       "Ergun Akleman and Jianer Chen and Qing Xing and
                 Jonathan L. Gross",
  title =        "Cyclic plain-weaving on polygonal mesh surfaces with
                 graph rotation systems",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "78:1--78:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531384",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we show how to create plain-weaving
                 over an arbitrary surface. To create a plain-weaving on
                 a surface, we need to create cycles that cross other
                 cycles (or themselves) by alternatingly going over and
                 under. We use the fact that it is possible to create
                 such cycles, starting from any given manifold-mesh
                 surface by simply twisting every edge of the manifold
                 mesh. We have developed a new method that converts
                 plain-weaving cycles to 3D thread structures. Using
                 this method, it is possible to cover a surface without
                 large gaps between threads by controlling the sizes of
                 the gaps. We have developed a system that converts any
                 manifold mesh to a plain-woven object, by interactively
                 controlling the shapes of the threads with a set of
                 parameters. We have demonstrated that by using this
                 system, we can create a wide variety of plain-weaving
                 patterns, some of which may not have been seen
                 before.",
  acknowledgement = ack-nhfb,
  articleno =    "78",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "links and knots; shape modeling; weaving",
}

@Article{Kim:2009:SMC,
  author =       "Manmyung Kim and Kyunglyul Hyun and Jongmin Kim and
                 Jehee Lee",
  title =        "Synchronized multi-character motion editing",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "79:1--79:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531385",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The ability to interactively edit human motion data is
                 essential for character animation. We present a novel
                 motion editing technique that allows the user to
                 manipulate synchronized multiple character motions
                 interactively. Our Laplacian motion editing method
                 formulates the interaction among multiple characters as
                 a collection of linear constraints and enforces the
                 constraints, while the user directly manipulates the
                 motion of characters in both spatial and temporal
                 domains. Various types of manipulation handles are
                 provided to specify absolute/relative spatial location,
                 direction, time, duration, and synchronization of
                 multiple characters. The capability of non-sequential
                 discrete editing is incorporated into our motion
                 editing interfaces, so continuous and discrete editing
                 is performed simultaneously and seamlessly. We
                 demonstrate that the synchronized multiple character
                 motions are synthesized and manipulated at interactive
                 rates using spatiotemporal constraints.",
  acknowledgement = ack-nhfb,
  articleno =    "79",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "character animation; human motion; interactive motion
                 editing; motion capture; multi-character interaction",
}

@Article{Macchietto:2009:MCB,
  author =       "Adriano Macchietto and Victor Zordan and Christian R.
                 Shelton",
  title =        "Momentum control for balance",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "80:1--80:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531386",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We demonstrate a real-time simulation system capable
                 of automatically balancing a standing character, while
                 at the same time tracking a reference motion and
                 responding to external perturbations. The system is
                 general to non-human morphologies and results in
                 natural balancing motions employing the entire body
                 (for example, wind-milling). Our novel balance routine
                 seeks to control the linear and angular momenta of the
                 character. We demonstrate how momentum is related to
                 the center of mass and center of pressure of the
                 character and derive control rules to change these
                 centers for balance. The desired momentum changes are
                 reconciled with the objective of tracking the reference
                 motion through an optimization routine which produces
                 target joint accelerations. A hybrid inverse/forward
                 dynamics algorithm determines joint torques based on
                 these joint accelerations and the ground reaction
                 forces. Finally, the joint torques are applied to the
                 free-standing character simulation. We demonstrate
                 results for following both motion capture and keyframe
                 data as well as both human and non-human morphologies
                 in presence of a variety of conditions and
                 disturbances.",
  acknowledgement = ack-nhfb,
  articleno =    "80",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "character animation; physics-based animation",
}

@Article{Muico:2009:CAN,
  author =       "Uldarico Muico and Yongjoon Lee and Jovan Popovi{\'c}
                 and Zoran Popovi{\'c}",
  title =        "Contact-aware nonlinear control of dynamic
                 characters",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "81:1--81:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531387",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Dynamically simulated characters are difficult to
                 control because they are underactuated---they have no
                 direct control over their global position and
                 orientation. In order to succeed, control policies must
                 look ahead to determine stabilizing actions, but such
                 planning is complicated by frequent ground contacts
                 that produce a discontinuous search space. This paper
                 introduces a locomotion system that generates
                 high-quality animation of agile movements using
                 nonlinear controllers that plan through such contact
                 changes. We demonstrate the general applicability of
                 this approach by emulating walking and running motions
                 in rigid-body simulations. Then we consolidate these
                 controllers under a higher-level planner that
                 interactively controls the character's direction.",
  acknowledgement = ack-nhfb,
  articleno =    "81",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "character control; character simulation; physics-based
                 character animation",
}

@Article{daSilva:2009:LBC,
  author =       "Marco da Silva and Fr{\'e}do Durand and Jovan
                 Popovi{\'c}",
  title =        "Linear {Bellman} combination for control of character
                 animation",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "82:1--82:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531388",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Controllers are necessary for physically-based
                 synthesis of character animation. However, creating
                 controllers requires either manual tuning or expensive
                 computer optimization. We introduce linear Bellman
                 combination as a method for reusing existing
                 controllers. Given a set of controllers for related
                 tasks, this combination creates a controller that
                 performs a new task. It naturally weights the
                 contribution of each component controller by its
                 relevance to the current state and goal of the system.
                 We demonstrate that linear Bellman combination
                 outperforms naive combination often succeeding where
                 naive combination fails. Furthermore, this combination
                 is provably optimal for a new task if the component
                 controllers are also optimal for related tasks. We
                 demonstrate the applicability of linear Bellman
                 combination to interactive character control of
                 stepping motions and acrobatic maneuvers.",
  acknowledgement = ack-nhfb,
  articleno =    "82",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "optimal control; physically based animation",
}

@Article{Eisemann:2009:VAC,
  author =       "Elmar Eisemann and Sylvain Paris and Fr{\'e}do
                 Durand",
  title =        "A visibility algorithm for converting {$3$D} meshes
                 into editable {$2$D} vector graphics",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "83:1--83:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531389",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Artists often need to import and embellish 3D models
                 coming from CAD-CAM into 2D vector graphics software to
                 produce, e.g., brochures or manuals. Current automatic
                 solutions tend to result, at best, in a 2D triangle
                 soup and artists often have to trace over 3D
                 renderings. We describe a method to convert 3D models
                 into 2D layered vector illustrations that respect
                 visibility and facilitate further editing. Our core
                 contribution is a visibility method that can partition
                 a mesh into large components that can be layered
                 according to visibility. Because self-occluding objects
                 and objects forming occlusion cycles cannot be
                 represented by layers without being cut, we introduce a
                 new cut algorithm that uses a graph representation of
                 the mesh and curvature-aware geodesic distances.",
  acknowledgement = ack-nhfb,
  articleno =    "83",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "geometry processing; NPR; vector graphics;
                 visibility",
}

@Article{McCann:2009:LL,
  author =       "James McCann and Nancy Pollard",
  title =        "Local layering",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "84:1--84:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531390",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In a conventional 2d painting or compositing program,
                 graphical objects are stacked in a user-specified
                 global order, as if each were printed on an image-sized
                 sheet of transparent film. In this paper we show how to
                 relax this restriction so that users can make stacking
                 decisions on a per-overlap basis, as if the layers were
                 pictures cut from a magazine. This allows for complex
                 and visually exciting overlapping patterns, without
                 painstaking layer-splitting, depth-value painting,
                 region coloring, or mask-drawing. Instead, users are
                 presented with a layers dialog which acts locally.
                 Behind the scenes, we divide the image into overlap
                 regions and track the ordering of layers in each
                 region. We formalize this structure as a graph of
                 stacking lists, define the set of orderings where
                 layers do not interpenetrate as consistent, and prove
                 that our local stacking operators are both correct and
                 sufficient to reach any consistent stacking. We also
                 provide a method for updating the local stacking when
                 objects change shape or position due to user editing -
                 this scheme prevents layer updates from producing
                 undesired intersections. Our method extends trivially
                 to both animation compositing and local visibility
                 adjustment in depth-peeled 3d scenes; the latter of
                 which allows for the creation of impossible figures
                 which can be viewed and manipulated in real-time.",
  acknowledgement = ack-nhfb,
  articleno =    "84",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "animation; compositing; image editing; layers;
                 stacking; visibility",
}

@Article{Lai:2009:ATP,
  author =       "Yu-Kun Lai and Shi-Min Hu and Ralph R. Martin",
  title =        "Automatic and topology-preserving gradient mesh
                 generation for image vectorization",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "85:1--85:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531391",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "{\em Gradient mesh\/} vector graphics representation,
                 used in commercial software, is a regular grid with
                 specified position and color, and their gradients, at
                 each grid point. Gradient meshes can compactly
                 represent smoothly changing data, and are typically
                 used for single objects. This paper advances the state
                 of the art for gradient meshes in several significant
                 ways. Firstly, we introduce a {\em
                 topology-preserving\/} gradient mesh representation
                 which allows an arbitrary number of {\em holes}. This
                 is important, as objects in images often have holes,
                 either due to occlusion, or their 3D structure.
                 Secondly, our algorithm uses the concept of image
                 manifolds, adapting surface parameterization and
                 fitting techniques to generate the gradient mesh in a
                 {\em fully automatic\/} manner. Existing gradient-mesh
                 algorithms require manual interaction to guide grid
                 construction, and to cut objects with holes into
                 disk-like regions. Our new algorithm is empirically at
                 least 10 times {\em faster\/} than previous approaches.
                 Furthermore, image segmentation can be used with our
                 new algorithm to provide automatic gradient mesh
                 generation for a {\em whole image}. Finally, fitting
                 errors can be simply controlled to balance quality with
                 storage.",
  acknowledgement = ack-nhfb,
  articleno =    "85",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "gradient mesh; image manifold; image vectorization;
                 parameterization",
}

@Article{Balzer:2009:CCP,
  author =       "Michael Balzer and Thomas Schl{\"o}mer and Oliver
                 Deussen",
  title =        "Capacity-constrained point distributions: a variant of
                 {Lloyd}'s method",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "86:1--86:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531392",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new general-purpose method for optimizing
                 existing point sets. The resulting distributions
                 possess high-quality blue noise characteristics and
                 adapt precisely to given density functions. Our method
                 is similar to the commonly used Lloyd's method while
                 avoiding its drawbacks. We achieve our results by
                 utilizing the concept of capacity, which for each point
                 is determined by the area of its Voronoi region
                 weighted with an underlying density function. We demand
                 that each point has the same capacity. In combination
                 with a dedicated optimization algorithm, this capacity
                 constraint enforces that each point obtains equal
                 importance in the distribution. Our method can be used
                 as a drop-in replacement for Lloyd's method, and
                 combines enhancement of blue noise characteristics and
                 density function adaptation in one operation.",
  acknowledgement = ack-nhfb,
  articleno =    "86",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "blue noise; capacity constraint; importance sampling;
                 Lloyd's method; Poisson disk point sets; Voronoi
                 tessellations",
}

@Article{Harmon:2009:ACM,
  author =       "David Harmon and Etienne Vouga and Breannan Smith and
                 Rasmus Tamstorf and Eitan Grinspun",
  title =        "Asynchronous contact mechanics",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "87:1--87:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531393",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We develop a method for reliable simulation of
                 elastica in complex contact scenarios. Our focus is on
                 firmly establishing three parameter-independent
                 guarantees: that simulations of well-posed problems (a)
                 have no interpenetrations, (b) obey causality,
                 momentum- and energy-conservation laws, and (c)
                 complete in finite time. We achieve these guarantees
                 through a novel synthesis of asynchronous variational
                 integrators, kinetic data structures, and a
                 discretization of the contact barrier potential by an
                 infinite sum of nested quadratic potentials. In a
                 series of two- and three-dimensional examples, we
                 illustrate that this method more easily handles
                 challenging problems involving complex contact
                 geometries, sharp features, and sliding during
                 extremely tight contact.",
  acknowledgement = ack-nhfb,
  articleno =    "87",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "collision; contact; simulation; symplectic;
                 variational",
}

@Article{Chentanez:2009:ISS,
  author =       "Nuttapong Chentanez and Ron Alterovitz and Daniel
                 Ritchie and Lita Cho and Kris K. Hauser and Ken
                 Goldberg and Jonathan R. Shewchuk and James F.
                 O'Brien",
  title =        "Interactive simulation of surgical needle insertion
                 and steering",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "88:1--88:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531394",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present algorithms for simulating and visualizing
                 the insertion and steering of needles through
                 deformable tissues for surgical training and planning.
                 Needle insertion is an essential component of many
                 clinical procedures such as biopsies, injections,
                 neurosurgery, and brachytherapy cancer treatment. The
                 success of these procedures depends on accurate
                 guidance of the needle tip to a clinical target while
                 avoiding vital tissues. Needle insertion deforms body
                 tissues, making accurate placement difficult. Our
                 interactive needle insertion simulator models the
                 coupling between a steerable needle and deformable
                 tissue. We introduce (1) a novel algorithm for local
                 remeshing that quickly enforces the conformity of a
                 tetrahedral mesh to a curvilinear needle path, enabling
                 accurate computation of contact forces, (2) an
                 efficient method for coupling a 3D finite element
                 simulation with a 1D inextensible rod with stick-slip
                 friction, and (3) optimizations that reduce the
                 computation time for physically based simulations. We
                 can realistically and interactively simulate needle
                 insertion into a prostate mesh of 13,375 tetrahedra and
                 2,763 vertices at a 25 Hz frame rate on an 8-core 3.0
                 GHz Intel Xeon PC. The simulation models prostate
                 brachytherapy with needles of varying stiffness,
                 steering needles around obstacles, and supports motion
                 planning for robotic needle insertion. We evaluate the
                 accuracy of the simulation by comparing against
                 real-world experiments in which flexible, steerable
                 needles were inserted into gel tissue phantoms.",
  acknowledgement = ack-nhfb,
  articleno =    "88",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "coupled simulation; needle insertion; real-time finite
                 element methods; surgical simulation",
}

@Article{Bickel:2009:CMN,
  author =       "Bernd Bickel and Moritz B{\"a}cher and Miguel A.
                 Otaduy and Wojciech Matusik and Hanspeter Pfister and
                 Markus Gross",
  title =        "Capture and modeling of non-linear heterogeneous soft
                 tissue",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "89:1--89:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531395",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces a data-driven representation and
                 modeling technique for simulating non-linear
                 heterogeneous soft tissue. It simplifies the
                 construction of convincing deformable models by
                 avoiding complex selection and tuning of physical
                 material parameters, yet retaining the richness of
                 non-linear heterogeneous behavior. We acquire a set of
                 example deformations of a real object, and represent
                 each of them as a spatially varying stress-strain
                 relationship in a finite-element model. We then model
                 the material by non-linear interpolation of these
                 stress-strain relationships in strain-space. Our method
                 relies on a simple-to-build capture system and an
                 efficient run-time simulation algorithm based on
                 incremental loading, making it suitable for interactive
                 computer graphics applications. We present the results
                 of our approach for several non-linear materials and
                 biological soft tissue, with accurate agreement of our
                 model to the measured data.",
  acknowledgement = ack-nhfb,
  articleno =    "89",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "data-driven graphics; deformations; model acquisition;
                 physically based animation and modeling",
}

@Article{Wang:2009:PGL,
  author =       "Huamin Wang and Miao Liao and Qing Zhang and Ruigang
                 Yang and Greg Turk",
  title =        "Physically guided liquid surface modeling from
                 videos",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "90:1--90:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531396",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an image-based reconstruction framework to
                 model real water scenes captured by stereoscopic video.
                 In contrast to many image-based modeling techniques
                 that rely on user interaction to obtain high-quality 3D
                 models, we instead apply automatically calculated
                 physically-based constraints to refine the initial
                 model. The combination of image-based reconstruction
                 with physically-based simulation allows us to model
                 complex and dynamic objects such as fluid. Using a
                 depth map sequence as initial conditions, we use a
                 physically based approach that automatically fills in
                 missing regions, removes outliers, and refines the
                 geometric shape so that the final 3D model is
                 consistent to both the input video data and the laws of
                 physics. Physically-guided modeling also makes
                 interpolation or extrapolation in the space-time domain
                 possible, and even allows the fusion of depth maps that
                 were taken at different times or viewpoints. We
                 demonstrated the effectiveness of our framework with a
                 number of real scenes, all captured using only a single
                 pair of cameras.",
  acknowledgement = ack-nhfb,
  articleno =    "90",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "image-based reconstruction; physically-based fluid
                 simulation; space-time model completion",
}

@Article{Wang:2009:EGB,
  author =       "Rui Wang and Rui Wang and Kun Zhou and Minghao Pan and
                 Hujun Bao",
  title =        "An efficient {GPU}-based approach for interactive
                 global illumination",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "91:1--91:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531397",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a GPU-based method for interactive
                 global illumination that integrates complex effects
                 such as multi-bounce indirect lighting, glossy
                 reflections, caustics, and arbitrary specular paths.
                 Our method builds upon scattered data sampling and
                 interpolation on the GPU. We start with raytraced
                 shading points and partition them into coherent shading
                 clusters using adaptive seeding followed by k-means. At
                 each cluster center we apply final gather to evaluate
                 its incident irradiance using GPU-based photon mapping.
                 We approximate the entire photon tree as a compact
                 illumination cut, thus reducing the final gather cost
                 for each ray. The sampled irradiance values are then
                 interpolated at all shading points to produce
                 rendering. Our method exploits the spatial coherence of
                 illumination to reduce sampling cost. We sample
                 sparsely and the distribution of sample points conforms
                 with the underlying illumination changes. Therefore our
                 method is both fast and preserves high rendering
                 quality. Although the same property has been exploited
                 by previous caching and adaptive sampling methods,
                 these methods typically require sequential computation
                 of sample points, making them ill-suited for the GPU.
                 In contrast, we select sample points adaptively in a
                 single pass, enabling parallel computation. As a
                 result, our algorithm runs entirely on the GPU,
                 achieving interactive rates for scenes with complex
                 illumination effects.",
  acknowledgement = ack-nhfb,
  articleno =    "91",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "final gather; global illumination; GPU; illumination
                 cut; k-means; photon mapping",
}

@Article{Walter:2009:SSR,
  author =       "Bruce Walter and Shuang Zhao and Nicolas Holzschuch
                 and Kavita Bala",
  title =        "Single scattering in refractive media with triangle
                 mesh boundaries",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "92:1--92:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531398",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Light scattering in refractive media is an important
                 optical phenomenon for computer graphics. While recent
                 research has focused on multiple scattering, there has
                 been less work on accurate solutions for single or
                 low-order scattering. Refraction through a complex
                 boundary allows a single external source to be visible
                 in multiple directions internally with different
                 strengths; these are hard to find with existing
                 techniques. This paper presents techniques to quickly
                 find paths that connect points inside and outside a
                 medium while obeying the laws of refraction. We
                 introduce: a half-vector based formulation to support
                 the most common geometric representation, triangles
                 with interpolated normals; hierarchical pruning to
                 scale to triangular meshes; and, both a solver with
                 strong accuracy guarantees, and a faster method that is
                 empirically accurate. A GPU version achieves
                 interactive frame rates in several examples.",
  acknowledgement = ack-nhfb,
  articleno =    "92",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "refraction; single scatter; subsurface",
}

@Article{Egan:2009:FAS,
  author =       "Kevin Egan and Yu-Ting Tseng and Nicolas Holzschuch
                 and Fr{\'e}do Durand and Ravi Ramamoorthi",
  title =        "Frequency analysis and sheared reconstruction for
                 rendering motion blur",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "93:1--93:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531399",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Motion blur is crucial for high-quality rendering, but
                 is also very expensive. Our first contribution is a
                 frequency analysis of motion-blurred scenes, including
                 moving objects, specular reflections, and shadows. We
                 show that motion induces a shear in the frequency
                 domain, and that the spectrum of moving scenes can be
                 approximated by a wedge. This allows us to compute
                 adaptive space-time sampling rates, to accelerate
                 rendering. For uniform velocities and standard
                 axis-aligned reconstruction, we show that the product
                 of spatial and temporal bandlimits or sampling rates is
                 constant, independent of velocity. Our second
                 contribution is a novel sheared reconstruction filter
                 that is aligned to the first-order direction of motion
                 and enables even lower sampling rates. We present a
                 rendering algorithm that computes a sheared
                 reconstruction filter per pixel, without any
                 intermediate Fourier representation. This often permits
                 synthesis of motion-blurred images with far fewer
                 rendering samples than standard techniques require.",
  acknowledgement = ack-nhfb,
  articleno =    "93",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "anti-aliasing; filter; frequency analysis; light
                 transport; motion blur; reconstruction; sampling;
                 space-time",
}

@Article{Bittner:2009:AGV,
  author =       "Ji{\v{r}}{\'\i} Bittner and Oliver Mattausch and Peter
                 Wonka and Vlastimil Havran and Michael Wimmer",
  title =        "Adaptive global visibility sampling",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "94:1--94:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531400",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper we propose a global visibility algorithm
                 which computes from-region visibility for all view
                 cells simultaneously in a progressive manner. We cast
                 rays to sample visibility interactions and use the
                 information carried by a ray for all view cells it
                 intersects. The main contribution of the paper is a set
                 of adaptive sampling strategies based on ray mutations
                 that exploit the spatial coherence of visibility. Our
                 method achieves more than an order of magnitude speedup
                 compared to per-view cell sampling. This provides a
                 practical solution to visibility preprocessing and also
                 enables a new type of interactive visibility analysis
                 application, where it is possible to quickly inspect
                 and modify a coarse global visibility solution that is
                 constantly refined.",
  acknowledgement = ack-nhfb,
  articleno =    "94",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "from-region visibility; visibility preprocessing",
}

@Article{Agrawal:2009:IMB,
  author =       "Amit Agrawal and Yi Xu and Ramesh Raskar",
  title =        "Invertible motion blur in video",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "95:1--95:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531401",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We show that motion blur in successive video frames is
                 invertible even if the point-spread function (PSF) due
                 to motion smear in a single photo is non-invertible.
                 Blurred photos exhibit nulls (zeros) in the frequency
                 transform of the PSF, leading to an ill-posed
                 deconvolution. Hardware solutions to avoid this require
                 specialized devices such as the coded exposure camera
                 or accelerating sensor motion. We employ ordinary video
                 cameras and introduce the notion of null-filling along
                 with joint-invertibility of multiple blur-functions.
                 The key idea is to record the same object with varying
                 PSFs, so that the nulls in the frequency component of
                 one frame can be filled by other frames. The combined
                 frequency transform becomes null-free, making
                 deblurring well-posed. We achieve jointly-invertible
                 blur simply by changing the exposure time of successive
                 frames. We address the problem of automatic deblurring
                 of objects moving with constant velocity by solving the
                 four critical components: preservation of all spatial
                 frequencies, segmentation of moving parts, motion
                 estimation of moving parts, and non-degradation of the
                 static parts of the scene. We demonstrate several
                 challenging cases of object motion blur including
                 textured backgrounds and partial occluders.",
  acknowledgement = ack-nhfb,
  articleno =    "95",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computational photography; invertibility; motion
                 deblurring; PSF; PSF estimation",
}

@Article{Krishnan:2009:DFP,
  author =       "Dilip Krishnan and Rob Fergus",
  title =        "Dark flash photography",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "96:1--96:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531402",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Camera flashes produce intrusive bursts of light that
                 disturb or dazzle. We present a prototype camera and
                 flash that uses infra-red and ultra-violet light mostly
                 outside the visible range to capture pictures in
                 low-light conditions. This `dark' flash is at least two
                 orders of magnitude dimmer than conventional flashes
                 for a comparable exposure. Building on ideas from
                 flash/no-flash photography, we capture a pair of
                 images, one using the dark flash, other using the dim
                 ambient illumination alone. We then exploit the
                 correlations between images recorded at different
                 wavelengths to denoise the ambient image and restore
                 fine details to give a high quality result, even in
                 very weak illumination. The processing techniques can
                 also be used to denoise images captured with
                 conventional cameras.",
  acknowledgement = ack-nhfb,
  articleno =    "96",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computational photography; dark flash; multi-spectral
                 imaging; spectral image correlations",
}

@Article{Levin:2009:FAC,
  author =       "Anat Levin and Samuel W. Hasinoff and Paul Green and
                 Fr{\'e}do Durand and William T. Freeman",
  title =        "{$4$D} frequency analysis of computational cameras for
                 depth of field extension",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "97:1--97:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1576246.1531403",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Depth of field (DOF), the range of scene depths that
                 appear sharp in a photograph, poses a fundamental
                 tradeoff in photography---wide apertures are important
                 to reduce imaging noise, but they also increase defocus
                 blur. Recent advances in computational imaging modify
                 the acquisition process to extend the DOF through
                 deconvolution. Because deconvolution quality is a tight
                 function of the frequency power spectrum of the defocus
                 kernel, designs with high spectra are desirable. In
                 this paper we study how to design effective
                 extended-DOF systems, and show an upper bound on the
                 maximal power spectrum that can be achieved. We analyze
                 defocus kernels in the 4D light field space and show
                 that in the frequency domain, only a low-dimensional 3D
                 manifold contributes to focus. Thus, to maximize the
                 defocus spectrum, imaging systems should concentrate
                 their limited energy on this manifold. We review
                 several computational imaging systems and show either
                 that they spend energy outside the focal manifold or do
                 not achieve a high spectrum over the DOF. Guided by
                 this analysis we introduce the lattice-focal lens,
                 which concentrates energy at the low-dimensional focal
                 manifold and achieves a higher power spectrum than
                 previous designs. We have built a prototype
                 lattice-focal lens and present extended depth of field
                 results.",
  acknowledgement = ack-nhfb,
  articleno =    "97",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computational camera; depth of field; Fourier
                 analysis; light field",
}

@Article{Mohan:2009:BIV,
  author =       "Ankit Mohan and Grace Woo and Shinsaku Hiura and Quinn
                 Smithwick and Ramesh Raskar",
  title =        "{Bokode}: imperceptible visual tags for camera based
                 interaction from a distance",
  journal =      j-TOG,
  volume =       "28",
  number =       "3",
  pages =        "98:1--98:??",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1531326.1531404",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Aug 11 18:14:27 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We show a new camera based interaction solution where
                 an ordinary camera can detect small optical tags from a
                 relatively large distance. Current optical tags, such
                 as barcodes, must be read within a short range and the
                 codes occupy valuable physical space on products. We
                 present a new low-cost optical design so that the tags
                 can be shrunk to {\em 3mm\/} visible diameter, and
                 unmodified ordinary cameras several meters away can be
                 set up to decode the identity plus the relative
                 distance and angle. The design exploits the bokeh
                 effect of ordinary cameras lenses, which maps rays
                 exiting from an out of focus scene point into a disk
                 like blur on the camera sensor. This bokeh-code or {\em
                 Bokode\/} is a barcode design with a simple lenslet
                 over the pattern. We show that a code with 15 {\em $
                 \mu $ m\/} features can be read using an off-the-shelf
                 camera from distances of up to 2 meters. We use
                 intelligent binary coding to estimate the relative
                 distance and angle to the camera, and show potential
                 for applications in augmented reality and motion
                 capture. We analyze the constraints and performance of
                 the optical system, and discuss several plausible
                 application scenarios.",
  acknowledgement = ack-nhfb,
  articleno =    "98",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "2D fiducials; augmented reality; computational probes;
                 defocus blur; human-computer interaction; motion
                 capture",
}

@Article{Lee:2009:CBM,
  author =       "Sung-Hee Lee and Eftychios Sifakis and Demetri
                 Terzopoulos",
  title =        "Comprehensive biomechanical modeling and simulation of
                 the upper body",
  journal =      j-TOG,
  volume =       "28",
  number =       "4",
  pages =        "99:1--99:17",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1559755.1559756",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Sep 4 15:14:09 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a comprehensive biomechanical model of
                 the human upper body. Our model confronts the combined
                 challenge of modeling and controlling more or less all
                 of the relevant articular bones and muscles, as well as
                 simulating the physics-based deformations of the soft
                 tissues. Its dynamic skeleton comprises 68 bones with
                 147 jointed degrees of freedom, including those of each
                 vertebra and most of the ribs. To be properly actuated
                 and controlled, the skeletal submodel requires
                 comparable attention to detail with respect to muscle
                 modeling. We incorporate 814 muscles, each of which is
                 modeled as a piecewise uniaxial Hill-type force
                 actuator. To biomechanically simulate realistic flesh
                 deformations, we also develop a coupled finite element
                 model with the appropriate constitutive behavior, in
                 which are embedded the detailed 3D anatomical
                 geometries of the hard and soft tissues. Finally, we
                 develop an associated physics-based animation
                 controller that computes the muscle activation signals
                 necessary to drive the elaborate musculoskeletal system
                 in accordance with a sequence of target poses specified
                 by an animator.",
  acknowledgement = ack-nhfb,
  articleno =    "99",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "biomechanics; finite elements; Human modeling and
                 animation; muscle-based animation; rigid/deformable
                 dynamics and control; soft tissue simulation",
}

@Article{Bailey:2009:SGD,
  author =       "Reynold Bailey and Ann McNamara and Nisha Sudarsanam
                 and Cindy Grimm",
  title =        "Subtle gaze direction",
  journal =      j-TOG,
  volume =       "28",
  number =       "4",
  pages =        "100:1--100:14",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1559755.1559757",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Sep 4 15:14:09 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article presents a novel technique that combines
                 eye-tracking with subtle image-space modulation to
                 direct a viewer's gaze about a digital image. We call
                 this paradigm {\em subtle gaze direction}. Subtle gaze
                 direction exploits the fact that our peripheral vision
                 has very poor acuity compared to our foveal vision. By
                 presenting brief, subtle modulations to the peripheral
                 regions of the field of view, the technique presented
                 here draws the viewer's foveal vision to the modulated
                 region. Additionally, by monitoring saccadic velocity
                 and exploiting the visual phenomenon of saccadic
                 masking, modulation is automatically terminated before
                 the viewer's foveal vision enters the modulated region.
                 Hence, the viewer is never actually allowed to
                 scrutinize the stimuli that attracted her gaze. This
                 new subtle gaze directing technique has potential
                 application in many areas including large scale display
                 systems, perceptually adaptive rendering, and complex
                 visual search tasks.",
  acknowledgement = ack-nhfb,
  articleno =    "100",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "eye-tracking; image-based; Luminance; modulation;
                 visual acuity; warm-cool",
}

@Article{Liu:2009:CVT,
  author =       "Yang Liu and Wenping Wang and Bruno L{\'e}vy and Feng
                 Sun and Dong-Ming Yan and Lin Lu and Chenglei Yang",
  title =        "On centroidal {Voronoi} tessellation --- energy
                 smoothness and fast computation",
  journal =      j-TOG,
  volume =       "28",
  number =       "4",
  pages =        "101:1--101:17",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1559755.1559758",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Sep 4 15:14:09 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Centroidal Voronoi tessellation (CVT) is a particular
                 type of Voronoi tessellation that has many applications
                 in computational sciences and engineering, including
                 computer graphics. The prevailing method for computing
                 CVT is Lloyd's method, which has linear convergence and
                 is inefficient in practice. We develop new efficient
                 methods for CVT computation and demonstrate the fast
                 convergence of these methods. Specifically, we show
                 that the CVT energy function has 2nd order smoothness
                 for convex domains with smooth density, as well as in
                 most situations encountered in optimization. Due to the
                 2nd order smoothness, it is possible to minimize the
                 CVT energy functions using Newton-like optimization
                 methods and expect fast convergence. We propose a
                 quasi-Newton method to compute CVT and demonstrate its
                 faster convergence than Lloyd's method with various
                 numerical examples. It is also significantly faster and
                 more robust than the Lloyd-Newton method, a previous
                 attempt to accelerate CVT. We also demonstrate surface
                 remeshing as a possible application.",
  acknowledgement = ack-nhfb,
  articleno =    "101",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Centroidal Voronoi tessellation; constrained CVT;
                 Lloyd's method; numerical optimization; quasi-Newton
                 methods; remeshing",
}

@Article{Bratkova:2009:ARM,
  author =       "Margarita Bratkova and Peter Shirley and William B.
                 Thompson",
  title =        "Artistic rendering of mountainous terrain",
  journal =      j-TOG,
  volume =       "28",
  number =       "4",
  pages =        "102:1--102:18",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1559755.1559759",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Sep 4 15:14:09 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Panorama maps are aerial view paintings that depict
                 complex, three-dimensional landscapes in a pleasing and
                 understandable way. Painters and cartographers have
                 developed techniques to create such artistic landscapes
                 for centuries, but the process remains difficult and
                 time-consuming. In this work, we derive principles and
                 heuristics for panorama map creation of mountainous
                 terrain from a perceptual and artistic analysis of two
                 panorama maps of Yellowstone National Park. We then
                 present methods to automatically produce landscape
                 renderings in the visual style of the panorama map. Our
                 algorithms rely on United States Geological Survey
                 (USGS) terrain and classification data. Our surface
                 textures are generated using perceptual metrics and
                 artistic considerations, and use the structural
                 information present in the terrain to guide the
                 automatic placement of image space strokes for natural
                 surfaces such as forests, cliffs, snow, and water.",
  acknowledgement = ack-nhfb,
  articleno =    "102",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Non-photorealistic rendering; terrain; texture
                 synthesis",
}

@Article{Wills:2009:TPS,
  author =       "Josh Wills and Sameer Agarwal and David Kriegman and
                 Serge Belongie",
  title =        "Toward a perceptual space for gloss",
  journal =      j-TOG,
  volume =       "28",
  number =       "4",
  pages =        "103:1--103:15",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1559755.1559760",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Sep 4 15:14:09 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We design and implement a comprehensive study of the
                 perception of gloss. This is the largest study of its
                 kind to date, and the first to use real material
                 measurements. In addition, we develop a novel
                 multi-dimensional scaling (MDS) algorithm for analyzing
                 pairwise comparisons. The data from the psychophysics
                 study and the MDS algorithm is used to construct a low
                 dimensional perceptual embedding of these bidirectional
                 reflectance distribution functions (BRDFs). The
                 embedding is validated by correlating it with nine
                 gloss dimensions, fitted parameters of seven analytical
                 BRDF models, and a perceptual parameterization of
                 Ward's model. We also introduce a novel perceptual
                 interpolation scheme that uses the embedding to provide
                 the user with an intuitive interface for navigating the
                 space of gloss and constructing new materials.",
  acknowledgement = ack-nhfb,
  articleno =    "103",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "human perception; reflectance models; Rendering",
}

@Article{Xin:2009:ICH,
  author =       "Shi-Qing Xin and Guo-Jin Wang",
  title =        "Improving {Chen} and {Han}'s algorithm on the discrete
                 geodesic problem",
  journal =      j-TOG,
  volume =       "28",
  number =       "4",
  pages =        "104:1--104:8",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1559755.1559761",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Sep 4 15:14:09 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The computation of geodesic distances or paths between
                 two points on triangulated meshes is a common operation
                 in many computer graphics applications. In this
                 article, we present an exact algorithm for the
                 single-source all-vertices shortest path
                 problem.\par

                 Mitchell et al. [1987] proposed an $ O(n^2 \log n) $
                 method (MMP), based on Dijkstra's algorithm, where $n$
                 is the complexity of the polyhedral surface. Then, Chen
                 and Han [1990] (CH) improved the running time to $
                 O(n^2)$. Interestingly Surazhsky et al. [2005] provided
                 experimental evidence demonstrating that the MMP
                 algorithm runs many times faster, in practice, than the
                 CH algorithm.\par

                 The CH algorithm encodes the structure of the set of
                 shortest paths using a set of windows on the edges of
                 the polyhedron. Our experiments showed that in many
                 examples over 99\% of the windows created by the CH
                 algorithm are of no use to define a shortest path. So
                 this article proposes to improve the CH algorithm by
                 two separate techniques. One is to filter out useless
                 windows using the current estimates of the distances to
                 the vertices, the other is to maintain a priority queue
                 like that achieved in Dijkstra's algorithm. Our
                 experimental results suggest that the improved CH
                 algorithm, in spite of an $ O(n^2 \log n)$ asymptotic
                 time complexity, greatly outperforms the original CH
                 algorithm in both time and space. Furthermore, it
                 generally runs faster than the MMP algorithm and uses
                 considerably less space.",
  acknowledgement = ack-nhfb,
  articleno =    "104",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computational geometry; Design and analysis of
                 algorithms; shortest path problems",
}

@Article{Volino:2009:SAN,
  author =       "Pascal Volino and Nadia Magnenat-Thalmann and
                 Fran{\c{c}}ois Faure",
  title =        "A simple approach to nonlinear tensile stiffness for
                 accurate cloth simulation",
  journal =      j-TOG,
  volume =       "28",
  number =       "4",
  pages =        "105:1--105:16",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1559755.1559762",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Sep 4 15:14:09 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recent mechanical models for cloth simulation have
                 evolved toward accurate representation of elastic
                 stiffness based on continuum mechanics, converging to
                 formulations that are largely analogous to fast finite
                 element methods. In the context of tensile
                 deformations, these formulations usually involve the
                 linearization of tensors, so as to express linear
                 elasticity in a simple way. However, this approach
                 needs significant adaptations and approximations for
                 dealing with the nonlinearities resulting from large
                 cloth deformations. Toward our objective of accurately
                 simulating the nonlinear properties of cloth, we show
                 that this linearization can indeed be avoided and
                 replaced by adapted strain-stress laws that precisely
                 describe the nonlinear behavior of the material. This
                 leads to highly streamlined computations that are
                 particularly efficient for simulating the nonlinear
                 anisotropic tensile elasticity of highly deformable
                 surfaces. We demonstrate the efficiency of this method
                 with examples related to accurate garment simulation
                 from experimental tensile curves measured on actual
                 materials.",
  acknowledgement = ack-nhfb,
  articleno =    "105",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "cloth simulation; finite elements; mechanical
                 simulation; Particle systems",
}

@Article{Pamplona:2009:PMP,
  author =       "Vitor F. Pamplona and Manuel M. Oliveira and Gladimir
                 V. G. Baranoski",
  title =        "Photorealistic models for pupil light reflex and
                 iridal pattern deformation",
  journal =      j-TOG,
  volume =       "28",
  number =       "4",
  pages =        "106:1--106:12",
  month =        aug,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1559755.1559763",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Sep 4 15:14:09 MDT 2009",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a physiologically-based model for pupil
                 light reflex (PLR) and an image-based model for iridal
                 pattern deformation. Our PLR model expresses the pupil
                 diameter as a function of the lighting of the
                 environment, and is described by a delay-differential
                 equation, naturally adapting the pupil diameter even to
                 abrupt changes in light conditions. Since the
                 parameters of our PLR model were derived from measured
                 data, it correctly simulates the actual behavior of the
                 human pupil. Another contribution of our work is a
                 model for realistic deformation of the iris pattern as
                 a function of pupil dilation and constriction. Our
                 models produce high-fidelity appearance effects and can
                 be used to produce real-time predictive animations of
                 the pupil and iris under variable lighting conditions.
                 We assess the predictability and quality of our
                 simulations through comparisons of modeled results
                 against measured data derived from experiments also
                 described in this work. Combined, our models can bring
                 facial animation to new photorealistic standards.",
  acknowledgement = ack-nhfb,
  articleno =    "106",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Face animation; image-based modelling; iris animation;
                 photorealism; physiologically-based modelling",
}

@Article{Rosenberger:2009:LSS,
  author =       "Amir Rosenberger and Daniel Cohen-Or and Dani
                 Lischinski",
  title =        "Layered shape synthesis: automatic generation of
                 control maps for non-stationary textures",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "107:1--107:5",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618453",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many inhomogeneous real-world textures are
                 non-stationary and exhibit various large scale patterns
                 that are easily perceived by a human observer. Such
                 textures violate the assumptions underlying most
                 state-of-the-art example-based synthesis methods.
                 Consequently, they cannot be properly reproduced by
                 these methods, unless a suitable control map is
                 provided to guide the synthesis process. Such control
                 maps are typically either user specified or generated
                 by a simulation. In this paper, we present an
                 alternative: a method for automatic example-based
                 generation of control maps, geared at synthesis of
                 natural, highly inhomogeneous textures, such as those
                 resulting from natural aging or weathering processes.
                 Our method is based on the observation that an
                 appropriate control map for many of these textures may
                 be modeled as a superposition of several layers, where
                 the visible parts of each layer are occupied by a more
                 homogeneous texture. Thus, given a decomposition of a
                 texture exemplar into a small number of such layers, we
                 employ a novel example-based shape synthesis algorithm
                 to automatically generate a new set of layers. Our
                 shape synthesis algorithm is designed to preserve both
                 local and global characteristics of the exemplar's
                 layer map. This process results in a new control map,
                 which then may be used to guide the subsequent texture
                 synthesis process.",
  acknowledgement = ack-nhfb,
  articleno =    "107",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "control maps; example-based texture synthesis;
                 non-stationary textures; shape synthesis",
}

@Article{Xu:2009:FAS,
  author =       "Kai Xu and Daniel Cohen-Or and Tao Ju and Ligang Liu
                 and Hao Zhang and Shizhe Zhou and Yueshan Xiong",
  title =        "Feature-aligned shape texturing",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "108:1--108:7",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618454",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The essence of a 3D shape can often be well captured
                 by its salient feature curves. In this paper, we
                 explore the use of salient curves in synthesizing
                 intuitive, shape-revealing textures on surfaces. Our
                 texture synthesis is guided by two principles: matching
                 the direction of the texture patterns to those of the
                 salient curves, and aligning the prominent feature
                 lines in the texture to the salient curves exactly. We
                 have observed that textures synthesized by these
                 principles not only fit naturally to the surface
                 geometry, but also visually reveal, even reinforce, the
                 shape's essential characteristics. We call these {\em
                 feature-aligned shape texturing}. Our technique is
                 fully automatic, and introduces two novel technical
                 components in vector-field-guided texture synthesis: an
                 algorithm that orients the salient curves on a surface
                 for constrained vector field generation, and a
                 feature-to-feature texture optimization.",
  acknowledgement = ack-nhfb,
  articleno =    "108",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "feature alignment; salient features; texture
                 synthesis",
}

@Article{Gonzalez:2009:CMM,
  author =       "Francisco Gonz{\'a}lez and Gustavo Patow",
  title =        "Continuity mapping for multi-chart textures",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "109:1--109:8",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618455",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "It is well known that multi-chart parameterizations
                 introduce seams over meshes, causing serious problems
                 for applications like texture filtering, relief mapping
                 and simulations in the texture domain. Here we present
                 two techniques, collectively known as {\em Continuity
                 Mapping}, that together make any multi-chart
                 parameterization seamless: {\em Traveler's Map\/} is
                 used for solving the spatial discontinuities of
                 multi-chart parameterizations in texture space thanks
                 to a bidirectional mapping between areas outside the
                 charts and the corresponding areas inside; and {\em
                 Sewing the Seams\/} addresses the sampling mismatch at
                 chart boundaries using a set of stitching triangles
                 that are not true geometry, but merely evaluated on a
                 perfragment basis to perform consistent linear
                 interpolation between non-adjacent texel values. {\em
                 Continuity Mapping\/} does {\em not\/} require any
                 modification of the artist-provided textures or models,
                 it is fully automatic, and achieves continuity with
                 small memory and computational costs.",
  acknowledgement = ack-nhfb,
  articleno =    "109",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ma:2009:MFT,
  author =       "Chongyang Ma and Li-Yi Wei and Baining Guo and Kun
                 Zhou",
  title =        "Motion field texture synthesis",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "110:1--110:8",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618456",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A variety of animation effects such as herds and
                 fluids contain detailed motion fields characterized by
                 repetitive structures. Such detailed motion fields are
                 often visually important, but tedious to specify
                 manually or expensive to simulate computationally. Due
                 to the repetitive nature, some of these motion fields
                 (e.g. turbulence in fluids) could be synthesized by
                 procedural texturing, but procedural texturing is known
                 for its limited generality.\par

                 We apply example-based texture synthesis for motion
                 fields. Our technique is general and can take on a
                 variety of user inputs, including captured data, manual
                 art, and physical/procedural simulation. This
                 data-driven approach enables artistic effects that are
                 difficult to achieve via previous methods, such as
                 heart shaped swirls in fluid animation. Due to the use
                 of texture synthesis, our method is able to populate a
                 large output field from a small input exemplar,
                 imposing minimum user workload. Our algorithm also
                 allows the synthesis of output motion fields not only
                 with the same dimension as the input (e.g. 2D to 2D)
                 but also of higher dimension, such as 3D volumetric
                 outputs from 2D planar inputs. This cross-dimension
                 capability supports a convenient usage scenario, i.e.
                 the user could simply supply 2D images and our method
                 produces a 3D motion field with similar
                 characteristics. The motion fields produced by our
                 method are generic, and could be combined with a
                 variety of large-scale low-resolution motions that are
                 easy to specify either manually or computationally but
                 lack the repetitive structures to be characterized as
                 textures. We apply our technique to a variety of
                 animation phenomena, including smoke, liquid, and group
                 motion.",
  acknowledgement = ack-nhfb,
  articleno =    "110",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "fluids; group motion; motion field; texture
                 synthesis",
}

@Article{Vanegas:2009:IDU,
  author =       "Carlos A. Vanegas and Daniel G. Aliaga and
                 Bed{\v{r}}ich Bene{\v{s}} and Paul A. Waddell",
  title =        "Interactive design of urban spaces using geometrical
                 and behavioral modeling",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "111:1--111:10",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618457",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The main contribution of our work is in closing the
                 loop between behavioral and geometrical modeling of
                 cities. Editing of urban design variables is performed
                 intuitively and visually using a graphical user
                 interface. Any design variable can be constrained or
                 changed. The design process uses an iterative dynamical
                 system for reaching equilibrium: a state where the
                 demands of behavioral modeling match those of
                 geometrical modeling. 3D models are generated in a few
                 seconds and conform to plausible urban behavior and
                 urban geometry. Our framework includes an interactive
                 agent-based behavioral modeling system as well as
                 adaptive geometry generation algorithms. We demonstrate
                 interactive and incremental design and editing for
                 synthetic urban spaces spanning over 200 square
                 kilometers.",
  acknowledgement = ack-nhfb,
  articleno =    "111",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "3D models; editing; interactive; urban spaces",
}

@Article{Whiting:2009:PMS,
  author =       "Emily Whiting and John Ochsendorf and Fr{\'e}do
                 Durand",
  title =        "Procedural modeling of structurally-sound masonry
                 buildings",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "112:1--112:9",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618458",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce structural feasibility into procedural
                 modeling of buildings. This allows for more realistic
                 structural models that can be interacted with in
                 physical simulations. While existing structural
                 analysis tools focus heavily on providing an analysis
                 of the stress state, our proposed method automatically
                 tunes a set of designated free parameters to obtain
                 forms that are structurally sound.",
  acknowledgement = ack-nhfb,
  articleno =    "112",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "architecture; optimization; physics; procedural
                 modeling; statics; structural stability",
}

@Article{Jiang:2009:SAM,
  author =       "Nianjuan Jiang and Ping Tan and Loong-Fah Cheong",
  title =        "Symmetric architecture modeling with a single image",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "113:1--113:8",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618459",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method to recover a 3D texture-mapped
                 architecture model from a single image. Both single
                 image based modeling and architecture modeling are
                 challenging problems. We handle these difficulties by
                 employing constraints derived from shape symmetries,
                 which are prevalent in architecture. We first present a
                 novel algorithm to calibrate the camera from a single
                 image by exploiting symmetry. Then a set of 3D points
                 is recovered according to the calibration and the
                 underlying symmetry. With these reconstructed points,
                 the user interactively marks out components of the
                 architecture structure, whose shapes and positions are
                 automatically determined according to the 3D points.
                 Lastly, we texture the 3D model according to the input
                 image, and we enhance the texture quality at those
                 foreshortened and occluded regions according to their
                 symmetric counterparts. The modeling process requires
                 only a few minutes interaction. Multiple examples are
                 provided to demonstrate the presented method.",
  acknowledgement = ack-nhfb,
  articleno =    "113",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "3D reconstruction; architecture modeling; symmetry",
}

@Article{Xiao:2009:IBS,
  author =       "Jianxiong Xiao and Tian Fang and Peng Zhao and Maxime
                 Lhuillier and Long Quan",
  title =        "Image-based street-side city modeling",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "114:1--114:12",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618460",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose an automatic approach to generate
                 street-side 3D photo-realistic models from images
                 captured along the streets at ground level. We first
                 develop a multi-view semantic segmentation method that
                 recognizes and segments each image at pixel level into
                 semantically meaningful areas, each labeled with a
                 specific object class, such as building, sky, ground,
                 vegetation and car. A partition scheme is then
                 introduced to separate buildings into independent
                 blocks using the major line structures of the scene.
                 Finally, for each block, we propose an inverse
                 patch-based orthographic composition and structure
                 analysis method for fa{\c{c}}ade modeling that
                 efficiently regularizes the noisy and missing
                 reconstructed 3D data. Our system has the distinct
                 advantage of producing visually compelling results by
                 imposing strong priors of building regularity. We
                 demonstrate the fully automatic system on a typical
                 city example to validate our methodology.",
  acknowledgement = ack-nhfb,
  articleno =    "114",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "3D reconstruction; ade modeling; building modeling;
                 city modeling; fa{\c{c}} image-based modeling; street
                 view; street-side",
}

@Article{Xia:2009:PBI,
  author =       "Tian Xia and Binbin Liao and Yizhou Yu",
  title =        "Patch-based image vectorization with automatic
                 curvilinear feature alignment",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "115:1--115:10",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618461",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Raster image vectorization is increasingly important
                 since vector-based graphical contents have been adopted
                 in personal computers and on the Internet. In this
                 paper, we introduce an effective vector-based
                 representation and its associated vectorization
                 algorithm for full-color raster images. There are two
                 important characteristics of our representation. First,
                 the image plane is decomposed into nonoverlapping
                 parametric triangular patches with curved boundaries.
                 Such a simplicial layout supports a flexible topology
                 and facilitates adaptive patch distribution. Second, a
                 subset of the curved patch boundaries are dedicated to
                 faithfully representing curvilinear features. They are
                 automatically aligned with the features. Because of
                 this, patches are expected to have moderate internal
                 variations that can be well approximated using smooth
                 functions. We have developed effective techniques for
                 patch boundary optimization and patch color fitting to
                 accurately and compactly approximate raster images with
                 both smooth variations and curvilinear features. A
                 real-time GPU-accelerated parallel algorithm based on
                 recursive patch subdivision has also been developed for
                 rasterizing a vectorized image. Experiments and
                 comparisons indicate our image vectorization algorithm
                 achieves a more accurate and compact vector-based
                 representation than existing ones do.",
  acknowledgement = ack-nhfb,
  articleno =    "115",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "curvilinear features; mesh simplification; thin-plate
                 splines; vector graphics",
}

@Article{Jeschke:2009:GLS,
  author =       "Stefan Jeschke and David Cline and Peter Wonka",
  title =        "A {GPU Laplacian} solver for diffusion curves and
                 {Poisson} image editing",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "116:1--116:8",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1661412.1618462",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new Laplacian solver for {\em minimal\/}
                 surfaces---surfaces having a mean curvature of zero
                 everywhere except at some fixed (Dirichlet) boundary
                 conditions. Our solution has two main contributions:
                 First, we provide a robust rasterization technique to
                 transform continuous boundary values (diffusion curves)
                 to a discrete domain. Second, we define a {\em variable
                 stencil size\/} diffusion solver that solves the
                 minimal surface problem. We prove that the solver
                 converges to the right solution, and demonstrate that
                 it is at least as fast as commonly proposed multigrid
                 solvers, but much simpler to implement. It also works
                 for arbitrary image resolutions, as well as 8 bit data.
                 We show examples of robust diffusion curve rendering
                 where our curve rasterization and diffusion solver
                 eliminate the strobing artifacts present in previous
                 methods. We also show results for real-time seamless
                 cloning and stitching of large image panoramas.",
  acknowledgement = ack-nhfb,
  articleno =    "116",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "diffusion; line and curve rendering; Poisson
                 equation",
}

@Article{Jeschke:2009:RSD,
  author =       "Stefan Jeschke and David Cline and Peter Wonka",
  title =        "Rendering surface details with diffusion curves",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "117:1--117:8",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618463",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "{\em Diffusion curve images\/} (DCI) provide a
                 powerful tool for efficient 2D image generation,
                 storage and manipulation. A DCI consist of curves with
                 colors defined on either side. By diffusing these
                 colors over the image, the final result includes sharp
                 boundaries along the curves with smoothly shaded
                 regions between them. This paper extends the
                 application of diffusion curves to render high quality
                 surface details on 3D objects. The first extension is a
                 view dependent warping technique that dynamically
                 reallocates texture space so that object parts that
                 appear large on screen get more texture for increased
                 detail. The second extension is a {\em dynamic\/}
                 feature embedding technique that retains crisp,
                 anti-aliased curve details even in extreme closeups.
                 The third extension is the application of dynamic
                 feature embedding to displacement mapping and geometry
                 images. Our results show high quality renderings of
                 diffusion curve textures, displacements, and geometry
                 images, all rendered interactively.",
  acknowledgement = ack-nhfb,
  articleno =    "117",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "diffusion curves; displacement mapping; geometry
                 images; line and curve rendering",
}

@Article{Xu:2009:EAB,
  author =       "Kun Xu and Yong Li and Tao Ju and Shi-Min Hu and
                 Tian-Qiang Liu",
  title =        "Efficient affinity-based edit propagation using {K-D}
                 tree",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "118:1--118:6",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618464",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Image/video editing by strokes has become increasingly
                 popular due to the ease of interaction. Propagating the
                 user inputs to the rest of the image/video, however, is
                 often time and memory consuming especially for large
                 data. We propose here an efficient scheme that allows
                 affinity-based edit propagation to be computed on data
                 containing tens of millions of pixels at interactive
                 rate (in matter of seconds). The key in our scheme is a
                 novel means for approximately solving the optimization
                 problem involved in edit propagation, using adaptive
                 clustering in a high-dimensional, affinity space. Our
                 approximation significantly reduces the cost of
                 existing affinity-based propagation methods while
                 maintaining visual fidelity, and enables interactive
                 stroke-based editing even on high resolution images and
                 long video sequences using commodity computers.",
  acknowledgement = ack-nhfb,
  articleno =    "118",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chadwick:2009:HSP,
  author =       "Jeffrey N. Chadwick and Steven S. An and Doug L.
                 James",
  title =        "Harmonic shells: a practical nonlinear sound model for
                 near-rigid thin shells",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "119:1--119:10",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1661412.1618465",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a procedural method for synthesizing
                 realistic sounds due to nonlinear thin-shell
                 vibrations. We use linear modal analysis to generate a
                 small-deformation displacement basis, then couple the
                 modes together using nonlinear thin-shell forces. To
                 enable audio-rate time-stepping of mode amplitudes with
                 mesh-independent cost, we propose a reduced-order
                 dynamics model based on a thin-shell cubature scheme.
                 Limitations such as mode locking and pitch glide are
                 addressed. To support fast evaluation of mid-frequency
                 mode-based sound radiation for detailed meshes, we
                 propose {\em far-field acoustic transfer maps\/} (FFAT
                 maps) which can be precomputed using state-of-the-art
                 fast Helmholtz multipole methods. Familiar examples are
                 presented including rumbling trash cans and plastic
                 bottles, crashing cymbals, and noisy sheet metal
                 objects, each with increased richness over linear modal
                 sound models.",
  acknowledgement = ack-nhfb,
  articleno =    "119",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "acoustic transfer; contact sounds; dimensional model
                 reduction; Helmholtz equation; modal analysis; sound
                 synthesis; subspace integration; thin shells",
}

@Article{Kim:2009:SWL,
  author =       "Doyub Kim and Oh-young Song and Hyeong-Seok Ko",
  title =        "Stretching and wiggling liquids",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "120:1--120:7",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1661412.1618466",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a novel framework for simulating
                 the stretching and wiggling of liquids. We demonstrate
                 that complex phase-interface dynamics can be
                 effectively simulated by introducing the Eulerian
                 vortex sheet method, which focuses on the vorticity at
                 the interface (rather than the whole domain). We extend
                 this model to provide user control for the production
                 of visual effects. Then, the generated fluid flow
                 creates complex surface details, such as thin and
                 wiggling fluid sheets. To capture such high-frequency
                 features efficiently, this work employs a denser grid
                 for surface tracking in addition to the (coarser)
                 simulation grid. In this context, the paper proposes a
                 filter, called the liquid-biased filter, which is able
                 to downsample the surface in the high-resolution grid
                 into the coarse grid without unrealistic volume loss
                 resulting from aliasing error. The proposed method,
                 which runs on a single PC, realistically reproduces
                 complex fluid scenes.",
  acknowledgement = ack-nhfb,
  articleno =    "120",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Eulerian vortex sheet method; fluid animation; level
                 set method; surface tracking",
}

@Article{Pfaff:2009:STU,
  author =       "Tobias Pfaff and Nils Thuerey and Andrew Selle and
                 Markus Gross",
  title =        "Synthetic turbulence using artificial boundary
                 layers",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "121:1--121:10",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1661412.1618467",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Turbulent vortices in fluid flows are crucial for a
                 visually interesting appearance. Although there has
                 been a significant amount of work on turbulence in
                 graphics recently, these algorithms rely on the
                 underlying simulation to resolve the flow around
                 objects. We build upon work from classical fluid
                 mechanics to design an algorithm that allows us to
                 accurately precompute the turbulence being generated
                 around an object immersed in a flow. This is made
                 possible by modeling turbulence formation based on an
                 averaged flow field, and relying on universal laws
                 describing the flow near a wall. We precompute the
                 confined vorticity in the boundary layer around an
                 object, and simulate the boundary layer separation
                 during a fluid simulation. Then, a turbulence model is
                 used to identify areas where this separated layer will
                 transition into actual turbulence. We sample these
                 regions with vortex particles, and simulate the further
                 dynamics of the vortices based on these particles. We
                 will show how our method complements previous work on
                 synthetic turbulence, and yields physically plausible
                 results. In addition, we demonstrate that our method
                 can efficiently compute turbulent flows around a
                 variety of objects including cars, whisks, as well as
                 boulders in a river flow. We can even apply our model
                 to precomputed static flow fields, yielding turbulent
                 dynamics without a costly simulation.",
  acknowledgement = ack-nhfb,
  articleno =    "121",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "fluid simulation; physically based animation;
                 turbulence",
}

@Article{Narain:2009:ADD,
  author =       "Rahul Narain and Abhinav Golas and Sean Curtis and
                 Ming C. Lin",
  title =        "Aggregate dynamics for dense crowd simulation",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "122:1--122:8",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1661412.1618468",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Large dense crowds show aggregate behavior with
                 reduced individual freedom of movement. We present a
                 novel, scalable approach for simulating such crowds,
                 using a dual representation both as discrete agents and
                 as a single continuous system. In the continuous
                 setting, we introduce a novel variational constraint
                 called {\em unilateral incompressibility}, to model the
                 large-scale behavior of the crowd, and accelerate
                 inter-agent collision avoidance in dense scenarios.
                 This approach makes it possible to simulate very large,
                 dense crowds composed of up to a hundred thousand
                 agents at near-interactive rates on desktop
                 computers.",
  acknowledgement = ack-nhfb,
  articleno =    "122",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "continuum; crowds; incompressibility; planning",
}

@Article{Kim:2009:SSD,
  author =       "Theodore Kim and Doug L. James",
  title =        "Skipping steps in deformable simulation with online
                 model reduction",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "123:1--123:9",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1661412.1618469",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Finite element simulations of nonlinear deformable
                 models are computationally costly, routinely taking
                 hours or days to compute the motion of detailed meshes.
                 Dimensional model reduction can make simulations orders
                 of magnitude faster, but is unsuitable for general
                 deformable body simulations because it requires
                 expensive precomputations, and it can suppress motion
                 that lies outside the span of a pre-specified low-rank
                 basis. We present an online model reduction method that
                 does not have these limitations. In lieu of
                 precomputation, we analyze the motion of the full model
                 as the simulation progresses, incrementally building a
                 reduced-order nonlinear model, and detecting when our
                 reduced model is capable of performing the next
                 timestep. For these subspace steps, full-model
                 computation is 'skipped' and replaced with a very fast
                 (on the order of milliseconds) reduced order step. We
                 present algorithms for both dynamic and quasistatic
                 simulations, and a 'throttle' parameter that allows a
                 user to trade off between faster, approximate previews
                 and slower, more conservative results. For detailed
                 meshes undergoing low-rank motion, we have observed
                 speedups of over an order of magnitude with our
                 method.",
  acknowledgement = ack-nhfb,
  articleno =    "123",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "character skinning; dimensional model reduction;
                 nonlinear solid mechanics; reduced-order modeling;
                 subspace deformation; subspace integration",
}

@Article{Chen:2009:SII,
  author =       "Tao Chen and Ming-Ming Cheng and Ping Tan and Ariel
                 Shamir and Shi-Min Hu",
  title =        "{Sketch2Photo}: {Internet} image montage",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "124:1--124:10",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618470",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a system that composes a realistic picture
                 from a simple freehand sketch annotated with text
                 labels. The composed picture is generated by seamlessly
                 stitching several photographs in agreement with the
                 sketch and text labels; these are found by searching
                 the Internet. Although online image search generates
                 many inappropriate results, our system is able to
                 automatically select suitable photographs to generate a
                 high quality composition, using a filtering scheme to
                 exclude undesirable images. We also provide a novel
                 image blending algorithm to allow seamless image
                 composition. Each blending result is given a numeric
                 score, allowing us to find an optimal combination of
                 discovered images. Experimental results show the method
                 is very successful; we also evaluate our system using
                 the results from two user studies.",
  acknowledgement = ack-nhfb,
  articleno =    "124",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dong:2009:OIR,
  author =       "Weiming Dong and Ning Zhou and Jean-Claude Paul and
                 Xiaopeng Zhang",
  title =        "Optimized image resizing using seam carving and
                 scaling",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "125:1--125:10",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618471",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel method for content-aware image
                 resizing based on optimization of a well-defined image
                 distance function, which preserves both the important
                 regions and the global visual effect (the background or
                 other decorative objects) of an image. The method
                 operates by joint use of seam carving and image
                 scaling. The principle behind our method is the use of
                 a bidirectional similarity function of image Euclidean
                 distance (IMED), while cooperating with a dominant
                 color descriptor (DCD) similarity and seam energy
                 variation. The function is suitable for the
                 quantitative evaluation of the resizing result and the
                 determination of the best seam carving number.
                 Different from the previous simplex-mode approaches,
                 our method takes the advantages of both discrete and
                 continuous methods. The technique is useful in image
                 resizing for both reduction/retargeting and enlarging.
                 We also show that this approach can be extended to
                 indirect image resizing.",
  acknowledgement = ack-nhfb,
  articleno =    "125",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "DCD; image distance function; image resizing; IMED",
}

@Article{Krahenbuhl:2009:SRS,
  author =       "Philipp Kr{\"a}henb{\"u}hl and Manuel Lang and
                 Alexander Hornung and Markus Gross",
  title =        "A system for retargeting of streaming video",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "126:1--126:10",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618472",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel, integrated system for
                 content-aware video retargeting. A simple and
                 interactive framework combines key frame based
                 constraint editing with numerous automatic algorithms
                 for video analysis. This combination gives content
                 producers high level control of the retargeting
                 process. The central component of our framework is a
                 non-uniform, pixel-accurate warp to the target
                 resolution which considers automatic as well as
                 interactively defined features. Automatic features
                 comprise video saliency, edge preservation at the pixel
                 resolution, and scene cut detection to enforce
                 bilateral temporal coherence. Additional high level
                 constraints can be added by the producer to guarantee a
                 consistent scene composition across arbitrary output
                 formats. For high quality video display we adopted a 2D
                 version of EWA splatting eliminating aliasing artifacts
                 known from previous work. Our method seamlessly
                 integrates into postproduction and computes the
                 reformatting in real-time. This allows us to retarget
                 annotated video streams at a high quality to arbitrary
                 aspect ratios while retaining the intended
                 cinematographic scene composition. For evaluation we
                 conducted a user study which revealed a strong viewer
                 preference for our method.",
  acknowledgement = ack-nhfb,
  articleno =    "126",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "art-directability; content-awareness; EWA splatting;
                 user study; video retargeting; warping",
}

@Article{Wang:2009:MAT,
  author =       "Yu-Shuen Wang and Hongbo Fu and Olga Sorkine and
                 Tong-Yee Lee and Hans-Peter Seidel",
  title =        "Motion-aware temporal coherence for video resizing",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "127:1--127:10",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618473",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Temporal coherence is crucial in content-aware video
                 retargeting. To date, this problem has been addressed
                 by constraining temporally adjacent pixels to be
                 transformed coherently. However, due to the {\em
                 motion-oblivious\/} nature of this simple constraint,
                 the retargeted videos often exhibit flickering or
                 waving artifacts, especially when significant camera or
                 object motions are involved. Since the feature
                 correspondence across frames varies spatially with both
                 camera and object motion, {\em motion-aware\/}
                 treatment of features is required for video resizing.
                 This motivated us to align consecutive frames by
                 estimating interframe camera motion and to constrain
                 relative positions in the aligned frames. To preserve
                 object motion, we detect distinct moving areas of
                 objects across multiple frames and constrain each of
                 them to be resized consistently. We build a complete
                 video resizing framework by incorporating our
                 motion-aware constraints with an adaptation of the
                 scale-and-stretch optimization recently proposed by
                 Wang and colleagues. Our streaming implementation of
                 the framework allows efficient resizing of long video
                 sequences with low memory cost. Experiments demonstrate
                 that our method produces spatiotemporally coherent
                 retargeting results even for challenging examples with
                 complex camera and object motion, which are difficult
                 to handle with previous techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "127",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "optimization; spatial and temporal coherence; video
                 retargeting",
}

@Article{Matusik:2009:PSV,
  author =       "Wojciech Matusik and Boris Ajdin and Jinwei Gu and
                 Jason Lawrence and Hendrik P. A. Lensch and Fabio
                 Pellacini and Szymon Rusinkiewicz",
  title =        "Printing spatially-varying reflectance",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "128:1--128:9",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1661412.1618474",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Although real-world surfaces can exhibit significant
                 variation in materials --- glossy, diffuse, metallic,
                 etc. --- printers are usually used to reproduce color
                 or gray-scale images. We propose a complete system that
                 uses appropriate inks and foils to print documents with
                 a variety of material properties. Given a set of inks
                 with known Bidirectional Reflectance Distribution
                 Functions (BRDFs), our system automatically finds the
                 optimal linear combinations to approximate the BRDFs of
                 the target documents. Novel gamut-mapping algorithms
                 preserve the relative glossiness between different
                 BRDFs, and halftoning is used to produce patterns to be
                 sent to the printer. We demonstrate the effectiveness
                 of this approach with printed samples of a number of
                 measured spatially-varying BRDFs.",
  acknowledgement = ack-nhfb,
  articleno =    "128",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ritschel:2009:IRE,
  author =       "Tobias Ritschel and Makoto Okabe and Thorsten
                 Thorm{\"a}hlen and Hans-Peter Seidel",
  title =        "Interactive reflection editing",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "129:1--129:7",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618475",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Effective digital content creation tools must be both
                 efficient in the interactions they provide but also
                 allow full user control. There may be occasions, when
                 art direction requires changes that contradict physical
                 laws. In particular, it is known that physical
                 correctness of reflections for the human observer is
                 hard to assess. For many centuries, traditional artists
                 have exploited this fact to depict reflections that lie
                 outside the realm of physical possibility. However, a
                 system that gives explicit control of this effect to
                 digital artists has not yet been described. This paper
                 introduces a system that transforms physically correct
                 reflections into art-directed reflections, as specified
                 by {\em reflection constraints}. The system introduces
                 a taxonomy of reflection editing operations, using an
                 intuitive user interface, that works directly on the
                 reflecting surfaces with real-time visual feedback
                 using a GPU. A user study shows how such a system can
                 allow users to quickly manipulate reflections according
                 to an art direction task.",
  acknowledgement = ack-nhfb,
  articleno =    "129",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "graphics hardware; intuitive editing; lighting design;
                 non-photorealistc rendering; perception;
                 post-production",
}

@Article{Bousseau:2009:UAI,
  author =       "Adrien Bousseau and Sylvain Paris and Fr{\'e}do
                 Durand",
  title =        "User-assisted intrinsic images",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "130:1--130:10",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618476",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "For many computational photography applications, the
                 lighting and materials in the scene are critical pieces
                 of information. We seek to obtain {\em intrinsic
                 images}, which decompose a photo into the product of an
                 {\em illumination\/} component that represents lighting
                 effects and a {\em reflectance\/} component that is the
                 color of the observed material. This is an
                 under-constrained problem and automatic methods are
                 challenged by complex natural images. We describe a new
                 approach that enables users to guide an optimization
                 with simple indications such as regions of constant
                 reflectance or illumination. Based on a simple
                 assumption on local reflectance distributions, we
                 derive a new propagation energy that enables a closed
                 form solution using linear least-squares. We achieve
                 fast performance by introducing a novel downsampling
                 that preserves local color distributions. We
                 demonstrate intrinsic image decomposition on a variety
                 of images and show applications.",
  acknowledgement = ack-nhfb,
  articleno =    "130",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computational photography; intrinsic images;
                 reflectance-illumination separation",
}

@Article{Lalonde:2009:WCA,
  author =       "Jean-Fran{\c{c}}ois Lalonde and Alexei A. Efros and
                 Srinivasa G. Narasimhan",
  title =        "Webcam clip art: appearance and illuminant transfer
                 from time-lapse sequences",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "131:1--131:10",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1661412.1618477",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Webcams placed all over the world observe and record
                 the visual appearance of a variety of outdoor scenes
                 over long periods of time. The recorded time-lapse
                 image sequences cover a wide range of illumination and
                 weather conditions -- a vast untapped resource for
                 creating visual realism. In this work, we propose to
                 use a large repository of webcams as a 'clip art'
                 library from which users may transfer scene appearance
                 (objects, scene backdrops, outdoor illumination) into
                 their own time-lapse sequences or even single
                 photographs. The goal is to combine the recent ideas
                 from data-driven appearance transfer techniques with a
                 general and theoretically-grounded physically-based
                 illumination model. To accomplish this, the paper
                 presents three main research contributions: (1) a new,
                 high-quality outdoor webcam database that has been
                 calibrated radiometrically and geometrically; (2) a
                 novel approach for matching illuminations across
                 different scenes based on the estimation of the
                 properties of natural illuminants (sun, sky, weather
                 and clouds), the camera geometry, and
                 illumination-dependent scene features; (3) a new
                 algorithm for generating physically plausible high
                 dynamic range environment maps for each frame in a
                 webcam sequence.",
  acknowledgement = ack-nhfb,
  articleno =    "131",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computer vision; HDR; image databases; image-based
                 lighting; object insertion; time-lapse video",
}

@Article{Ritschel:2009:MRS,
  author =       "T. Ritschel and T. Engelhardt and T. Grosch and H.-P.
                 Seidel and J. Kautz and C. Dachsbacher",
  title =        "Micro-rendering for scalable, parallel final
                 gathering",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "132:1--132:8",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618478",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recent approaches to global illumination for dynamic
                 scenes achieve interactive frame rates by using coarse
                 approximations to geometry, lighting, or both, which
                 limits scene complexity and rendering quality.
                 High-quality global illumination renderings of complex
                 scenes are still limited to methods based on ray
                 tracing. While conceptually simple, these techniques
                 are computationally expensive. We present an efficient
                 and scalable method to compute global illumination
                 solutions at interactive rates for complex and dynamic
                 scenes. Our method is based on parallel final gathering
                 running entirely on the GPU. At each final gathering
                 location we perform {\em micro-rendering:\/} we
                 traverse and rasterize a hierarchical point-based scene
                 representation into an importance-warped {\em
                 micro-buffer}, which allows for BRDF importance
                 sampling. The final reflected radiance is computed at
                 each gathering location using the micro-buffers and is
                 then stored in image-space. We can trade quality for
                 speed by reducing the sampling rate of the gathering
                 locations in conjunction with bilateral upsampling. We
                 demonstrate the applicability of our method to
                 interactive global illumination, the simulation of
                 multiple indirect bounces, and to final gathering from
                 photon maps.",
  acknowledgement = ack-nhfb,
  articleno =    "132",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "final gathering; global illumination; GPU; real-time
                 rendering",
}

@Article{Wang:2009:AFR,
  author =       "Jiaping Wang and Peiran Ren and Minmin Gong and John
                 Snyder and Baining Guo",
  title =        "All-frequency rendering of dynamic, spatially-varying
                 reflectance",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "133:1--133:10",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618479",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "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 an accurate
                 approximation with a small number of lobes. Parametric
                 BRDFs are fit on-the-fly using simple analytic
                 expressions; measured BRDFs are fit as a preprocess
                 using nonlinear optimization. Our BRDF representation
                 is compact, allows detailed textures, is closed under
                 products and rotations, and supports reflectance of
                 arbitrarily high specularity. At run-time, SGs
                 representing the NDF are warped to align the half-angle
                 vector to the lighting direction and multiplied by the
                 microfacet shadowing and Fresnel factors. This yields
                 the relevant 2D view slice on-the-fly at each pixel,
                 still represented in the SG basis. We account for
                 macro-scale shadowing using a new, nonlinear visibility
                 representation based on spherical signed distance
                 functions (SSDFs). SSDFs allow per-pixel interpolation
                 of high-frequency visibility without ghosting and can
                 be multiplied by the BRDF and lighting efficiently on
                 the GPU.",
  acknowledgement = ack-nhfb,
  articleno =    "133",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2009:DFR,
  author =       "Sungkil Lee and Elmar Eisemann and Hans-Peter Seidel",
  title =        "Depth-of-field rendering with multiview synthesis",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "134:1--134:6",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618480",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a GPU-based real-time rendering method that
                 simulates high-quality depth-of-field effects, similar
                 in quality to multiview accumulation methods. Most
                 real-time approaches have difficulties to obtain good
                 approximations of visibility and view-dependent shading
                 due to the use of a single view image. Our method also
                 avoids the multiple rendering of a scene, but can
                 approximate different views by relying on a layered
                 image-based scene representation. We present several
                 performance and quality improvements, such as early
                 culling, approximate cone tracing, and jittered
                 sampling. Our method achieves artifact-free results for
                 complex scenes and reasonable depth-of-field blur in
                 real time.",
  acknowledgement = ack-nhfb,
  articleno =    "134",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yang:2009:AS,
  author =       "Lei Yang and Diego Nehab and Pedro V. Sander and
                 Pitchaya Sitthi-amorn and Jason Lawrence and Hugues
                 Hoppe",
  title =        "Amortized supersampling",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "135:1--135:12",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1661412.1618481",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a real-time rendering scheme that reuses
                 shading samples from earlier time frames to achieve
                 practical antialiasing of procedural shaders. Using a
                 reprojection strategy, we maintain several sets of
                 shading estimates at subpixel precision, and
                 incrementally update these such that for most pixels
                 only one new shaded sample is evaluated per frame. The
                 key difficulty is to prevent accumulated blurring
                 during successive reprojections. We present a
                 theoretical analysis of the blur introduced by
                 reprojection methods. Based on this analysis, we
                 introduce a nonuniform spatial filter, an adaptive
                 recursive temporal filter, and a principled scheme for
                 locally estimating the spatial blur. Our scheme is
                 appropriate for antialiasing shading attributes that
                 vary slowly over time. It works in a single rendering
                 pass on commodity graphics hardware, and offers results
                 that surpass 4x4 stratified supersampling in quality,
                 at a fraction of the cost.",
  acknowledgement = ack-nhfb,
  articleno =    "135",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zatzarinni:2009:RAE,
  author =       "Rony Zatzarinni and Ayellet Tal and Ariel Shamir",
  title =        "Relief analysis and extraction",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "136:1--136:9",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1661412.1618482",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an approach for extracting reliefs and
                 details from relief surfaces. We consider a relief
                 surface as a surface composed of two components: a base
                 surface and a height function which is defined over
                 this base. However, since the base surface is unknown,
                 the decoupling of these components is a challenge. We
                 show how to estimate a robust height function over the
                 base, without explicitly extracting the base surface.
                 This height function is utilized to separate the relief
                 from the base. Several applications benefiting from
                 this extraction are demonstrated, including relief
                 segmentation, detail exaggeration and dampening,
                 copying of details from one object to another, and
                 curve drawing on meshes.",
  acknowledgement = ack-nhfb,
  articleno =    "136",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mehra:2009:AMM,
  author =       "Ravish Mehra and Qingnan Zhou and Jeremy Long and Alla
                 Sheffer and Amy Gooch and Niloy J. Mitra",
  title =        "Abstraction of man-made shapes",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "137:1--137:10",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618483",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Man-made objects are ubiquitous in the real world and
                 in virtual environments. While such objects can be very
                 detailed, capturing every small feature, they are often
                 identified and characterized by a small set of defining
                 curves. Compact, abstracted shape descriptions based on
                 such curves are often visually more appealing than the
                 original models, which can appear to be visually
                 cluttered. We introduce a novel algorithm for
                 abstracting three-dimensional geometric models using
                 characteristic curves or contours as building blocks
                 for the abstraction. Our method robustly handles models
                 with poor connectivity, including the extreme cases of
                 polygon soups, common in models of man-made objects
                 taken from online repositories. In our algorithm, we
                 use a two-step procedure that first approximates the
                 input model using a manifold, closed {\em envelope\/}
                 surface and then extracts from it a hierarchical
                 abstraction curve network along with suitable normal
                 information. The constructed curve networks form a
                 compact, yet powerful, representation for the input
                 shapes, retaining their key shape characteristics while
                 discarding minor details and irregularities.",
  acknowledgement = ack-nhfb,
  articleno =    "137",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "curve network; NPR; perception; shape analysis",
}

@Article{Xu:2009:PIR,
  author =       "Kai Xu and Hao Zhang and Andrea Tagliasacchi and
                 Ligang Liu and Guo Li and Min Meng and Yueshan Xiong",
  title =        "Partial intrinsic reflectional symmetry of {$3$D}
                 shapes",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "138:1--138:10",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618484",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "While many 3D objects exhibit various forms of global
                 symmetries, prominent intrinsic symmetries which exist
                 only on parts of an object are also well recognized.
                 Such partial symmetries are often seen as more natural
                 than a global one, even when the symmetric parts are
                 under complex pose. We introduce an algorithm to
                 extract {\em partial intrinsic reflectional
                 symmetries\/} (PIRS) of a 3D shape. Given a closed
                 2-manifold mesh, we develop a voting scheme to obtain
                 an intrinsic reflectional symmetry axis (IRSA)
                 transform, which is a scalar field over the mesh that
                 accentuates prominent IRSAs of the shape. We then
                 extract a set of explicit IRSA curves on the shape
                 based on a refined measure of local reflectional
                 symmetry support along a curve. The iterative
                 refinement procedure combines IRSA-induced region
                 growing and region-constrained symmetry support
                 refinement to improve accuracy and address potential
                 issues arising from rotational symmetries in the shape.
                 We show how the extracted IRSA curves can be
                 incorporated into a conventional mesh segmentation
                 scheme so that the implied symmetry cues can be
                 utilized to obtain more meaningful results. We also
                 demonstrate the use of IRSA curves for symmetry-driven
                 part repair.",
  acknowledgement = ack-nhfb,
  articleno =    "138",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schiftner:2009:PCS,
  author =       "Alexander Schiftner and Mathias H{\"o}binger and
                 Johannes Wallner and Helmut Pottmann",
  title =        "Packing circles and spheres on surfaces",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "139:1--139:8",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1661412.1618485",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Inspired by freeform designs in architecture which
                 involve circles and spheres, we introduce a new kind of
                 triangle mesh whose faces' incircles form a packing. As
                 it turns out, such meshes have a rich geometry and
                 allow us to cover surfaces with circle patterns, sphere
                 packings, approximate circle packings, hexagonal meshes
                 which carry a torsion-free support structure, hybrid
                 tri-hex meshes, and others. We show how triangle meshes
                 can be optimized so as to have the incircle packing
                 property. We explain their relation to conformal
                 geometry and implications on solvability of
                 optimization. The examples we give confirm that this
                 kind of meshes is a rich source of geometric structures
                 relevant to architectural geometry.",
  acknowledgement = ack-nhfb,
  articleno =    "139",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "architectural geometry; circle packing; computational
                 conformal geometry; computational differential
                 geometry; freeform surface; sphere packing; supporting
                 structures",
}

@Article{Overbeck:2009:AWR,
  author =       "Ryan S. Overbeck and Craig Donner and Ravi
                 Ramamoorthi",
  title =        "Adaptive wavelet rendering",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "140:1--140:12",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618486",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Effects such as depth of field, area lighting,
                 antialiasing and global illumination require evaluating
                 a complex high-dimensional integral at each pixel of an
                 image. We develop a new adaptive rendering algorithm
                 that greatly reduces the number of samples needed for
                 Monte Carlo integration. Our method renders directly
                 into an image-space wavelet basis. First, we adaptively
                 distribute Monte Carlo samples to reduce the variance
                 of the wavelet basis' scale coefficients, while using
                 the wavelet coefficients to find edges. Working in
                 wavelets, rather than pixels, allows us to sample not
                 only image-space edges but also other features that are
                 smooth in the image plane but have high variance in
                 other integral dimensions. In the second stage, we
                 reconstruct the image from these samples by using a
                 suitable wavelet approximation. We achieve this by
                 subtracting an estimate of the error in each wavelet
                 coefficient from its magnitude, effectively producing
                 the smoothest image consistent with the rendering
                 samples. Our algorithm renders scenes with
                 significantly fewer samples than basic Monte Carlo or
                 adaptive techniques. Moreover, the method introduces
                 minimal overhead, and can be efficiently included in an
                 optimized ray-tracing system.",
  acknowledgement = ack-nhfb,
  articleno =    "140",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hachisuka:2009:SPP,
  author =       "Toshiya Hachisuka and Henrik Wann Jensen",
  title =        "Stochastic progressive photon mapping",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "141:1--141:8",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618487",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a simple extension of progressive
                 photon mapping for simulating global illumination with
                 effects such as depth-of-field, motion blur, and glossy
                 reflections. Progressive photon mapping is a robust
                 global illumination algorithm that can handle complex
                 illumination settings including
                 specular-diffuse-specular paths. The algorithm can
                 compute the correct radiance value at a point in the
                 limit. However, progressive photon mapping is not
                 effective at rendering distributed ray tracing effects,
                 such as depth-of-field, that requires multiple pixel
                 samples in order to compute the correct average
                 radiance value over a region. In this paper, we
                 introduce a new formulation of progressive photon
                 mapping, called stochastic progressive photon mapping,
                 which makes it possible to compute the correct average
                 radiance value for a region. The key idea is to use
                 shared photon statistics within the region rather than
                 isolated photon statistics at a point. The algorithm is
                 easy to implement, and our results demonstrate how it
                 efficiently handles scenes with distributed ray tracing
                 effects, while maintaining the robustness of
                 progressive photon mapping in scenes with complex
                 lighting.",
  acknowledgement = ack-nhfb,
  articleno =    "141",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Velazquez-Armendariz:2009:ABP,
  author =       "Edgar Vel{\'a}zquez-Armend{\'a}riz and Shuang Zhao and
                 Milo{\v{s}} Ha{\v{s}}an and Bruce Walter and Kavita
                 Bala",
  title =        "Automatic bounding of programmable shaders for
                 efficient global illumination",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "142:1--142:9",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618488",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper describes a technique to automatically
                 adapt programmable shaders for use in physically-based
                 rendering algorithms. Programmable shading provides
                 great flexibility and power for creating rich local
                 material detail, but only allows the material to be
                 queried in one limited way: point sampling.
                 Physically-based rendering algorithms simulate the
                 complex global flow of light through an environment but
                 rely on higher level information about the material
                 properties, such as importance sampling and bounding,
                 to intelligently solve high dimensional rendering
                 integrals.\par

                 We propose using a compiler to automatically generate
                 interval versions of programmable shaders that can be
                 used to provide the higher level query functions needed
                 by physically-based rendering without the need for user
                 intervention or expertise. We demonstrate the use of
                 programmable shaders in two such algorithms,
                 multidimensional lightcuts and photon mapping, for a
                 wide range of scenes including complex geometry,
                 materials and lighting.",
  acknowledgement = ack-nhfb,
  articleno =    "142",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "global illumination; interval arithmetic;
                 many-lights",
}

@Article{Hasan:2009:VSL,
  author =       "Milo{\v{s}} Ha{\v{s}}an and Jaroslav
                 K{\v{r}}iv{\'a}nek and Bruce Walter and Kavita Bala",
  title =        "Virtual spherical lights for many-light rendering of
                 glossy scenes",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "143:1--143:6",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1661412.1618489",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we aim to lift the accuracy limitations
                 of many-light algorithms by introducing a new light
                 type, the {\em virtual spherical light\/} (VSL). The
                 illumination contribution of a VSL is computed over a
                 non-zero solid angle, thus eliminating the illumination
                 spikes that virtual point lights used in traditional
                 many-light methods are notorious for. The VSL enables
                 application of many-light approaches in scenes with
                 glossy materials and complex illumination that could
                 previously be rendered only by much slower algorithms.
                 By combining VSLs with the matrix row-column sampling
                 algorithm, we achieve high-quality images in one to
                 four minutes, even in scenes where path tracing or
                 photon mapping take hours to converge.",
  acknowledgement = ack-nhfb,
  articleno =    "143",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "global illumination; glossy BRDF; many lights",
}

@Article{Gu:2009:RIA,
  author =       "Jinwei Gu and Ravi Ramamoorthi and Peter Belhumeur and
                 Shree Nayar",
  title =        "Removing image artifacts due to dirty camera lenses
                 and thin occluders",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "144:1--144:10",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618490",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Dirt on camera lenses, and occlusions from thin
                 objects such as fences, are two important types of
                 artifacts in digital imaging systems. These artifacts
                 are not only an annoyance for photographers, but also a
                 hindrance to computer vision and digital forensics. In
                 this paper, we show that both effects can be described
                 by a single image formation model, wherein an
                 intermediate layer (of dust, dirt or thin occluders)
                 both attenuates the incoming light and scatters stray
                 light towards the camera. Because of camera defocus,
                 these artifacts are low-frequency and either additive
                 or multiplicative, which gives us the power to recover
                 the original scene radiance pointwise. We develop a
                 number of physics-based methods to remove these effects
                 from digital photographs and videos. For dirty camera
                 lenses, we propose two methods to estimate the
                 attenuation and the scattering of the lens dirt and
                 remove the artifacts -- either by taking several
                 pictures of a structured calibration pattern
                 beforehand, or by leveraging natural image statistics
                 for post-processing existing images. For artifacts from
                 thin occluders, we propose a simple yet effective
                 iterative method that recovers the original scene from
                 multiple apertures. The method requires two images if
                 the depths of the scene and the occluder layer are
                 known, or three images if the depths are unknown. The
                 effectiveness of our proposed methods are demonstrated
                 by both simulated and real experimental results.",
  acknowledgement = ack-nhfb,
  articleno =    "144",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computational photography; image enhancement",
}

@Article{Cho:2009:FMD,
  author =       "Sunghyun Cho and Seungyong Lee",
  title =        "Fast motion deblurring",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "145:1--145:8",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1661412.1618491",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a fast deblurring method that
                 produces a deblurring result from a single image of
                 moderate size in a few seconds. We accelerate both
                 latent image estimation and kernel estimation in an
                 iterative deblurring process by introducing a novel
                 prediction step and working with image derivatives
                 rather than pixel values. In the prediction step, we
                 use simple image processing techniques to predict
                 strong edges from an estimated latent image, which will
                 be solely used for kernel estimation. With this
                 approach, a computationally efficient Gaussian prior
                 becomes sufficient for deconvolution to estimate the
                 latent image, as small deconvolution artifacts can be
                 suppressed in the prediction. For kernel estimation, we
                 formulate the optimization function using image
                 derivatives, and accelerate the numerical process by
                 reducing the number of Fourier transforms needed for a
                 conjugate gradient method. We also show that the
                 formulation results in a smaller condition number of
                 the numerical system than the use of pixel values,
                 which gives faster convergence. Experimental results
                 demonstrate that our method runs an order of magnitude
                 faster than previous work, while the deblurring quality
                 is comparable. GPU implementation facilitates further
                 speed-up, making our method fast enough for practical
                 use.",
  acknowledgement = ack-nhfb,
  articleno =    "145",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "deblurring; image restoration; motion blur",
}

@Article{Chen:2009:NBI,
  author =       "Jia Chen and Chi-Keung Tang and Jue Wang",
  title =        "Noise brush: interactive high quality image-noise
                 separation",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "146:1--146:10",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618492",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper proposes an {\em interactive\/} approach
                 using {\em joint image-noise filtering\/} for achieving
                 high quality image-noise separation. The core of the
                 system is our novel joint image-noise filter which
                 operates in both image and noise domain, and can
                 effectively separate noise from both high and low
                 frequency image structures. A novel user interface is
                 introduced, which allows the user to interact with both
                 the image and the noise layer, and apply the filter
                 adaptively and locally to achieve optimal results. A
                 comprehensive and quantitative evaluation shows that
                 our interactive system can significantly improve the
                 initial image-noise separation results. Our system can
                 also be deployed in various noise-consistent image
                 editing tasks, where preserving the noise
                 characteristics inherent in the input image is a
                 desired feature.",
  acknowledgement = ack-nhfb,
  articleno =    "146",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Subr:2009:EPM,
  author =       "Kartic Subr and Cyril Soler and Fr{\'e}do Durand",
  title =        "Edge-preserving multiscale image decomposition based
                 on local extrema",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "147:1--147:9",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1661412.1618493",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a new model for detail that inherently
                 captures {\em oscillations}, a key property that
                 distinguishes textures from individual edges. Inspired
                 by techniques in empirical data analysis and
                 morphological image analysis, we use the local extrema
                 of the input image to extract information about
                 oscillations: We define detail as oscillations between
                 local minima and maxima. Building on the key
                 observation that the spatial scale of oscillations are
                 characterized by the density of local extrema, we
                 develop an algorithm for decomposing images into
                 multiple scales of superposed oscillations.\par

                 Current edge-preserving image decompositions assume
                 image detail to be low contrast variation. Consequently
                 they apply filters that extract features with
                 increasing contrast as successive layers of detail. As
                 a result, they are unable to distinguish between
                 high-contrast, fine-scale features and edges of similar
                 contrast that are to be preserved. We compare our
                 results with existing edge-preserving image
                 decomposition algorithms and demonstrate exciting
                 applications that are made possible by our new notion
                 of detail.",
  acknowledgement = ack-nhfb,
  articleno =    "147",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computational photography; image decomposition",
}

@Article{Gingold:2009:SAM,
  author =       "Yotam Gingold and Takeo Igarashi and Denis Zorin",
  title =        "Structured annotations for {$2$D-to-$3$D} modeling",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "148:1--148:9",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618494",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a system for 3D modeling of free-form
                 surfaces from 2D sketches. Our system frees users to
                 create 2D sketches from arbitrary angles using their
                 preferred tool, which may include pencil and paper. A
                 3D model is created by placing primitives and
                 annotations on the 2D image. Our primitives are based
                 on commonly used sketching conventions and allow users
                 to maintain a single view of the model. This eliminates
                 the frequent view changes inherent to existing 3D
                 modeling tools, both traditional and sketch-based, and
                 enables users to match input to the 2D guide image. Our
                 annotations---same-lengths and angles, alignment,
                 mirror symmetry, and connection curves---allow the user
                 to communicate higher-level semantic information;
                 through them our system builds a consistent model even
                 in cases where the original image is inconsistent. We
                 present the results of a user study comparing our
                 approach to a conventional 'sketch-rotate-sketch'
                 workflow.",
  acknowledgement = ack-nhfb,
  articleno =    "148",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "annotations; image-based modeling; interactive
                 modeling; sketch-based modeling; user interfaces",
}

@Article{Schmidt:2009:ADS,
  author =       "Ryan Schmidt and Azam Khan and Karan Singh and Gord
                 Kurtenbach",
  title =        "Analytic drawing of {$3$D} scaffolds",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "149:1--149:10",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1661412.1618495",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe a novel approach to inferring 3D curves
                 from perspective drawings in an interactive design
                 tool. Our methods are based on a traditional design
                 drawing style known as {\em analytic drawing}, which
                 supports precise image-space construction of a linear
                 3D scaffold. This scaffold in turn acts as a set of
                 visual constraints for sketching 3D curves. We
                 implement analytic drawing techniques in a
                 pure-inference sketching interface which supports both
                 single-and multi-view incremental construction of
                 complex scaffolds and curve networks. A new
                 representation of 3D drawings is proposed, and useful
                 interactive drawing aids are described. Novel
                 techniques are presented for deriving constraints from
                 single-view sketches drawn relative to the current 3D
                 scaffold, and then inferring 3D line and curve geometry
                 which satisfies these constraints. The resulting
                 analytic drawing tool allows 3D drawings to be
                 constructed using exactly the same strokes as one would
                 make on paper.",
  acknowledgement = ack-nhfb,
  articleno =    "149",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fisher:2009:DPC,
  author =       "Matthew Fisher and Kayvon Fatahalian and Solomon
                 Boulos and Kurt Akeley and William R. Mark and Pat
                 Hanrahan",
  title =        "{DiagSplit}: parallel, crack-free, adaptive
                 tessellation for micropolygon rendering",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "150:1--150:10",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618496",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present DiagSplit, a parallel algorithm for
                 adaptively tessellating displaced parametric surfaces
                 into high-quality, crack-free micropolygon meshes.
                 DiagSplit modifies the split-dice tessellation
                 algorithm to allow splits along non-isoparametric
                 directions in the surface's parametric domain, and uses
                 a dicing scheme that supports unique tessellation
                 factors for each subpatch edge. Edge tessellation
                 factors are computed using only information local to
                 subpatch edges. These modifications allow all
                 subpatches generated by DiagSplit to be processed
                 independently without introducing T-junctions or mesh
                 cracks and without incurring the tessellation overhead
                 of binary dicing. We demonstrate that DiagSplit
                 produces output that is better (in terms of image
                 quality and number of micropolygons produced) than
                 existing parallel tessellation schemes, and as good as
                 highly adaptive split-dice implementations that are
                 less amenable to parallelization.",
  acknowledgement = ack-nhfb,
  articleno =    "150",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "micropolygons; real-time rendering; tessellation",
}

@Article{Loop:2009:ASS,
  author =       "Charles Loop and Scott Schaefer and Tianyun Ni and
                 Ignacio Casta{\~n}o",
  title =        "Approximating subdivision surfaces with {Gregory}
                 patches for hardware tessellation",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "151:1--151:9",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618497",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new method for approximating subdivision
                 surfaces with hardware accelerated parametric patches.
                 Our method improves the memory bandwidth requirements
                 for patch control points, translating into superior
                 performance compared to existing methods. Our input is
                 general, allowing for meshes that contain both
                 quadrilateral and triangular faces in the input control
                 mesh, as well as control meshes with boundary. We
                 present two implementations of our scheme designed to
                 run on Direct3D 11 class hardware equipped with a
                 tessellator unit.",
  acknowledgement = ack-nhfb,
  articleno =    "151",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kainz:2009:RCM,
  author =       "Bernhard Kainz and Markus Grabner and Alexander Bornik
                 and Stefan Hauswiesner and Judith Muehl and Dieter
                 Schmalstieg",
  title =        "Ray casting of multiple volumetric datasets with
                 polyhedral boundaries on manycore {GPUs}",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "152:1--152:9",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618498",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new GPU-based rendering system for ray
                 casting of multiple volumes. Our approach supports a
                 large number of volumes, complex translucent and
                 concave polyhedral objects as well as CSG intersections
                 of volumes and geometry in any combination. The system
                 (including the rasterization stage) is implemented
                 entirely in CUDA, which allows full control of the
                 memory hierarchy, in particular access to high
                 bandwidth and low latency shared memory. High depth
                 complexity, which is problematic for conventional
                 approaches based on depth peeling, can be handled
                 successfully. As far as we know, our approach is the
                 first framework for multivolume rendering which
                 provides interactive frame rates when concurrently
                 rendering more than 50 arbitrarily overlapping volumes
                 on current graphics hardware.",
  acknowledgement = ack-nhfb,
  articleno =    "152",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hou:2009:DGS,
  author =       "Qiming Hou and Kun Zhou and Baining Guo",
  title =        "Debugging {GPU} stream programs through automatic
                 dataflow recording and visualization",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "153:1--153:11",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1661412.1618499",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel framework for debugging GPU stream
                 programs through automatic dataflow recording and
                 visualization. Our debugging system can help
                 programmers locate errors that are common in general
                 purpose stream programs but very difficult to debug
                 with existing tools. A stream program is first compiled
                 into an instrumented program using a compiler. This
                 instrumenting compiler automatically adds to the
                 original program dataflow recording code that saves the
                 information of all GPU memory operations into log
                 files. The resulting stream program is then executed on
                 the GPU. With dataflow recording, our debugger
                 automatically detects common memory errors such as
                 out-of-bound access, uninitialized data access, and
                 race conditions -- these errors are extremely difficult
                 to debug with existing tools. When the instrumented
                 program terminates, either normally or due to an error,
                 a dataflow visualizer is launched and it allows the
                 user to examine the memory operation history of all
                 threads and values in all streams. Thus the user can
                 analyze error sources by tracing through relevant
                 threads and streams using the recorded dataflow.\par

                 A key ingredient of our debugging framework is {\em the
                 GPU interrupt}, a novel mechanism that we introduce to
                 support CPU function calls from inside GPU code. We
                 enable interrupts on the GPU by designing a specialized
                 compilation algorithm that translates these interrupts
                 into GPU kernels and CPU management code. Dataflow
                 recording involving disk I/O operations can thus be
                 implemented as interrupt handlers. The GPU interrupt
                 mechanism also allows the programmer to discover errors
                 in more active ways by developing customized debugging
                 functions that can be directly used in GPU code. As
                 examples we show two such functions: assert for data
                 verification and watch for visualizing intermediate
                 results.",
  acknowledgement = ack-nhfb,
  articleno =    "153",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "debugging; GPGPU; interrupt; stream programming",
}

@Article{Alcantara:2009:RTP,
  author =       "Dan A. Alcantara and Andrei Sharf and Fatemeh
                 Abbasinejad and Shubhabrata Sengupta and Michael
                 Mitzenmacher and John D. Owens and Nina Amenta",
  title =        "Real-time parallel hashing on the {GPU}",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "154:1--154:9",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618500",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We demonstrate an efficient data-parallel algorithm
                 for building large hash tables of millions of elements
                 in real-time. We consider two parallel algorithms for
                 the construction: a classical sparse perfect hashing
                 approach, and cuckoo hashing, which packs elements
                 densely by allowing an element to be stored in one of
                 multiple possible locations. Our construction is a
                 hybrid approach that uses both algorithms. We measure
                 the construction time, access time, and memory usage of
                 our implementations and demonstrate real-time
                 performance on large datasets: for 5 million key-value
                 pairs, we construct a hash table in 35.7 ms using 1.42
                 times as much memory as the input data itself, and we
                 can access all the elements in that hash table in 15.3
                 ms. For comparison, sorting the same data requires 36.6
                 ms, but accessing all the elements via binary search
                 requires 79.5 ms. Furthermore, we show how our hashing
                 methods can be applied to two graphics applications: 3D
                 surface intersection for moving data and geometric
                 hashing for image matching.",
  acknowledgement = ack-nhfb,
  articleno =    "154",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "cuckoo hashing; GPU computing; hash tables; parallel
                 data structures; parallel hash tables",
}

@Article{Zhou:2009:RIR,
  author =       "Kun Zhou and Qiming Hou and Zhong Ren and Minmin Gong
                 and Xin Sun and Baining Guo",
  title =        "{RenderAnts}: interactive {Reyes} rendering on
                 {GPUs}",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "155:1--155:11",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618501",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present RenderAnts, the first system that enables
                 interactive Reyes rendering on GPUs. Taking RenderMan
                 scenes and shaders as input, our system first compiles
                 RenderMan shaders to GPU shaders. Then all stages of
                 the basic Reyes pipeline, including bounding/splitting,
                 dicing, shading, sampling, compositing and filtering,
                 are executed on GPUs using carefully designed
                 data-parallel algorithms. Advanced effects such as
                 shadows, motion blur and depth-of-field can also be
                 rendered. In order to avoid exhausting GPU memory, we
                 introduce a novel dynamic scheduling algorithm to bound
                 the memory consumption during rendering. The algorithm
                 automatically adjusts the amount of data being
                 processed in parallel at each stage so that all data
                 can be maintained in the available GPU memory. This
                 allows our system to maximize the parallelism in all
                 individual stages of the pipeline and achieve superior
                 performance. We also propose a multi-GPU scheduling
                 technique based on work stealing so that the system can
                 support scalable rendering on multiple GPUs. The
                 scheduler is designed to minimize inter-GPU
                 communication and balance workloads among GPUs.\par

                 We demonstrate the potential of RenderAnts using
                 several complex RenderMan scenes and an open source
                 movie entitled Elephants Dream. Compared to Pixar's
                 PRMan, our system can generate images of comparably
                 high quality, but is over one order of magnitude
                 faster. For moderately complex scenes, the system
                 allows the user to change the viewpoint, lights and
                 materials while producing photorealistic results at
                 interactive speed.",
  acknowledgement = ack-nhfb,
  articleno =    "155",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "dynamic scheduling; feature-film rendering; GPGPU;
                 out-of-core texture fetch; RenderMan; shaders",
}

@Article{Mitra:2009:SA,
  author =       "Niloy J. Mitra and Mark Pauly",
  title =        "Shadow art",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "156:1--156:7",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618502",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "'To them, I said, the truth would be literally nothing
                 but the shadows of the images.' - {\em Plato, The
                 Republic\/}\par

                 Shadow art is a unique form of sculptural art where the
                 2D shadows cast by a 3D sculpture are essential for the
                 artistic effect. We introduce computational tools for
                 the creation of shadow art and propose a design process
                 where the user can directly specify the desired shadows
                 by providing a set of binary images and corresponding
                 projection information. Since multiple shadow images
                 often contradict each other, we present a geometric
                 optimization that computes a 3D shadow volume whose
                 shadows best approximate the provided input images. Our
                 analysis shows that this optimization is essential for
                 obtaining physically realizable 3D sculptures. The
                 resulting shadow volume can then be modified with a set
                 of interactive editing tools that automatically respect
                 the often intricate shadow constraints. We demonstrate
                 the potential of our system with a number of complex 3D
                 shadow art sculptures that go beyond what is seen in
                 contemporary art pieces.",
  acknowledgement = ack-nhfb,
  articleno =    "156",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lo:2009:PP,
  author =       "Kui-Yip Lo and Chi-Wing Fu and Hongwei Li",
  title =        "{$3$D} polyomino puzzle",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "157:1--157:8",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1661412.1618503",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a computer-aided geometric design
                 approach to realize a new genre of 3D puzzle, namely
                 the {\em 3D Polyomino puzzle}. We base our puzzle
                 pieces on the family of 2D shapes known as {\em
                 polyominoes\/} in recreational mathematics, and
                 construct the 3D puzzle model by covering its geometry
                 with polyominolike shapes. We first apply quad-based
                 surface parametrization to the input solid, and tile
                 the parametrized surface with polyominoes. Then, we
                 construct a nonintersecting offset surface inside the
                 input solid and shape the puzzle pieces to fit inside a
                 thick shell volume. Finally, we develop a family of
                 associated techniques for precisely constructing the
                 geometry of individual puzzle pieces, including the
                 ring-based ordering scheme, the motion space analysis
                 technique, and the tab and blank construction method.
                 The final completed puzzle model is guaranteed to be
                 not only buildable, but also interlocking and
                 maintainable.",
  acknowledgement = ack-nhfb,
  articleno =    "157",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computer-aided design; polyomino; puzzle",
}

@Article{Popescu:2009:GC,
  author =       "Voicu Popescu and Paul Rosen and Nicoletta
                 Adamo-Villani",
  title =        "The graph camera",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "158:1--158:8",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618504",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A conventional pinhole camera captures only a small
                 fraction of a 3-D scene due to occlusions. We introduce
                 the graph camera, a non-pinhole with rays that
                 circumvent occluders to create a single layer image
                 that shows simultaneously several regions of interest
                 in a 3-D scene. The graph camera image exhibits good
                 continuity and little redundancy. The graph camera
                 model is literally a graph of tens of planar pinhole
                 cameras. A fast projection operation allows rendering
                 in feed-forward fashion, at interactive rates, which
                 provides support for dynamic scenes. The graph camera
                 is an infrastructure level tool with many applications.
                 We explore the graph camera benefits in the contexts of
                 virtual 3-D scene exploration and summarization, and in
                 the context of real-world 3-D scene visualization. The
                 graph camera allows integrating multiple video feeds
                 seamlessly, which enables monitoring complex real-world
                 spaces with a single image.",
  acknowledgement = ack-nhfb,
  articleno =    "158",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "camera models; image-based rendering; interactive
                 rendering; non-pinholes; panoramas; video integration",
}

@Article{Hirsch:2009:BST,
  author =       "Matthew Hirsch and Douglas Lanman and Henry Holtzman
                 and Ramesh Raskar",
  title =        "{BiDi} screen: a thin, depth-sensing {LCD} for {$3$D}
                 interaction using light fields",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "159:1--159:9",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618505",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We transform an LCD into a display that supports both
                 2D multi-touch and unencumbered 3D gestures. Our
                 BiDirectional (BiDi) screen, capable of both image
                 capture and display, is inspired by emerging LCDs that
                 use embedded optical sensors to detect multiple points
                 of contact. Our key contribution is to exploit the
                 spatial light modulation capability of LCDs to allow
                 lensless imaging without interfering with display
                 functionality. We switch between a display mode showing
                 traditional graphics and a capture mode in which the
                 backlight is disabled and the LCD displays a pinhole
                 array or an equivalent tiled-broadband code. A
                 large-format image sensor is placed slightly behind the
                 liquid crystal layer. Together, the image sensor and
                 LCD form a mask-based light field camera, capturing an
                 array of images equivalent to that produced by a camera
                 array spanning the display surface. The recovered
                 multi-view orthographic imagery is used to passively
                 estimate the depth of scene points. Two motivating
                 applications are described: a hybrid touch plus gesture
                 interaction and a light-gun mode for interacting with
                 external light-emitting widgets. We show a working
                 prototype that simulates the image sensor with a camera
                 and diffuser, allowing interaction up to 50 cm in front
                 of a modified 20.1 inch LCD.",
  acknowledgement = ack-nhfb,
  articleno =    "159",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "3D interaction; 3D reconstruction; depth from focus;
                 image-based relighting; LCD; lensless imaging; light
                 field",
}

@Article{Masia:2009:ERT,
  author =       "Belen Masia and Sandra Agustin and Roland W. Fleming
                 and Olga Sorkine and Diego Gutierrez",
  title =        "Evaluation of reverse tone mapping through varying
                 exposure conditions",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "160:1--160:8",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1661412.1618506",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Most existing image content has low dynamic range
                 (LDR), which necessitates effective methods to display
                 such legacy content on high dynamic range (HDR)
                 devices. Reverse tone mapping operators (rTMOs) aim to
                 take LDR content as input and adjust the contrast
                 intelligently to yield output that recreates the HDR
                 experience. In this paper we show that current rTMO
                 approaches fall short when the input image is not
                 exposed properly. More specifically, we report a series
                 of perceptual experiments using a Brightside HDR
                 display and show that, while existing rTMOs perform
                 well for under-exposed input data, the perceived
                 quality degrades substantially with over-exposure, to
                 the extent that in some cases subjects prefer the LDR
                 originals to images that have been treated with rTMOs.
                 We show that, in these cases, a simple rTMO based on
                 gamma expansion avoids the errors introduced by other
                 methods, and propose a method to automatically set a
                 suitable gamma value for each image, based on the image
                 key and empirical data. We validate the results both by
                 means of perceptual experiments and using a recent
                 image quality metric, and show that this approach
                 enhances visible details without causing artifacts in
                 incorrectly-exposed regions. Additionally, we perform
                 another set of experiments which suggest that spatial
                 artifacts introduced by rTMOs are more disturbing than
                 inaccuracies in the expanded intensities. Together,
                 these findings suggest that when the quality of the
                 input data is unknown, reverse tone mapping should be
                 handled with simple, non-aggressive methods to achieve
                 the desired effect.",
  acknowledgement = ack-nhfb,
  articleno =    "160",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "high dynamic range imaging; human visual system; image
                 processing; perception; psychophysics; tone
                 management",
}

@Article{Kim:2009:RCG,
  author =       "Yongjin Kim and Cheolhun Jang and Julien Demouth and
                 Seungyong Lee",
  title =        "Robust color-to-gray via nonlinear global mapping",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "161:1--161:4",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618507",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a fast color-to-gray conversion
                 algorithm which robustly reproduces the visual
                 appearance of a color image in grayscale. The
                 conversion preserves feature discriminability and
                 reasonable color ordering, while respecting the
                 original lightness of colors, by simple optimization of
                 a nonlinear global mapping. Experimental results show
                 that our method produces convincing results for a
                 variety of color images. We further extend the method
                 to temporally coherent color-to-gray video
                 conversion.",
  acknowledgement = ack-nhfb,
  articleno =    "161",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "color-to-grayscale; video decolorization",
}

@Article{Chang:2009:SAE,
  author =       "Jianghao Chang and Beno{\^\i}t Alain and Victor
                 Ostromoukhov",
  title =        "Structure-aware error diffusion",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "162:1--162:8",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1661412.1618508",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an original error-diffusion method which
                 produces visually pleasant halftone images while
                 preserving fine details and visually identifiable
                 structures present in the original images. Our method
                 is conceptually simple and computationally efficient.
                 The source image is analyzed, and its local frequency
                 content is detected. The main component of the
                 frequency content (main frequency, orientation and
                 contrast) serve as lookup table indices to a
                 pre-calculated database of modifications to a standard
                 error diffusion. The modifications comprise threshold
                 modulation and variation of error-diffusion
                 coefficients. The whole system is calibrated in such a
                 way that the produced halftone images are visually
                 close to the original images (patches of constant
                 intensity, patches containing sinusoidal waves of
                 different frequencies/orientations/contrasts, as well
                 as natural images of different origins). Our system
                 produces images of visual quality comparable to that
                 presented in [Pang et al. 2008], but much faster. When
                 processing typical images of linear size of several
                 hundreds of pixels, our error-diffusion system is two
                 to three orders of magnitude faster than [Pang et al.
                 2008]. Thanks to its speed combined with high visual
                 quality, our error-diffusion algorithm can be used in
                 many practical applications which may require digital
                 halftoning: printing, visualization, geometry
                 processing, various sampling techniques, etc.",
  acknowledgement = ack-nhfb,
  articleno =    "162",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mitra:2009:EI,
  author =       "Niloy J. Mitra and Hung-Kuo Chu and Tong-Yee Lee and
                 Lior Wolf and Hezy Yeshurun and Daniel Cohen-Or",
  title =        "Emerging images",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "163:1--163:8",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618509",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Emergence refers to the unique human ability to
                 aggregate information from seemingly meaningless
                 pieces, and to perceive a whole that is meaningful.
                 This special skill of humans can constitute an
                 effective scheme to tell humans and machines apart.
                 This paper presents a synthesis technique to generate
                 images of 3D objects that are detectable by humans, but
                 difficult for an automatic algorithm to recognize. The
                 technique allows generating an infinite number of
                 images with emerging figures. Our algorithm is designed
                 so that locally the synthesized images divulge little
                 useful information or cues to assist any segmentation
                 or recognition procedure. Therefore, as we demonstrate,
                 computer vision algorithms are incapable of effectively
                 processing such images. However, when a human observer
                 is presented with an emergence image, synthesized using
                 an object she is familiar with, the figure emerges when
                 observed as a whole. We can control the difficulty
                 level of perceiving the emergence effect through a
                 limited set of parameters. A procedure that synthesizes
                 emergence images can be an effective tool for exploring
                 and understanding the factors affecting computer vision
                 techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "163",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jakob:2009:CHA,
  author =       "Wenzel Jakob and Jonathan T. Moon and Steve
                 Marschner",
  title =        "Capturing hair assemblies fiber by fiber",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "164:1--164:9",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618510",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Hair models for computer graphics consist of many
                 curves representing individual hair fibers. In current
                 practice these curves are generated by ad hoc random
                 processes, and in close-up views their arrangement
                 appears plainly different from real hair. To begin
                 improving this situation, this paper presents a new
                 method for measuring the detailed arrangement of fibers
                 in a hair assembly. Many macrophotographs with shallow
                 depth of field are taken of a sample of hair, sweeping
                 the plane of focus through the hair's volume. The
                 shallow depth of field helps isolate the fibers and
                 reduces occlusion. Several sweeps are performed with
                 the hair at different orientations, resulting in
                 multiple observations of most of the clearly visible
                 fibers. The images are filtered to detect the fibers,
                 and the resulting feature data from all images is used
                 jointly in a hair growing process to construct smooth
                 curves along the observed fibers. Finally, additional
                 hairs are generated to fill in the unseen volume inside
                 the hair. The method is demonstrated on both straight
                 and wavy hair, with results suitable for realistic
                 close-up renderings. These models provide the first
                 views we know of into the 3D arrangement of hair fibers
                 in real hair assemblies.",
  acknowledgement = ack-nhfb,
  articleno =    "164",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "3D scanning; hair",
}

@Article{Zinke:2009:PAP,
  author =       "Arno Zinke and Martin Rump and Tom{\'a}s Lay and
                 Andreas Weber and Anton Andriyenko and Reinhard Klein",
  title =        "A practical approach for photometric acquisition of
                 hair color",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "165:1--165:9",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1661412.1618511",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this work a practical approach to photometric
                 acquisition of hair color is presented. Based on a
                 single input photograph of a simple setup we are able
                 to extract physically plausible optical properties of
                 hair and to render virtual hair closely matching the
                 original. Our approach does not require any costly
                 special hardware but a standard consumer camera only.",
  acknowledgement = ack-nhfb,
  articleno =    "165",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "BCSDF; hair modeling; hair rendering",
}

@Article{Yuksel:2009:HM,
  author =       "Cem Yuksel and Scott Schaefer and John Keyser",
  title =        "Hair meshes",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "166:1--166:7",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618512",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Despite the visual importance of hair and the
                 attention paid to hair modeling in the graphics
                 research, modeling realistic hair still remains a very
                 challenging task that can be performed by very few
                 artists. In this paper we present {\em hair meshes}, a
                 new method for modeling hair that aims to bring hair
                 modeling as close as possible to modeling polygonal
                 surfaces. This new approach provides artists with
                 direct control of the overall shape of the hair, giving
                 them the ability to model the exact hair shape they
                 desire. We use the hair mesh structure for modeling the
                 hair volume with topological constraints that allow us
                 to automatically and uniquely trace the path of
                 individual hair strands through this volume. We also
                 define a set of topological operations for creating
                 hair meshes that maintain these constraints.
                 Furthermore, we provide a method for hiding the
                 volumetric structure of the hair mesh from the end
                 user, thus allowing artists to concentrate on
                 manipulating the outer surface of the hair as a
                 polygonal surface. We explain and show examples of how
                 hair meshes can be used to generate individual hair
                 strands for a wide variety of realistic hair styles.",
  acknowledgement = ack-nhfb,
  articleno =    "166",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "hair mesh; hair modeling; volume modeling",
}

@Article{Talton:2009:EMC,
  author =       "Jerry O. Talton and Daniel Gibson and Lingfeng Yang
                 and Pat Hanrahan and Vladlen Koltun",
  title =        "Exploratory modeling with collaborative design
                 spaces",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "167:1--167:10",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618513",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Enabling ordinary people to create high-quality 3D
                 models is a long-standing problem in computer graphics.
                 In this work, we draw from the literature on design and
                 human cognition to better understand the design
                 processes of novice and casual modelers, whose goals
                 and motivations are often distinct from those of
                 professional artists. The result is a method for
                 creating {\em exploratory\/} modeling tools, which are
                 appropriate for casual users who may lack
                 rigidly-specified goals or operational knowledge of
                 modeling techniques.\par

                 Our method is based on parametric design spaces, which
                 are often high dimensional and contain wide quality
                 variations. Our system estimates the distribution of
                 good models in a space by tracking the modeling
                 activity of a distributed community of users. These
                 estimates drive intuitive modeling tools, creating a
                 self-reinforcing system that becomes easier to use as
                 more people participate.\par

                 We present empirical evidence that the tools developed
                 with our method allow rapid creation of complex,
                 high-quality 3D models by users with no specialized
                 modeling skills or experience. We report analyses of
                 usage patterns garnered throughout the year-long
                 deployment of one such tool, and demonstrate the
                 generality of the method by applying it to several
                 design spaces.",
  acknowledgement = ack-nhfb,
  articleno =    "167",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "collaboration; exploration; modeling",
}

@Article{Wang:2009:OWC,
  author =       "Jack M. Wang and David J. Fleet and Aaron Hertzmann",
  title =        "Optimizing walking controllers",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "168:1--168:8",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618514",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper describes a method for optimizing the
                 parameters of a physics-based controller for full-body,
                 3D walking. A modified version of the SIMBICON
                 controller [Yin et al. 2007] is optimized for
                 characters of varying body shape, walking speed and
                 step length. The objective function includes terms for
                 power minimization, angular momentum minimization, and
                 minimal head motion, among others. Together these terms
                 produce a number of important features of natural
                 walking, including active toe-off, near-passive knee
                 swing, and leg extension during swing. We explain the
                 specific form of our objective criteria, and show the
                 importance of each term to walking style. We
                 demonstrate optimized controllers for walking with
                 different speeds, variation in body shape, and in
                 ground slope.",
  acknowledgement = ack-nhfb,
  articleno =    "168",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "controller synthesis; human motion; optimization;
                 physics-based animation",
}

@Article{Lee:2009:CCC,
  author =       "Yongjoon Lee and Seong Jae Lee and Zoran Popovi{\'c}",
  title =        "Compact character controllers",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "169:1--169:8",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618515",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present methods for creating compact and efficient
                 data-driven character controllers. Our first method
                 identifies the essential motion data examples tailored
                 for a given task. It enables complex yet efficient
                 high-dimensional controllers, as well as automatically
                 generated connecting controllers that merge a set of
                 independent controllers into a much larger aggregate
                 one without modifying existing ones. Our second method
                 iteratively refines basis functions to enable highly
                 complex value functions. We show that our methods
                 dramatically reduce the computation and storage
                 requirement of controllers and enable very complex
                 behaviors.",
  acknowledgement = ack-nhfb,
  articleno =    "169",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "data driven animation; human animation; optimal
                 control",
}

@Article{Coros:2009:RTB,
  author =       "Stelian Coros and Philippe Beaudoin and Michiel van de
                 Panne",
  title =        "Robust task-based control policies for physics-based
                 characters",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "170:1--170:9",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618516",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for precomputing robust task-based
                 control policies for physically simulated characters.
                 This allows for characters that can demonstrate skill
                 and purpose in completing a given task, such as walking
                 to a target location, while physically interacting with
                 the environment in significant ways. As input, the
                 method assumes an abstract action vocabulary consisting
                 of balance-aware, step-based controllers. A novel
                 constrained state exploration phase is first used to
                 define a character dynamics model as well as a finite
                 volume of character states over which the control
                 policy will be defined. An optimized control policy is
                 then computed using reinforcement learning. The final
                 policy spans the cross-product of the character state
                 and task state, and is more robust than the controllers
                 it is constructed from. We demonstrate real-time
                 results for six locomotion-based tasks and on three
                 highly-varied bipedal characters. We further provide a
                 game-scenario demonstration.",
  acknowledgement = ack-nhfb,
  articleno =    "170",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "animation; simulation of skilled movement",
}

@Article{Lau:2009:MST,
  author =       "Manfred Lau and Ziv Bar-Joseph and James Kuffner",
  title =        "Modeling spatial and temporal variation in motion
                 data",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "171:1--171:10",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618517",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel method to model and synthesize
                 variation in motion data. Given a few examples of a
                 particular type of motion as input, we learn a
                 generative model that is able to synthesize a family of
                 spatial and temporal variants that are statistically
                 similar to the input examples. The new variants retain
                 the features of the original examples, but are {\em not
                 exact copies\/} of them. We learn a Dynamic Bayesian
                 Network model from the input examples that enables us
                 to capture properties of conditional independence in
                 the data, and model it using a multivariate probability
                 distribution. We present results for a variety of human
                 motion, and 2D handwritten characters. We perform a
                 user study to show that our new variants are less
                 repetitive than typical game and crowd simulation
                 approaches of re-playing a small number of existing
                 motion clips. Our technique can synthesize new variants
                 efficiently and has a small memory requirement.",
  acknowledgement = ack-nhfb,
  articleno =    "171",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "human animation; machine learning; motion capture;
                 variation",
}

@Article{Levine:2009:RTP,
  author =       "Sergey Levine and Christian Theobalt and Vladlen
                 Koltun",
  title =        "Real-time prosody-driven synthesis of body language",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "172:1--172:10",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618518",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Human communication involves not only speech, but also
                 a wide variety of gestures and body motions.
                 Interactions in virtual environments often lack this
                 multi-modal aspect of communication. We present a
                 method for automatically synthesizing body language
                 animations directly from the participants' speech
                 signals, without the need for additional input. Our
                 system generates appropriate body language animations
                 by selecting segments from motion capture data of real
                 people in conversation. The synthesis can be performed
                 progressively, with no advance knowledge of the
                 utterance, making the system suitable for animating
                 characters from live human speech. The selection is
                 driven by a hidden Markov model and uses prosody-based
                 features extracted from speech. The training phase is
                 fully automatic and does not require hand-labeling of
                 input data, and the synthesis phase is efficient enough
                 to run in real time on live microphone input. User
                 studies confirm that our method is able to produce
                 realistic and compelling body language.",
  acknowledgement = ack-nhfb,
  articleno =    "172",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "control; data-driven animation; gesture synthesis;
                 human animation; nonverbal behavior generation",
}

@Article{Shi:2009:CMS,
  author =       "Xiaohan Shi and Hujun Bao and Kun Zhou",
  title =        "Out-of-core multigrid solver for streaming meshes",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "173:1--173:7",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1661412.1618519",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an out-of-core multigrid for solving the
                 Poisson equation defined over gigantic meshes. This
                 enables gradient-domain operations on out-of-core
                 meshes with irregular connectivity. Taking a streaming
                 mesh and boundary constraints as input, our solver
                 builds a multigrid hierarchy and refines the multigrid
                 solution progressively by performing all operations as
                 streaming computations. A set of rules are carefully
                 designed to make neighboring multigrid nodes perform
                 tasks cooperatively and efficiently. With a sublinear
                 memory growth with respect to the number of mesh
                 vertices, our approach handles meshes with 14M vertices
                 using merely 84MB of memory, while an equivalent
                 in-core multigrid implementation fails to fit into 2GB
                 memory space.",
  acknowledgement = ack-nhfb,
  articleno =    "173",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "gradient domain mesh editing; irregular domain;
                 out-of-core multigrid solver; Poisson equation",
}

@Article{Vlasic:2009:DSC,
  author =       "Daniel Vlasic and Pieter Peers and Ilya Baran and Paul
                 Debevec and Jovan Popovi{\'c} and Szymon Rusinkiewicz
                 and Wojciech Matusik",
  title =        "Dynamic shape capture using multi-view photometric
                 stereo",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "174:1--174:11",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1661412.1618520",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe a system for high-resolution capture of
                 moving 3D geometry, beginning with dynamic normal maps
                 from multiple views. The normal maps are captured using
                 active shape-from-shading (photometric stereo), with a
                 large lighting dome providing a series of novel
                 spherical lighting configurations. To compensate for
                 low-frequency deformation, we perform multi-view
                 matching and thin-plate spline deformation on the
                 initial surfaces obtained by integrating the normal
                 maps. Next, the corrected meshes are merged into a
                 single mesh using a volumetric method. The final output
                 is a set of meshes, which were impossible to produce
                 with previous methods. The meshes exhibit details on
                 the order of a few millimeters, and represent the
                 performance over human-size working volumes at a
                 temporal resolution of 60Hz.",
  acknowledgement = ack-nhfb,
  articleno =    "174",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2009:RSV,
  author =       "Hao Li and Bart Adams and Leonidas J. Guibas and Mark
                 Pauly",
  title =        "Robust single-view geometry and motion
                 reconstruction",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "175:1--175:10",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618521",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a framework and algorithms for robust
                 geometry and motion reconstruction of complex deforming
                 shapes. Our method makes use of a smooth template that
                 provides a crude approximation of the scanned object
                 and serves as a geometric and topological prior for
                 reconstruction. Large-scale motion of the acquired
                 object is recovered using a novel space-time adaptive,
                 non-rigid registration method. Fine-scale details such
                 as wrinkles and folds are synthesized with an efficient
                 linear mesh deformation algorithm. Subsequent spatial
                 and temporal filtering of detail coefficients allows
                 transfer of persistent geometric detail to regions not
                 observed by the scanner. We show how this two-scale
                 process allows faithful recovery of small-scale shape
                 and motion features leading to a high-quality
                 reconstruction. We illustrate the robustness and
                 generality of our algorithm on a variety of examples
                 composed of different materials and exhibiting a large
                 range of dynamic deformations.",
  acknowledgement = ack-nhfb,
  articleno =    "175",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "3D scanning; animation reconstruction; geometry
                 synthesis; non-rigid registration; partial scans;
                 template tracking",
}

@Article{Huang:2009:CUP,
  author =       "Hui Huang and Dan Li and Hao Zhang and Uri Ascher and
                 Daniel Cohen-Or",
  title =        "Consolidation of unorganized point clouds for surface
                 reconstruction",
  journal =      j-TOG,
  volume =       "28",
  number =       "5",
  pages =        "176:1--176:7",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1618452.1618522",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:01:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We consolidate an unorganized point cloud with noise,
                 outliers, non-uniformities, and in particular
                 interference between close-by surface sheets as a
                 preprocess to surface generation, focusing on reliable
                 normal estimation. Our algorithm includes two new
                 developments. First, a {\em weighted locally optimal
                 projection\/} operator produces a set of denoised,
                 outlier-free and evenly distributed particles over the
                 original dense point cloud, so as to improve the
                 reliability of local PCA for initial estimate of
                 normals. Next, an iterative framework for robust normal
                 estimation is introduced, where a priority-driven
                 normal propagation scheme based on a new priority
                 measure and an orientation-aware PCA work
                 complementarily and iteratively to consolidate particle
                 normals. The priority setting is reinforced with front
                 stopping at thin surface features and normal flipping
                 to enable robust handling of the close-by surface sheet
                 problem. We demonstrate how a point cloud that is
                 well-consolidated by our method steers conventional
                 surface generation schemes towards a proper
                 interpretation of the input data.",
  acknowledgement = ack-nhfb,
  articleno =    "176",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ray:2009:GAD,
  author =       "Nicolas Ray and Bruno Vallet and Laurent Alonso and
                 Bruno Levy",
  title =        "Geometry-aware direction field processing",
  journal =      j-TOG,
  volume =       "29",
  number =       "1",
  pages =        "1:1--1:11",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1640443.1640444",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:18:12 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many algorithms in texture synthesis,
                 nonphotorealistic rendering (hatching), or remeshing
                 require to define the orientation of some features
                 (texture, hatches, or edges) at each point of a
                 surface. In early works, tangent vector (or tensor)
                 fields were used to define the orientation of these
                 features. Extrapolating and smoothing such fields is
                 usually performed by minimizing an energy composed of a
                 smoothness term and of a data fitting term. More
                 recently, dedicated structures ($N$-RoSy and
                 $N$-symmetry direction fields) were introduced in order
                 to unify the manipulation of these fields, and provide
                 control over the field's topology (singularities). On
                 the one hand, controlling the topology makes it
                 possible to have few singularities, even in the
                 presence of high frequencies (fine details) in the
                 surface geometry. On the other hand, the user has to
                 explicitly specify all singularities, which can be a
                 tedious task. It would be better to let them emerge
                 naturally from the direction extrapolation and
                 smoothing.\par

                 This article introduces an intermediate representation
                 that still allows the intuitive design operations such
                 as smoothing and directional constraints, but restates
                 the objective function in a way that avoids the
                 singularities yielded by smaller geometric details. The
                 resulting design tool is intuitive, simple, and allows
                 to create fields with simple topology, even in the
                 presence of high geometric frequencies. The generated
                 field can be used to steer global parameterization
                 methods (e.g., QuadCover).",
  acknowledgement = ack-nhfb,
  articleno =    "1",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "filtering; topology; Vector field design",
}

@Article{Zeng:2009:IPP,
  author =       "Kun Zeng and Mingtian Zhao and Caiming Xiong and
                 Song-Chun Zhu",
  title =        "From image parsing to painterly rendering",
  journal =      j-TOG,
  volume =       "29",
  number =       "1",
  pages =        "2:1--2:11",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1640443.1640445",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:18:12 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a semantics-driven approach for
                 stroke-based painterly rendering, based on recent image
                 parsing techniques [Tu et al. 2005; Tu and Zhu 2006] in
                 computer vision. Image parsing integrates segmentation
                 for regions, sketching for curves, and recognition for
                 object categories. In an interactive manner, we
                 decompose an input image into a hierarchy of its
                 constituent components in a parse tree representation
                 with occlusion relations among the nodes in the tree.
                 To paint the image, we build a brush dictionary
                 containing a large set (760) of brush examples of four
                 shape/appearance categories, which are collected from
                 professional artists, then we select appropriate
                 brushes from the dictionary and place them on the
                 canvas guided by the image semantics included in the
                 parse tree, with each image component and layer painted
                 in various styles. During this process, the scene and
                 object categories also determine the color blending and
                 shading strategies for inhomogeneous synthesis of image
                 details. Compared with previous methods, this approach
                 benefits from richer meaningful image semantic
                 information, which leads to better simulation of
                 painting techniques of artists using the high-quality
                 brush dictionary. We have tested our approach on a
                 large number (hundreds) of images and it produced
                 satisfactory painterly effects.",
  acknowledgement = ack-nhfb,
  articleno =    "2",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Image parsing; nonphotorealistic rendering;
                 orientation field; painterly rendering; primal sketch",
}

@Article{Lau:2009:FPI,
  author =       "Manfred Lau and Jinxiang Chai and Ying-Qing Xu and
                 Heung-Yeung Shum",
  title =        "Face poser: {Interactive} modeling of {$3$D} facial
                 expressions using facial priors",
  journal =      j-TOG,
  volume =       "29",
  number =       "1",
  pages =        "3:1--3:17",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1640443.1640446",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:18:12 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article presents an intuitive and easy-to-use
                 system for interactively posing 3D facial expressions.
                 The user can model and edit facial expressions by
                 drawing freeform strokes, by specifying distances
                 between facial points, by incrementally editing curves
                 on the face, or by directly dragging facial points in
                 2D screen space. Designing such an interface for 3D
                 facial modeling and editing is challenging because many
                 unnatural facial expressions might be consistent with
                 the user's input. We formulate the problem in a maximum
                 a posteriori framework by combining the user's input
                 with priors embedded in a large set of facial
                 expression data. Maximizing the posteriori allows us to
                 generate an optimal and natural facial expression that
                 achieves the goal specified by the user. We evaluate
                 the performance of our system by conducting a thorough
                 comparison of our method with alternative facial
                 modeling techniques. To demonstrate the usability of
                 our system, we also perform a user study of our system
                 and compare with state-of-the-art facial expression
                 modeling software (Poser 7).",
  acknowledgement = ack-nhfb,
  articleno =    "3",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "3D modeling interfaces; Facial modeling and animation;
                 optimization; sketching interfaces; statistical
                 models",
}

@Article{Patane:2009:TED,
  author =       "Giuseppe Patan{\`e} and Michela Spagnuolo and Bianca
                 Falcidieno",
  title =        "Topology- and error-driven extension of scalar
                 functions from surfaces to volumes",
  journal =      j-TOG,
  volume =       "29",
  number =       "1",
  pages =        "4:1--4:20",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1640443.1640447",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:18:12 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The behavior of a variety of phenomena measurable on
                 the boundary of 3D shapes is studied by modeling the
                 set of known measurements as a scalar function $ f
                 \colon P \rightarrow R $, defined on a surface
                 $P$. Furthermore, the large amount of scientific data
                 calls for efficient techniques to correlate, describe,
                 and analyze this data. In this context, we focus on the
                 problem of extending the measures captured by a scalar
                 function $f$, defined on the boundary surface $P$ of a
                 3D shape, to its surrounding volume. This goal is
                 achieved by computing a sequence of volumetric
                 functions that approximate $f$ up to a specified
                 accuracy and preserve its critical points. More
                 precisely, we compute a smooth map $ g \colon R^3
                 \rightarrow R$ such that the piecewise linear function
                 $ h \colon = g P \colon P \rightarrow R$, which
                 interpolates the values of $g$ at the vertices of the
                 triangulated surface P, is an approximation of $f$ with
                 the same critical points. In this way, we overcome the
                 limitation of traditional approaches to function
                 approximation, which are mainly based on a numerical
                 error estimation and do not provide measurements of the
                 topological and geometric features of $f$. The proposed
                 approximation scheme builds on the properties of $f$
                 related to its {\em global structure}, that is, its
                 critical points, and ignores the local details of $f$,
                 which can be successively introduced according to the
                 target approximation accuracy.",
  acknowledgement = ack-nhfb,
  articleno =    "4",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "2D scalar functions; computational topology; Critical
                 points; surface/volume-based decompositions and
                 visualization; topological and geometric algorithms;
                 topological simplification",
}

@Article{Yeh:2009:FMT,
  author =       "Thomas Y. Yeh and Glenn Reinman and Sanjay J. Patel
                 and Petros Faloutsos",
  title =        "Fool me twice: {Exploring} and exploiting error
                 tolerance in physics-based animation",
  journal =      j-TOG,
  volume =       "29",
  number =       "1",
  pages =        "5:1--5:11",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1640443.1640448",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:18:12 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The error tolerance of human perception offers a range
                 of opportunities to trade numerical accuracy for
                 performance in physics-based simulation. However, most
                 prior work on perceptual error tolerance either focus
                 exclusively on understanding the tolerance of the human
                 visual system or burden the application developer with
                 case-specific implementations such as Level-of-Detail
                 (LOD) techniques. In this article, based on a detailed
                 set of perceptual metrics, we propose a methodology to
                 identify the maximum error tolerance of physics
                 simulation. Then, we apply this methodology in the
                 evaluation of four case studies. First, we utilize the
                 methodology in the tuning of the simulation timestep.
                 The second study deals with tuning the iteration count
                 for the LCP solver. Then, we evaluate the perceptual
                 quality of Fast Estimation with Error Control (FEEC)
                 [Yeh et al. 2006]. Finally, we explore the hardware
                 optimization technique of precision reduction.",
  acknowledgement = ack-nhfb,
  articleno =    "5",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fattal:2009:EBI,
  author =       "Raanan Fattal and Robert Carroll and Maneesh
                 Agrawala",
  title =        "Edge-based image coarsening",
  journal =      j-TOG,
  volume =       "29",
  number =       "1",
  pages =        "6:1--6:11",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1640443.1640449",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:18:12 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article presents a new dimensionally-reduced
                 linear image space that allows a number of recent image
                 manipulation techniques to be performed efficiently and
                 robustly. The basis vectors spanning this space are
                 constructed from a scale-adaptive image decomposition,
                 based on kernels of the bilateral filter. Each of these
                 vectors locally binds together pixels in smooth regions
                 and leaves pixels across edges independent. Despite the
                 drastic reduction in the number of degrees of freedom,
                 this representation can be used to perform a number of
                 recent gradient-based tonemapping techniques. In
                 addition to reducing computation time, this space can
                 prevent the bleeding artifacts which are common to
                 Poisson-based integration methods. In addition, we show
                 that this reduced representation is useful for
                 energy-minimization methods in achieving efficient
                 processing and providing better matrix conditioning at
                 a minimal quality sacrifice.",
  acknowledgement = ack-nhfb,
  articleno =    "6",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "bilateral filtering; gradient domain techniques; Image
                 representation",
}

@Article{Aliaga:2009:FMS,
  author =       "Daniel G. Aliaga and Ji Zhang and Mireille Boutin",
  title =        "A framework for modeling {$3$D} scenes using pose-free
                 equations",
  journal =      j-TOG,
  volume =       "29",
  number =       "1",
  pages =        "7:1--7:15",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1640443.1640450",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:18:12 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many applications in computer graphics require
                 detailed 3D digital models of real-world environments.
                 The automatic and semi-automatic modeling of such
                 spaces presents several fundamental challenges. In this
                 work, we present an easy and robust camera-based
                 acquisition approach for the modeling of 3D scenes
                 which is a significant departure from current methods.
                 Our approach uses a novel pose-free formulation for 3D
                 reconstruction. Unlike self-calibration, omitting pose
                 parameters from the acquisition process implies no
                 external calibration data must be computed or provided.
                 This serves to significantly simplify acquisition, to
                 fundamentally improve the robustness and accuracy of
                 the geometric reconstruction given noise in the
                 measurements or error in the initial estimates, and to
                 allow using uncalibrated active correspondence methods
                 to obtain robust data. Aside from freely taking
                 pictures and moving an uncalibrated digital projector,
                 scene acquisition and scene point reconstruction is
                 automatic and requires pictures from only a few
                 viewpoints. We demonstrate how the combination of these
                 benefits has enabled us to acquire several large and
                 detailed models ranging from 0.28 to 2.5 million
                 texture-mapped triangles.",
  acknowledgement = ack-nhfb,
  articleno =    "7",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "acquisition; computer graphics; image-based rendering;
                 Modeling; pose-free",
}

@Article{Gamito:2009:AMP,
  author =       "Manuel N. Gamito and Steve C. Maddock",
  title =        "Accurate multidimensional {Poisson}-disk sampling",
  journal =      j-TOG,
  volume =       "29",
  number =       "1",
  pages =        "8:1--8:19",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1640443.1640451",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:18:12 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an accurate and efficient method to
                 generate samples based on a Poisson-disk distribution.
                 This type of distribution, because of its blue noise
                 spectral properties, is useful for image sampling. It
                 is also useful for multidimensional Monte Carlo
                 integration and as part of a procedural object
                 placement function. Our method extends trivially from
                 2D to 3D or to any higher dimensional space. We
                 demonstrate results for up to four dimensions, which
                 are likely to be the most useful for computer graphics
                 applications. The method is accurate because it
                 generates distributions with the same statistical
                 properties of those generated with the brute-force
                 dart-throwing algorithm, the archetype against which
                 all other Poisson-disk sampling methods are compared.
                 The method is efficient because it employs a spatial
                 subdivision data structure that signals the regions of
                 space where the insertion of new samples is allowed.
                 The method has $ O(N \log N) $ time and space
                 complexity relative to the total number of samples. The
                 method generates maximal distributions in which no
                 further samples can be inserted at the completion of
                 the algorithm. The method is only limited in the number
                 of samples it can generate and the number of dimensions
                 over which it can work by the available physical
                 memory.",
  acknowledgement = ack-nhfb,
  articleno =    "8",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Accurate Poisson-disk sampling; dart throwing; maximal
                 sampling; multidimensional sampling; spatial
                 subdivision",
}

@Article{Min:2009:IGH,
  author =       "Jianyuan Min and Yen-Lin Chen and Jinxiang Chai",
  title =        "Interactive generation of human animation with
                 deformable motion models",
  journal =      j-TOG,
  volume =       "29",
  number =       "1",
  pages =        "9:1--9:12",
  month =        dec,
  year =         "2009",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1640443.1640452",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Mar 15 09:18:12 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article presents a new motion model {\em
                 deformable motion models\/} for human motion modeling
                 and synthesis. Our key idea is to apply statistical
                 analysis techniques to a set of precaptured human
                 motion data and construct a low-dimensional deformable
                 motion model of the form $ x = M(\alpha, \gamma) $,
                 where the deformable parameters $ \alpha $ and $ \gamma
                 $ control the motion's geometric and timing variations,
                 respectively. To generate a desired animation, we
                 continuously adjust the deformable parameters' values
                 to match various forms of user-specified constraints.
                 Mathematically, we formulate the constraint-based
                 motion synthesis problem in a Maximum A Posteriori
                 (MAP) framework by estimating the most likely
                 deformable parameters from the user's input. We
                 demonstrate the power and flexibility of our approach
                 by exploring two interactive and easy-to-use interfaces
                 for human motion generation: direct manipulation
                 interfaces and sketching interfaces.",
  acknowledgement = ack-nhfb,
  articleno =    "9",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "3D animation interfaces; animation with constraints;
                 Character animation; data-driven animation;
                 optimization; statistical analysis and synthesis",
}

@Article{Bhat:2010:GGD,
  author =       "Pravin Bhat and C. Lawrence Zitnick and Michael Cohen
                 and Brian Curless",
  title =        "{GradientShop}: a gradient-domain optimization
                 framework for image and video filtering",
  journal =      j-TOG,
  volume =       "29",
  number =       "2",
  pages =        "10:1--10:14",
  month =        mar,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1731047.1731048",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 20 12:08:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an optimization framework for exploring
                 gradient-domain solutions for image and video
                 processing. The proposed framework unifies many of the
                 key ideas in the gradient-domain literature under a
                 single optimization formulation. Our hope is that this
                 generalized framework will allow the reader to quickly
                 gain a general understanding of the field and
                 contribute new ideas of their own.\par

                 We propose a novel metric for measuring local gradient
                 saliency that identifies salient gradients that give
                 rise to long, coherent edges, even when the individual
                 gradients are faint. We present a general weighting
                 scheme for gradient constraints that improves the
                 visual appearance of results. We also provide a
                 solution for applying gradient-domain filters to videos
                 and video streams in a coherent manner.\par

                 Finally, we demonstrate the utility of our formulation
                 in creating effective yet simple to implement solutions
                 for various image-processing tasks. To exercise our
                 formulation we have created a new saliency-based
                 sharpen filter and a pseudo image-relighting
                 application. We also revisit and improve upon
                 previously defined filters such as nonphotorealistic
                 rendering, image deblocking, and sparse data
                 interpolation over images (e.g., colorization using
                 optimization).",
  acknowledgement = ack-nhfb,
  articleno =    "10",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "deblocking; Gradient domain; NPR; relighting; sparse
                 data interpolation",
}

@Article{Feng:2010:FPT,
  author =       "Wei-Wen Feng and Byung-Uck Kim and Yizhou Yu and Liang
                 Peng and John Hart",
  title =        "Feature-preserving triangular geometry images for
                 level-of-detail representation of static and skinned
                 meshes",
  journal =      j-TOG,
  volume =       "29",
  number =       "2",
  pages =        "11:1--11:13",
  month =        mar,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1731047.1731049",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 20 12:08:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Geometry images resample meshes to represent them as
                 texture for efficient GPU processing by forcing a
                 regular parameterization that often incurs a large
                 amount of distortion. Previous approaches broke the
                 geometry image into multiple rectangular or irregular
                 charts to reduce distortion, but complicated the
                 automatic level of detail one gets from MIP-maps of the
                 geometry image.\par

                 We introduce triangular-chart geometry images and show
                 this new approach better supports the GPU-side
                 representation and display of skinned dynamic meshes,
                 with support for feature preservation, bounding
                 volumes, and view-dependent level of detail. Triangular
                 charts pack efficiently, simplify the elimination of
                 T-junctions, arise naturally from an edge-collapse
                 simplification base mesh, and layout more flexibly to
                 allow their edges to follow curvilinear mesh features.
                 To support the construction and application of
                 triangular-chart geometry images, this article
                 introduces a new spectral clustering method for feature
                 detection, and new methods for incorporating skinning
                 weights and skinned bounding boxes into the
                 representation. This results in a tenfold improvement
                 in fidelity when compared to quad-chart geometry
                 images.",
  acknowledgement = ack-nhfb,
  articleno =    "11",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Curvilinear features; mesh simplification; mesh
                 skinning; spectral clustering",
}

@Article{Joshi:2010:PPE,
  author =       "Neel Joshi and Wojciech Matusik and Edward H. Adelson
                 and David J. Kriegman",
  title =        "Personal photo enhancement using example images",
  journal =      j-TOG,
  volume =       "29",
  number =       "2",
  pages =        "12:1--12:15",
  month =        mar,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1731047.1731050",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 20 12:08:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe a framework for improving the quality of
                 personal photos by using a person's favorite
                 photographs as examples. We observe that the majority
                 of a person's photographs include the faces of a
                 photographer's family and friends and often the errors
                 in these photographs are the most disconcerting. We
                 focus on correcting these types of images and use
                 common faces across images to automatically perform
                 both global and face-specific corrections. Our system
                 achieves this by using face detection to align faces
                 between ``good'' and ``bad'' photos such that
                 properties of the good examples can be used to correct
                 a bad photo. These ``personal'' photos provide strong
                 guidance for a number of operations and, as a result,
                 enable a number of high-quality image processing
                 operations. We illustrate the power and generality of
                 our approach by presenting a novel deblurring
                 algorithm, and we show corrections that perform
                 sharpening, superresolution, in-painting of over- and
                 underexposured regions, and white-balancing.",
  acknowledgement = ack-nhfb,
  articleno =    "12",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computational photography; Image enhancement; image
                 processing; image restoration; image-based priors",
}

@Article{Wu:2010:MRI,
  author =       "Tai-Pang Wu and Chi-Wing Fu and Sai-Kit Yeung and
                 Jiaya Jia and Chi-Keung Tang",
  title =        "Modeling and rendering of impossible figures",
  journal =      j-TOG,
  volume =       "29",
  number =       "2",
  pages =        "13:1--13:15",
  month =        mar,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1731047.1731051",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 20 12:08:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article introduces an optimization approach for
                 modeling and rendering impossible figures. Our solution
                 is inspired by how modeling artists construct physical
                 3D models to produce a valid 2D view of an impossible
                 figure. Given a set of 3D locally possible parts of the
                 figure, our algorithm automatically optimizes a
                 view-dependent 3D model, subject to the necessary 3D
                 constraints for rendering the impossible figure at the
                 desired novel viewpoint. A linear and constrained
                 least-squares solution to the optimization problem is
                 derived, thereby allowing an efficient computation and
                 rendering new views of impossible figures at
                 interactive rates. Once the optimized model is
                 available, a variety of compelling rendering effects
                 can be applied to the impossible figure.",
  acknowledgement = ack-nhfb,
  articleno =    "13",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "human perception; impossible figure; Modeling and
                 rendering; nonphotorealistic rendering",
}

@Article{Kazhdan:2010:DGD,
  author =       "Michael Kazhdan and Dinoj Surendran and Hugues Hoppe",
  title =        "Distributed gradient-domain processing of planar and
                 spherical images",
  journal =      j-TOG,
  volume =       "29",
  number =       "2",
  pages =        "14:1--14:11",
  month =        mar,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1731047.1731052",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 20 12:08:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Gradient-domain processing is widely used to edit and
                 combine images. In this article we extend the framework
                 in two directions. First, we adapt the gradient-domain
                 approach to operate on a spherical domain, to enable
                 operations such as seamless stitching, dynamic-range
                 compression, and gradient-based sharpening over
                 spherical imagery. An efficient streaming computation
                 is obtained using a new spherical parameterization with
                 bounded distortion and localized boundary constraints.
                 Second, we design a distributed solver to efficiently
                 process large planar or spherical images. The solver
                 partitions images into bands, streams through these
                 bands in parallel within a networked cluster, and
                 schedules computation to hide the necessary
                 synchronization latency. We demonstrate our
                 contributions on several datasets including the
                 Digitized Sky Survey, a terapixel spherical scan of the
                 night sky.",
  acknowledgement = ack-nhfb,
  articleno =    "14",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "distributed solver; Panoramas; screened Poisson
                 equation; spherical parameterization; streaming
                 multigrid",
}

@Article{Yuksel:2010:MC,
  author =       "Cem Yuksel and John Keyser and Donald H. House",
  title =        "Mesh colors",
  journal =      j-TOG,
  volume =       "29",
  number =       "2",
  pages =        "15:1--15:11",
  month =        mar,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1731047.1731053",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 20 12:08:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The coloring of 3D models using 2D or 3D texture
                 mapping has well-known intrinsic problems, such as
                 mapping discontinuities and limitations to model
                 editing after coloring. Workarounds for these problems
                 often require adopting very complex approaches. Here we
                 propose a new technique, called mesh colors, for
                 associating color data directly with a polygonal mesh.
                 The approach eliminates problems deriving from using a
                 map from texture space to model space. Mesh colors is
                 an extension of vertex colors where, in addition to
                 keeping color values on each vertex, they are also kept
                 on edges and faces. Like texture mapping, the approach
                 allows higher texture resolution than model resolution,
                 but at the same time it guarantees one-to-one
                 correspondence between the model surface and the color
                 data, and eliminates discontinuities. We show that mesh
                 colors integrate well with the current graphics
                 pipeline and can be used to generate very high-quality
                 textures.",
  acknowledgement = ack-nhfb,
  articleno =    "15",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "3D paint; Mesh colors; texture mapping; vertex
                 colors",
}

@Article{Zhu:2010:EMM,
  author =       "Yongning Zhu and Eftychios Sifakis and Joseph Teran
                 and Achi Brandt",
  title =        "An efficient multigrid method for the simulation of
                 high-resolution elastic solids",
  journal =      j-TOG,
  volume =       "29",
  number =       "2",
  pages =        "16:1--16:18",
  month =        mar,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1731047.1731054",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 20 12:08:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a multigrid framework for the simulation of
                 high-resolution elastic deformable models, designed to
                 facilitate scalability on shared memory
                 multiprocessors. We incorporate several
                 state-of-the-art techniques from multigrid theory,
                 while adapting them to the specific requirements of
                 graphics and animation applications, such as the
                 ability to handle elaborate geometry and complex
                 boundary conditions. Our method supports simulation of
                 linear elasticity and corotational linear elasticity.
                 The efficiency of our solver is practically independent
                 of material parameters, even for near-incompressible
                 materials. We achieve simulation rates as high as 6
                 frames per second for test models with 256K vertices on
                 an 8-core SMP, and 1.6 frames per second for a 2M
                 vertex object on a 16-core SMP.",
  acknowledgement = ack-nhfb,
  articleno =    "16",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "corotational linear elasticity; Deformable models;
                 near-incompressible solids; parallel simulation",
}

@Article{Wilson:2010:TUP,
  author =       "Cyrus A. Wilson and Abhijeet Ghosh and Pieter Peers
                 and Jen-Yuan Chiang and Jay Busch and Paul Debevec",
  title =        "Temporal upsampling of performance geometry using
                 photometric alignment",
  journal =      j-TOG,
  volume =       "29",
  number =       "2",
  pages =        "17:1--17:11",
  month =        mar,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1731047.1731055",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 20 12:08:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel technique for acquiring detailed
                 facial geometry of a dynamic performance using extended
                 spherical gradient illumination. Key to our method is a
                 new algorithm for {\em jointly\/} aligning two
                 photographs, under a gradient illumination condition
                 and its complement, to a full-on tracking frame,
                 providing dense temporal correspondences under changing
                 lighting conditions. We employ a two-step algorithm to
                 reconstruct detailed geometry for {\em every\/}
                 captured frame. In the first step, we coalesce
                 information from the gradient illumination frames to
                 the full-on tracking frame, and form a temporally
                 aligned photometric normal map, which is subsequently
                 combined with dense stereo correspondences yielding a
                 detailed geometry. In a second step, we propagate the
                 detailed geometry back to every captured instance
                 guided by the previously computed dense
                 correspondences. We demonstrate reconstructed dynamic
                 facial geometry, captured using moderate to video rates
                 of acquisition, for every captured frame.",
  acknowledgement = ack-nhfb,
  articleno =    "17",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "3D face scanning; Capture; motion estimation; optical
                 flow; photorealism",
}

@Article{Grabli:2010:PRL,
  author =       "St{\'e}phane Grabli and Emmanuel Turquin and Fr{\'e}do
                 Durand and Fran{\c{c}}ois X. Sillion",
  title =        "Programmable rendering of line drawing from {$3$D}
                 scenes",
  journal =      j-TOG,
  volume =       "29",
  number =       "2",
  pages =        "18:1--18:20",
  month =        mar,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1731047.1731056",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 20 12:08:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article introduces a programmable approach to
                 nonphotorealistic line drawings from 3D models,
                 inspired by programmable shaders in traditional
                 rendering. This approach relies on the assumption
                 generally made in NPR that style attributes (color,
                 thickness, etc.) are chosen depending on generic
                 properties of the scene such as line characteristics or
                 depth discontinuities, etc. We propose a new image
                 creation model where all operations are controlled
                 through user-defined procedures in which the relations
                 between style attributes and scene properties are
                 specified. A {\em view map\/} describing all relevant
                 support lines in the drawing and their topological
                 arrangement is first created from the 3D model so as to
                 ensure the continuity of all scene properties along its
                 edges; a number of style modules operate on this map,
                 by procedurally selecting, chaining, or splitting
                 lines, before creating strokes and assigning drawing
                 attributes. Consistent access to properties of the
                 scene is provided from the different elements of the
                 map that are manipulated throughout the whole process.
                 The resulting drawing system permits flexible control
                 of all elements of drawing style: First, different
                 style modules can be applied to different types of
                 lines in a view; second, the topology and geometry of
                 strokes are entirely controlled from the programmable
                 modules; and third, stroke attributes are assigned
                 procedurally and can be correlated at will with various
                 scene or view properties. We illustrate the components
                 of our system and show how style modules successfully
                 encode stylized visual characteristics that can be
                 applied across a wide range of models.",
  acknowledgement = ack-nhfb,
  articleno =    "18",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Line drawing; nonphotorealistic rendering (NPR);
                 style",
}

@Article{Held:2010:UBA,
  author =       "Robert T. Held and Emily A. Cooper and James F.
                 O'Brien and Martin S. Banks",
  title =        "Using blur to affect perceived distance and size",
  journal =      j-TOG,
  volume =       "29",
  number =       "2",
  pages =        "19:1--19:16",
  month =        mar,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1731047.1731057",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 20 12:08:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a probabilistic model of how viewers may
                 use defocus blur in conjunction with other pictorial
                 cues to estimate the absolute distances to objects in a
                 scene. Our model explains how the pattern of blur in an
                 image together with relative depth cues indicates the
                 apparent scale of the image's contents. From the model,
                 we develop a semiautomated algorithm that applies blur
                 to a sharply rendered image and thereby changes the
                 apparent distance and scale of the scene's contents. To
                 examine the correspondence between the model/algorithm
                 and actual viewer experience, we conducted an
                 experiment with human viewers and compared their
                 estimates of absolute distance to the model's
                 predictions. We did this for images with geometrically
                 correct blur due to defocus and for images with
                 commonly used approximations to the correct blur. The
                 agreement between the experimental data and model
                 predictions was excellent. The model predicts that some
                 approximations should work well and that others should
                 not. Human viewers responded to the various types of
                 blur in much the way the model predicts. The model and
                 algorithm allow one to manipulate blur precisely and to
                 achieve the desired perceived scale efficiently.",
  acknowledgement = ack-nhfb,
  articleno =    "19",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "defocus blur; Depth of field; human perception;
                 photography; tilt-shift effect",
}

@Article{Anonymous:2010:AAP,
  author =       "Anonymous",
  title =        "Acknowledgment --- {AIM@SHAPE} project attribution",
  journal =      j-TOG,
  volume =       "29",
  number =       "2",
  pages =        "20:1--20:1",
  month =        mar,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1731047.1731058",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 20 12:08:55 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "20",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Moss:2010:SLA,
  author =       "William Moss and Hengchin Yeh and Jeong-Mo Hong and
                 Ming C. Lin and Dinesh Manocha",
  title =        "Sounding liquids: {Automatic} sound synthesis from
                 fluid simulation",
  journal =      j-TOG,
  volume =       "29",
  number =       "3",
  pages =        "21:1--21:13",
  month =        jun,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1805964.1805965",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 6 15:51:39 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel approach for synthesizing liquid
                 sounds directly from visual simulation of fluid
                 dynamics. Our approach takes advantage of the fact that
                 the sound generated by liquid is mainly due to the
                 vibration of resonating bubbles in the medium and
                 performs automatic sound synthesis by coupling
                 physically-based equations for bubble resonance with
                 multiple fluid simulators. We effectively demonstrate
                 our system on several benchmarks using a real-time
                 shallow-water fluid simulator as well as a hybrid
                 grid-SPH simulator.",
  acknowledgement = ack-nhfb,
  articleno =    "21",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "liquids; sound simulation",
}

@Article{Grosse:2010:CAP,
  author =       "Max Grosse and Gordon Wetzstein and Anselm
                 Grundh{\"o}fer and Oliver Bimber",
  title =        "Coded aperture projection",
  journal =      j-TOG,
  volume =       "29",
  number =       "3",
  pages =        "22:1--22:12",
  month =        jun,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1805964.1805966",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 6 15:51:39 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Coding a projector's aperture plane with adaptive
                 patterns together with inverse filtering allow the
                 depth-of-field of projected imagery to be increased. We
                 present two prototypes and corresponding algorithms for
                 static and programmable apertures. We also explain how
                 these patterns can be computed at interactive rates, by
                 taking into account the image content and limitations
                 of the human visual system. Applications such as
                 projector defocus compensation, high-quality projector
                 depixelation, and increased temporal contrast of
                 projected video sequences can be supported. Coded
                 apertures are a step towards next-generation auto-iris
                 projector lenses.",
  acknowledgement = ack-nhfb,
  articleno =    "22",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "coded aperture imaging; computational light
                 modulation",
}

@Article{Ozgen:2010:UCS,
  author =       "Oktar Ozgen and Marcelo Kallmann and Lynnette Es
                 Ramirez and Carlos Fm Coimbra",
  title =        "Underwater cloth simulation with fractional
                 derivatives",
  journal =      j-TOG,
  volume =       "29",
  number =       "3",
  pages =        "23:1--23:9",
  month =        jun,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1805964.1805967",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 6 15:51:39 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce the use of fractional differentiation for
                 simulating cloth deformations underwater. The proposed
                 approach is able to achieve realistic underwater
                 deformations without simulating the Eulerian body of
                 water in which the cloth is immersed. Instead, we
                 propose a particle-based cloth model where
                 half-derivative viscoelastic elements are included for
                 describing both the internal and external dynamics of
                 the cloth. These elements model the cloth responses to
                 fluid stresses and are also able to emulate the
                 memory-laden behavior of particles in a viscous fluid.
                 As a result, we obtain {\em fractional clothes}, which
                 are able to correctly depict the dynamics of the
                 immersed cloth interacting with the fluid even though
                 the fluid is not simulated. The proposed approach
                 produces realistic underwater cloth deformations and
                 has obvious advantages in simplicity and speed of
                 computation in comparison to volumetric fluid
                 simulation approaches.",
  acknowledgement = ack-nhfb,
  articleno =    "23",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "cloth simulation; fractional derivatives;
                 physically-based animation; underwater simulation",
}

@Article{Bae:2010:CR,
  author =       "Soonmin Bae and Aseem Agarwala and Fr{\'e}do Durand",
  title =        "Computational rephotography",
  journal =      j-TOG,
  volume =       "29",
  number =       "3",
  pages =        "24:1--24:15",
  month =        jun,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1805964.1805968",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 6 15:51:39 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Rephotographers aim to recapture an existing
                 photograph from the same viewpoint. A historical
                 photograph paired with a well-aligned modern
                 rephotograph can serve as a remarkable visualization of
                 the passage of time. However, the task of rephotography
                 is tedious and often imprecise, because reproducing the
                 viewpoint of the original photograph is challenging.
                 The rephotographer must disambiguate between the six
                 degrees of freedom of 3D translation and rotation, and
                 the confounding similarity between the effects of
                 camera zoom and dolly.\par

                 We present a real-time estimation and visualization
                 technique for rephotography that helps users reach a
                 desired viewpoint during capture. The input to our
                 technique is a reference image taken from the desired
                 viewpoint. The user moves through the scene with a
                 camera and follows our visualization to reach the
                 desired viewpoint. We employ computer vision techniques
                 to compute the relative viewpoint difference. We guide
                 3D movement using two 2D arrows. We demonstrate the
                 success of our technique by rephotographing historical
                 images and conducting user studies.",
  acknowledgement = ack-nhfb,
  articleno =    "24",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computational photography; pose estimation;
                 rephotography",
}

@Article{Muller:2010:DDI,
  author =       "Kerstin M{\"u}ller and Christoph F{\"u}nfzig and Lars
                 Reusche and Dianne Hansford and Gerald Farin and Hans
                 Hagen",
  title =        "{DINUS}: {Double Insertion, Nonuniform, Stationary}
                 subdivision surfaces",
  journal =      j-TOG,
  volume =       "29",
  number =       "3",
  pages =        "25:1--25:21",
  month =        jun,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1805964.1805969",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 6 15:51:39 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The Double Insertion, Nonuniform, Stationary
                 subdivision surface (DINUS) generalizes both the
                 nonuniform, bicubic spline surface and the
                 Catmull--Clark subdivision surface. DINUS allows
                 arbitrary knot intervals on the edges, allows
                 incorporation of special features, and provides limit
                 point as well as limit normal rules. It is the first
                 subdivision scheme that gives the user all this
                 flexibility and at the same time all essential limit
                 information, which is important for applications in
                 modeling and adaptive rendering. DINUS is also amenable
                 to analysis techniques for stationary schemes. We
                 implemented DINUS as an Autodesk Maya plugin to show
                 several modeling and rendering examples.",
  acknowledgement = ack-nhfb,
  articleno =    "25",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "Catmull--Clark subdivision surfaces; NURBS;
                 subdivision surfaces",
}

@Article{Wampler:2010:CAT,
  author =       "Kevin Wampler and Erik Andersen and Evan Herbst and
                 Yongjoon Lee and Zoran Popovi{\'c}",
  title =        "Character animation in two-player adversarial games",
  journal =      j-TOG,
  volume =       "29",
  number =       "3",
  pages =        "26:1--26:13",
  month =        jun,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1805964.1805970",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 6 15:51:39 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The incorporation of randomness is critical for the
                 believability and effectiveness of controllers for
                 characters in competitive games. We present a fully
                 automatic method for generating intelligent real-time
                 controllers for characters in such a game. Our approach
                 uses game theory to deal with the ramifications of the
                 characters acting simultaneously, and generates
                 controllers which employ both long-term planning and an
                 intelligent use of randomness. Our results exhibit
                 nuanced strategies based on unpredictability, such as
                 feints and misdirection moves, which take into account
                 and exploit the possible strategies of an adversary.
                 The controllers are generated by examining the
                 interaction between the rules of the game and the
                 motions generated from a parametric motion graph. This
                 involves solving a large-scale planning problem, so we
                 also describe a new technique for scaling this process
                 to higher dimensions.",
  acknowledgement = ack-nhfb,
  articleno =    "26",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "character animation; game theory; optimal control",
}

@Article{Lipman:2010:BD,
  author =       "Yaron Lipman and Raif M. Rustamov and Thomas A.
                 Funkhouser",
  title =        "Biharmonic distance",
  journal =      j-TOG,
  volume =       "29",
  number =       "3",
  pages =        "27:1--27:11",
  month =        jun,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1805964.1805971",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 6 15:51:39 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Measuring distances between pairs of points on a 3D
                 surface is a fundamental problem in computer graphics
                 and geometric processing. For most applications, the
                 important properties of a distance are that it is a
                 metric, smooth, locally isotropic, globally
                 ``shape-aware,'' isometry-invariant, insensitive to
                 noise and small topology changes, parameter-free, and
                 practical to compute on a discrete mesh. However, the
                 basic methods currently popular in computer graphics
                 (e.g., geodesic and diffusion distances) do not have
                 these basic properties. In this article, we propose a
                 new distance measure based on the biharmonic
                 differential operator that has all the desired
                 properties. This new surface distance is related to the
                 diffusion and commute-time distances, but applies
                 different (inverse squared) weighting to the
                 eigenvalues of the Laplace--Beltrami operator, which
                 provides a nice trade-off between nearly geodesic
                 distances for small distances and global
                 shape-awareness for large distances. The article
                 provides theoretical and empirical analysis for a large
                 number of meshes.",
  acknowledgement = ack-nhfb,
  articleno =    "27",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "mesh distance; mesh processing; shape analysis",
}

@Article{Moon:2010:COR,
  author =       "Bochang Moon and Yongyoung Byun and Tae-Joon Kim and
                 Pio Claudio and Hye-Sun Kim and Yun-Ji Ban and Seung
                 Woo Nam and Sung-Eui Yoon",
  title =        "Cache-oblivious ray reordering",
  journal =      j-TOG,
  volume =       "29",
  number =       "3",
  pages =        "28:1--28:10",
  month =        jun,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1805964.1805972",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 6 15:51:39 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a cache-oblivious ray reordering method for
                 ray tracing. Many global illumination methods such as
                 path tracing and photon mapping use ray tracing and
                 generate lots of rays to simulate various realistic
                 visual effects. However, these rays tend to be very
                 incoherent and show lower cache utilizations during ray
                 tracing of models. In order to address this problem and
                 improve the ray coherence, we propose a novel {\em Hit
                 Point Heuristic\/} (HPH) to compute a coherent ordering
                 of rays. The HPH uses the hit points between rays and
                 the scene as a ray reordering measure. We reorder rays
                 by using a space-filling curve based on their hit
                 points. Since a hit point of a ray is available only
                 after performing the ray intersection test with the
                 scene, we compute an approximate hit point for the ray
                 by performing an intersection test between the ray and
                 simplified representations of the original models. Our
                 method is a highly modular approach, since our
                 reordering method is decoupled from other components of
                 common ray tracing systems. We apply our method to
                 photon mapping and path tracing and achieve more than
                 an order of magnitude performance improvement for
                 massive models that cannot fit into main memory,
                 compared to rendering without reordering rays. Also,
                 our method shows a performance improvement even for ray
                 tracing small models that can fit into main memory.
                 This performance improvement for small and massive
                 models is caused by reducing cache misses occurring
                 between different memory levels including the L1/L2
                 caches, main memory, and disk. This result demonstrates
                 the cache-oblivious nature of our method, which works
                 for various kinds of cache parameters. Because of the
                 cache-obliviousness and the high modularity, our method
                 can be widely applied to many existing ray tracing
                 systems and show performance improvements with various
                 models and machines that have different cache
                 parameters.",
  acknowledgement = ack-nhfb,
  articleno =    "28",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "cache utilization; ray coherence; ray tracing;
                 reordering",
}

@Article{Adams:2010:FEP,
  author =       "Andrew Adams and David E. Jacobs and Jennifer Dolson
                 and Marius Tico and Kari Pulli and Eino-Ville Talvala
                 and Boris Ajdin and Daniel Vaquero and Hendrik P. A.
                 Lensch and Mark Horowitz and Sung Hee Park and Natasha
                 Gelfand and Jongmin Baek and Wojciech Matusik and Marc
                 Levoy",
  title =        "The {Frankencamera}: an experimental platform for
                 computational photography",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "29:1--29:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778766",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Although there has been much interest in computational
                 photography within the research and photography
                 communities, progress has been hampered by the lack of
                 a portable, programmable camera with sufficient image
                 quality and computing power. To address this problem,
                 we have designed and implemented an open architecture
                 and API for such cameras: the Frankencamera. It
                 consists of a base hardware specification, a software
                 stack based on Linux, and an API for C++. Our
                 architecture permits control and synchronization of the
                 sensor and image processing pipeline at the microsecond
                 time scale, as well as the ability to incorporate and
                 synchronize external hardware like lenses and flashes.
                 This paper specifies our architecture and API, and it
                 describes two reference implementations we have built.
                 Using these implementations we demonstrate six
                 computational photography applications: HDR viewfinding
                 and capture, low-light viewfinding and capture,
                 automated acquisition of extended dynamic range
                 panoramas, foveal imaging, IMU-based hand shake
                 detection, and rephotography. Our goal is to
                 standardize the architecture and distribute
                 Frankencameras to researchers and students, as a step
                 towards creating a community of
                 photographer-programmers who develop algorithms,
                 applications, and hardware for computational cameras.",
  acknowledgement = ack-nhfb,
  articleno =    "29",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computational photography; programmable cameras",
}

@Article{Joshi:2010:IDU,
  author =       "Neel Joshi and Sing Bing Kang and C. Lawrence Zitnick
                 and Richard Szeliski",
  title =        "Image deblurring using inertial measurement sensors",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "30:1--30:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778767",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a deblurring algorithm that uses a hardware
                 attachment coupled with a natural image prior to deblur
                 images from consumer cameras. Our approach uses a
                 combination of inexpensive gyroscopes and
                 accelerometers in an energy optimization framework to
                 estimate a blur function from the camera's acceleration
                 and angular velocity during an exposure. We solve for
                 the camera motion at a high sampling rate {\em
                 during\/} an exposure and infer the latent image using
                 a joint optimization. Our method is completely
                 automatic, handles per-pixel, spatially-varying blur,
                 and out-performs the current leading image-based
                 methods. Our experiments show that it handles large
                 kernels -- up to at least 100 pixels, with a typical
                 size of 30 pixels. We also present a method to perform
                 'ground-truth' measurements of camera motion blur. We
                 use this method to validate our hardware and
                 deconvolution approach. To the best of our knowledge,
                 this is the first work that uses 6 DOF inertial sensors
                 for dense, per-pixel spatially-varying image deblurring
                 and the first work to gather dense ground-truth
                 measurements for camera-shake blur.",
  acknowledgement = ack-nhfb,
  articleno =    "30",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cossairt:2010:DCP,
  author =       "Oliver Cossairt and Changyin Zhou and Shree Nayar",
  title =        "Diffusion coded photography for extended depth of
                 field",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "31:1--31:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778768",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In recent years, several cameras have been introduced
                 which extend depth of field (DOF) by producing a
                 depth-invariant point spread function (PSF). These
                 cameras extend DOF by deblurring a captured image with
                 a single spatially-invariant PSF. For these cameras,
                 the quality of recovered images depends both on the
                 magnitude of the PSF spectrum (MTF) of the camera, and
                 the similarity between PSFs at different depths. While
                 researchers have compared the MTFs of different
                 extended DOF cameras, relatively little attention has
                 been paid to evaluating their depth invariances. In
                 this paper, we compare the depth invariance of several
                 cameras, and introduce a new camera that improves in
                 this regard over existing designs, while still
                 maintaining a good MTF.\par

                 Our technique utilizes a novel optical element placed
                 in the pupil plane of an imaging system. Whereas
                 previous approaches use optical elements characterized
                 by their amplitude or phase profile, our approach
                 utilizes one whose behavior is characterized by its
                 scattering properties. Such an element is commonly
                 referred to as an optical diffuser, and thus we refer
                 to our new approach as {\em diffusion coding}. We show
                 that diffusion coding can be analyzed in a simple and
                 intuitive way by modeling the effect of a diffuser as a
                 kernel in light field space. We provide detailed
                 analysis of diffusion coded cameras and show results
                 from an implementation using a custom designed
                 diffuser.",
  acknowledgement = ack-nhfb,
  articleno =    "31",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computational photography; extended depth of field",
}

@Article{Li:2010:EBF,
  author =       "Hao Li and Thibaut Weise and Mark Pauly",
  title =        "Example-based facial rigging",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "32:1--32:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778769",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a method for generating facial blendshape
                 rigs from a set of example poses of a CG character. Our
                 system transfers controller semantics and expression
                 dynamics from a generic template to the target
                 blendshape model, while solving for an optimal
                 reproduction of the training poses. This enables a
                 scalable design process, where the user can iteratively
                 add more training poses to refine the blendshape
                 expression space. However, plausible animations can be
                 obtained even with a single training pose. We show how
                 formulating the optimization in gradient space yields
                 superior results as compared to a direct optimization
                 on blendshape vertices. We provide examples for both
                 hand-crafted characters and 3D scans of a real actor
                 and demonstrate the performance of our system in the
                 context of markerless art-directable facial tracking.",
  acknowledgement = ack-nhfb,
  articleno =    "32",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "blendshape animation; facial animation; rigging",
}

@Article{Ho:2010:SRP,
  author =       "Edmond S. L. Ho and Taku Komura and Chiew-Lan Tai",
  title =        "Spatial relationship preserving character motion
                 adaptation",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "33:1--33:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778770",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a new method for editing and
                 retargeting motions that involve close interactions
                 between body parts of single or multiple articulated
                 characters, such as dancing, wrestling, and sword
                 fighting, or between characters and a restricted
                 environment, such as getting into a car. In such
                 motions, the implicit spatial relationships between
                 body parts/objects are important for capturing the
                 scene semantics. We introduce a simple structure called
                 an interaction mesh to represent such spatial
                 relationships. By minimizing the local deformation of
                 the interaction meshes of animation frames, such
                 relationships are preserved during motion editing while
                 reducing the number of inappropriate interpenetrations.
                 The interaction mesh representation is general and
                 applicable to various kinds of close interactions. It
                 also works well for interactions involving contacts and
                 tangles as well as those without any contacts. The
                 method is computationally efficient, allowing real-time
                 character control. We demonstrate its effectiveness and
                 versatility in synthesizing a wide variety of motions
                 with close interactions.",
  acknowledgement = ack-nhfb,
  articleno =    "33",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "character animation; close interaction; motion
                 editing; motion retargeting; spatial relationship",
}

@Article{Pellacini:2010:EIE,
  author =       "Fabio Pellacini",
  title =        "{\em {envyLight\/}}: an interface for editing natural
                 illumination",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "34:1--34:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778771",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Scenes lit with high dynamic range environment maps of
                 real-world environments exhibit all the complex nuances
                 of natural illumination. For applications that need
                 lighting adjustments to the rendered images, editing
                 environment maps directly is still cumbersome. First,
                 designers have to determine which region in the
                 environment map is responsible for the specific
                 lighting feature (e.g. diffuse gradients, highlights
                 and shadows) they desire to edit. Second, determining
                 the parameters of image-editing operations needed to
                 achieve specific changes to the selected lighting
                 feature requires extensive trial-and-error.\par

                 This paper presents {\em envyLight}, an interactive
                 interface for editing natural illumination that
                 combines an algorithm to select environment map
                 regions, by sketching strokes on lighting features in
                 the rendered image, with a small set of editing
                 operations to quickly adjust the selected feature. The
                 {\em envyLight\/} selection algorithm works well for
                 indoor and outdoor lighting corresponding to rendered
                 images where lighting features vary widely in number,
                 size, contrast and edge blur. Furthermore, {\em
                 envyLight\/} selection is general with respect to
                 material type, from matte to sharp glossy, and the
                 complexity of scenes' shapes. {\em envyLight\/} editing
                 operations allow designers to quickly alter the
                 position, contrast and edge blur of the selected
                 lighting feature and can be keyframed to support
                 animation.",
  acknowledgement = ack-nhfb,
  articleno =    "34",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "lighting design interfaces; natural illumination",
}

@Article{Kerr:2010:TEM,
  author =       "William B. Kerr and Fabio Pellacini",
  title =        "Toward evaluating material design interface paradigms
                 for novice users",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "35:1--35:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778772",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Material design is the process by which artists
                 specify the reflectance properties of a surface, such
                 as its diffuse color and specular roughness. We present
                 a user study to evaluate the relative benefits of
                 different material design interfaces, focusing on
                 novice users since they stand to gain the most from
                 intuitive interfaces. Specifically, we investigate the
                 editing of the parameters of analytic bidirectional
                 distribution functions (BRDFs) using three interface
                 paradigms: {\em physical sliders\/} by which users set
                 the parameters of analytic BRDF models, such as diffuse
                 albedo and specular roughness; {\em perceptual
                 sliders\/} by which users set perceptually-inspired
                 parameters, such as diffuse luminance and gloss
                 contrast; and {\em image navigation\/} by which
                 material variations are displayed in arrays of image
                 thumbnails and users make edits by selecting
                 them.\par

                 We investigate two design tasks: precise adjustment and
                 artistic exploration. We collect objective and
                 subjective data, finding that subjects can perform
                 equally well with physical and perceptual sliders as
                 long as the interface responds interactively. Image
                 navigation performs worse than the other interfaces on
                 precise adjustment tasks, but excels at aiding in
                 artistic exploration. We find that given enough time,
                 novices can perform relatively complex material editing
                 tasks with little training, and most novices work
                 similarly to one another.",
  acknowledgement = ack-nhfb,
  articleno =    "35",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "material design interfaces; user study",
}

@Article{Ritschel:2010:ISS,
  author =       "Tobias Ritschel and Thorsten Thorm{\"a}hlen and
                 Carsten Dachsbacher and Jan Kautz and Hans-Peter
                 Seidel",
  title =        "Interactive on-surface signal deformation",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "36:1--36:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778773",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an interactive system for the artistic
                 control of visual phenomena visible on surfaces. Our
                 method allows the user to intuitively reposition
                 shadows, caustics, and indirect illumination using a
                 simple click-and-drag user interface working directly
                 on surfaces. In contrast to previous approaches, the
                 positions of the lights or objects in the scene remain
                 unchanged, enabling localized edits of individual
                 shading components. Our method facilitates the editing
                 by computing a mapping from one surface location to
                 another. Based on this mapping, we can not only edit
                 shadows, caustics, and indirect illumination but also
                 other surface properties, such as color or texture, in
                 a unified way. This is achieved using an intuitive
                 user-interface that allows the user to specify position
                 constraints with drag-and-drop or sketching operations
                 directly on the surface. Our approach requires no
                 explicit surface parametrization and handles scenes
                 with arbitrary topology. We demonstrate the
                 applicability of the approach to interactive editing of
                 shadows, reflections, refractions, textures, caustics,
                 and diffuse indirect light. The effectiveness of the
                 system to achieve an artistic goal is evaluated by a
                 user study.",
  acknowledgement = ack-nhfb,
  articleno =    "36",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "deformation; graphics hardware; intuitive editing;
                 light design; real-time rendering; shadows; texture",
}

@Article{Pantaleoni:2010:PFR,
  author =       "Jacopo Pantaleoni and Luca Fascione and Martin Hill
                 and Timo Aila",
  title =        "{PantaRay}: fast ray-traced occlusion caching of
                 massive scenes",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "37:1--37:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778774",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe the architecture of a novel system for
                 precomputing sparse directional occlusion caches. These
                 caches are used for accelerating a fast cinematic
                 lighting pipeline that works in the spherical harmonics
                 domain. The system was used as a primary lighting
                 technology in the movie Avatar, and is able to
                 efficiently handle massive scenes of unprecedented
                 complexity through the use of a flexible, stream-based
                 geometry processing architecture, a novel out-of-core
                 algorithm for creating efficient ray tracing
                 acceleration structures, and a novel out-of-core GPU
                 ray tracing algorithm for the computation of
                 directional occlusion and spherical integrals at
                 arbitrary points.",
  acknowledgement = ack-nhfb,
  articleno =    "37",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "caching; global illumination; out of core; precomputed
                 radiance transfer",
}

@Article{Chao:2010:SGM,
  author =       "Isaac Chao and Ulrich Pinkall and Patrick Sanan and
                 Peter Schr{\"o}der",
  title =        "A simple geometric model for elastic deformations",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "38:1--38:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778775",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We advocate a simple geometric model for elasticity:
                 {\em distance between the differential of a deformation
                 and the rotation group}. It comes with rigorous
                 differential geometric underpinnings, both smooth and
                 discrete, and is computationally almost as simple and
                 efficient as linear elasticity. Owing to its geometric
                 non-linearity, though, it does not suffer from the
                 usual linearization artifacts. A material model with
                 standard elastic moduli (Lam{\'e} parameters) falls out
                 naturally, and a minimizer for static problems is
                 easily augmented to construct a fully variational
                 2$^{nd}$ order time integrator. It has excellent
                 conservation properties even for very coarse
                 simulations, making it very robust.\par

                 Our analysis was motivated by a number of heuristic,
                 physics-like algorithms from geometry processing
                 (editing, morphing, parameterization, and simulation).
                 Starting with a continuous energy formulation and
                 taking the underlying geometry into account, we
                 simplify and accelerate these algorithms while avoiding
                 common pitfalls. Through the connection with the Biot
                 strain of mechanics, the intuition of previous work
                 that these ideas are 'like' elasticity is shown to be
                 spot on.",
  acknowledgement = ack-nhfb,
  articleno =    "38",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "digital geometry processing; discrete differential
                 geometry; elasticity; geometric modeling; morphing;
                 parameterization; shape space interpolation",
}

@Article{Martin:2010:USE,
  author =       "Sebastian Martin and Peter Kaufmann and Mario Botsch
                 and Eitan Grinspun and Markus Gross",
  title =        "Unified simulation of elastic rods, shells, and
                 solids",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "39:1--39:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778776",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We develop an accurate, unified treatment of elastica.
                 Following the method of resultant-based formulation to
                 its logical extreme, we derive a higher-order
                 integration rule, or {\em elaston}, measuring
                 stretching, shearing, bending, and twisting along any
                 axis. The theory and accompanying implementation do not
                 distinguish between forms of different dimension
                 (solids, shells, rods), nor between manifold regions
                 and non-manifold junctions. Consequently, a single code
                 accurately models a diverse range of elastoplastic
                 behaviors, including buckling, writhing, cutting and
                 merging. Emphasis on convergence to the continuum sets
                 us apart from early unification efforts.",
  acknowledgement = ack-nhfb,
  articleno =    "39",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Beeler:2010:HQS,
  author =       "Thabo Beeler and Bernd Bickel and Paul Beardsley and
                 Bob Sumner and Markus Gross",
  title =        "High-quality single-shot capture of facial geometry",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "40:1--40:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778777",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper describes a passive stereo system for
                 capturing the 3D geometry of a face in a single-shot
                 under standard light sources. The system is low-cost
                 and easy to deploy. Results are submillimeter accurate
                 and commensurate with those from state-of-the-art
                 systems based on active lighting, and the models meet
                 the quality requirements of a demanding domain like the
                 movie industry. Recovered models are shown for captures
                 from both high-end cameras in a studio setting and from
                 a consumer binocular-stereo camera, demonstrating
                 scalability across a spectrum of camera deployments,
                 and showing the potential for 3D face modeling to move
                 beyond the professional arena and into the emerging
                 consumer market in stereoscopic photography.\par

                 Our primary technical contribution is a modification of
                 standard stereo refinement methods to capture
                 pore-scale geometry, using a qualitative approach that
                 produces visually realistic results. The second
                 technical contribution is a calibration method suited
                 to face capture systems. The systemic contribution
                 includes multiple demonstrations of system robustness
                 and quality. These include capture in a studio setup,
                 capture off a consumer binocular-stereo camera,
                 scanning of faces of varying gender and ethnicity and
                 age, capture of highly-transient facial expression, and
                 scanning a physical mask to provide ground-truth
                 validation.",
  acknowledgement = ack-nhfb,
  articleno =    "40",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bradley:2010:HRP,
  author =       "Derek Bradley and Wolfgang Heidrich and Tiberiu Popa
                 and Alla Sheffer",
  title =        "High resolution passive facial performance capture",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "41:1--41:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778778",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a purely passive facial capture approach
                 that uses only an array of video cameras, but requires
                 no template facial geometry, no special makeup or
                 markers, and no active lighting. We obtain initial
                 geometry using multi-view stereo, and then use a novel
                 approach for automatically tracking texture detail
                 across the frames. As a result, we obtain a
                 high-resolution sequence of compatibly triangulated and
                 parameterized meshes. The resulting sequence can be
                 rendered with dynamically captured textures, while also
                 consistently applying texture changes such as virtual
                 makeup.",
  acknowledgement = ack-nhfb,
  articleno =    "41",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "face reconstruction; markerless motion capture;
                 performance capture",
}

@Article{Wei:2010:VMP,
  author =       "Xiaolin Wei and Jinxiang Chai",
  title =        "{VideoMocap}: modeling physically realistic human
                 motion from monocular video sequences",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "42:1--42:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778779",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a video-based motion modeling
                 technique for capturing physically realistic human
                 motion from monocular video sequences. We formulate the
                 video-based motion modeling process in an image-based
                 keyframe animation framework. The system first computes
                 camera parameters, human skeletal size, and a small
                 number of 3D key poses from video and then uses 2D
                 image measurements at intermediate frames to
                 automatically calculate the 'in between' poses. During
                 reconstruction, we leverage Newtonian physics, contact
                 constraints, and 2D image measurements to
                 simultaneously reconstruct full-body poses, joint
                 torques, and contact forces. We have demonstrated the
                 power and effectiveness of our system by generating a
                 wide variety of physically realistic human actions from
                 uncalibrated monocular video sequences such as sports
                 video footage.",
  acknowledgement = ack-nhfb,
  articleno =    "42",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "data-driven animation; interactive 3D visual tracking;
                 performance animation; physics-based animation;
                 video-based motion capture; vision for graphics",
}

@Article{Pottmann:2010:GP,
  author =       "Helmut Pottmann and Qixing Huang and Bailin Deng and
                 Alexander Schiftner and Martin Kilian and Leonidas
                 Guibas and Johannes Wallner",
  title =        "Geodesic patterns",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "43:1--43:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778780",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Geodesic curves in surfaces are not only minimizers of
                 distance, but they are also the curves of zero geodesic
                 (sideways) curvature. It turns out that this property
                 makes {\em patterns of geodesics\/} the basic geometric
                 entity when dealing with the cladding of a freeform
                 surface with wooden panels which do not bend sideways.
                 Likewise a geodesic is the favored shape of timber
                 support elements in freeform architecture, for reasons
                 of manufacturing and statics. Both problem areas are
                 fundamental in freeform architecture, but so far only
                 experimental solutions have been available. This paper
                 provides a systematic treatment and shows how to design
                 geodesic patterns in different ways: The evolution of
                 geodesic curves is good for local studies and simple
                 patterns; the level set formulation can deal with the
                 global layout of multiple patterns of geodesics;
                 finally geodesic vector fields allow us to
                 interactively model geodesic patterns and perform
                 surface segmentation into panelizable parts.",
  acknowledgement = ack-nhfb,
  articleno =    "43",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "architectural geometry; cladding; computational
                 differential geometry; freeform surface; geodesic;
                 geometry of webs; Jacobi field; pattern; timber rib
                 shell",
}

@Article{Fu:2010:STS,
  author =       "Chi-Wing Fu and Chi-Fu Lai and Ying He and Daniel
                 Cohen-Or",
  title =        "{$K$}-set tilable surfaces",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "44:1--44:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778781",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces a method for optimizing the
                 tiles of a quad-mesh. Given a quad-based surface, the
                 goal is to generate a set of {\em K\/} quads whose
                 instances can produce a tiled surface that approximates
                 the input surface. A solution to the problem is a K-set
                 tilable surface, which can lead to an effective cost
                 reduction in the physical construction of the given
                 surface. Rather than molding lots of different building
                 blocks, a K-set tilable surface requires the
                 construction of {\em K\/} prefabricated components
                 only. To realize the K-set tilable surface, we use a
                 cluster-optimize approach. First, we iteratively
                 cluster and analyze: clusters of similar shapes are
                 merged, while edge connections between the {\em K\/}
                 quads on the target surface are analyzed to learn the
                 induced flexibility of the K-set tilable surface. Then,
                 we apply a non-linear optimization model with
                 constraints that maintain the {\em K\/} quads
                 connections and shapes, and show how quad-based
                 surfaces are optimized into K-set tilable surfaces. Our
                 algorithm is demonstrated on various surfaces,
                 including some that mimic the exteriors of certain
                 renowned building landmarks.",
  acknowledgement = ack-nhfb,
  articleno =    "44",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "architectural geometry; computational differential
                 geometry; computer-aided-geometric design; freeform
                 surface; tiling",
}

@Article{Eigensatz:2010:PAF,
  author =       "Michael Eigensatz and Martin Kilian and Alexander
                 Schiftner and Niloy J. Mitra and Helmut Pottmann and
                 Mark Pauly",
  title =        "Paneling architectural freeform surfaces",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "45:1--45:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778782",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The emergence of large-scale freeform shapes in
                 architecture poses big challenges to the fabrication of
                 such structures. A key problem is the approximation of
                 the design surface by a union of patches, so-called
                 panels, that can be manufactured with a selected
                 technology at reasonable cost, while meeting the design
                 intent and achieving the desired aesthetic quality of
                 panel layout and surface smoothness. The production of
                 curved panels is mostly based on molds. Since the cost
                 of mold fabrication often dominates the panel cost,
                 there is strong incentive to use the same mold for
                 multiple panels. We cast the major practical
                 requirements for architectural surface paneling,
                 including mold reuse, into a global optimization
                 framework that interleaves discrete and continuous
                 optimization steps to minimize production cost while
                 meeting user-specified quality constraints. The search
                 space for optimization is mainly generated through
                 controlled deviation from the design surface and
                 tolerances on positional and normal continuity between
                 neighboring panels. A novel 6-dimensional metric space
                 allows us to quickly compute approximate inter-panel
                 distances, which dramatically improves the performance
                 of the optimization and enables the handling of complex
                 arrangements with thousands of panels. The practical
                 relevance of our system is demonstrated by paneling
                 solutions for real, cutting-edge architectural freeform
                 design projects.",
  acknowledgement = ack-nhfb,
  articleno =    "45",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "architectural geometry; freeform design; geometric
                 optimization; rationalization",
}

@Article{Singh:2010:TSD,
  author =       "Mayank Singh and Scott Schaefer",
  title =        "Triangle surfaces with discrete equivalence classes",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "46:1--46:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778783",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a technique that takes a triangulated
                 surface as input and outputs a surface with the same
                 topology but altered geometry such that each polygon
                 falls into a set of discrete equivalence classes. We
                 begin by describing an error function that measures how
                 close the polygons are to satisfying this criteria. To
                 optimize this error function, we first cluster
                 triangles into discrete sets such that the assignment
                 of sets minimizes our error. We then find canonical
                 polygons for each set using nonlinear optimization.
                 Next, we solve a Poisson equation to find positions of
                 vertices such that the surface polygons match the
                 canonical polygons as close as possible. We also
                 describe how to incorporate a fairness criteria into
                 the optimization to avoid oscillations of the surface.
                 We iterate this entire process until we reach a user
                 specified tolerance, possibly adding clusters during
                 iteration to guarantee convergence. We have been able
                 to successfully reduce the number of unique triangles
                 to lie within a small percentage of the total number of
                 triangles in the surface and demonstrate our technique
                 on various examples.",
  acknowledgement = ack-nhfb,
  articleno =    "46",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "discrete sets; equivalence classes; mesh
                 discretization",
}

@Article{Brochu:2010:MFS,
  author =       "Tyson Brochu and Christopher Batty and Robert
                 Bridson",
  title =        "Matching fluid simulation elements to surface geometry
                 and topology",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "47:1--47:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778784",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce an Eulerian liquid simulation framework
                 based on the Voronoi diagram of a potentially
                 unorganized collection of pressure samples.
                 Constructing the simulation mesh in this way allows us
                 to place samples anywhere in the computational domain;
                 we exploit this by choosing samples that accurately
                 capture the geometry and topology of the liquid
                 surface. When combined with high-resolution explicit
                 surface tracking this allows us to simulate nearly
                 arbitrarily thin features, while eliminating noise and
                 other artifacts that arise when there is a resolution
                 mismatch between the simulation and the surface---and
                 allowing a precise inclusion of surface tension based
                 directly on and at the same resolution as the surface
                 mesh. In addition, we present a simplified
                 Voronoi/Delaunay mesh velocity interpolation scheme,
                 and a direct extension of embedded free surfaces and
                 solid boundaries to Voronoi meshes.",
  acknowledgement = ack-nhfb,
  articleno =    "47",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "fluid simulation; liquids; meshes; surface tension",
}

@Article{Thurey:2010:MAM,
  author =       "Nils Th{\"u}rey and Chris Wojtan and Markus Gross and
                 Greg Turk",
  title =        "A multiscale approach to mesh-based surface tension
                 flows",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "48:1--48:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778785",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an approach to simulate flows driven by
                 surface tension based on triangle meshes. Our method
                 consists of two simulation layers: the first layer is
                 an Eulerian method for simulating surface tension
                 forces that is free from typical strict time step
                 constraints. The second simulation layer is a
                 Lagrangian finite element method that simulates
                 sub-grid scale wave details on the fluid surface. The
                 surface wave simulation employs an unconditionally
                 stable, symplectic time integration method that allows
                 for a high propagation speed due to strong surface
                 tension. Our approach can naturally separate the grid-
                 and sub-grid scales based on a volume-preserving mean
                 curvature flow. As our model for the sub-grid dynamics
                 enforces a local conservation of mass, it leads to
                 realistic pinch off and merging effects. In addition to
                 this method for simulating dynamic surface tension
                 effects, we also present an efficient non-oscillatory
                 approximation for capturing damped surface tension
                 behavior. These approaches allow us to efficiently
                 simulate complex phenomena associated with strong
                 surface tension, such as Rayleigh-Plateau instabilities
                 and crown splashes, in a short amount of time.",
  acknowledgement = ack-nhfb,
  articleno =    "48",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "fluid simulation; physically based animation; surface
                 tension",
}

@Article{Wicke:2010:DLR,
  author =       "Martin Wicke and Daniel Ritchie and Bryan M. Klingner
                 and Sebastian Burke and Jonathan R. Shewchuk and James
                 F. O'Brien",
  title =        "Dynamic local remeshing for elastoplastic simulation",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "49:1--49:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778786",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a finite element simulation method that
                 addresses the full range of material behavior, from
                 purely elastic to highly plastic, for physical domains
                 that are substantially reshaped by plastic flow,
                 fracture, or large elastic deformations. To mitigate
                 artificial plasticity, we maintain a simulation mesh in
                 both the current state and the rest shape, and store
                 plastic offsets only to represent the non-embeddable
                 portion of the plastic deformation. To maintain high
                 element quality in a tetrahedral mesh undergoing gross
                 changes, we use a dynamic meshing algorithm that
                 attempts to replace as few tetrahedra as possible, and
                 thereby limits the visual artifacts and artificial
                 diffusion that would otherwise be introduced by
                 repeatedly remeshing the domain from scratch. Our
                 dynamic mesher also locally refines and coarsens a
                 mesh, and even creates anisotropic tetrahedra, wherever
                 a simulation requests it. We illustrate these features
                 with animations of elastic and plastic behavior,
                 extreme deformations, and fracture.",
  acknowledgement = ack-nhfb,
  articleno =    "49",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "adaptive refinement; dynamic meshing;
                 elastoplasticity; finite element simulation; fracture;
                 local remeshing; plasticity",
}

@Article{Wojtan:2010:PIT,
  author =       "Chris Wojtan and Nils Th{\"u}rey and Markus Gross and
                 Greg Turk",
  title =        "Physics-inspired topology changes for thin fluid
                 features",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "50:1--50:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778787",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a mesh-based surface tracking method for
                 fluid animation that both preserves fine surface
                 details and robustly adjusts the topology of the
                 surface in the presence of arbitrarily thin features
                 like sheets and strands. We replace traditional
                 re-sampling methods with a convex hull method for
                 connecting surface features during topological changes.
                 This technique permits arbitrarily thin fluid features
                 with minimal re-sampling errors by reusing points from
                 the original surface. We further reduce re-sampling
                 artifacts with a subdivision-based mesh-stitching
                 algorithm, and we use a higher order interpolating
                 subdivision scheme to determine the location of any
                 newly-created vertices. The resulting algorithm
                 efficiently produces detailed fluid surfaces with
                 arbitrarily thin features while maintaining a
                 consistent topology with the underlying fluid
                 simulation.",
  acknowledgement = ack-nhfb,
  articleno =    "50",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "deforming meshes; fluid dynamics; surface tracking;
                 topology changes",
}

@Article{Chu:2010:CI,
  author =       "Hung-Kuo Chu and Wei-Hsin Hsu and Niloy J. Mitra and
                 Daniel Cohen-Or and Tien-Tsin Wong and Tong-Yee Lee",
  title =        "Camouflage images",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "51:1--51:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778788",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Camouflage images contain one or more hidden figures
                 that remain imperceptible or unnoticed for a while. In
                 one possible explanation, the ability to delay the
                 perception of the hidden figures is attributed to the
                 theory that human perception works in two main phases:
                 feature search and conjunction search. Effective
                 camouflage images make feature based recognition
                 difficult, and thus force the recognition process to
                 employ conjunction search, which takes considerable
                 effort and time. In this paper, we present a technique
                 for creating camouflage images. To foil the feature
                 search, we remove the original subtle texture details
                 of the hidden figures and replace them by that of the
                 surrounding apparent image. To leave an appropriate
                 degree of clues for the conjunction search, we compute
                 and assign new tones to regions in the embedded figures
                 by performing an optimization between two conflicting
                 terms, which we call {\em immersion\/} and {\em
                 standout}, corresponding to hiding and leaving clues,
                 respectively. We show a large number of camouflage
                 images generated by our technique, with or without user
                 guidance. We have tested the quality of the images in
                 an extensive user study, showing a good control of the
                 difficulty levels.",
  acknowledgement = ack-nhfb,
  articleno =    "51",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2010:SBA,
  author =       "Xuemiao Xu and Linling Zhang and Tien-Tsin Wong",
  title =        "Structure-based {ASCII} art",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "52:1--52:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778789",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The wide availability and popularity of text-based
                 communication channels encourage the usage of ASCII art
                 in representing images. Existing tone-based ASCII art
                 generation methods lead to halftone-like results and
                 require high text resolution for display, as higher
                 text resolution offers more tone variety. This paper
                 presents a novel method to generate {\em
                 structure-based\/} ASCII art that is currently mostly
                 created by hand. It approximates the major line
                 structure of the reference image content with the shape
                 of characters. Representing the unlimited image content
                 with the extremely limited shapes and restrictive
                 placement of characters makes this problem challenging.
                 Most existing shape similarity metrics either fail to
                 address the misalignment in real-world scenarios, or
                 are unable to account for the differences in position,
                 orientation and scaling. Our key contribution is a
                 novel {\em alignment-insensitive shape similarity
                 (AISS) metric\/} that tolerates misalignment of shapes
                 while accounting for the differences in position,
                 orientation and scaling. Together with the constrained
                 deformation approach, we formulate the ASCII art
                 generation as an optimization that minimizes {\em shape
                 dissimilarity\/} and {\em deformation}. Convincing
                 results and user study are shown to demonstrate its
                 effectiveness.",
  acknowledgement = ack-nhfb,
  articleno =    "52",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "ASCII art; shape similarity",
}

@Article{Jakob:2010:RTF,
  author =       "Wenzel Jakob and Adam Arbree and Jonathan T. Moon and
                 Kavita Bala and Steve Marschner",
  title =        "A radiative transfer framework for rendering materials
                 with anisotropic structure",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "53:1--53:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778790",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The radiative transfer framework that underlies all
                 current rendering of volumes is limited to scattering
                 media whose properties are invariant to rotation. Many
                 systems allow for 'anisotropic scattering,' in the
                 sense that scattered intensity depends on the
                 scattering angle, but the standard equation assumes
                 that the structure of the medium is isotropic. This
                 limitation impedes physics-based rendering of volume
                 models of cloth, hair, skin, and other important
                 volumetric or translucent materials that do have
                 anisotropic structure. This paper presents an
                 end-to-end formulation of physics-based volume
                 rendering of anisotropic scattering structures,
                 allowing these materials to become full participants in
                 global illumination simulations.\par

                 We begin with a generalized radiative transfer
                 equation, derived from scattering by oriented
                 non-spherical particles. Within this framework, we
                 propose a new volume scattering model analogous to the
                 well-known family of microfacet surface reflection
                 models; we derive an anisotropic diffusion
                 approximation, including the weak form required for
                 finite element solution and a way to compute the
                 diffusion matrix from the parameters of the scattering
                 model; and we also derive a new anisotropic dipole
                 BSSRDF for anisotropic translucent materials. We
                 demonstrate results from Monte Carlo, finite element,
                 and dipole simulations. All these contributions are
                 readily implemented in existing rendering systems for
                 volumes and translucent materials, and they all reduce
                 to the standard practice in the isotropic case.",
  acknowledgement = ack-nhfb,
  articleno =    "53",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "anisotropy; BSSRDF; diffusion theory; dipole model;
                 finite element method; light transport; subsurface
                 scattering",
}

@Article{Sun:2010:LSG,
  author =       "Xin Sun and Kun Zhou and Stephen Lin and Baining Guo",
  title =        "Line space gathering for single scattering in large
                 scenes",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "54:1--54:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778791",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an efficient technique to render single
                 scattering in large scenes with reflective and
                 refractive objects and homogeneous participating media.
                 Efficiency is obtained by evaluating the final radiance
                 along a viewing ray directly from the lighting rays
                 passing near to it, and by rapidly identifying such
                 lighting rays in the scene. To facilitate the search
                 for nearby lighting rays, we convert lighting rays and
                 viewing rays into 6D points and planes according to
                 their Pl{\"u}cker coordinates and coefficients,
                 respectively. In this 6D line space, the problem of
                 closest lines search becomes one of closest points to a
                 plane query, which we significantly accelerate using a
                 spatial hierarchy of the 6D points. This approach to
                 lighting ray gathering supports complex light paths
                 with multiple reflections and refractions, and avoids
                 the use of a volume representation, which is expensive
                 for large-scale scenes. This method also utilizes far
                 fewer lighting rays than the number of photons needed
                 in traditional volumetric photon mapping, and does not
                 discretize viewing rays into numerous steps for ray
                 marching. With this approach, results similar to
                 volumetric photon mapping are obtained efficiently in
                 terms of both storage and computation.",
  acknowledgement = ack-nhfb,
  articleno =    "54",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "cker coordinates and coefficients; Pl{\"u} ray
                 tracing; single scattering; spatial hierarchy",
}

@Article{Ren:2010:IHR,
  author =       "Zhong Ren and Kun Zhou and Tengfei Li and Wei Hua and
                 Baining Guo",
  title =        "Interactive hair rendering under environment
                 lighting",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "55:1--55:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778792",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an algorithm for interactive hair rendering
                 with both single and multiple scattering effects under
                 complex environment lighting. The outgoing radiance due
                 to single scattering is determined by the integral of
                 the product of the environment lighting, the scattering
                 function, and the transmittance that accounts for
                 self-shadowing among hair fibers. We approximate the
                 environment light by a set of spherical radial basis
                 functions (SRBFs) and thus convert the outgoing
                 radiance integral into the sum of radiance
                 contributions of all SRBF lights. For each SRBF light,
                 we factor out the effective transmittance to represent
                 the radiance integral as the product of two terms: the
                 transmittance and the convolution of the SRBF light and
                 the scattering function. Observing that the convolution
                 term is independent of the hair geometry, we precompute
                 it for commonly-used scattering models, and reduce the
                 run-time computation to table lookups. We further
                 propose a technique, called the {\em convolution
                 optical depth map}, to efficiently approximate the
                 effective transmittance by filtering the optical depth
                 maps generated at the center of the SRBF using a
                 depth-dependent kernel. As for the multiple scattering
                 computation, we handle SRBF lights by using similar
                 factorization and precomputation schemes, and adopt
                 sparse sampling and interpolation to speed up the
                 computation. Compared to off-line algorithms, our
                 algorithm can generate images of comparable quality,
                 but at interactive frame rates.",
  acknowledgement = ack-nhfb,
  articleno =    "55",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "convolution optical depth map; multiple scattering;
                 single scattering; SRBF lights; stochastic
                 simplification",
}

@Article{Sadeghi:2010:AFH,
  author =       "Iman Sadeghi and Heather Pritchett and Henrik Wann
                 Jensen and Rasmus Tamstorf",
  title =        "An artist friendly hair shading system",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "56:1--56:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778793",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Rendering hair in motion pictures is an important and
                 challenging task. Despite much research on physically
                 based hair rendering, it is currently difficult to
                 benefit from this work because physically based shading
                 models do not offer artist friendly controls. As a
                 consequence much production work so far has used ad hoc
                 shaders that are easier to control, but often lack the
                 richness seen in real hair. We show that physically
                 based shading models fail to provide intuitive artist
                 controls and we introduce a novel approach for creating
                 an art-directable hair shading model from existing
                 physically based models. Through an informal user study
                 we show that this system is easier to use compared to
                 existing systems. Our shader has been integrated into
                 the production pipeline at the Walt Disney Animation
                 Studios and is being used in the production of the
                 upcoming animated feature film Tangled.",
  acknowledgement = ack-nhfb,
  articleno =    "56",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "artist control; hair shading; multiple scattering;
                 single scattering",
}

@Article{Schmid:2010:PME,
  author =       "Johannes Schmid and Robert W. Sumner and Huw Bowles
                 and Markus Gross",
  title =        "Programmable motion effects",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "57:1--57:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778794",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Although animation is one of the most compelling
                 aspects of computer graphics, the possibilities for
                 depicting the movement that make dynamic scenes so
                 exciting remain limited for both still images and
                 animations. In our work, we experiment with motion
                 depiction as a first-class entity within the rendering
                 process. We extend the concept of a surface shader,
                 which is evaluated on an infinitesimal portion of an
                 object's surface at one instant in time, to that of a
                 programmable motion effect, which is evaluated with
                 global knowledge about all portions of an object's
                 surface that pass in front of a pixel during an
                 arbitrary long sequence of time. With this added
                 information, our programmable motion effects can decide
                 to color pixels long after (or long before) an object
                 has passed in front of them. In order to compute the
                 input required by the motion effects, we propose a 4D
                 data structure that aggregates an object's movement
                 into a single geometric representation by sampling an
                 object's position at different time instances and
                 connecting corresponding edges in two adjacent samples
                 with a bilinear patch. We present example motion
                 effects for various styles of speed lines, multiple
                 stroboscopic images, temporal offsetting, and
                 photorealistic and stylized blurring on both simple and
                 production examples.",
  acknowledgement = ack-nhfb,
  articleno =    "57",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mitra:2010:IHM,
  author =       "Niloy J. Mitra and Yong-Liang Yang and Dong-Ming Yan
                 and Wilmot Li and Maneesh Agrawala",
  title =        "Illustrating how mechanical assemblies work",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "58:1--58:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778795",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "{\em How things work\/} visualizations use a variety
                 of visual techniques to depict the operation of complex
                 mechanical assemblies. We present an automated approach
                 for generating such visualizations. Starting with a 3D
                 CAD model of an assembly, we first infer the motions of
                 individual parts and the interactions between parts
                 based on their geometry and a few user specified
                 constraints. We then use this information to generate
                 visualizations that incorporate motion arrows, frame
                 sequences and animation to convey the causal chain of
                 motions and mechanical interactions between parts. We
                 present results for a wide variety of assemblies.",
  acknowledgement = ack-nhfb,
  articleno =    "58",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "causal chaining; mechanical assembly; motion
                 depiction; shape analysis; visualization",
}

@Article{Rivers:2010:CM,
  author =       "Alec Rivers and Takeo Igarashi and Fr{\'e}do Durand",
  title =        "{$ 2.5 $D} cartoon models",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "59:1--59:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778796",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a way to bring cartoon objects and
                 characters into the third dimension, by giving them the
                 ability to rotate and be viewed from any angle. We show
                 how 2D vector art drawings of a cartoon from different
                 views can be used to generate a novel structure, the
                 2.5D cartoon model, which can be used to simulate 3D
                 rotations and generate plausible renderings of the
                 cartoon from any view. 2.5D cartoon models are easier
                 to create than a full 3D model, and retain the 2D
                 nature of hand-drawn vector art, supporting a wide
                 range of stylizations that need not correspond to any
                 real 3D shape.",
  acknowledgement = ack-nhfb,
  articleno =    "59",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "animation; billboards; cartoons; interpolation;
                 non-photorealistic rendering; vector art",
}

@Article{Alexa:2010:RI,
  author =       "Marc Alexa and Wojciech Matusik",
  title =        "Reliefs as images",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "60:1--60:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778797",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe how to create relief surfaces whose
                 diffuse reflection approximates given images under
                 known directional illumination. This allows using any
                 surface with a significant diffuse reflection component
                 as an image display. We propose a discrete model for
                 the area in the relief surface that corresponds to a
                 pixel in the desired image. This model introduces the
                 necessary degrees of freedom to overcome theoretical
                 limitations in shape from shading and practical
                 requirements such as stability of the image under
                 changes in viewing condition and limited overall
                 variation in depth. The discrete surface is determined
                 using an iterative least squares optimization. We show
                 several resulting relief surfaces conveying one image
                 for varying lighting directions as well as two images
                 for two specific lighting directions.",
  acknowledgement = ack-nhfb,
  articleno =    "60",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "geometry generation; relief; sculpture",
}

@Article{Hasan:2010:PRM,
  author =       "Milo{\v{s}} Ha{\v{s}}an and Martin Fuchs and Wojciech
                 Matusik and Hanspeter Pfister and Szymon Rusinkiewicz",
  title =        "Physical reproduction of materials with specified
                 subsurface scattering",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "61:1--61:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778798",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We investigate a complete pipeline for measuring,
                 modeling, and fabricating objects with specified
                 subsurface scattering behaviors. The process starts
                 with measuring the scattering properties of a given set
                 of base materials, determining their radial reflection
                 and transmission profiles. We describe a mathematical
                 model that predicts the profiles of different stackings
                 of base materials, at arbitrary thicknesses. In an
                 inverse process, we can then specify a desired
                 reflection profile and compute a layered composite
                 material that best approximates it. Our algorithm
                 efficiently searches the space of possible combinations
                 of base materials, pruning unsatisfactory states
                 imposed by physical constraints. We validate our
                 process by producing both homogeneous and heterogeneous
                 composites fabricated using a multi-material 3D
                 printer. We demonstrate reproductions that have
                 scattering properties approximating complex
                 materials.",
  acknowledgement = ack-nhfb,
  articleno =    "61",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "BSSRDF; fabrication; scattering; translucency",
}

@Article{Dong:2010:FSV,
  author =       "Yue Dong and Jiaping Wang and Fabio Pellacini and Xin
                 Tong and Baining Guo",
  title =        "Fabricating spatially-varying subsurface scattering",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "62:1--62:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778799",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many real world surfaces exhibit translucent
                 appearance due to subsurface scattering. Although
                 various methods exists to measure, edit and render
                 subsurface scattering effects, no solution exists for
                 manufacturing physical objects with desired translucent
                 appearance. In this paper, we present a complete
                 solution for fabricating a material volume with a
                 desired surface BSSRDF. We stack layers from a fixed
                 set of manufacturing materials whose thickness is
                 varied spatially to reproduce the heterogeneity of the
                 input BSSRDF. Given an input BSSRDF and the optical
                 properties of the manufacturing materials, our system
                 efficiently determines the optimal order and thickness
                 of the layers. We demonstrate our approach by printing
                 a variety of homogeneous and heterogeneous BSSRDFs
                 using two hardware setups: a milling machine and a 3D
                 printer.",
  acknowledgement = ack-nhfb,
  articleno =    "62",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bickel:2010:DFM,
  author =       "Bernd Bickel and Moritz B{\"a}cher and Miguel A.
                 Otaduy and Hyunho Richard Lee and Hanspeter Pfister and
                 Markus Gross and Wojciech Matusik",
  title =        "Design and fabrication of materials with desired
                 deformation behavior",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "63:1--63:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778800",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces a data-driven process for
                 designing and fabricating materials with desired
                 deformation behavior. Our process starts with measuring
                 deformation properties of base materials. For each base
                 material we acquire a set of example deformations, and
                 we represent the material as a non-linear stress-strain
                 relationship in a finite-element model. We have
                 validated our material measurement process by comparing
                 simulations of arbitrary stacks of base materials with
                 measured deformations of fabricated material stacks.
                 After material measurement, our process continues with
                 designing stacked layers of base materials. We
                 introduce an optimization process that finds the best
                 combination of stacked layers that meets a user's
                 criteria specified by example deformations. Our
                 algorithm employs a number of strategies to prune poor
                 solutions from the combinatorial search space. We
                 demonstrate the complete process by designing and
                 fabricating objects with complex heterogeneous
                 materials using modern multi-material 3D printers.",
  acknowledgement = ack-nhfb,
  articleno =    "63",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "deformable objects; fabrication; goal-based material
                 design",
}

@Article{Hou:2010:MRT,
  author =       "Qiming Hou and Hao Qin and Wenyao Li and Baining Guo
                 and Kun Zhou",
  title =        "Micropolygon ray tracing with defocus and motion
                 blur",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "64:1--64:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778801",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a micropolygon ray tracing algorithm that
                 is capable of efficiently rendering high quality
                 defocus and motion blur effects. A key component of our
                 algorithm is a BVH (bounding volume hierarchy) based on
                 4D hyper-trapezoids that project into 3D OBBs (oriented
                 bounding boxes) in spatial dimensions. This
                 acceleration structure is able to provide tight
                 bounding volumes for scene geometries, and is thus
                 efficient in pruning intersection tests during ray
                 traversal. More importantly, it can exploit the natural
                 coherence on the time dimension in motion blurred
                 scenes. The structure can be quickly constructed by
                 utilizing the micropolygon grids generated during
                 micropolygon tessellation. Ray tracing of defocused and
                 motion blurred scenes is efficiently performed by
                 traversing the structure. Both the BVH construction and
                 ray traversal are easily implemented on GPUs and
                 integrated into a GPU-based micropolygon renderer. In
                 our experiments, our ray tracer performs up to an order
                 of magnitude faster than the state-of-art rasterizers
                 while consistently delivering an image quality
                 equivalent to a maximum-quality rasterizer. We also
                 demonstrate that the ray tracing algorithm can be
                 extended to handle a variety of effects, such as
                 secondary ray effects and transparency.",
  acknowledgement = ack-nhfb,
  articleno =    "64",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "bounding volume hierarchy; depth-of-field; GPUs;
                 hyper-trapezoid; motion blur; rasterization; Reyes",
}

@Article{Lee:2010:RTL,
  author =       "Sungkil Lee and Elmar Eisemann and Hans-Peter Seidel",
  title =        "Real-time lens blur effects and focus control",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "65:1--65:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778802",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel rendering system for defocus blur
                 and lens effects. It supports physically-based
                 rendering and outperforms previous approaches by
                 involving a novel GPU-based tracing method. Our
                 solution achieves more precision than competing
                 real-time solutions and our results are mostly
                 indistinguishable from offline rendering. Our method is
                 also more general and can integrate advanced
                 simulations, such as simple geometric lens models
                 enabling various lens aberration effects. These latter
                 is crucial for realism, but are often employed in
                 artistic contexts, too. We show that available artistic
                 lenses can be simulated by our method. In this spirit,
                 our work introduces an intuitive control over
                 depth-of-field effects. The physical basis is crucial
                 as a starting point to enable new artistic renderings
                 based on a generalized focal surface to emphasize
                 particular elements in the scene while retaining a
                 realistic look. Our real-time solution provides
                 realistic, as well as plausible expressive results.",
  acknowledgement = ack-nhfb,
  articleno =    "65",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Parker:2010:OGP,
  author =       "Steven G. Parker and James Bigler and Andreas Dietrich
                 and Heiko Friedrich and Jared Hoberock and David Luebke
                 and David McAllister and Morgan McGuire and Keith
                 Morley and Austin Robison and Martin Stich",
  title =        "{OptiX}: a general purpose ray tracing engine",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "66:1--66:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778803",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The NVIDIA{\reg} OptiX\TM{} ray tracing engine is a
                 programmable system designed for NVIDIA GPUs and other
                 highly parallel architectures. The OptiX engine builds
                 on the key observation that most ray tracing algorithms
                 can be implemented using a small set of programmable
                 operations. Consequently, the core of OptiX is a
                 domain-specific just-in-time compiler that generates
                 custom ray tracing kernels by combining user-supplied
                 programs for ray generation, material shading, object
                 intersection, and scene traversal. This enables the
                 implementation of a highly diverse set of ray
                 tracing-based algorithms and applications, including
                 interactive rendering, offline rendering, collision
                 detection systems, artificial intelligence queries, and
                 scientific simulations such as sound propagation. OptiX
                 achieves high performance through a compact object
                 model and application of several ray tracing-specific
                 compiler optimizations. For ease of use it exposes a
                 single-ray programming model with full support for
                 recursion and a dynamic dispatch mechanism similar to
                 virtual function calls.",
  acknowledgement = ack-nhfb,
  articleno =    "66",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "graphics hardware; graphics systems; ray tracing",
}

@Article{Fatahalian:2010:RSG,
  author =       "Kayvon Fatahalian and Solomon Boulos and James Hegarty
                 and Kurt Akeley and William R. Mark and Henry Moreton
                 and Pat Hanrahan",
  title =        "Reducing shading on {GPUs} using quad-fragment
                 merging",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "67:1--67:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778804",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Current GPUs perform a significant amount of redundant
                 shading when surfaces are tessellated into small
                 triangles. We address this inefficiency by augmenting
                 the GPU pipeline to gather and merge rasterized
                 fragments from adjacent triangles in a mesh. This
                 approach has minimal impact on output image quality, is
                 amenable to implementation in fixed-function hardware,
                 and, when rendering pixel-sized triangles, requires
                 only a small amount of buffering to reduce overall
                 pipeline shading work by a factor of eight. We find
                 that a fragment-shading pipeline with this optimization
                 is competitive with the REYES pipeline approach of
                 shading at micropolygon vertices and, in cases of
                 complex occlusion, can perform up to two times less
                 shading work.",
  acknowledgement = ack-nhfb,
  articleno =    "67",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "GPU architecture; micropolygons; real-time rendering",
}

@Article{Raghuvanshi:2010:PWS,
  author =       "Nikunj Raghuvanshi and John Snyder and Ravish Mehra
                 and Ming Lin and Naga Govindaraju",
  title =        "Precomputed wave simulation for real-time sound
                 propagation of dynamic sources in complex scenes",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "68:1--68:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778805",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for real-time sound propagation
                 that captures all wave effects, including diffraction
                 and reverberation, for multiple moving sources and a
                 moving listener in a complex, static 3D scene. It
                 performs an offline numerical simulation over the scene
                 and then applies a novel technique to extract and
                 compactly encode the perceptually salient information
                 in the resulting acoustic responses. Each response is
                 automatically broken into two phases: early reflections
                 (ER) and late reverberation (LR), via a threshold on
                 the temporal density of arriving wavefronts. The LR is
                 simulated and stored in the frequency domain, once per
                 room in the scene. The ER accounts for more detailed
                 spatial variation, by recording a set of peak
                 delays/amplitudes in the time domain and a residual
                 frequency response sampled in octave frequency bands,
                 at each source/receiver point pair in a 5D grid. An
                 efficient run-time uses this precomputed representation
                 to perform binaural sound rendering based on
                 frequency-domain convolution. Our system demonstrates
                 realistic, wave-based acoustic effects in real time,
                 including diffraction low-passing behind obstructions,
                 sound focusing, hollow reverberation in empty rooms,
                 sound diffusion in fully-furnished rooms, and realistic
                 late reverberation.",
  acknowledgement = ack-nhfb,
  articleno =    "68",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zheng:2010:RBF,
  author =       "Changxi Zheng and Doug L. James",
  title =        "Rigid-body fracture sound with precomputed
                 soundbanks",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "69:1--69:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778806",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a physically based algorithm for
                 synthesizing sounds synchronized with brittle fracture
                 animations. Motivated by laboratory experiments, we
                 approximate brittle fracture sounds using time-varying
                 rigid-body sound models. We extend methods for
                 fracturing rigid materials by proposing a fast
                 quasistatic stress solver to resolve near-audio-rate
                 fracture events, energy-based fracture pattern modeling
                 and estimation of 'crack'-related fracture impulses.
                 Multipole radiation models provide scalable sound
                 radiation for complex debris and level of detail
                 control. To reduce soundmodel generation costs for
                 complex fracture debris, we propose Precomputed
                 Rigid-Body Soundbanks comprised of precomputed
                 ellipsoidal sound proxies. Examples and experiments are
                 presented that demonstrate plausible and affordable
                 brittle fracture sounds.",
  acknowledgement = ack-nhfb,
  articleno =    "69",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2010:PSD,
  author =       "Doyub Kim and Oh-young Song and Hyeong-Seok Ko",
  title =        "A practical simulation of dispersed bubble flow",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "70:1--70:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778807",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we propose a simple and efficient
                 framework for simulating dispersed bubble flow. Instead
                 of modeling the complex hydrodynamics of numerous small
                 bubbles explicitly, our method approximates the average
                 motion of these bubbles using a continuum multiphase
                 solver. Then, the subgrid interactions among bubbles
                 are computed using our new stochastic solver. Using the
                 proposed scheme, we can efficiently simulate complex
                 scenes with millions of bubbles.",
  acknowledgement = ack-nhfb,
  articleno =    "70",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "bubble dynamics; dispersed bubble flow; fluid
                 animation; level set method; two-phase flow",
}

@Article{Mordatch:2010:RPB,
  author =       "Igor Mordatch and Martin de Lasa and Aaron Hertzmann",
  title =        "Robust physics-based locomotion using low-dimensional
                 planning",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "71:1--71:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778808",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a physics-based locomotion
                 controller based on online planning. At each time-step,
                 a planner optimizes locomotion over multiple phases of
                 gait. Stance dynamics are modeled using a simplified
                 Spring-Load Inverted (SLIP) model, while flight
                 dynamics are modeled using projectile motion equations.
                 Full-body control at each instant is optimized to match
                 the instantaneous plan values, while also maintaining
                 balance. Different types of gaits, including walking,
                 running, and jumping, emerge automatically, as do
                 transitions between different gaits. The controllers
                 can traverse challenging terrain and withstand large
                 external disturbances, while following high-level user
                 commands at interactive rates.",
  acknowledgement = ack-nhfb,
  articleno =    "71",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "control; locomotion; physics-based animation",
}

@Article{Wu:2010:TAB,
  author =       "Jia-chi Wu and Zoran Popovi{\'c}",
  title =        "Terrain-adaptive bipedal locomotion control",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "72:1--72:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778809",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe a framework for the automatic synthesis of
                 biped locomotion controllers that adapt to uneven
                 terrain at run-time. The framework consists of two
                 components: a per-footstep end-effector path planner
                 and a per-timestep generalized-force solver. At the
                 start of each footstep, the planner performs short-term
                 planning in the space of end-effector trajectories.
                 These trajectories adapt to the interactive task goals
                 and the features of the surrounding uneven terrain at
                 run-time. We solve for the parameters of the planner
                 for different tasks in offline optimizations. Using the
                 per-footstep plan, the generalized-force solver takes
                 ground contacts into consideration and solves a
                 quadratic program at each simulation timestep to obtain
                 joint torques that drive the biped. We demonstrate the
                 capabilities of the controllers in complex navigation
                 tasks where they perform gradual or sharp turns and
                 transition between moving forwards, backwards, and
                 sideways on uneven terrain (including hurdles and
                 stairs) according to the interactive task goals. We
                 also show that the resulting controllers are capable of
                 handling morphology changes to the character.",
  acknowledgement = ack-nhfb,
  articleno =    "72",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2010:OWC,
  author =       "Jack M. Wang and David J. Fleet and Aaron Hertzmann",
  title =        "Optimizing walking controllers for uncertain inputs
                 and environments",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "73:1--73:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778810",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce methods for optimizing physics-based
                 walking controllers for robustness to uncertainty. Many
                 unknown factors, such as external forces, control
                 torques, and user control inputs, cannot be known in
                 advance and must be treated as uncertain. These
                 variables are represented with probability
                 distributions, and a return function scores the
                 desirability of a single motion. Controller
                 optimization entails maximizing the expected value of
                 the return, which is computed by Monte Carlo methods.
                 We demonstrate examples with different sources of
                 uncertainty and task constraints. Optimizing control
                 strategies under uncertainty increases robustness and
                 produces natural variations in style.",
  acknowledgement = ack-nhfb,
  articleno =    "73",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "controller synthesis; human motion; optimization;
                 physics-based animation",
}

@Article{Ye:2010:OFC,
  author =       "Yuting Ye and C. Karen Liu",
  title =        "Optimal feedback control for character animation using
                 an abstract model",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "74:1--74:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778811",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Real-time adaptation of a motion capture sequence to
                 virtual environments with physical perturbations
                 requires robust control strategies. This paper
                 describes an optimal feedback controller for motion
                 tracking that allows for on-the-fly re-planning of
                 long-term goals and adjustments in the final completion
                 time. We first solve an offline optimal trajectory
                 problem for an abstract dynamic model that captures the
                 essential relation between contact forces and momenta.
                 A feedback control policy is then derived and used to
                 simulate the abstract model online. Simulation results
                 become dynamic constraints for online reconstruction of
                 full-body motion from a reference. We applied our
                 controller to a wide range of motions including
                 walking, long stepping, and a squat exercise. Results
                 show that our controllers are robust to large
                 perturbations and changes in the environment.",
  acknowledgement = ack-nhfb,
  articleno =    "74",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "character animation; motion capture; optimal control;
                 physics-based animation",
}

@Article{Lang:2010:NDM,
  author =       "Manuel Lang and Alexander Hornung and Oliver Wang and
                 Steven Poulakos and Aljoscha Smolic and Markus Gross",
  title =        "Nonlinear disparity mapping for stereoscopic {$3$D}",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "75:1--75:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778812",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper addresses the problem of remapping the
                 disparity range of stereoscopic images and video. Such
                 operations are highly important for a variety of issues
                 arising from the production, live broadcast, and
                 consumption of 3D content. Our work is motivated by the
                 observation that the displayed depth and the resulting
                 3D viewing experience are dictated by a complex
                 combination of perceptual, technological, and artistic
                 constraints. We first discuss the most important
                 perceptual aspects of stereo vision and their
                 implications for stereoscopic content creation. We then
                 formalize these insights into a set of basic {\em
                 disparity mapping operators}. These operators enable us
                 to control and retarget the depth of a stereoscopic
                 scene in a nonlinear and locally adaptive fashion. To
                 implement our operators, we propose a new strategy
                 based on {\em stereoscopic warping\/} of the input
                 video streams. From a sparse set of stereo
                 correspondences, our algorithm computes disparity and
                 image-based saliency estimates, and uses them to
                 compute a deformation of the input views so as to meet
                 the target disparities. Our approach represents a
                 practical solution for actual stereo production and
                 display that does not require camera calibration,
                 accurate dense depth maps, occlusion handling, or
                 inpainting. We demonstrate the performance and
                 versatility of our method using examples from live
                 action post-production, 3D display size adaptation, and
                 live broadcast. An additional user study and ground
                 truth comparison further provide evidence for the
                 quality and practical relevance of the presented
                 work.",
  acknowledgement = ack-nhfb,
  articleno =    "75",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "3D video; depth perception; disparity mapping;
                 stereoscopy; warping",
}

@Article{Barnum:2010:MLD,
  author =       "Peter C. Barnum and Srinivasa G. Narasimhan and Takeo
                 Kanade",
  title =        "A multi-layered display with water drops",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "76:1--76:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778813",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a multi-layered display that uses water
                 drops as voxels. Water drops refract most incident
                 light, making them excellent wide-angle lenses. Each 2D
                 layer of our display can exhibit arbitrary visual
                 content, creating a layered-depth (2.5D) display. Our
                 system consists of a single projector-camera system and
                 a set of linear drop generator manifolds that are
                 tightly synchronized and controlled using a computer.
                 Following the principles of fluid mechanics, we are
                 able to accurately generate and control drops so that,
                 at any time instant, no two drops occupy the same
                 projector pixel's line-of-sight. This drop control is
                 combined with an algorithm for space-time division of
                 projector light rays. Our prototype system has up to
                 four layers, with each layer consisting of a row of 50
                 drops that can be generated at up to 60 Hz. The
                 effective resolution of the display is 50x {\em
                 projector vertical-resolution x number of layers}. We
                 show how this water drop display can be used for text,
                 videos, and interactive games.",
  acknowledgement = ack-nhfb,
  articleno =    "76",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pamplona:2010:NID,
  author =       "Vitor F. Pamplona and Ankit Mohan and Manuel M.
                 Oliveira and Ramesh Raskar",
  title =        "{NETRA}: interactive display for estimating refractive
                 errors and focal range",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "77:1--77:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778814",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce an interactive, portable, and inexpensive
                 solution for estimating refractive errors in the human
                 eye. While expensive optical devices for automatic
                 estimation of refractive correction exist, our goal is
                 to greatly simplify the mechanism by putting the human
                 subject in the loop. Our solution is based on a
                 high-resolution programmable display and combines
                 inexpensive optical elements, interactive GUI, and
                 computational reconstruction. The key idea is to
                 interface a lenticular view-dependent display with the
                 human eye in {\em close range\/} - a few millimeters
                 apart. Via this platform, we create a new range of
                 interactivity that is extremely sensitive to parameters
                 of the human eye, like refractive errors, focal range,
                 focusing speed, lens opacity, etc. We propose several
                 simple optical setups, verify their accuracy,
                 precision, and validate them in a user study.",
  acknowledgement = ack-nhfb,
  articleno =    "77",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computer-human interaction; light-field display;
                 optometry; refractive errors; visual accommodation",
}

@Article{Weber:2010:CCM,
  author =       "Ofir Weber and Craig Gotsman",
  title =        "Controllable conformal maps for shape deformation and
                 interpolation",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "78:1--78:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778815",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Conformal maps are considered very desirable for
                 planar deformation applications, since they allow only
                 local rotations and scale, avoiding shear and other
                 visually disturbing distortions of local detail.
                 Conformal maps are also orientation-preserving
                 C$^{{\infty }}$ diffeomorphisms, meaning they are
                 extremely smooth and prevent unacceptable 'foldovers'
                 in the plane. Unfortunately, these maps are also
                 notoriously difficult to control, so working with them
                 in an interactive animation scenario to achieve
                 specific effects is a significant challenge, sometimes
                 even impossible.\par

                 We describe a novel 2D shape deformation system which
                 generates conformal maps, yet provides the user a large
                 degree of control over the result. For example, it
                 allows discontinuities at user-specified boundary
                 points, so true 'bends' can be introduced into the
                 deformation. It also allows the prescription of angular
                 constraints at corners of the target image. Combining
                 these provides for a very effective user experience. At
                 the heart of our method is a very natural differential
                 shape representation for conformal maps, using
                 so-called 'conformal factors' and 'angular factors',
                 which allow more intuitive control compared to
                 representation in the usual spatial domain. Beyond
                 deforming a given shape into a new one at each key
                 frame, our method also provides the ability to
                 interpolate between shapes in a very natural way, such
                 that also the intermediate deformations are
                 conformal.\par

                 Our method is extremely efficient: it requires only the
                 solution of a small dense linear system at preprocess
                 time and a matrix-vector multiplication during runtime
                 (which can be implemented on a modern GPU), thus the
                 deformations, even on extremely large images, may be
                 performed in real-time.",
  acknowledgement = ack-nhfb,
  articleno =    "78",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wei:2010:MCB,
  author =       "Li-Yi Wei",
  title =        "Multi-class blue noise sampling",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "79:1--79:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778816",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Sampling is a core process for a variety of graphics
                 applications. Among existing sampling methods, blue
                 noise sampling remains popular thanks to its spatial
                 uniformity and absence of aliasing artifacts. However,
                 research so far has been mainly focused on blue noise
                 sampling with a single class of samples. This could be
                 insufficient for common natural as well as man-made
                 phenomena requiring multiple classes of samples, such
                 as object placement, imaging sensors, and stippling
                 patterns.\par

                 We extend blue noise sampling to multiple classes where
                 each individual class as well as their unions exhibit
                 blue noise characteristics. We propose two flavors of
                 algorithms to generate such multi-class blue noise
                 samples, one extended from traditional Poisson {\em
                 hard\/} disk sampling for explicit control of sample
                 spacing, and another based on our {\em soft\/} disk
                 sampling for explicit control of sample count. Our
                 algorithms support uniform and adaptive sampling, and
                 are applicable to both discrete and continuous sample
                 space in arbitrary dimensions. We study characteristics
                 of samples generated by our methods, and demonstrate
                 applications in object placement, sensor layout, and
                 color stippling.",
  acknowledgement = ack-nhfb,
  articleno =    "79",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "blue noise; dart throwing; multi-class; Poisson
                 hard/soft disk; relaxation; sampling",
}

@Article{Schvartzman:2010:SCE,
  author =       "Sara C. Schvartzman and {\'A}lvaro G. P{\'e}rez and
                 Miguel A. Otaduy",
  title =        "Star-contours for efficient hierarchical
                 self-collision detection",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "80:1--80:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778817",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Collision detection is a problem that has often been
                 addressed efficiently with the use of hierarchical
                 culling data structures. In the subproblem of
                 self-collision detection for triangle meshes, however,
                 such hierarchical data structures lose much of their
                 power, because triangles adjacent to each other cannot
                 be distinguished from actually colliding ones unless
                 individually tested. Shape regularity of surface
                 patches, described in terms of orientation and contour
                 conditions, was proposed long ago as a culling
                 criterion for hierarchical self-collision detection.
                 However, to date, algorithms based on shape regularity
                 had to trade conservativeness for efficiency, because
                 there was no known algorithm for efficiently performing
                 2D contour self-intersection tests.\par

                 In this paper, we introduce a star-contour criterion
                 that is amenable to hierarchical computations. Together
                 with a thorough analysis of the tree traversal process
                 in hierarchical self-collision detection, it has led us
                 to novel hierarchical data structures and algorithms
                 for efficient yet conservative self-collision
                 detection. We demonstrate the application of our
                 algorithm to several example animations, and we show
                 that it consistently outperforms other approaches.",
  acknowledgement = ack-nhfb,
  articleno =    "80",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Barbic:2010:SSC,
  author =       "Jernej Barbi{\v{c}} and Doug L. James",
  title =        "Subspace self-collision culling",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "81:1--81:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778818",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We show how to greatly accelerate self-collision
                 detection (SCD) for reduced deformable models. Given a
                 triangle mesh and a set of deformation modes, our
                 method precomputes {\em Subspace Self-Collision Culling
                 (SSCC) certificates\/} which, if satisfied, prove the
                 absence of self-collisions for large parts of the
                 model. At runtime, bounding volume hierarchies
                 augmented with our certificates can aggressively cull
                 overlap tests and reduce hierarchy updates. Our method
                 supports both discrete and continuous SCD, can handle
                 complex geometry, and makes no assumptions about
                 geometric smoothness or normal bounds. It is
                 particularly effective for simulations with modest
                 subspace deformations, where it can often verify the
                 absence of self-collisions in {\em constant time}. Our
                 certificates enable low amortized costs, in time and
                 across many objects in multi-body dynamics simulations.
                 Finally, SSCC is effective enough to support
                 self-collision tests at audio rates, which we
                 demonstrate by producing the first sound simulations of
                 clattering objects.",
  acknowledgement = ack-nhfb,
  articleno =    "81",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "kinetic data structures; model reduction;
                 self-collision detection",
}

@Article{Allard:2010:VCC,
  author =       "J{\'e}r{\'e}mie Allard and Fran{\c{c}}ois Faure and
                 Hadrien Courtecuisse and Florent Falipou and Christian
                 Duriez and Paul G. Kry",
  title =        "Volume contact constraints at arbitrary resolution",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "82:1--82:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778819",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a new method for simulating frictional
                 contact between volumetric objects using
                 interpenetration volume constraints. When applied to
                 complex geometries, our formulation results in
                 dramatically simpler systems of equations than those of
                 traditional mesh contact models. Contact between highly
                 detailed meshes can be simplified to a single
                 unilateral constraint equation, or accurately processed
                 at arbitrary geometry-independent resolution with
                 simultaneous sticking and sliding across contact
                 patches. We exploit fast GPU methods for computing
                 layered depth images, which provides us with the
                 intersection volumes and gradients necessary to
                 formulate the contact equations as linear
                 complementarity problems. Straightforward and popular
                 numerical methods, such as projected Gauss--Seidel, can
                 be used to solve the system. We demonstrate our method
                 in a number of scenarios and present results involving
                 both rigid and deformable objects at interactive
                 rates.",
  acknowledgement = ack-nhfb,
  articleno =    "82",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "constraints; contact forces; Coulomb friction;
                 physically based animation",
}

@Article{Cheng:2010:RFA,
  author =       "Ming-Ming Cheng and Fang-Lue Zhang and Niloy J. Mitra
                 and Xiaolei Huang and Shi-Min Hu",
  title =        "{RepFinder}: finding approximately repeated scene
                 elements for image editing",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "83:1--83:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778820",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Repeated elements are ubiquitous and abundant in both
                 manmade and natural scenes. Editing such images while
                 preserving the repetitions and their relations is
                 nontrivial due to overlap, missing parts, deformation
                 across instances, illumination variation, etc. Manually
                 enforcing such relations is laborious and error-prone.
                 We propose a novel framework where user scribbles are
                 used to guide detection and extraction of such repeated
                 elements. Our detection process, which is based on a
                 novel boundary band method, robustly extracts the
                 repetitions along with their deformations. The
                 algorithm only considers the shape of the elements, and
                 ignores similarity based on color, texture, etc. We
                 then use topological sorting to establish a partial
                 depth ordering of overlapping repeated instances.
                 Missing parts on occluded instances are completed using
                 information from other instances. The extracted
                 repeated instances can then be seamlessly edited and
                 manipulated for a variety of high level tasks that are
                 otherwise difficult to perform. We demonstrate the
                 versatility of our framework on a large set of inputs
                 of varying complexity, showing applications to image
                 rearrangement, edit transfer, deformation propagation,
                 and instance replacement.",
  acknowledgement = ack-nhfb,
  articleno =    "83",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "edit propagation; image editing; shape-aware
                 manipulation",
}

@Article{Lefebvre:2010:ESA,
  author =       "Sylvain Lefebvre and Samuel Hornus and Anass Lasram",
  title =        "By-example synthesis of architectural textures",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "84:1--84:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778821",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Textures are often reused on different surfaces in
                 large virtual environments. This leads to unpleasing
                 stretch and cropping of features when textures contain
                 architectural elements. Existing retargeting methods
                 could adapt each texture to the size of their support
                 surface, but this would imply storing a different image
                 for each and every surface, saturating memory. Our new
                 texture synthesis approach casts synthesis as a
                 shortest path problem in a graph describing the space
                 of images that can be synthesized. Each path in the
                 graph describes how to form a new image by cutting
                 strips of the source image and reassembling them in a
                 different order. Only the paths describing the result
                 need to be stored in memory: synthesized textures are
                 reconstructed at rendering time. The user can control
                 repetition of features, and may specify positional
                 constraints. We demonstrate our approach on a variety
                 of textures, from facades for large city rendering to
                 structured textures commonly used in video games.",
  acknowledgement = ack-nhfb,
  articleno =    "84",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Risser:2010:SSI,
  author =       "Eric Risser and Charles Han and Rozenn Dahyot and
                 Eitan Grinspun",
  title =        "Synthesizing structured image hybrids",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "85:1--85:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778822",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Example-based texture synthesis algorithms generate
                 novel texture images from example data. A popular
                 hierarchical pixel-based approach uses spatial jitter
                 to introduce diversity, at the risk of breaking coarse
                 structure beyond repair. We propose a multiscale
                 descriptor that enables appearance-space jitter, which
                 retains structure. This idea enables repurposing of
                 existing texture synthesis implementations for a
                 qualitatively different problem statement and class of
                 inputs: generating hybrids of structured images.",
  acknowledgement = ack-nhfb,
  articleno =    "85",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2010:VST,
  author =       "Lvdi Wang and Kun Zhou and Yizhou Yu and Baining Guo",
  title =        "Vector solid textures",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "86:1--86:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778823",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we introduce a compact random-access
                 vector representation for solid textures made of
                 intermixed regions with relatively smooth internal
                 color variations. It is feature-preserving and
                 resolution-independent. In this representation, a
                 texture volume is divided into multiple regions. Region
                 boundaries are implicitly defined using a signed
                 distance function. Color variations within the regions
                 are represented using compactly supported radial basis
                 functions (RBFs). With a spatial indexing structure,
                 such RBFs enable efficient color evaluation during
                 real-time solid texture mapping. Effective techniques
                 have been developed for generating such a vector
                 representation from bitmap solid textures. Data
                 structures and techniques have also been developed to
                 compactly store region labels and distance values for
                 efficient random access during boundary and color
                 evaluation.",
  acknowledgement = ack-nhfb,
  articleno =    "86",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "solid textures; texture synthesis; vector images",
}

@Article{Ballan:2010:UVB,
  author =       "Luca Ballan and Gabriel J. Brostow and Jens Puwein and
                 Marc Pollefeys",
  title =        "Unstructured video-based rendering: interactive
                 exploration of casually captured videos",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "87:1--87:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778824",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an algorithm designed for navigating around
                 a performance that was filmed as a 'casual' multi-view
                 video collection: real-world footage captured on hand
                 held cameras by a few audience members. The objective
                 is to easily navigate in 3D, generating a video-based
                 rendering (VBR) of a performance filmed with widely
                 separated cameras. Casually filmed events are
                 especially challenging because they yield footage with
                 complicated backgrounds and camera motion. Such
                 challenging conditions preclude the use of most
                 algorithms that depend on correlation-based stereo or
                 3D shape-from-silhouettes.\par

                 Our algorithm builds on the concepts developed for the
                 exploration of photo-collections of empty scenes.
                 Interactive performer-specific view-interpolation is
                 now possible through innovations in interactive
                 rendering and offline-matting relating to (i) modeling
                 the foreground subject as video-sprites on billboards,
                 (ii) modeling the background geometry with adaptive
                 view-dependent textures, and (iii) view interpolation
                 that follows a performer. The billboards are embedded
                 in a simple but realistic reconstruction of the
                 environment. The reconstructed environment provides
                 very effective visual cues for spatial navigation as
                 the user transitions between viewpoints. The prototype
                 is tested on footage from several challenging events,
                 and demonstrates the editorial utility of the whole
                 system and the particular value of our new
                 inter-billboard optimization.",
  acknowledgement = ack-nhfb,
  articleno =    "87",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Correa:2010:DVN,
  author =       "Carlos D. Correa and Kwan-Liu Ma",
  title =        "Dynamic video narratives",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "88:1--88:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778825",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a system for generating dynamic
                 narratives from videos. These narratives are
                 characterized for being compact, coherent and
                 interactive, as inspired by principles of sequential
                 art. Narratives depict the motion of one or several
                 actors over time. Creating compact narratives is
                 challenging as it is desired to combine the video
                 frames in a way that reuses redundant backgrounds and
                 depicts the stages of a motion. In addition, previous
                 approaches focus on the generation of static summaries
                 and can afford expensive image composition techniques.
                 A dynamic narrative, on the other hand, must be played
                 and skimmed in real-time, which imposes certain cost
                 limitations in the video processing. In this paper, we
                 define a novel process to compose foreground and
                 background regions of video frames in a single
                 interactive image using a series of spatio-temporal
                 masks. These masks are created to improve the output of
                 automatic video processing techniques such as image
                 stitching and foreground segmentation. Unlike
                 hand-drawn narratives, often limited to static
                 representations, the proposed system allows users to
                 explore the narrative dynamically and produce different
                 representations of motion. We have built an authoring
                 system that incorporates these methods and demonstrated
                 successful results on a number of video clips. The
                 authoring system can be used to create interactive
                 posters of video clips, browse video in a compact
                 manner or highlight a motion sequence in a movie.",
  acknowledgement = ack-nhfb,
  articleno =    "88",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "graph-cut optimization; image compositing; interactive
                 editing; motion extraction; video exploration",
}

@Article{Barnes:2010:VTC,
  author =       "Connelly Barnes and Dan B. Goldman and Eli Shechtman
                 and Adam Finkelstein",
  title =        "Video tapestries with continuous temporal zoom",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "89:1--89:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778826",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel approach for summarizing video in
                 the form of a multiscale image that is continuous in
                 both the spatial domain and across the scale dimension:
                 There are no hard borders between discrete moments in
                 time, and a user can zoom smoothly into the image to
                 reveal additional temporal details. We call these
                 artifacts {\em tapestries\/} because their continuous
                 nature is akin to medieval tapestries and other
                 narrative depictions predating the advent of motion
                 pictures. We propose a set of criteria for such a
                 summarization, and a series of optimizations motivated
                 by these criteria. These can be performed as an
                 entirely offline computation to produce high quality
                 renderings, or by adjusting some optimization
                 parameters the later stages can be solved in real time,
                 enabling an interactive interface for video navigation.
                 Our video tapestries combine the best aspects of two
                 common visualizations, providing the visual clarity of
                 DVD chapter menus with the information density and
                 multiple scales of a video editing timeline
                 representation. In addition, they provide continuous
                 transitions between zoom levels. In a user study,
                 participants preferred both the aesthetics and
                 efficiency of tapestries over other interfaces for
                 visual browsing.",
  acknowledgement = ack-nhfb,
  articleno =    "89",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "patch-based synthesis; video summarization",
}

@Article{Wang:2010:MBV,
  author =       "Yu-Shuen Wang and Hui-Chih Lin and Olga Sorkine and
                 Tong-Yee Lee",
  title =        "Motion-based video retargeting with optimized
                 crop-and-warp",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "90:1--90:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778827",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a video retargeting method that achieves
                 high-quality resizing to arbitrary aspect ratios for
                 complex videos containing diverse camera and dynamic
                 motions. Previous content-aware retargeting methods
                 mostly concentrated on spatial considerations,
                 attempting to preserve the shape of salient objects in
                 each frame by removing or distorting homogeneous
                 background content. However, sacrificeable space is
                 fundamentally limited in video, since object motion
                 makes foreground and background regions correlated,
                 causing waving and squeezing artifacts. We solve the
                 retargeting problem by explicitly employing motion
                 information and by distributing distortion in both
                 spatial and temporal dimensions. We combine novel
                 cropping and warping operators, where the cropping
                 removes temporally-recurring contents and the warping
                 utilizes available homogeneous regions to mask
                 deformations while preserving motion. Variational
                 optimization allows to find the best balance between
                 the two operations, enabling retargeting of challenging
                 videos with complex motions, numerous prominent objects
                 and arbitrary depth variability. Our method compares
                 favorably with state-of-the-art retargeting systems, as
                 demonstrated in the examples and widely supported by
                 the conducted user study.",
  acknowledgement = ack-nhfb,
  articleno =    "90",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "cropping; optimization; spatial and temporal
                 coherence; video retargeting; warping",
}

@Article{Ennis:2010:SBB,
  author =       "Cathy Ennis and Rachel McDonnell and Carol
                 O'Sullivan",
  title =        "Seeing is believing: body motion dominates in
                 multisensory conversations",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "91:1--91:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778828",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In many scenes with human characters, interacting
                 groups are an important factor for maintaining a sense
                 of realism. However, little is known about what makes
                 these characters appear realistic. In this paper, we
                 investigate human sensitivity to audio mismatches
                 (i.e., when individuals' voices are not matched to
                 their gestures) and visual desynchronization (i.e.,
                 when the body motions of the individuals in a group are
                 mis-aligned in time) in virtual human conversers. Using
                 motion capture data from a range of both polite
                 conversations and arguments, we conduct a series of
                 perceptual experiments and determine some factors that
                 contribute to the plausibility of virtual conversing
                 groups. We found that participants are more sensitive
                 to visual desynchronization of body motions, than to
                 mismatches between the characters' gestures and their
                 voices. Furthermore, synthetic conversations can appear
                 sufficiently realistic once there is an appropriate
                 balance between talker and listener roles. This is
                 regardless of body motion desynchronization or
                 mismatched audio.",
  acknowledgement = ack-nhfb,
  articleno =    "91",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "conversational agents; crowds; perception",
}

@Article{Slater:2010:SVE,
  author =       "Mel Slater and Bernhard Spanlang and David Corominas",
  title =        "Simulating virtual environments within virtual
                 environments as the basis for a psychophysics of
                 presence",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "92:1--92:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778829",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A new definition of immersion with respect to virtual
                 environment (VE) systems has been proposed in earlier
                 work, based on the concept of simulation. One system
                 ({\em A\/}) is said to be more immersive than another
                 ({\em B\/}) if {\em A\/} can be used to simulate an
                 application as if it were running on {\em B}. Here we
                 show how this concept can be used as the basis for a
                 psychophysics of presence in VEs, the sensation of
                 being in the place depicted by the virtual environment
                 displays (Place Illusion, PI), and also the illusion
                 that events occurring in the virtual environment are
                 real (Plausibility Illusion, Psi). The new methodology
                 involves matching experiments akin to those in color
                 science. Twenty participants first experienced PI or
                 Psi in the initial highest level immersive system, and
                 then in 5 different trials chose transitions from lower
                 to higher order systems and declared a match whenever
                 they felt the same level of PI or Psi as they had in
                 the initial system. In each transition they could
                 change the type of illumination model used, or the
                 field-of-view, or the display type (powerwall or HMD)
                 or the extent of self-representation by an avatar. The
                 results showed that the 10 participants instructed to
                 choose transitions to attain a level of PI
                 corresponding to that in the initial system tended to
                 first choose a wide field-of-view and head-mounted
                 display, and then ensure that they had a virtual body
                 that moved as they did. The other 10 in the Psi group
                 concentrated far more on achieving a higher level of
                 illumination realism, although having a virtual body
                 representation was important for both groups. This
                 methodology is offered as a way forward in the
                 evaluation of the responses of people to immersive
                 virtual environments, a unified theory and methodology
                 for psychophysical measurement.",
  acknowledgement = ack-nhfb,
  articleno =    "92",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "immersive virtual environments; Markov chain; place
                 illusion; plausibility; presence; response function",
}

@Article{Nan:2010:SIU,
  author =       "Liangliang Nan and Andrei Sharf and Hao Zhang and
                 Daniel Cohen-Or and Baoquan Chen",
  title =        "{SmartBoxes} for interactive urban reconstruction",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "93:1--93:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778830",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce an interactive tool which enables a user
                 to quickly assemble an architectural model directly
                 over a 3D point cloud acquired from large-scale
                 scanning of an urban scene. The user loosely defines
                 and manipulates simple building blocks, which we call
                 SmartBoxes, over the point samples. These boxes quickly
                 snap to their proper locations to conform to common
                 architectural structures. The key idea is that the
                 building blocks are smart in the sense that their
                 locations and sizes are automatically adjusted
                 on-the-fly to fit well to the point data, while at the
                 same time respecting contextual relations with nearby
                 similar blocks. SmartBoxes are assembled through a
                 discrete optimization to balance between two snapping
                 forces defined respectively by a data-fitting term and
                 a contextual term, which together assist the user in
                 reconstructing the architectural model from a sparse
                 and noisy point cloud. We show that a combination of
                 the user's interactive guidance and high-level
                 knowledge about the semantics of the underlying model,
                 together with the snapping forces, allows the
                 reconstruction of structures which are partially or
                 even completely missing from the input.",
  acknowledgement = ack-nhfb,
  articleno =    "93",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zheng:2010:NLS,
  author =       "Qian Zheng and Andrei Sharf and Guowei Wan and Yangyan
                 Li and Niloy J. Mitra and Daniel Cohen-Or and Baoquan
                 Chen",
  title =        "Non-local scan consolidation for {$3$D} urban scenes",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "94:1--94:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778831",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recent advances in scanning technologies, in
                 particular devices that extract depth through active
                 sensing, allow fast scanning of urban scenes. Such
                 rapid acquisition incurs imperfections: large regions
                 remain missing, significant variation in sampling
                 density is common, and the data is often corrupted with
                 noise and outliers. However, buildings often exhibit
                 large scale repetitions and self-similarities.
                 Detecting, extracting, and utilizing such large scale
                 repetitions provide powerful means to consolidate the
                 imperfect data. Our key observation is that the same
                 geometry, when scanned multiple times over
                 reoccurrences of instances, allow application of a
                 simple yet effective non-local filtering. The
                 multiplicity of the geometry is fused together and
                 projected to a {\em base-geometry\/} defined by
                 clustering corresponding surfaces. Denoising is applied
                 by separating the process into off-plane and in-plane
                 phases. We show that the consolidation of the
                 reoccurrences provides robust denoising and allow
                 reliable completion of missing parts. We present
                 evaluation results of the algorithm on several LiDAR
                 scans of buildings of varying complexity and styles.",
  acknowledgement = ack-nhfb,
  articleno =    "94",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Goesele:2010:APC,
  author =       "Michael Goesele and Jens Ackermann and Simon Fuhrmann
                 and Carsten Haubold and Ronny Klowsky",
  title =        "Ambient point clouds for view interpolation",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "95:1--95:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778832",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "View interpolation and image-based rendering
                 algorithms often produce visual artifacts in regions
                 where the 3D scene geometry is erroneous, uncertain, or
                 incomplete. We introduce ambient point clouds
                 constructed from colored pixels with uncertain depth,
                 which help reduce these artifacts while providing
                 non-photorealistic background coloring and emphasizing
                 reconstructed 3D geometry. Ambient point clouds are
                 created by randomly sampling colored points along the
                 viewing rays associated with uncertain pixels. Our
                 real-time rendering system combines these with more
                 traditional rigid 3D point clouds and colored surface
                 meshes obtained using multiview stereo. Our resulting
                 system can handle larger-range view transitions with
                 fewer visible artifacts than previous approaches.",
  acknowledgement = ack-nhfb,
  articleno =    "95",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "ambient point cloud; uncertain geometry",
}

@Article{Kopf:2010:SSB,
  author =       "Johannes Kopf and Billy Chen and Richard Szeliski and
                 Michael Cohen",
  title =        "Street slide: browsing street level imagery",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "96:1--96:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778833",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Systems such as Google Street View and Bing Maps
                 Streetside enable users to virtually visit cities by
                 navigating between immersive $ 360^\circ $ panoramas,
                 or {\em bubbles}. The discrete moves from bubble to
                 bubble enabled in these systems do not provide a good
                 visual sense of a larger aggregate such as a whole city
                 block. Multi-perspective 'strip' panoramas can provide
                 a visual summary of a city street but lack the full
                 realism of immersive panoramas.\par

                 We present Street Slide, which combines the best
                 aspects of the immersive nature of bubbles with the
                 overview provided by multi-perspective strip panoramas.
                 We demonstrate a seamless transition between bubbles
                 and multi-perspective panoramas. We also present a
                 dynamic construction of the panoramas which overcomes
                 many of the limitations of previous systems. As the
                 user slides sideways, the multi-perspective panorama is
                 constructed and rendered dynamically to simulate either
                 a perspective or {\em hyper-perspective\/} view. This
                 provides a strong sense of parallax, which adds to the
                 immersion. We call this form of sliding sideways while
                 looking at a street fa{\c{c}}ade a {\em street slide}.
                 Finally we integrate annotations and a mini-map within
                 the user interface to provide geographic information as
                 well additional affordances for navigation. We
                 demonstrate our Street Slide system on a series of
                 intersecting streets in an urban setting. We report the
                 results of a user study, which shows that visual
                 searching is greatly enhanced with the Street Slide
                 interface over existing systems from Google and Bing.",
  acknowledgement = ack-nhfb,
  articleno =    "96",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hullin:2010:AAB,
  author =       "Matthias B. Hullin and Johannes Hanika and Boris Ajdin
                 and Hans-Peter Seidel and Jan Kautz and Hendrik P. A.
                 Lensch",
  title =        "Acquisition and analysis of bispectral bidirectional
                 reflectance and reradiation distribution functions",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "97:1--97:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778834",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In fluorescent materials, light from a certain band of
                 incident wavelengths is reradiated at longer
                 wavelengths, i.e., with a reduced per-photon energy.
                 While fluorescent materials are common in everyday
                 life, they have received little attention in computer
                 graphics. Especially, no bidirectional reradiation
                 measurements of fluorescent materials have been
                 available so far. In this paper, we extend the
                 well-known concept of the bidirectional reflectance
                 distribution function (BRDF) to account for energy
                 transfer between wavelengths, resulting in a {\em
                 Bispectral Bidirectional Reflectance and Reradiation
                 Distribution Function (bispectral BRRDF)}. Using a
                 bidirectional and bispectral measurement setup, we
                 acquire reflectance and reradiation data of a variety
                 of fluorescent materials, including vehicle paints,
                 paper and fabric, and compare their renderings with
                 RGB, RGBxRGB, and spectral BRDFs. Our acquisition is
                 guided by a principal component analysis on complete
                 bispectral data taken under a sparse set of angles. We
                 show that in order to faithfully reproduce the full
                 bispectral information for all other angles, only a
                 very small number of wavelength pairs needs to be
                 measured at a high angular resolution.",
  acknowledgement = ack-nhfb,
  articleno =    "97",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "bispectral BRRDF; bispectral rendering; fluorescence;
                 spectral BRDF",
}

@Article{Dong:2010:MBS,
  author =       "Yue Dong and Jiaping Wang and Xin Tong and John Snyder
                 and Yanxiang Lan and Moshe Ben-Ezra and Baining Guo",
  title =        "Manifold bootstrapping for {SVBRDF} capture",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "98:1--98:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778835",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Manifold bootstrapping is a new method for data-driven
                 modeling of real-world, spatially-varying reflectance,
                 based on the idea that reflectance over a given
                 material sample forms a low-dimensional manifold. It
                 provides a high-resolution result in both the spatial
                 and angular domains by decomposing reflectance
                 measurement into two lower-dimensional phases. The
                 first acquires {\em representatives\/} of high angular
                 dimension but sampled sparsely over the surface, while
                 the second acquires {\em keys\/} of low angular
                 dimension but sampled densely over the surface.\par

                 We develop a hand-held, high-speed BRDF capturing
                 device for phase one measurements. A condenser-based
                 optical setup collects a dense hemisphere of rays
                 emanating from a single point on the target sample as
                 it is manually scanned over it, yielding 10 BRDF point
                 measurements per second. Lighting directions from 6
                 LEDs are applied at each measurement; these are
                 amplified to a full 4D BRDF using the general
                 (NDF-tabulated) microfacet model. The second phase
                 captures {\em N\/} =20-200 images of the entire sample
                 from a fixed view and lit by a varying area source. We
                 show that the resulting {\em N\/} -dimensional keys
                 capture much of the distance information in the
                 original BRDF space, so that they effectively
                 discriminate among representatives, though they lack
                 sufficient angular detail to reconstruct the SVBRDF by
                 themselves. At each surface position, a local linear
                 combination of a small number of neighboring
                 representatives is computed to match each key, yielding
                 a high-resolution SVBRDF. A quick capture session
                 (10-20 minutes) on simple devices yields results
                 showing sharp and anisotropic specularity and rich
                 spatial detail.",
  acknowledgement = ack-nhfb,
  articleno =    "98",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Holroyd:2010:COS,
  author =       "Michael Holroyd and Jason Lawrence and Todd Zickler",
  title =        "A coaxial optical scanner for synchronous acquisition
                 of {$3$D} geometry and surface reflectance",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "99:1--99:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778836",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel optical setup and processing
                 pipeline for measuring the 3D geometry and
                 spatially-varying surface reflectance of physical
                 objects. Central to our design is a digital camera and
                 a high frequency spatially-modulated light source
                 aligned to share a common focal point and optical axis.
                 Pairs of such devices allow capturing a sequence of
                 images from which precise measurements of geometry {\em
                 and\/} reflectance can be recovered. Our approach is
                 enabled by two technical contributions: a new active
                 multiview stereo algorithm and an analysis of light
                 descattering that has important implications for
                 image-based reflectometry. We show that the geometry
                 measured by our scanner is accurate to within 50
                 microns at a resolution of roughly 200 microns and that
                 the reflectance agrees with reference data to within
                 5.5\%. Additionally, we present an image relighting
                 application and show renderings that agree very well
                 with reference images at light and view positions far
                 from those that were initially measured.",
  acknowledgement = ack-nhfb,
  articleno =    "99",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kass:2010:SLH,
  author =       "Michael Kass and Justin Solomon",
  title =        "Smoothed local histogram filters",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "100:1--100:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778837",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Local image histograms contain a great deal of
                 information useful for applications in computer
                 graphics, computer vision and computational
                 photography. Making use of that information has been
                 challenging because of the expense of computing
                 histogram properties over large neighborhoods.
                 Efficient algorithms exist for some specific
                 computations like the bilateral filter, but not others.
                 Here, we present an efficient and practical method for
                 computing accurate derivatives and integrals of
                 locally-weighted histograms over large neighborhoods.
                 The method allows us to compute the location, height,
                 width and integral of all local histogram modes at
                 interactive rates. Among other things, it enables the
                 first constant-time isotropic median filter, robust
                 isotropic image morphology operators, an efficient
                 'dominant mode' filter and a non-iterative alternative
                 to the mean shift. In addition, we present a method to
                 combat the over-sharpening that is typical of
                 histogram-based edge-preserving smoothing. This
                 post-processing step should make histogram-based
                 filters not only fast and efficient, but also suitable
                 for a variety of new applications.",
  acknowledgement = ack-nhfb,
  articleno =    "100",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "bilateral filter; histogram; mode filter",
}

@Article{Miklos:2010:DSA,
  author =       "Balint Miklos and Joachim Giesen and Mark Pauly",
  title =        "Discrete scale axis representations for {$3$D}
                 geometry",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "101:1--101:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778838",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper addresses the fundamental problem of
                 computing stable medial representations of 3D shapes.
                 We propose a {\em spatially adaptive\/} classification
                 of geometric features that yields a robust algorithm
                 for generating medial representations at different
                 levels of abstraction. The recently introduced
                 continuous scale axis transform serves as the
                 mathematical foundation of our algorithm. We show how
                 geometric and topological properties of the continuous
                 setting carry over to discrete shape representations.
                 Our method combines scaling operations of medial balls
                 for geometric simplification with filtrations of the
                 medial axis and provably good conversion steps to and
                 from union of balls, to enable efficient processing of
                 a wide variety shape representations including polygon
                 meshes, 3D images, implicit surfaces, and point clouds.
                 We demonstrate the robustness and versatility of our
                 algorithm with an extensive validation on hundreds of
                 shapes including complex geometries consisting of
                 millions of triangles.",
  acknowledgement = ack-nhfb,
  articleno =    "101",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "geometry representations; medial axis; scale axis;
                 shape analysis; stability",
}

@Article{Kalogerakis:2010:LMS,
  author =       "Evangelos Kalogerakis and Aaron Hertzmann and Karan
                 Singh",
  title =        "Learning {$3$D} mesh segmentation and labeling",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "102:1--102:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778839",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a data-driven approach to
                 simultaneous segmentation and labeling of parts in 3D
                 meshes. An objective function is formulated as a
                 Conditional Random Field model, with terms assessing
                 the consistency of faces with labels, and terms between
                 labels of neighboring faces. The objective function is
                 learned from a collection of labeled training meshes.
                 The algorithm uses hundreds of geometric and contextual
                 label features and learns different types of
                 segmentations for different tasks, without requiring
                 manual parameter tuning. Our algorithm achieves a
                 significant improvement in results over the
                 state-of-the-art when evaluated on the Princeton
                 Segmentation Benchmark, often producing segmentations
                 and labelings comparable to those produced by humans.",
  acknowledgement = ack-nhfb,
  articleno =    "102",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lipman:2010:SFE,
  author =       "Yaron Lipman and Xiaobai Chen and Ingrid Daubechies
                 and Thomas Funkhouser",
  title =        "Symmetry factored embedding and distance",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "103:1--103:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778840",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce the Symmetry Factored Embedding (SFE) and
                 the Symmetry Factored Distance (SFD) as new tools to
                 analyze and represent symmetries in a point set. The
                 SFE provides new coordinates in which symmetry is
                 'factored out,' and the SFD is the Euclidean distance
                 in that space. These constructions characterize the
                 space of symmetric correspondences between points --
                 i.e., orbits. A key observation is that a set of points
                 in the same orbit appears as a clique in a
                 correspondence graph induced by pairwise similarities.
                 As a result, the problem of finding approximate and
                 partial symmetries in a point set reduces to the
                 problem of measuring connectedness in the
                 correspondence graph, a well-studied problem for which
                 spectral methods provide a robust solution. We provide
                 methods for computing the SFE and SFD for extrinsic
                 global symmetries and then extend them to consider
                 partial extrinsic and intrinsic cases. During
                 experiments with difficult examples, we find that the
                 proposed methods can characterize symmetries in inputs
                 with noise, missing data, non-rigid deformations, and
                 complex symmetries, without a priori knowledge of the
                 symmetry group. As such, we believe that it provides a
                 useful tool for automatic shape analysis in
                 applications such as segmentation and stationary point
                 detection.",
  acknowledgement = ack-nhfb,
  articleno =    "103",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bokeloh:2010:CBP,
  author =       "Martin Bokeloh and Michael Wand and Hans-Peter
                 Seidel",
  title =        "A connection between partial symmetry and inverse
                 procedural modeling",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "104:1--104:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778841",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we address the problem of {\em
                 inverse\/} procedural modeling: Given a piece of
                 exemplar 3D geometry, we would like to find a set of
                 rules that describe objects that are similar to the
                 exemplar. We consider local similarity, i.e., each
                 local neighborhood of the newly created object must
                 match some local neighborhood of the exemplar. We show
                 that we can find explicit shape modification rules that
                 guarantee strict local similarity by looking at the
                 structure of the partial symmetries of the object. By
                 cutting the object into pieces along curves within
                 symmetric areas, we can build shape operations that
                 maintain local similarity by construction. We
                 systematically collect such editing operations and
                 analyze their dependency to build a shape grammar. We
                 discuss how to extract general rewriting systems,
                 context free hierarchical rules, and grid-based rules.
                 All of this information is derived directly from the
                 model, without user interaction. The extracted rules
                 are then used to implement tools for semi-automatic
                 shape modeling by example, which are demonstrated on a
                 number of different example data sets. Overall, our
                 paper provides a concise theoretical and practical
                 framework for inverse procedural modeling of 3D
                 objects.",
  acknowledgement = ack-nhfb,
  articleno =    "104",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "geometry synthesis; inverse procedural modeling;
                 modeling by example",
}

@Article{Kaldor:2010:EYB,
  author =       "Jonathan M. Kaldor and Doug L. James and Steve
                 Marschner",
  title =        "Efficient yarn-based cloth with adaptive contact
                 linearization",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "105:1--105:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778842",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Yarn-based cloth simulation can improve visual quality
                 but at high computational costs due to the reliance on
                 numerous persistent yarn-yarn contacts to generate
                 material behavior. Finding so many contacts in densely
                 interlinked geometry is a pathological case for
                 traditional collision detection, and the sheer number
                 of contact interactions makes contact processing the
                 simulation bottleneck. In this paper, we propose a
                 method for approximating penalty-based contact forces
                 in yarn-yarn collisions by computing the exact contact
                 response at one time step, then using a rotated linear
                 force model to approximate forces in nearby deformed
                 configurations. Because contacts internal to the cloth
                 exhibit good temporal coherence, sufficient accuracy
                 can be obtained with infrequent updates to the
                 approximation, which are done adaptively in space and
                 time. Furthermore, by tracking contact models we reduce
                 the time to detect new contacts. The end result is a 7-
                 to 9-fold speedup in contact processing and a 4- to
                 5-fold overall speedup, enabling simulation of
                 character-scale garments.",
  acknowledgement = ack-nhfb,
  articleno =    "105",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "adaptive; cloth; contact; corotational; knitted;
                 yarn",
}

@Article{deAguiar:2010:SSR,
  author =       "Edilson de Aguiar and Leonid Sigal and Adrien Treuille
                 and Jessica K. Hodgins",
  title =        "Stable spaces for real-time clothing",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "106:1--106:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778843",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a technique for learning clothing models
                 that enables the simultaneous animation of thousands of
                 detailed garments in real-time. This surprisingly
                 simple conditional model learns and preserves the key
                 dynamic properties of a cloth motion along with folding
                 details. Our approach requires no {\em a priori\/}
                 physical model, but rather treats training data as a
                 'black box.' We show that the models learned with our
                 method are stable over large time-steps and can
                 approximately resolve cloth-body collisions. We also
                 show that within a class of methods, no simpler model
                 covers the full range of cloth dynamics captured by
                 ours. Our method bridges the current gap between
                 skinning and physical simulation, combining benefits of
                 speed from the former with dynamic effects from the
                 latter. We demonstrate our approach on a variety of
                 apparel worn by male and female human characters
                 performing a varied set of motions typically used in
                 video games ({\em e.g.}, walking, running, jumping,
                 {\em etc}.).",
  acknowledgement = ack-nhfb,
  articleno =    "106",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "character animation; cloth animation; cloth
                 simulation; video games; virtual reality",
}

@Article{Wang:2010:EBW,
  author =       "Huamin Wang and Florian Hecht and Ravi Ramamoorthi and
                 James O'Brien",
  title =        "Example-based wrinkle synthesis for clothing
                 animation",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "107:1--107:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778844",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper describes a method for animating the
                 appearance of clothing, such as pants or a shirt, that
                 fits closely to a figure's body. Compared to flowing
                 cloth, such as loose dresses or capes, these types of
                 garments involve nearly continuous collision contact
                 and small wrinkles, that can be troublesome for
                 traditional cloth simulation methods. Based on the
                 observation that the wrinkles in close-fitting clothing
                 behave in a predominantly kinematic fashion, we have
                 developed an example-based wrinkle synthesis technique.
                 Our method drives wrinkle generation from the pose of
                 the figure's kinematic skeleton. This approach allows
                 high quality clothing wrinkles to be combined with a
                 coarse cloth simulation that computes the global and
                 dynamic aspects of the clothing motion. While the
                 combined results do not exactly match a high-resolution
                 reference simulation, they do capture many of the
                 characteristic fine-scale features and wrinkles.
                 Further, the combined system runs at interactive rates,
                 making it suitable for applications where
                 high-resolution offline simulations would not be a
                 viable option. The wrinkle synthesis method uses a
                 precomputed database built by simulating the
                 high-resolution clothing as the articulated figure is
                 moved over a range of poses. In principle, the space of
                 poses is exponential in the total number of degrees of
                 freedom; however clothing wrinkles are primarily
                 affected by the nearest joints, allowing each joint to
                 be processed independently. During synthesis, mesh
                 interpolation is used to consider the influence of
                 multiple joints, and combined with a coarse simulation
                 to produce the final results at interactive rates.",
  acknowledgement = ack-nhfb,
  articleno =    "107",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "cloth simulation; clothing animation; example-based
                 animation; precomputed animation; wrinkles",
}

@Article{Feng:2010:DTR,
  author =       "Wei-Wen Feng and Yizhou Yu and Byung-Uck Kim",
  title =        "A deformation transformer for real-time cloth
                 animation",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "108:1--108:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778845",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Achieving interactive performance in cloth animation
                 has significant implications in computer games and
                 other interactive graphics applications. Although much
                 progress has been made, it is still much desired to
                 have real-time high-quality results that well preserve
                 dynamic folds and wrinkles. In this paper, we introduce
                 a hybrid method for real-time cloth animation. It
                 relies on data-driven models to capture the
                 relationship between cloth deformations at two
                 resolutions. Such data-driven models are responsible
                 for transforming low-quality simulated deformations at
                 the low resolution into high-resolution cloth
                 deformations with dynamically introduced fine details.
                 Our data-driven transformation is trained using
                 rotation invariant quantities extracted from the cloth
                 models, and is independent of the simulation technique
                 chosen for the lower resolution model. We have also
                 developed a fast collision detection and handling
                 scheme based on dynamically transformed bounding
                 volumes. All the components in our algorithm can be
                 efficiently implemented on programmable graphics
                 hardware to achieve an overall real-time performance on
                 high-resolution cloth models.",
  acknowledgement = ack-nhfb,
  articleno =    "108",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "collision; deformation transform; regression;
                 skinning",
}

@Article{Rivers:2010:MS,
  author =       "Alec Rivers and Fr{\'e}do Durand and Takeo Igarashi",
  title =        "{$3$D} modeling with silhouettes",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "109:1--109:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778846",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new sketch-based modeling approach in
                 which models are interactively designed by drawing
                 their 2D silhouettes from different views. The core
                 idea of our paper is to limit the input to 2D
                 silhouettes, removing the need to explicitly create or
                 position 3D elements. Arbitrarily complex models can be
                 constructed by assembling them out of parts defined by
                 their silhouettes, which can be combined using CSG
                 operations. We introduce a new simplified algorithm to
                 compute CSG solids that leverages special properties of
                 silhouette cylinders to convert the 3D CSG problem into
                 one that can be handled entirely with 2D operations,
                 making implementation simpler and more robust. We
                 evaluate our approach by modeling a random sampling of
                 man-made objects taken from the words in WordNet, and
                 show that all of the tested man-made objects can be
                 modeled quickly and easily using our approach.",
  acknowledgement = ack-nhfb,
  articleno =    "109",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "3D modeling; silhouettes; sketch-based modeling;
                 sketching; variational surfaces; visual hull",
}

@Article{Igarashi:2010:ALO,
  author =       "Takeo Igarashi and Jun Mitani",
  title =        "Apparent layer operations for the manipulation of
                 deformable objects",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "110:1--110:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778847",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce layer operations for single-view 3D
                 deformable object manipulation, in which the user can
                 control the depth order of layered 3D objects resting
                 on a flat ground with simple clicks and drags, as in 2D
                 drawing systems. We present two interaction techniques
                 based on this idea and describe their implementation.
                 The first technique is explicit layer swap. The user
                 clicks the target layer, and the system swaps the layer
                 with the one directly underneath it. The second
                 technique is layer-aware dragging. As the user drags
                 the object, the system adjusts its depth automatically
                 to pass over or under a colliding object in the screen
                 space, according to user control. Although the user
                 interface is 2.5D, all scene representations are true
                 3D, and thus the system naturally supports local
                 layering, self-occlusions, and folds. Internally, the
                 system dynamically computes the apparent layer
                 structure in the current configuration and makes
                 appropriate depth adjustments to obtain the desired
                 results. We demonstrate the effectiveness of this
                 approach in cloth and rope manipulation systems.",
  acknowledgement = ack-nhfb,
  articleno =    "110",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "3D user interfaces; deformable objects; local
                 layering; modeling interfaces; physical simulation",
}

@Article{Li:2010:PAP,
  author =       "Xian-Ying Li and Chao-Hui Shen and Shi-Sheng Huang and
                 Tao Ju and Shi-Min Hu",
  title =        "Popup: automatic paper architectures from {$3$D}
                 models",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "111:1--111:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778848",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Paper architectures are 3D paper buildings created by
                 folding and cutting. The creation process of paper
                 architecture is often labor-intensive and highly
                 skill-demanding, even with the aid of existing
                 computer-aided design tools. We propose an automatic
                 algorithm for generating paper architectures given a
                 user-specified 3D model. The algorithm is grounded on
                 geometric formulation of planar layout for paper
                 architectures that can be popped-up in a rigid and
                 stable manner, and sufficient conditions for a 3D
                 surface to be popped-up from such a planar layout.
                 Based on these conditions, our algorithm computes a
                 class of paper architectures containing two sets of
                 parallel patches that approximate the input geometry
                 while guaranteed to be physically realizable. The
                 method is demonstrated on a number of architectural
                 examples, and physically engineered results are
                 presented.",
  acknowledgement = ack-nhfb,
  articleno =    "111",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "computer art; paper architecture; planar layout;
                 pop-up",
}

@Article{Krivanek:2010:EGI,
  author =       "Jaroslav K{\v{r}}iv{\'a}nek and James A. Ferwerda and
                 Kavita Bala",
  title =        "Effects of global illumination approximations on
                 material appearance",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "112:1--112:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778849",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Rendering applications in design, manufacturing,
                 ecommerce and other fields are used to simulate the
                 appearance of objects and scenes. Fidelity with respect
                 to appearance is often critical, and calculating global
                 illumination (GI) is an important contributor to image
                 fidelity; but it is expensive to compute. GI
                 approximation methods, such as virtual point light
                 (VPL) algorithms, are efficient, but they can induce
                 image artifacts and distortions of object appearance.
                 In this paper we systematically study the perceptual
                 effects on image quality and material appearance of
                 global illumination approximations made by VPL
                 algorithms. In a series of psychophysical experiments
                 we investigate the relationships between rendering
                 parameters, object properties and image fidelity in a
                 VPL renderer. Using the results of these experiments we
                 analyze how VPL counts and energy clamping levels
                 affect the visibility of image artifacts and
                 distortions of material appearance, and show how object
                 geometry and material properties modulate these
                 effects. We find the ranges of these parameters that
                 produce VPL renderings that are visually equivalent to
                 reference renderings. Further we identify classes of
                 shapes and materials that cannot be accurately rendered
                 using VPL methods with limited resources. Using these
                 findings we propose simple heuristics to guide visually
                 equivalent and efficient rendering, and present a
                 method for correcting energy losses in VPL renderings.
                 This work provides a strong perceptual foundation for a
                 popular and efficient class of GI algorithms.",
  acknowledgement = ack-nhfb,
  articleno =    "112",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "global illumination; instant radiosity; material
                 perception; perception; virtual point light; visual
                 equivalence; VPL",
}

@Article{Didyk:2010:ADR,
  author =       "Piotr Didyk and Elmar Eisemann and Tobias Ritschel and
                 Karol Myszkowski and Hans-Peter Seidel",
  title =        "Apparent display resolution enhancement for moving
                 images",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "113:1--113:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778850",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Limited spatial resolution of current displays makes
                 the depiction of very fine spatial details difficult.
                 This work proposes a novel method applied to moving
                 images that takes into account the human visual system
                 and leads to an improved perception of such details. To
                 this end, we display images rapidly varying over time
                 along a given trajectory on a high refresh rate
                 display. Due to the retinal integration time the
                 information is fused and yields apparent
                 super-resolution pixels on a conventional-resolution
                 display. We discuss how to find optimal temporal pixel
                 variations based on linear eye-movement and image
                 content and extend our solution to arbitrary
                 trajectories. This step involves an efficient method to
                 predict and successfully treat potentially visible
                 flickering. Finally, we evaluate the resolution
                 enhancement in a perceptual study that shows that
                 significant improvements can be achieved both for
                 computer generated images and photographs.",
  acknowledgement = ack-nhfb,
  articleno =    "113",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "eye tracking; image reconstruction; perception",
}

@Article{Lentine:2010:NAI,
  author =       "Michael Lentine and Wen Zheng and Ronald Fedkiw",
  title =        "A novel algorithm for incompressible flow using only a
                 coarse grid projection",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "114:1--114:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778851",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Large scale fluid simulation can be difficult using
                 existing techniques due to the high computational cost
                 of using large grids. We present a novel technique for
                 simulating detailed fluids quickly. Our technique
                 coarsens the Eulerian fluid grid during the pressure
                 solve, allowing for a fast implicit update but still
                 maintaining the resolution obtained with a large grid.
                 This allows our simulations to run at a fraction of the
                 cost of existing techniques while still providing the
                 fine scale structure and details obtained with a full
                 projection. Our algorithm scales well to very large
                 grids and large numbers of processors, allowing for
                 high fidelity simulations that would otherwise be
                 intractable.",
  acknowledgement = ack-nhfb,
  articleno =    "114",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "incompressible flow; simulation; smoke; water",
}

@Article{Weissmann:2010:FBS,
  author =       "Steffen Wei{\ss}mann and Ulrich Pinkall",
  title =        "Filament-based smoke with vortex shedding and
                 variational reconnection",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "115:1--115:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778852",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Simulating fluids based on vortex filaments is highly
                 attractive for the creation of special effects because
                 it gives artists full control over the simulation using
                 familiar tools like curve editors or the scripted
                 generation of new vortex filaments over time. Because
                 filaments offer a very compact description of fluid
                 flow, real time applications like games or virtual
                 reality are also possible.\par

                 We present a complete model that includes moving
                 obstacles with vortex shedding, all represented as
                 filaments. Due to variational reconnection the
                 long-time behavior of our method is excellent: Energy
                 and momentum stay constant within reasonable bounds and
                 computational complexity does not increase over time.",
  acknowledgement = ack-nhfb,
  articleno =    "115",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "fluid simulation; panel method; vortex filaments;
                 vortex reconnection; vortex shedding",
}

@Article{Bergou:2010:DVT,
  author =       "Mikl{\'o}s Bergou and Basile Audoly and Etienne Vouga
                 and Max Wardetzky and Eitan Grinspun",
  title =        "Discrete viscous threads",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "116:1--116:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778853",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a continuum-based discrete model for thin
                 threads of viscous fluid by drawing upon the Rayleigh
                 analogy to elastic rods, demonstrating canonical
                 coiling, folding, and breakup in dynamic simulations.
                 Our derivation emphasizes space-time symmetry, which
                 sheds light on the role of time-parallel transport in
                 eliminating---without approximation---all but an {\em
                 O\/} ({\em n\/}) band of entries of the physical
                 system's energy Hessian. The result is a fast, unified,
                 implicit treatment of viscous threads and elastic rods
                 that closely reproduces a variety of fascinating
                 physical phenomena, including hysteretic transitions
                 between coiling regimes, competition between surface
                 tension and gravity, and the first numerical
                 fluid-mechanical sewing machine. The novel implicit
                 treatment also yields an order of magnitude speedup in
                 our elastic rod dynamics.",
  acknowledgement = ack-nhfb,
  articleno =    "116",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "coiling; elastic rods; hair simulation; Rayleigh
                 analogy; viscous threads",
}

@Article{Myles:2010:FAM,
  author =       "Ashish Myles and Nico Pietroni and Denis Kovacs and
                 Denis Zorin",
  title =        "Feature-aligned {$T$}-meshes",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "117:1--117:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778854",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "High-order and regularly sampled surface
                 representations are more efficient and compact than
                 general meshes and considerably simplify many geometric
                 modeling and processing algorithms. A number of recent
                 algorithms for conversion of arbitrary meshes to
                 regularly sampled form (typically quadrangulation) aim
                 to align the resulting mesh with feature lines of the
                 geometry. While resulting in a substantial improvement
                 in mesh quality, feature alignment makes it difficult
                 to obtain coarse regular patch partitions of the
                 mesh.\par

                 In this paper, we propose an approach to constructing
                 patch layouts consisting of small numbers of
                 quadrilateral patches while maintaining good feature
                 alignment. To achieve this, we use quadrilateral
                 T-meshes, for which the intersection of two faces may
                 not be the whole edge or vertex, but a part of an edge.
                 T-meshes offer more flexibility for reduction of the
                 number of patches and vertices in a base domain while
                 maintaining alignment with geometric features. At the
                 same time, T-meshes retain many desirable features of
                 quadrangulations, allowing construction of high-order
                 representations, easy packing of regularly sampled
                 geometric data into textures, as well as supporting
                 different types of discretizations for physical
                 simulation.",
  acknowledgement = ack-nhfb,
  articleno =    "117",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "parametrization; patch layout; quadrangulation;
                 T-splines",
}

@Article{Zhang:2010:WBA,
  author =       "Muyang Zhang and Jin Huang and Xinguo Liu and Hujun
                 Bao",
  title =        "A wave-based anisotropic quadrangulation method",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "118:1--118:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778855",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper proposes a new method for remeshing a
                 surface into anisotropically sized quads. The basic
                 idea is to construct a special standing wave on the
                 surface to generate the global quadrilateral structure.
                 This wave based quadrangulation method is capable of
                 controlling the quad size in two directions and
                 precisely aligning the quads with feature lines.
                 Similar to the previous methods, we augment the input
                 surface with a vector field to guide the quad
                 orientation. The anisotropic size control is achieved
                 by using two size fields on the surface. In order to
                 reduce singularity points, the size fields are
                 optimized by a new curl minimization method. The
                 experimental results show that the proposed method can
                 successfully handle various quadrangulation
                 requirements and complex shapes, which is difficult for
                 the existing state-of-the-art methods.",
  acknowledgement = ack-nhfb,
  articleno =    "118",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "anisotropic quadrangulation; feature alignment; size
                 control; standing wave",
}

@Article{Levy:2010:CVT,
  author =       "Bruno L{\'e}vy and Yang Liu",
  title =        "{$ L_p $} {Centroidal Voronoi Tessellation} and its
                 applications",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "119:1--119:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778856",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces $ L_p $ -Centroidal Voronoi
                 Tessellation ($ L_p $ -CVT), a generalization of CVT
                 that minimizes a higher-order moment of the coordinates
                 on the Voronoi cells. This generalization allows for
                 aligning the axes of the Voronoi cells with a
                 predefined background tensor field (anisotropy). $ L_p
                 $ -CVT is computed by a quasi-Newton optimization
                 framework, based on closed-form derivations of the
                 objective function and its gradient. The derivations
                 are given for both surface meshing ($ \Omega $ is a
                 triangulated mesh with per-facet anisotropy) and volume
                 meshing ($ \Omega $ is the interior of a closed
                 triangulated mesh with a 3D anisotropy field).
                 Applications to anisotropic, quad-dominant surface
                 remeshing and to hexdominant volume meshing are
                 presented. Unlike previous work, $ L_p $ -CVT captures
                 sharp features and intersections without requiring any
                 pre-tagging.",
  acknowledgement = ack-nhfb,
  articleno =    "119",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "anisotropic meshing; Centroidal Voronoi Tessellation;
                 hex-dominant meshing; quad-dominant meshing",
}

@Article{He:2010:PSS,
  author =       "Lei He and Scott Schaefer and Kai Hormann",
  title =        "Parameterizing subdivision surfaces",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "120:1--120:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778857",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for parameterizing subdivision
                 surfaces in an as-rigid-as-possible fashion. While much
                 work has concentrated on parameterizing polygon meshes,
                 little if any work has focused on subdivision surfaces
                 despite their popularity. We show that polygon
                 parameterization methods produce suboptimal results
                 when applied to subdivision surfaces and describe how
                 these methods may be modified to operate on subdivision
                 surfaces. We also describe a method for creating
                 extended charts to further reduce the distortion of the
                 parameterization. Finally we demonstrate how to take
                 advantage of the multi-resolution structure of
                 subdivision surfaces to accelerate convergence of our
                 optimization.",
  acknowledgement = ack-nhfb,
  articleno =    "120",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "parameterization; subdivision",
}

@Article{Vaxman:2010:MRA,
  author =       "Amir Vaxman and Mirela Ben-Chen and Craig Gotsman",
  title =        "A multi-resolution approach to heat kernels on
                 discrete surfaces",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "121:1--121:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778858",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Studying the behavior of the heat diffusion process on
                 a manifold is emerging as an important tool for
                 analyzing the geometry of the manifold. Unfortunately,
                 the high complexity of the computation of the heat
                 kernel -- the key to the diffusion process - limits
                 this type of analysis to 3D models of modest
                 resolution. We show how to use the unique properties of
                 the heat kernel of a discrete two dimensional manifold
                 to overcome these limitations. Combining a
                 multi-resolution approach with a novel approximation
                 method for the heat kernel at short times results in an
                 efficient and robust algorithm for computing the heat
                 kernels of detailed models. We show experimentally that
                 our method can achieve good approximations in a
                 fraction of the time required by traditional
                 algorithms. Finally, we demonstrate how these heat
                 kernels can be used to improve a diffusion-based
                 feature extraction algorithm.",
  acknowledgement = ack-nhfb,
  articleno =    "121",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "heat diffusion; heat kernel; matrix exponential;
                 multi-resolution",
}

@Article{Lee:2010:LBS,
  author =       "Seong Jae Lee and Zoran Popovi{\'c}",
  title =        "Learning behavior styles with inverse reinforcement
                 learning",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "122:1--122:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778859",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for inferring the behavior styles
                 of character controllers from a small set of examples.
                 We show that a rich set of behavior variations can be
                 captured by determining the appropriate reward function
                 in the reinforcement learning framework, and show that
                 the discovered reward function can be applied to
                 different environments and scenarios. We also introduce
                 a new algorithm to recover the unknown reward function
                 that improves over the original apprenticeship learning
                 algorithm. We show that the reward function
                 representing a behavior style can be applied to a
                 variety of different tasks, while still preserving the
                 key features of the style present in the given
                 examples. We describe an adaptive process where an
                 author can, with just a few additional examples, refine
                 the behavior so that it has better generalization
                 properties.",
  acknowledgement = ack-nhfb,
  articleno =    "122",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "apprenticeship learning; data driven animation; human
                 animation; inverse reinforcement learning; optimal
                 control",
}

@Article{Ondrej:2010:SVB,
  author =       "Jan Ond{\v{r}}ej and Julien Pettr{\'e} and
                 Anne-H{\'e}l{\`e}ne Olivier and St{\'e}phane Donikian",
  title =        "A synthetic-vision based steering approach for crowd
                 simulation",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "123:1--123:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778860",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In the everyday exercise of controlling their
                 locomotion, humans rely on their optic flow of the
                 perceived environment to achieve collision-free
                 navigation. In crowds, in spite of the complexity of
                 the environment made of numerous obstacles, humans
                 demonstrate remarkable capacities in avoiding
                 collisions. Cognitive science work on human locomotion
                 states that relatively succinct information is
                 extracted from the optic flow to achieve safe
                 locomotion. In this paper, we explore a novel
                 vision-based approach of collision avoidance between
                 walkers that fits the requirements of interactive crowd
                 simulation. By simulating humans based on cognitive
                 science results, we detect future collisions as well as
                 the level of danger from visual stimuli. The
                 motor-response is twofold: a reorientation strategy
                 prevents future collision, whereas a deceleration
                 strategy prevents imminent collisions. Several examples
                 of our simulation results show that the emergence of
                 self-organized patterns of walkers is reinforced using
                 our approach. The emergent phenomena are visually
                 appealing. More importantly, they improve the overall
                 efficiency of the walkers' traffic and avoid improbable
                 locking situations.",
  acknowledgement = ack-nhfb,
  articleno =    "123",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "collision avoidance; crowd simulation; steering
                 method; synthetic vision",
}

@Article{Levine:2010:GC,
  author =       "Sergey Levine and Philipp Kr{\"a}henb{\"u}hl and
                 Sebastian Thrun and Vladlen Koltun",
  title =        "Gesture controllers",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "124:1--124:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778861",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce {\em gesture controllers}, a method for
                 animating the body language of avatars engaged in live
                 spoken conversation. A gesture controller is an
                 optimal-policy controller that schedules gesture
                 animations in real time based on acoustic features in
                 the user's speech. The controller consists of an
                 inference layer, which infers a distribution over a set
                 of hidden states from the speech signal, and a control
                 layer, which selects the optimal motion based on the
                 inferred state distribution. The inference layer,
                 consisting of a specialized conditional random field,
                 learns the hidden structure in body language style and
                 associates it with acoustic features in speech. The
                 control layer uses reinforcement learning to construct
                 an optimal policy for selecting motion clips from a
                 distribution over the learned hidden states. The
                 modularity of the proposed method allows customization
                 of a character's gesture repertoire, animation of
                 non-human characters, and the use of additional inputs
                 such as speech recognition or direct user control.",
  acknowledgement = ack-nhfb,
  articleno =    "124",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "data-driven animation; gesture synthesis; human
                 animation; nonverbal behavior generation; optimal
                 control",
}

@Article{Sunkavalli:2010:MSI,
  author =       "Kalyan Sunkavalli and Micah K. Johnson and Wojciech
                 Matusik and Hanspeter Pfister",
  title =        "Multi-scale image harmonization",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "125:1--125:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778862",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Traditional image compositing techniques, such as
                 alpha matting and gradient domain compositing, are used
                 to create composites that have plausible boundaries.
                 But when applied to images taken from different sources
                 or shot under different conditions, these techniques
                 can produce unrealistic results. In this work, we
                 present a framework that explicitly matches the visual
                 appearance of images through a process we call {\em
                 image harmonization}, before blending them. At the
                 heart of this framework is a multi-scale technique that
                 allows us to transfer the appearance of one image to
                 another. We show that by carefully manipulating the
                 scales of a pyramid decomposition of an image, we can
                 match contrast, texture, noise, and blur, while
                 avoiding image artifacts. The output composite can then
                 be reconstructed from the modified pyramid coefficients
                 while enforcing both alpha-based and seamless boundary
                 constraints. We show how the proposed framework can be
                 used to produce realistic composites with minimal user
                 interaction in a number of different scenarios.",
  acknowledgement = ack-nhfb,
  articleno =    "125",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "alpha matting; gradient-domain compositing; image
                 compositing; image pyramids; Poisson blending; visual
                 appearance transfer",
}

@Article{Zhou:2010:PRH,
  author =       "Shizhe Zhou and Hongbo Fu and Ligang Liu and Daniel
                 Cohen-Or and Xiaoguang Han",
  title =        "Parametric reshaping of human bodies in images",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "126:1--126:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778863",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an easy-to-use image retouching technique
                 for realistic reshaping of human bodies in a single
                 image. A {\em model-based\/} approach is taken by
                 integrating a 3D whole-body morphable model into the
                 reshaping process to achieve globally consistent
                 editing effects. A novel {\em body-aware image
                 warping\/} approach is introduced to reliably transfer
                 the reshaping effects from the model to the image, even
                 under moderate fitting errors. Thanks to the parametric
                 nature of the model, our technique parameterizes the
                 degree of reshaping by a small set of semantic
                 attributes, such as weight and height. It allows easy
                 creation of desired reshaping effects by changing the
                 full-body attributes, while producing visually pleasing
                 results even for loosely-dressed humans in casual
                 photographs with a variety of poses and shapes.",
  acknowledgement = ack-nhfb,
  articleno =    "126",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "image manipulation; portrait retouching; warping",
}

@Article{Carroll:2010:IWA,
  author =       "Robert Carroll and Aseem Agarwala and Maneesh
                 Agrawala",
  title =        "Image warps for artistic perspective manipulation",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "127:1--127:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1778864",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Painters and illustrators commonly sketch vanishing
                 points and lines to guide the construction of
                 perspective images. We present a tool that gives users
                 the ability to manipulate perspective in photographs
                 using image space controls similar to those used by
                 artists. Our approach computes a 2D warp guided by
                 constraints based on projective geometry. A user
                 annotates an image by marking a number of image space
                 constraints including planar regions of the scene,
                 straight lines, and associated vanishing points. The
                 user can then use the lines, vanishing points, and
                 other point constraints as handles to control the warp.
                 Our system optimizes the warp such that straight lines
                 remain straight, planar regions transform according to
                 a homography, and the entire mapping is as
                 shape-preserving as possible. While the result of this
                 warp is not necessarily an accurate perspective
                 projection of the scene, it is often visually
                 plausible. We demonstrate how this approach can be used
                 to produce a variety of effects, such as changing the
                 perspective composition of a scene, exploring artistic
                 perspectives not realizable with a camera, and matching
                 perspectives of objects from different images so that
                 they appear consistent for compositing.",
  acknowledgement = ack-nhfb,
  articleno =    "127",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2010:SBC,
  author =       "Libin Liu and KangKang Yin and Michiel van de Panne
                 and Tianjia Shao and Weiwei Xu",
  title =        "Sampling-based contact-rich motion control",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "128:1--128:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1778865",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Human motions are the product of internal and external
                 forces, but these forces are very difficult to measure
                 in a general setting. Given a motion capture
                 trajectory, we propose a method to reconstruct its
                 open-loop control and the implicit contact forces. The
                 method employs a strategy based on randomized sampling
                 of the control within user-specified bounds, coupled
                 with forward dynamics simulation. Sampling-based
                 techniques are well suited to this task because of
                 their lack of dependence on derivatives, which are
                 difficult to estimate in contact-rich scenarios. They
                 are also easy to parallelize, which we exploit in our
                 implementation on a compute cluster. We demonstrate
                 reconstruction of a diverse set of captured motions,
                 including walking, running, and contact rich tasks such
                 as rolls and kip-up jumps. We further show how the
                 method can be applied to physically based motion
                 transformation and retargeting, physically plausible
                 motion variations, and reference-trajectory-free idling
                 motions. Alongside the successes, we point out a number
                 of limitations and directions for future work.",
  acknowledgement = ack-nhfb,
  articleno =    "128",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2010:DDB,
  author =       "Yoonsang Lee and Sungeun Kim and Jehee Lee",
  title =        "Data-driven biped control",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "129:1--129:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1781155",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a dynamic controller to physically simulate
                 under-actuated three-dimensional full-body biped
                 locomotion. Our data-driven controller takes motion
                 capture reference data to reproduce realistic human
                 locomotion through realtime physically based
                 simulation. The key idea is modulating the reference
                 trajectory continuously and seamlessly such that even a
                 simple dynamic tracking controller can follow the
                 reference trajectory while maintaining its balance. In
                 our framework, biped control can be facilitated by a
                 large array of existing data-driven animation
                 techniques because our controller can take a stream of
                 reference data generated on-the-fly at runtime. We
                 demonstrate the effectiveness of our approach through
                 examples that allow bipeds to turn, spin, and walk
                 while steering its direction interactively.",
  acknowledgement = ack-nhfb,
  articleno =    "129",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "bipedal locomotion; character animation; data-driven
                 control; motion capture; physically based animation",
}

@Article{Coros:2010:GBW,
  author =       "Stelian Coros and Philippe Beaudoin and Michiel van de
                 Panne",
  title =        "Generalized biped walking control",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "130:1--130:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1778765.1781156",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a control strategy for physically-simulated
                 walking motions that generalizes well across gait
                 parameters, motion styles, character proportions, and a
                 variety of skills. The control is realtime, requires no
                 character-specific or motion-specific tuning, is robust
                 to disturbances, and is simple to compute. The method
                 works by integrating tracking, using
                 proportional-derivative control; foot placement, using
                 an inverted pendulum model; and adjustments for gravity
                 and velocity errors, using Jacobian transpose control.
                 High-level gait parameters allow for
                 forwards-and-backwards walking, various walking speeds,
                 turns, walk-to-stop, idling, and stop-to-walk
                 behaviors. Character proportions and motion styles can
                 be authored interactively, with edits resulting in the
                 instant realization of a suitable controller. The
                 control is further shown to generalize across a variety
                 of walking-related skills, including picking up objects
                 placed at any height, lifting and walking with heavy
                 crates, pushing and pulling crates, stepping over
                 obstacles, ducking under obstacles, and climbing
                 steps.",
  acknowledgement = ack-nhfb,
  articleno =    "130",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{deLasa:2010:FBL,
  author =       "Martin de Lasa and Igor Mordatch and Aaron Hertzmann",
  title =        "Feature-based locomotion controllers",
  journal =      j-TOG,
  volume =       "29",
  number =       "4",
  pages =        "131:1--131:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1833349.1781157",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 12 15:11:25 MDT 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces an approach to control of
                 physics-based characters based on high-level features
                 of movement, such as center-of-mass, angular momentum,
                 and end-effectors. Objective terms are used to control
                 each feature, and are combined by a prioritization
                 algorithm. We show how locomotion can be expressed in
                 terms of a small number of features that control
                 balance and end-effectors. This approach is used to
                 build controllers for human balancing, standing jump,
                 and walking. These controllers provide numerous
                 benefits: human-like qualities such as arm-swing,
                 heel-off, and hip-shoulder counter-rotation emerge
                 automatically during walking; controllers are robust to
                 changes in body parameters; control parameters and
                 goals may be modified at run-time; control parameters
                 apply to intuitive properties such as center-of-mass
                 height; and controllers may be mapped onto entirely new
                 bipeds with different topology and mass distribution,
                 without modifications to the controller itself. No
                 motion capture or off-line optimization process is
                 used.",
  acknowledgement = ack-nhfb,
  articleno =    "131",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
  keywords =     "balancing; control; jumping; physics-based animation;
                 walking",
}

@Article{Halli:2010:ERM,
  author =       "Akram Halli and Abderrahim Saaidi and Khalid Satori
                 and Hamid Tairi",
  title =        "Extrusion and revolution mapping",
  journal =      j-TOG,
  volume =       "29",
  number =       "5",
  pages =        "132:1--132:14",
  month =        oct,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1857907.1857908",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 18 18:36:59 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "132",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

%%% [18-Nov-2010] Article number 133 is missing from printed issue
@Article{Criminisi:2010:GIV,
  author =       "Antonio Criminisi and Toby Sharp and Carsten Rother
                 and Patrick P{\'e}rez",
  title =        "Geodesic image and video editing",
  journal =      j-TOG,
  volume =       "29",
  number =       "5",
  pages =        "134:1--134:15",
  month =        oct,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1857907.1857910",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 18 18:36:59 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "134",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Avron:2010:SRS,
  author =       "Haim Avron and Andrei Sharf and Chen Greif and Daniel
                 Cohen-Or",
  title =        "$ \ell_1$-Sparse reconstruction of sharp point set
                 surfaces",
  journal =      j-TOG,
  volume =       "29",
  number =       "5",
  pages =        "135:1--135:12",
  month =        oct,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1857907.1857911",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 18 18:36:59 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "135",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Soderstrom:2010:PBN,
  author =       "Andreas S{\"o}derstr{\"o}m and Matts Karlsson and Ken
                 Museth",
  title =        "A {PML}-based nonreflective boundary for free surface
                 fluid animation",
  journal =      j-TOG,
  volume =       "29",
  number =       "5",
  pages =        "136:1--136:17",
  month =        oct,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1857907.1857912",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 18 18:36:59 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "136",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Derouet-Jourdan:2010:SID,
  author =       "Alexandre Derouet-Jourdan and Florence
                 Bertails-Descoubes and Jo{\"e}lle Thollot",
  title =        "Stable inverse dynamic curves",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "137:1--137:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866159",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "2d animation is a traditional but fascinating domain
                 that has recently regained popularity both in animated
                 movies and video games. This paper introduces a method
                 for automatically converting a smooth sketched curve
                 into a 2d dynamic curve at stable equilibrium under
                 gravity. The curve can then be physically animated to
                 produce secondary motions in 2d animations or simple
                 video games. Our approach proceeds in two steps. We
                 first present a new technique to fit a smooth piecewise
                 circular arcs curve to a sketched curve. Then we show
                 how to compute the physical parameters of a dynamic rod
                 model (super-circle) so that its stable rest shape
                 under gravity exactly matches the fitted circular arcs
                 curve.",
  acknowledgement = ack-nhfb,
  articleno =    "137",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2010:MFI,
  author =       "Yongjoon Lee and Kevin Wampler and Gilbert Bernstein
                 and Jovan Popovi{\'c} and Zoran Popovi{\'c}",
  title =        "Motion fields for interactive character locomotion",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "138:1--138:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866160",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel representation of motion data and
                 control that enables characters with both highly agile
                 responses to user input and natural handling of
                 arbitrary external disturbances. The representation
                 organizes motion data as samples in a high dimensional
                 generalization of a vector field we call a 'motion
                 field'. Our runtime motion synthesis mechanism freely
                 'flows' in the motion field and is capable of creating
                 novel and natural motions that are highly-responsive to
                 the real time user input, and generally not explicitly
                 specified in the data.",
  acknowledgement = ack-nhfb,
  articleno =    "138",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Stoll:2010:VBR,
  author =       "Carsten Stoll and Juergen Gall and Edilson de Aguiar
                 and Sebastian Thrun and Christian Theobalt",
  title =        "Video-based reconstruction of animatable human
                 characters",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "139:1--139:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866161",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new performance capture approach that
                 incorporates a physically-based cloth model to
                 reconstruct a rigged fully-animatable virtual double of
                 a real person in loose apparel from multi-view video
                 recordings. Our algorithm only requires a minimum of
                 manual interaction. Without the use of optical markers
                 in the scene, our algorithm first reconstructs skeleton
                 motion and detailed time-varying surface geometry of a
                 real person from a reference video sequence. These
                 captured reference performance data are then analyzed
                 to automatically identify non-rigidly deforming pieces
                 of apparel on the animated geometry. For each piece of
                 apparel, parameters of a physically-based real-time
                 cloth simulation model are estimated, and surface
                 geometry of occluded body regions is approximated.",
  acknowledgement = ack-nhfb,
  articleno =    "139",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ju:2010:MC,
  author =       "Eunjung Ju and Myung Geol Choi and Minji Park and
                 Jehee Lee and Kang Hoon Lee and Shigeo Takahashi",
  title =        "Morphable crowds",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "140:1--140:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866162",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Crowd simulation has been an important research field
                 due to its diverse range of applications that include
                 film production, military simulation, and urban
                 planning. A challenging problem is to provide simple
                 yet effective control over captured and simulated
                 crowds to synthesize intended group motions. We present
                 a new method that blends existing crowd data to
                 generate a new crowd animation. The new animation can
                 include an arbitrary number of agents, extends for an
                 arbitrary duration, and yields a natural-looking
                 mixture of the input crowd data. The main benefit of
                 this approach is to create new spatio-temporal crowd
                 behavior in an intuitive and predictable manner.",
  acknowledgement = ack-nhfb,
  articleno =    "140",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jimenez:2010:PAM,
  author =       "Jorge Jimenez and Timothy Scully and Nuno Barbosa and
                 Craig Donner and Xenxo Alvarez and Teresa Vieira and
                 Paul Matts and Ver{\'o}nica Orvalho and Diego Gutierrez
                 and Tim Weyrich",
  title =        "A practical appearance model for dynamic facial
                 color",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "141:1--141:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866167",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Facial appearance depends on both the physical and
                 physiological state of the skin. As people move, talk,
                 undergo stress, and change expression, skin appearance
                 is in constant flux. One of the key indicators of these
                 changes is the color of skin. Skin color is determined
                 by scattering and absorption of light within the skin
                 layers, caused mostly by concentrations of two
                 chromophores, melanin and hemoglobin. In this paper we
                 present a real-time dynamic appearance model of skin
                 built from in vivo measurements of melanin and
                 hemoglobin concentrations. We demonstrate an efficient
                 implementation of our method, and show that it adds
                 negligible overhead to existing animation and rendering
                 pipelines.",
  acknowledgement = ack-nhfb,
  articleno =    "141",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Reshetov:2010:CNI,
  author =       "Alexander Reshetov and Alexei Soupikov and William R.
                 Mark",
  title =        "Consistent normal interpolation",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "142:1--142:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866168",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Rendering a polygonal surface with Phong normal
                 interpolation allows shading to appear as it would for
                 a true curved surface while maintaining the efficiency
                 and simplicity of coarse polygonal geometry. However,
                 this approximation fails in certain situations,
                 especially for grazing viewing directions. Well-known
                 problems include physically impossible reflections and
                 implausible illumination. Some of these artifacts can
                 be mitigated through special-case processing, although
                 no universal or generally accepted approaches are
                 available. In particular, all known solutions that
                 guarantee that reflected rays will always point outward
                 from the surface also create discontinuities in the
                 reflection ray direction. We present a simple
                 modification of Phong normal interpolation that allows
                 physically plausible reflections and creates an
                 appearance of a smooth surface.",
  acknowledgement = ack-nhfb,
  articleno =    "142",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Davidovic:2010:CGL,
  author =       "Tom{\'a}{\v{s}} Davidovi{\v{c}} and Jaroslav
                 K{\v{r}}iv{\'a}nek and Milo{\v{s}} Ha{\v{s}}an and
                 Philipp Slusallek and Kavita Bala",
  title =        "Combining global and local virtual lights for detailed
                 glossy illumination",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "143:1--143:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866169",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Accurately rendering glossy materials in design
                 applications, where previewing and interactivity are
                 important, remains a major challenge. While many fast
                 global illumination solutions have been proposed, all
                 of them work under limiting assumptions on the
                 materials and lighting in the scene. In the presence of
                 many glossy (directionally scattering) materials, fast
                 solutions either fail or degenerate to inefficient,
                 brute-force simulations of the underlying light
                 transport. In particular, many-light algorithms are
                 able to provide fast approximations by clamping
                 elements of the light transport matrix, but they
                 eliminate the part of the transport that contributes to
                 accurate glossy appearance. In this paper we introduce
                 a solution that separately solves for the global
                 (low-rank, dense) and local (highrank, sparse)
                 illumination components.",
  acknowledgement = ack-nhfb,
  articleno =    "143",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hachisuka:2010:PEE,
  author =       "Toshiya Hachisuka and Wojciech Jarosz and Henrik Wann
                 Jensen",
  title =        "A progressive error estimation framework for photon
                 density estimation",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "144:1--144:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866170",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an error estimation framework for
                 progressive photon mapping. Although estimating
                 rendering error has been established for unbiased
                 rendering algorithms, error estimation for biased
                 rendering algorithms has not been investigated well in
                 comparison. We characterize the error by the sum of a
                 bias estimate and a stochastic noise bound, which is
                 motivated by stochastic error bounds formulation in
                 biased methods. As a part of our error computation, we
                 extend progressive photon mapping to operate with
                 smooth kernels. This enables the calculation of
                 illumination gradients with arbitrary accuracy, which
                 we use to progressively compute the local bias in the
                 radiance estimate.",
  acknowledgement = ack-nhfb,
  articleno =    "144",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Farbman:2010:DME,
  author =       "Zeev Farbman and Raanan Fattal and Dani Lischinski",
  title =        "Diffusion maps for edge-aware image editing",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "145:1--145:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866171",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Edge-aware operations, such as edge-preserving
                 smoothing and edge-aware interpolation, require
                 assessing the degree of similarity between pairs of
                 pixels, typically defined as a simple monotonic
                 function of the Euclidean distance between pixel values
                 in some feature space. In this work we introduce the
                 idea of replacing these Euclidean distances with
                 diffusion distances, which better account for the
                 global distribution of pixels in their feature space.
                 These distances are approximated using diffusion maps:
                 a set of the dominant eigenvectors of a large affinity
                 matrix, which may be computed efficiently by sampling a
                 small number of matrix columns (the Nystr{\``o}m
                 method). We demonstrate the benefits of using diffusion
                 distances in a variety of image editing contexts, and
                 explore the use of diffusion maps as a tool for
                 facilitating the creation of complex selection masks.",
  acknowledgement = ack-nhfb,
  articleno =    "145",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2010:DDI,
  author =       "Baoyuan Wang and Yizhou Yu and Tien-Tsin Wong and Chun
                 Chen and Ying-Qing Xu",
  title =        "Data-driven image color theme enhancement",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "146:1--146:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866172",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "It is often important for designers and photographers
                 to convey or enhance desired color themes in their
                 work. A color theme is typically defined as a template
                 of colors and an associated verbal description. This
                 paper presents a data-driven method for enhancing a
                 desired color theme in an image. We formulate our goal
                 as a unified optimization that simultaneously considers
                 a desired color theme, texture-color relationships as
                 well as automatic or user-specified color constraints.
                 Quantifying the difference between an image and a color
                 theme is made possible by color mood spaces and a
                 generalization of an additivity relationship for
                 two-color combinations.",
  acknowledgement = ack-nhfb,
  articleno =    "146",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lo:2010:SCP,
  author =       "Wan-Yen Lo and Jeroen van Baar and Claude Knaus and
                 Matthias Zwicker and Markus Gross",
  title =        "Stereoscopic {$3$D} copy {\&} paste",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "147:1--147:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866173",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "With the increase in popularity of stereoscopic 3D
                 imagery for film, TV, and interactive entertainment, an
                 urgent need for editing tools to support stereo content
                 creation has become apparent. In this paper we present
                 an end-to-end system for object copy \& paste in a
                 stereoscopic setting to address this need. There is no
                 straightforward extension of 2D copy \& paste to
                 support the addition of the third dimension as we show
                 in this paper. For stereoscopic copy \& paste we need
                 to handle depth, and our core objective is to obtain a
                 convincing 3D viewing experience. As one of the main
                 contributions of our system, we introduce a stereo
                 billboard method for stereoscopic rendering of the
                 copied selection.",
  acknowledgement = ack-nhfb,
  articleno =    "147",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jain:2010:MTR,
  author =       "Arjun Jain and Thorsten Thorm{\"a}hlen and Hans-Peter
                 Seidel and Christian Theobalt",
  title =        "{MovieReshape}: tracking and reshaping of humans in
                 videos",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "148:1--148:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866174",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a system for quick and easy manipulation of
                 the body shape and proportions of a human actor in
                 arbitrary video footage. The approach is based on a
                 morphable model of 3D human shape and pose that was
                 learned from laser scans of real people. The algorithm
                 commences by spatio-temporally fitting the pose and
                 shape of this model to the actor in either single-view
                 or multi-view video footage. Once the model has been
                 fitted, semantically meaningful attributes of body
                 shape, such as height, weight or waist girth, can be
                 interactively modified by the user. The changed
                 proportions of the virtual human model are then applied
                 to the actor in all video frames by performing an
                 image-based warping.",
  acknowledgement = ack-nhfb,
  articleno =    "148",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kazhdan:2010:MAP,
  author =       "Michael Kazhdan and Hugues Hoppe",
  title =        "Metric-aware processing of spherical imagery",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "149:1--149:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866175",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Processing spherical images is challenging. Because no
                 spherical parameterization is globally uniform, an
                 accurate solver must account for the spatially varying
                 metric. We present the first efficient metric-aware
                 solver for Laplacian processing of spherical data. Our
                 approach builds on the commonly used equirectangular
                 parameterization, which provides differentiability,
                 axial symmetry, and grid sampling. Crucially, axial
                 symmetry lets us discretize the Laplacian operator just
                 once per grid row. One difficulty is that anisotropy
                 near the poles leads to a poorly conditioned system.
                 Our solution is to construct an adapted hierarchy of
                 finite elements, adjusted at the poles to maintain
                 derivative continuity, and selectively coarsened to
                 bound element anisotropy.",
  acknowledgement = ack-nhfb,
  articleno =    "149",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shalom:2010:CCS,
  author =       "Shy Shalom and Ariel Shamir and Hao Zhang and Daniel
                 Cohen-Or",
  title =        "Cone carving for surface reconstruction",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "150:1--150:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866176",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present cone carving, a novel space carving
                 technique supporting topologically correct surface
                 reconstruction from an incomplete scanned point cloud.
                 The technique utilizes the point samples not only for
                 local surface position estimation but also to obtain
                 global visibility information under the assumption that
                 each acquired point is visible from a point lying
                 outside the shape. This enables associating each point
                 with a generalized cone, called the visibility cone,
                 that carves a portion of the outside ambient space of
                 the shape from the inside out. These cones collectively
                 provide a means to better approximate the signed
                 distances to the shape specifically near regions
                 containing large holes in the scan, allowing one to
                 infer the correct surface topology.",
  acknowledgement = ack-nhfb,
  articleno =    "150",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Livny:2010:ART,
  author =       "Yotam Livny and Feilong Yan and Matt Olson and Baoquan
                 Chen and Hao Zhang and Jihad El-Sana",
  title =        "Automatic reconstruction of tree skeletal structures
                 from point clouds",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "151:1--151:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866177",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Trees, bushes, and other plants are ubiquitous in
                 urban environments, and realistic models of trees can
                 add a great deal of realism to a digital urban scene.
                 There has been much research on modeling tree
                 structures, but limited work on reconstructing the
                 geometry of real-world trees -- even then, most works
                 have focused on reconstruction from photographs aided
                 by significant user interaction. In this paper, we
                 perform active laser scanning of real-world vegetation
                 and present an automatic approach that robustly
                 reconstructs skeletal structures of trees, from which
                 full geometry can be generated. The core of our method
                 is a series of global optimizations that fit skeletal
                 structures to the often sparse, incomplete, and noisy
                 point data.",
  acknowledgement = ack-nhfb,
  articleno =    "151",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2010:ARM,
  author =       "Guo Li and Ligang Liu and Hanlin Zheng and Niloy J.
                 Mitra",
  title =        "Analysis, reconstruction and manipulation using
                 arterial snakes",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "152:1--152:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866178",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Man-made objects often consist of detailed and
                 interleaving structures, which are created using cane,
                 coils, metal wires, rods, etc. The delicate structures,
                 although manufactured using simple procedures, are
                 challenging to scan and reconstruct. We observe that
                 such structures are inherently 1D, and hence are
                 naturally represented using an arrangement of
                 generating curves. We refer to the resultant surfaces
                 as arterial surfaces. In this paper we approach for
                 analyzing, reconstructing, and manipulating such
                 arterial surfaces. The core of the algorithm is a novel
                 deformable model, called arterial snake, that
                 simultaneously captures the topology and geometry of
                 the arterial objects. The recovered snakes produce a
                 natural decomposition of the raw scans, with the
                 decomposed parts often capturing meaningful object
                 sections.",
  acknowledgement = ack-nhfb,
  articleno =    "152",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2010:EOI,
  author =       "Yuanyuan Li and Eugene Zhang and Yoshihiro Kobayashi
                 and Peter Wonka",
  title =        "Editing operations for irregular vertices in triangle
                 meshes",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "153:1--153:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866179",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe an interactive editing framework that
                 provides control over the type, location, and number of
                 irregular vertices in a triangle mesh. We first provide
                 a theoretical analysis to identify the simplest
                 possible operations for editing irregular vertices and
                 then introduce a hierarchy of editing operations to
                 control the type, location, and number of irregular
                 vertices. We demonstrate the power of our editing
                 framework with an example application in pattern design
                 on surfaces.",
  acknowledgement = ack-nhfb,
  articleno =    "153",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2010:RTC,
  author =       "Fuchang Liu and Takahiro Harada and Youngeun Lee and
                 Young J. Kim",
  title =        "Real-time collision culling of a million bodies on
                 graphics processing units",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "154:1--154:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866180",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We cull collisions between very large numbers of
                 moving bodies using graphics processing units (GPUs).
                 To perform massively parallel sweep-and-prune (SaP), we
                 mitigate the great density of intervals along the axis
                 of sweep by using principal component analysis to
                 choose the best sweep direction, together with spatial
                 subdivisions to further reduce the number of false
                 positive overlaps. Our algorithm implemented entirely
                 on GPUs using the CUDA framework can handle a million
                 moving objects at interactive rates. As application of
                 our algorithm, we demonstrate the real-time simulation
                 of very large numbers of particles and rigid-body
                 dynamics.",
  acknowledgement = ack-nhfb,
  articleno =    "154",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hsu:2010:PO,
  author =       "Shu-Wei Hsu and John Keyser",
  title =        "Piles of objects",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "155:1--155:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866181",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for directly modeling piles of
                 objects in multi-body simulations. Piles of objects
                 represent some of the more interesting, but also most
                 time-consuming portion of simulation. We propose a
                 method for reducing computation in many of these
                 situations by explicitly modeling the piles that the
                 objects may form into. By modeling pile behavior rather
                 than the behavior of all individual objects, we can
                 achieve realistic results in less time, and without
                 directly modeling the frictional component that leads
                 to desired pile shapes. Our method is simple to
                 implement and can be easily integrated with existing
                 rigid body simulations.",
  acknowledgement = ack-nhfb,
  articleno =    "155",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2010:MRI,
  author =       "Huamin Wang and James O'Brien and Ravi Ramamoorthi",
  title =        "Multi-resolution isotropic strain limiting",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "156:1--156:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866182",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper we describe a fast strain-limiting
                 method that allows stiff, incompliant materials to be
                 simulated efficiently. Unlike prior approaches, which
                 act on springs or individual strain components, this
                 method acts on the strain tensors in a
                 coordinate-invariant fashion allowing isotropic
                 behavior. Our method applies to both two-and
                 three-dimensional strains, and only requires computing
                 the singular value decomposition of the deformation
                 gradient, either a small 2x2 or 3x3 matrix, for each
                 element. We demonstrate its use with triangular and
                 tetrahedral linear-basis elements. For triangulated
                 surfaces in three-dimensional space, we also describe a
                 complementary edge-angle-limiting method to limit
                 out-of-plane bending. All of the limits are enforced
                 through an iterative, non-linear, Gauss-Seidel-like
                 constraint procedure.",
  acknowledgement = ack-nhfb,
  articleno =    "156",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rohmer:2010:AWA,
  author =       "Damien Rohmer and Tiberiu Popa and Marie-Paule Cani
                 and Stefanie Hahmann and Alla Sheffer",
  title =        "Animation wrinkling: augmenting coarse cloth
                 simulations with realistic-looking wrinkles",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "157:1--157:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866183",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Moving garments and other cloth objects exhibit
                 dynamic, complex wrinkles. Generating such wrinkles in
                 a virtual environment currently requires either a
                 time-consuming manual design process, or a
                 computationally expensive simulation, often combined
                 with accurate parameter-tuning requiring specialized
                 animator skills. Our work presents an alternative
                 approach for wrinkle generation which combines coarse
                 cloth animation with a post-processing step for
                 efficient generation of realistic-looking fine dynamic
                 wrinkles. Our method uses the stretch tensor of the
                 coarse animation output as a guide for wrinkle
                 placement. To ensure temporal coherence, the placement
                 mechanism uses a space-time approach allowing not only
                 for smooth wrinkle appearance and disappearance, but
                 also for wrinkle motion, splitting, and merging over
                 time.",
  acknowledgement = ack-nhfb,
  articleno =    "157",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kopf:2010:AGD,
  author =       "Johannes Kopf and Maneesh Agrawala and David Bargeron
                 and David Salesin and Michael Cohen",
  title =        "Automatic generation of destination maps",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "158:1--158:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866184",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Destination maps are navigational aids designed to
                 show anyone within a region how to reach a location
                 (the destination). Hand-designed destination maps
                 include only the most important roads in the region and
                 are non-uniformly scaled to ensure that all of the
                 important roads from the highways to the residential
                 streets are visible. We present the first automated
                 system for creating such destination maps based on the
                 design principles used by mapmakers. Our system
                 includes novel algorithms for selecting the important
                 roads based on mental representations of road networks,
                 and for laying out the roads based on a non-linear
                 optimization procedure. The final layouts are labeled
                 and rendered in a variety of styles ranging from
                 informal to more formal map styles.",
  acknowledgement = ack-nhfb,
  articleno =    "158",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2010:RSS,
  author =       "Huisi Wu and Yu-Shuen Wang and Kun-Chuan Feng and
                 Tien-Tsin Wong and Tong-Yee Lee and Pheng-Ann Heng",
  title =        "Resizing by symmetry-summarization",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "159:1--159:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866185",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Image resizing can be achieved more effectively if we
                 have a better understanding of the image semantics. In
                 this paper, we analyze the translational symmetry,
                 which exists in many real-world images. By detecting
                 the symmetric lattice in an image, we can summarize,
                 instead of only distorting or cropping, the image
                 content. This opens a new space for image resizing that
                 allows us to manipulate, not only image pixels, but
                 also the semantic cells in the lattice. As a general
                 image contains both symmetry \& non-symmetry regions
                 and their natures are different, we propose to resize
                 symmetry regions by summarization and non-symmetry
                 region by warping.",
  acknowledgement = ack-nhfb,
  articleno =    "159",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rubinstein:2010:CSI,
  author =       "Michael Rubinstein and Diego Gutierrez and Olga
                 Sorkine and Ariel Shamir",
  title =        "A comparative study of image retargeting",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "160:1--160:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866186",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The numerous works on media retargeting call for a
                 methodological approach for evaluating retargeting
                 results. We present the first comprehensive perceptual
                 study and analysis of image retargeting. First, we
                 create a benchmark of images and conduct a large scale
                 user study to compare a representative number of
                 state-of-the-art retargeting methods. Second, we
                 present analysis of the users' responses, where we find
                 that humans in general agree on the evaluation of the
                 results and show that some retargeting methods are
                 consistently more favorable than others. Third, we
                 examine whether computational image distance metrics
                 can predict human retargeting perception. We show that
                 current measures used in this context are not
                 necessarily consistent with human rankings, and
                 demonstrate that better results can be achieved using
                 image features that were not previously considered for
                 this task.",
  acknowledgement = ack-nhfb,
  articleno =    "160",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aydin:2010:VQA,
  author =       "Tun{\c{c}} Ozan Aydin and Martin {\v{C}}ad{\'\i}k and
                 Karol Myszkowski and Hans-Peter Seidel",
  title =        "Video quality assessment for computer graphics
                 applications",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "161:1--161:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866187",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Numerous current Computer Graphics methods produce
                 video sequences as their outcome. The merit of these
                 methods is often judged by assessing the quality of a
                 set of results through lengthy user studies. We present
                 a full-reference video quality metric geared
                 specifically towards the requirements of Computer
                 Graphics applications as a faster computational
                 alternative to subjective evaluation. Our metric can
                 compare a video pair with arbitrary dynamic ranges, and
                 comprises a human visual system model for a wide range
                 of luminance levels, that predicts distortion
                 visibility through models of luminance adaptation,
                 spatiotemporal contrast sensitivity and visual
                 masking.",
  acknowledgement = ack-nhfb,
  articleno =    "161",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ghosh:2010:CPS,
  author =       "Abhijeet Ghosh and Tongbo Chen and Pieter Peers and
                 Cyrus A. Wilson and Paul Debevec",
  title =        "Circularly polarized spherical illumination
                 reflectometry",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "162:1--162:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866163",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel method for surface reflectometry
                 from a few observations of a scene under a single
                 uniform spherical field of circularly polarized
                 illumination. The method is based on a novel analysis
                 of the Stokes reflectance field of circularly polarized
                 spherical illumination and yields per-pixel estimates
                 of diffuse albedo, specular albedo, index of
                 refraction, and specular roughness of isotropic BRDFs.
                 To infer these reflectance parameters, we measure the
                 Stokes parameters of the reflected light at each pixel
                 by taking four photographs of the scene, consisting of
                 three photographs with differently oriented linear
                 polarizers in front of the camera, and one additional
                 photograph with a circular polarizer.",
  acknowledgement = ack-nhfb,
  articleno =    "162",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lanman:2010:CAP,
  author =       "Douglas Lanman and Matthew Hirsch and Yunhee Kim and
                 Ramesh Raskar",
  title =        "Content-adaptive parallax barriers: optimizing
                 dual-layer {$3$D} displays using low-rank light field
                 factorization",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "163:1--163:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866164",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We optimize automultiscopic displays built by stacking
                 a pair of modified LCD panels. To date, such
                 dual-stacked LCDs have used heuristic parallax barriers
                 for view-dependent imagery: the front LCD shows a fixed
                 array of slits or pinholes, independent of the
                 multi-view content. While prior works adapt the spacing
                 between slits or pinholes, depending on viewer
                 position, we show both layers can also be adapted to
                 the multi-view content, increasing brightness and
                 refresh rate. Unlike conventional barriers, both masks
                 are allowed to exhibit non-binary opacities. It is
                 shown that any 4D light field emitted by a dual-stacked
                 LCD is the tensor product of two 2D masks.",
  acknowledgement = ack-nhfb,
  articleno =    "163",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{OToole:2010:OCF,
  author =       "Matthew O'Toole and Kiriakos N. Kutulakos",
  title =        "Optical computing for fast light transport analysis",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "164:1--164:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866165",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a general framework for analyzing the
                 transport matrix of a real-world scene at full
                 resolution, without capturing many photos. The key idea
                 is to use projectors and cameras to directly acquire
                 eigenvectors and the Krylov subspace of the unknown
                 transport matrix. To do this, we implement Krylov
                 subspace methods partially in optics, by treating the
                 scene as a ``black box subroutine'' that enables
                 optical computation of arbitrary matrix-vector
                 products. We describe two methods---optical Arnoldi to
                 acquire a low-rank approximation of the transport
                 matrix for relighting; and optical GMRES to invert
                 light transport.",
  acknowledgement = ack-nhfb,
  articleno =    "164",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hoskinson:2010:LRH,
  author =       "Reynald Hoskinson and Boris Stoeber and Wolfgang
                 Heidrich and Sidney Fels",
  title =        "Light reallocation for high contrast projection using
                 an analog micromirror array",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "165:1--165:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866166",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We demonstrate for the first time a proof of concept
                 projector with a secondary array of individually
                 controllable, analog micromirrors added to improve the
                 contrast and peak brightness of conventional
                 projectors. The micromirrors reallocate the light of
                 the projector lamp from the dark parts towards the
                 light parts of the image, before it reaches the primary
                 image modulator. Each element of the analog micromirror
                 array can be tipped/tilted to divert portions of the
                 light from the lamp in two dimensions. By directing
                 these mirrors on an image-dependent basis, we can
                 increase both the peak intensity of the projected image
                 as well as its contrast.",
  acknowledgement = ack-nhfb,
  articleno =    "165",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bowers:2010:PPD,
  author =       "John Bowers and Rui Wang and Li-Yi Wei and David
                 Maletz",
  title =        "Parallel {Poisson} disk sampling with spectrum
                 analysis on surfaces",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "166:1--166:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866188",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The ability to place surface samples with Poisson disk
                 distribution can benefit a variety of graphics
                 applications. Such a distribution satisfies the blue
                 noise property, i.e. lack of low frequency noise and
                 structural bias in the Fourier power spectrum. While
                 many techniques are available for sampling the plane,
                 challenges remain for sampling arbitrary surfaces. In
                 this paper, we present new methods for Poisson disk
                 sampling with spectrum analysis on arbitrary manifold
                 surfaces. Our first contribution is a parallel dart
                 throwing algorithm that generates high-quality surface
                 samples at interactive rates. It is flexible and can be
                 extended to adaptive sampling given a user-specified
                 radius field.",
  acknowledgement = ack-nhfb,
  articleno =    "166",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2010:ABN,
  author =       "Hongwei Li and Li-Yi Wei and Pedro V. Sander and
                 Chi-Wing Fu",
  title =        "Anisotropic blue noise sampling",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "167:1--167:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866189",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Blue noise sampling is widely employed for a variety
                 of imaging, geometry, and rendering applications.
                 However, existing research so far has focused mainly on
                 isotropic sampling, and challenges remain for the
                 anisotropic scenario both in sample generation and
                 quality verification. We present anisotropic blue noise
                 sampling to address these issues. On the generation
                 side, we extend dart throwing and relaxation, the two
                 classical methods for isotropic blue noise sampling,
                 for the anisotropic setting, while ensuring both
                 high-quality results and efficient computation. On the
                 verification side, although Fourier spectrum analysis
                 has been one of the most powerful and widely adopted
                 tools, so far it has been applied only to uniform
                 isotropic samples.",
  acknowledgement = ack-nhfb,
  articleno =    "167",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Oztireli:2010:SSM,
  author =       "A. Cengiz {\"O}ztireli and Marc Alexa and Markus
                 Gross",
  title =        "Spectral sampling of manifolds",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "168:1--168:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866190",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A central problem in computer graphics is finding
                 optimal sampling conditions for a given surface
                 representation. We propose a new method to solve this
                 problem based on spectral analysis of manifolds which
                 results in faithful reconstructions and high quality
                 isotropic samplings, is efficient, out-of-core, feature
                 sensitive, intuitive to control and simple to
                 implement. We approach the problem in a novel way by
                 utilizing results from spectral analysis, kernel
                 methods, and matrix perturbation theory. Change in a
                 manifold due to a single point is quantified by a local
                 measure that limits the change in the Laplace-Beltrami
                 spectrum of the manifold. Hence, we do not need to
                 explicitly compute the spectrum or any global quantity,
                 which makes our algorithms very efficient.",
  acknowledgement = ack-nhfb,
  articleno =    "168",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Baek:2010:ASV,
  author =       "Jongmin Baek and David E. Jacobs",
  title =        "Accelerating spatially varying {Gaussian} filters",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "169:1--169:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866191",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "High-dimensional Gaussian filters, most notably the
                 bilateral filter, are important tools for many computer
                 graphics and vision tasks. In recent years, a number of
                 techniques for accelerating their evaluation have been
                 developed by exploiting the separability of these
                 Gaussians. However, these techniques do not apply to
                 the more general class of spatially varying Gaussian
                 filters, as they cannot be expressed as convolutions.
                 These filters are useful because the underlying
                 data---e.g. images, range data, meshes or light
                 fields---often exhibit strong local anisotropy and
                 scale. We propose an acceleration method for
                 approximating spatially varying Gaussian filters using
                 a set of spatially invariant Gaussian filters each of
                 which is applied to a segment of some non-disjoint
                 partitioning of the dataset.",
  acknowledgement = ack-nhfb,
  articleno =    "169",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Regg:2010:CHH,
  author =       "Christian Regg and Szymon Rusinkiewicz and Wojciech
                 Matusik and Markus Gross",
  title =        "Computational highlight holography",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "170:1--170:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866192",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Computational highlight holography converts
                 three-dimensional computer models into mechanical
                 ``holograms'' fabricated on (specular) reflective or
                 refractive materials. The surface consists of small
                 grooves with patches of paraboloids or hyperboloids,
                 each of which produces a highlight when illuminated by
                 a directional light. Each highlight appears in
                 different places for different view directions, with
                 the correct binocular and motion parallax corresponding
                 to a virtual 3D point position. Our computational
                 pipeline begins with a 3D model and desired view
                 position, samples the model to generate points that
                 depict its features accurately, and computes a maximal
                 set of non-overlapping patches to be embedded in the
                 surface.",
  acknowledgement = ack-nhfb,
  articleno =    "170",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Han:2010:OCM,
  author =       "Charles Han and Hugues Hoppe",
  title =        "Optimizing continuity in multiscale imagery",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "171:1--171:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866193",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Multiscale imagery often combines several sources with
                 differing appearance. For instance, Internet-based maps
                 contain satellite and aerial photography. Zooming
                 within these maps may reveal jarring transitions. We
                 present a scheme that creates a visually smooth mipmap
                 pyramid from stitched imagery at several scales. The
                 scheme involves two new techniques. The first,
                 structure transfer, is a nonlinear operator that
                 combines the detail of one image with the local
                 appearance of another. We use this operator to inject
                 detail from the fine image into the coarse one while
                 retaining color consistency. The improved structural
                 similarity greatly reduces inter-level ghosting
                 artifacts. The second, clipped Laplacian blending, is
                 an efficient construction to minimize blur when
                 creating intermediate levels.",
  acknowledgement = ack-nhfb,
  articleno =    "171",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Taguchi:2010:ACM,
  author =       "Yuichi Taguchi and Amit Agrawal and Ashok
                 Veeraraghavan and Srikumar Ramalingam and Ramesh
                 Raskar",
  title =        "Axial-cones: modeling spherical catadioptric cameras
                 for wide-angle light field rendering",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "172:1--172:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866194",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Catadioptric imaging systems are commonly used for
                 wide-angle imaging, but lead to multi-perspective
                 images which do not allow algorithms designed for
                 perspective cameras to be used. Efficient use of such
                 systems requires accurate geometric ray modeling as
                 well as fast algorithms. We present accurate geometric
                 modeling of the multi-perspective photo captured with a
                 spherical catadioptric imaging system using axial-cone
                 cameras: multiple perspective cameras lying on an axis
                 each with a different viewpoint and a different cone of
                 rays. This modeling avoids geometric approximations and
                 allows several algorithms developed for perspective
                 cameras to be applied to multi-perspective catadioptric
                 cameras. We demonstrate axial-cone modeling in the
                 context of rendering wide-angle light fields, captured
                 using a spherical mirror array.",
  acknowledgement = ack-nhfb,
  articleno =    "172",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Narain:2010:FFG,
  author =       "Rahul Narain and Abhinav Golas and Ming C. Lin",
  title =        "Free-flowing granular materials with two-way solid
                 coupling",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "173:1--173:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866195",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel continuum-based model that enables
                 efficient simulation of granular materials. Our
                 approach fully solves the internal pressure and
                 frictional stresses in a granular material, thereby
                 allows visually noticeable behaviors of granular
                 materials to be reproduced, including freely dispersing
                 splashes without cohesion, and a global coupling
                 between friction and pressure. The full treatment of
                 internal forces in the material also enables two-way
                 interaction with solid bodies. Our method achieves
                 these results at only a very small fraction of
                 computational costs of the comparable particle-based
                 models for granular flows.",
  acknowledgement = ack-nhfb,
  articleno =    "173",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pfaff:2010:SFS,
  author =       "Tobias Pfaff and Nils Thuerey and Jonathan Cohen and
                 Sarah Tariq and Markus Gross",
  title =        "Scalable fluid simulation using anisotropic turbulence
                 particles",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "174:1--174:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866196",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "It is usually difficult to resolve the fine details of
                 turbulent flows, especially when targeting real-time
                 applications. We present a novel, scalable turbulence
                 method that uses a realistic energy model and an
                 efficient particle representation that allows for the
                 accurate and robust simulation of small-scale detail.
                 We compute transport of turbulent energy using a
                 complete two-equation $ k - \epsilon $ model with
                 accurate production terms that allows us to capture
                 anisotropic turbulence effects, which integrate
                 smoothly into the base flow. We only require a very low
                 grid resolution to resolve the underlying base flow. As
                 we offload complexity from the fluid solver to the
                 particle system, we can control the detail of the
                 simulation easily by adjusting the number of particles,
                 without changing the large scale behavior.",
  acknowledgement = ack-nhfb,
  articleno =    "174",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2010:MPF,
  author =       "Byungmoon Kim",
  title =        "Multi-phase fluid simulations using regional level
                 sets",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "175:1--175:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866197",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We address the problem of Multi-Phase (or Many-Phase)
                 Fluid simulations. We propose to use the regional level
                 set (RLS) that can handle a large number of regions and
                 materials, and hence, is appropriate for simulations of
                 many immiscible materials. Towards this goal, we
                 improve the interpolation of the RLS, and develop the
                 regional level set graph (RLSG), which registers
                 connected components and their contacts, and tracks
                 their properties such as region volumes, film life
                 times, and film material types, as regions evolve,
                 merge, split, or are squeezed into films.",
  acknowledgement = ack-nhfb,
  articleno =    "175",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Heo:2010:DPF,
  author =       "Nambin Heo and Hyeong-Seok Ko",
  title =        "Detail-preserving fully-{Eulerian} interface tracking
                 framework",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "176:1--176:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866198",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces a fully-Eulerian interface
                 tracking framework that preserves the fine details of
                 liquids. Unlike existing Eulerian methods, the proposed
                 framework shows good mass conservation even though it
                 does not employ conventional Lagrangian elements. In
                 addition, it handles complex merging and splitting of
                 interfaces robustly due to the implicit representation.
                 To model the interface more accurately, a high order
                 polynomial reconstruction of the signed distance
                 function is utilized based on a number of sub-grid
                 quadrature points. By combining this accurate
                 polynomial representation with a high-order
                 re-initialization method, the proposed framework
                 preserves the detailed structures of the interface.",
  acknowledgement = ack-nhfb,
  articleno =    "176",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yue:2010:UAS,
  author =       "Yonghao Yue and Kei Iwasaki and Bing-Yu Chen and
                 Yoshinori Dobashi and Tomoyuki Nishita",
  title =        "Unbiased, adaptive stochastic sampling for rendering
                 inhomogeneous participating media",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "177:1--177:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866199",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Realistic rendering of participating media is one of
                 the major subjects in computer graphics. Monte Carlo
                 techniques are widely used for realistic rendering
                 because they provide unbiased solutions, which converge
                 to exact solutions. Methods based on Monte Carlo
                 techniques generate a number of light paths, each of
                 which consists of a set of randomly selected scattering
                 events. Finding a new scattering event requires free
                 path sampling to determine the distance from the
                 previous scattering event, and is usually a
                 time-consuming process for inhomogeneous participating
                 media. To address this problem, we propose an adaptive
                 and unbiased sampling technique using kd-tree based
                 space partitioning.",
  acknowledgement = ack-nhfb,
  articleno =    "177",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Baran:2010:HVS,
  author =       "Ilya Baran and Jiawen Chen and Jonathan Ragan-Kelley
                 and Fr{\'e}do Durand and Jaakko Lehtinen",
  title =        "A hierarchical volumetric shadow algorithm for single
                 scattering",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "178:1--178:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866200",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Volumetric effects such as beams of light through
                 participating media are an important component in the
                 appearance of the natural world. Many such effects can
                 be faithfully modeled by a single scattering medium. In
                 the presence of shadows, rendering these effects can be
                 prohibitively expensive: current algorithms are based
                 on ray marching, i.e., integrating the illumination
                 scattered towards the camera along each view ray,
                 modulated by visibility to the light source at each
                 sample. Visibility must be determined for each sample
                 using shadow rays or shadow-map lookups. We observe
                 that in a suitably chosen coordinate system, the
                 visibility function has a regular structure that we can
                 exploit for significant acceleration compared to brute
                 force sampling.",
  acknowledgement = ack-nhfb,
  articleno =    "178",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schwarz:2010:FPS,
  author =       "Michael Schwarz and Hans-Peter Seidel",
  title =        "Fast parallel surface and solid voxelization on
                 {GPUs}",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "179:1--179:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866201",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents data-parallel algorithms for
                 surface and solid voxelization on graphics hardware.
                 First, a novel conservative surface voxelization
                 technique, setting all voxels overlapped by a mesh's
                 triangles, is introduced, which is up to one order of
                 magnitude faster than previous solutions leveraging the
                 standard rasterization pipeline. We then show how the
                 involved new triangle/box overlap test can be adapted
                 to yield a 6-separating surface voxelization, which is
                 thinner but still connected and gap-free. Complementing
                 these algorithms, both a triangle-parallel and a
                 tile-based technique for solid voxelization are
                 subsequently presented. Finally, addressing the high
                 memory consumption of high-resolution voxel grids, we
                 introduce a novel octree-based sparse solid
                 voxelization approach, where only close to the solid's
                 boundary finest-level voxels are stored, whereas
                 uniform interior and exterior regions are represented
                 by coarser-level voxels.",
  acknowledgement = ack-nhfb,
  articleno =    "179",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Takayama:2010:VMD,
  author =       "Kenshi Takayama and Olga Sorkine and Andrew Nealen and
                 Takeo Igarashi",
  title =        "Volumetric modeling with diffusion surfaces",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "180:1--180:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866202",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The modeling of volumetric objects is still a
                 difficult problem. Solid texture synthesis methods
                 enable the design of volumes with homogeneous textures,
                 but global features such as smoothly varying colors
                 seen in vegetables and fruits are difficult to model.
                 In this paper, we propose a representation called
                 diffusion surfaces (DSs) to enable modeling such
                 objects. DSs consist of 3D surfaces with colors defined
                 on both sides, such that the interior colors in the
                 volume are obtained by diffusing colors from nearby
                 surfaces. A straightforward way to compute color
                 diffusion is to solve a volumetric Poisson equation
                 with the colors of the DSs as boundary conditions, but
                 it requires expensive volumetric meshing which is not
                 appropriate for interactive modeling.",
  acknowledgement = ack-nhfb,
  articleno =    "180",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Merrell:2010:CGR,
  author =       "Paul Merrell and Eric Schkufza and Vladlen Koltun",
  title =        "Computer-generated residential building layouts",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "181:1--181:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866203",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for automated generation of
                 building layouts for computer graphics applications.
                 Our approach is motivated by the layout design process
                 developed in architecture. Given a set of high-level
                 requirements, an architectural program is synthesized
                 using a Bayesian network trained on real-world data.
                 The architectural program is realized in a set of floor
                 plans, obtained through stochastic optimization. The
                 floor plans are used to construct a complete
                 three-dimensional building with internal structure. We
                 demonstrate a variety of computer-generated buildings
                 produced by the presented approach.",
  acknowledgement = ack-nhfb,
  articleno =    "181",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fisher:2010:CBS,
  author =       "Matthew Fisher and Pat Hanrahan",
  title =        "Context-based search for {$3$D} models",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "182:1--182:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866204",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Large corpora of 3D models, such as Google 3D
                 Warehouse, are now becoming available on the web. It is
                 possible to search these databases using a keyword
                 search. This makes it possible for designers to easily
                 include existing content into new scenes. In this
                 paper, we describe a method for context-based search of
                 3D scenes. We first downloaded a large set of scene
                 graphs from Google 3D Warehouse. These scene graphs
                 were segmented into individual objects. We also
                 extracted tags from the names of the models. Given the
                 object shape, tags, and spatial relationship between
                 pairs of objects, we can predict the strength of a
                 relationship between a candidate model and an existing
                 object in the scene.",
  acknowledgement = ack-nhfb,
  articleno =    "182",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chaudhuri:2010:DDS,
  author =       "Siddhartha Chaudhuri and Vladlen Koltun",
  title =        "Data-driven suggestions for creativity support in
                 {$3$D} modeling",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "183:1--183:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866205",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce data-driven suggestions for 3D modeling.
                 Data-driven suggestions support open-ended stages in
                 the 3D modeling process, when the appearance of the
                 desired model is ill-defined and the artist can benefit
                 from customized examples that stimulate creativity. Our
                 approach computes and presents components that can be
                 added to the artist's current shape. We describe shape
                 retrieval and shape correspondence techniques that
                 support the generation of data-driven suggestions, and
                 report preliminary experiments with a tool for creative
                 prototyping of 3D models.",
  acknowledgement = ack-nhfb,
  articleno =    "183",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2010:SCS,
  author =       "Kai Xu and Honghua Li and Hao Zhang and Daniel
                 Cohen-Or and Yueshan Xiong and Zhi-Quan Cheng",
  title =        "Style-content separation by anisotropic part scales",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "184:1--184:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866206",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We perform co-analysis of a set of man-made 3D objects
                 to allow the creation of novel instances derived from
                 the set. We analyze the objects at the part level and
                 treat the anisotropic part scales as a shape style. The
                 co-analysis then allows style transfer to synthesize
                 new objects. The key to co-analysis is part
                 correspondence, where a major challenge is the handling
                 of large style variations and diverse geometric content
                 in the shape set. We propose style-content separation
                 as a means to address this challenge. Specifically, we
                 define a correspondence-free style signature for style
                 clustering. We show that confining analysis to within a
                 style cluster facilitates tasks such as
                 co-segmentation, content classification, and
                 deformation-driven part correspondence.",
  acknowledgement = ack-nhfb,
  articleno =    "184",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Toler-Franklin:2010:MFM,
  author =       "Corey Toler-Franklin and Benedict Brown and Tim
                 Weyrich and Thomas Funkhouser and Szymon Rusinkiewicz",
  title =        "Multi-feature matching of fresco fragments",
  journal =      j-TOG,
  volume =       "29",
  number =       "6",
  pages =        "185:1--185:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1882261.1866207",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Dec 9 11:41:01 MST 2010",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a multiple-feature approach for determining
                 matches between small fragments of archaeological
                 artifacts such as Bronze-Age and Roman frescoes. In
                 contrast with traditional 2D and 3D shape matching
                 approaches, we introduce a set of feature descriptors
                 that are based on not only color and shape, but also
                 normal maps. These are easy to acquire and combine high
                 data quality with discriminability and robustness to
                 some types of deterioration. Our feature descriptors
                 range from general-purpose to domain-specific, and are
                 quick to compute and match. We have tested our system
                 on three datasets of fresco fragments, demonstrating
                 that multi-cue matching using different subsets of
                 features leads to different tradeoffs between
                 efficiency and effectiveness.",
  acknowledgement = ack-nhfb,
  articleno =    "185",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bronstein:2011:SGG,
  author =       "Alexander M. Bronstein and Michael M. Bronstein and
                 Leonidas J. Guibas and Maks Ovsjanikov",
  title =        "Shape google: Geometric words and expressions for
                 invariant shape retrieval",
  journal =      j-TOG,
  volume =       "30",
  number =       "1",
  pages =        "1:1--1:20",
  month =        jan,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1899404.1899405",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jan 26 14:07:04 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The computer vision and pattern recognition
                 communities have recently witnessed a surge of
                 feature-based methods in object recognition and image
                 retrieval applications. These methods allow
                 representing images as collections of ``visual words''
                 and treat them using text search approaches following
                 the ``bag of features'' paradigm. In this article, we
                 explore analogous approaches in the 3D world applied to
                 the problem of nonrigid shape retrieval in large
                 databases. Using multiscale diffusion heat kernels as
                 ``geometric words,'' we construct compact and
                 informative shape descriptors by means of the ``bag of
                 features'' approach. We also show that considering
                 pairs of ``geometric words'' (``geometric
                 expressions'') allows creating spatially sensitive bags
                 of features with better discriminative power.",
  acknowledgement = ack-nhfb,
  articleno =    "1",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yeung:2011:MCT,
  author =       "Sai-Kit Yeung and Chi-Keung Tang and Michael S. Brown
                 and Sing Bing Kang",
  title =        "Matting and compositing of transparent and refractive
                 objects",
  journal =      j-TOG,
  volume =       "30",
  number =       "1",
  pages =        "2:1--2:13",
  month =        jan,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1899404.1899406",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jan 26 14:07:04 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article introduces a new approach for matting and
                 compositing transparent and refractive objects in
                 photographs. The key to our work is an image-based
                 matting model, termed the Attenuation-Refraction Matte
                 (ARM), that encodes plausible refractive properties of
                 a transparent object along with its observed
                 specularities and transmissive properties. We show that
                 an object's ARM can be extracted directly from a
                 photograph using simple user markup. Once extracted,
                 the ARM is used to paste the object onto a new
                 background with a variety of effects, including
                 compound compositing, Fresnel effect, scene depth, and
                 even caustic shadows. User studies find our results
                 favorable to those obtained with Photoshop as well as
                 perceptually valid in most cases.",
  acknowledgement = ack-nhfb,
  articleno =    "2",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Barki:2011:CVB,
  author =       "Hichem Barki and Florence Denis and Florent Dupont",
  title =        "Contributing vertices-based {Minkowski} sum of a
                 nonconvex--convex pair of polyhedra",
  journal =      j-TOG,
  volume =       "30",
  number =       "1",
  pages =        "3:1--3:16",
  month =        jan,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1899404.1899407",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jan 26 14:07:04 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The exact Minkowski sum of polyhedra is of particular
                 interest in many applications, ranging from image
                 analysis and processing to computer-aided design and
                 robotics. Its computation and implementation is a
                 difficult and complicated task when nonconvex polyhedra
                 are involved. We present the NCC-CVMS algorithm, an
                 exact and efficient contributing vertices-based
                 Minkowski sum algorithm for the computation of the
                 Minkowski sum of a nonconvex--convex pair of polyhedra,
                 which handles nonmanifold situations and extracts
                 eventual polyhedral holes inside the Minkowski sum
                 outer boundary. Our algorithm does not output
                 boundaries that degenerate into a polyline or a single
                 point. First, we generate a superset of the Minkowski
                 sum facets through the use of the contributing vertices
                 concept and by summing only the features (facets,
                 edges, and vertices) of the input polyhedra which have
                 coincident orientations.",
  acknowledgement = ack-nhfb,
  articleno =    "3",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2011:SVS,
  author =       "Feng Liu and Michael Gleicher and Jue Wang and Hailin
                 Jin and Aseem Agarwala",
  title =        "Subspace video stabilization",
  journal =      j-TOG,
  volume =       "30",
  number =       "1",
  pages =        "4:1--4:10",
  month =        jan,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1899404.1899408",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jan 26 14:07:04 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a robust and efficient approach to video
                 stabilization that achieves high-quality camera motion
                 for a wide range of videos. In this article, we focus
                 on the problem of transforming a set of input 2D motion
                 trajectories so that they are both smooth and resemble
                 visually plausible views of the imaged scene; our key
                 insight is that we can achieve this goal by enforcing
                 subspace constraints on feature trajectories while
                 smoothing them. Our approach assembles tracked features
                 in the video into a trajectory matrix, factors it into
                 two low-rank matrices, and performs filtering or curve
                 fitting in a low-dimensional linear space.",
  acknowledgement = ack-nhfb,
  articleno =    "4",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jarosz:2011:CTV,
  author =       "Wojciech Jarosz and Derek Nowrouzezahrai and Iman
                 Sadeghi and Henrik Wann Jensen",
  title =        "A comprehensive theory of volumetric radiance
                 estimation using photon points and beams",
  journal =      j-TOG,
  volume =       "30",
  number =       "1",
  pages =        "5:1--5:19",
  month =        jan,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1899404.1899409",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jan 26 14:07:04 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present two contributions to the area of volumetric
                 rendering. We develop a novel, comprehensive theory of
                 volumetric radiance estimation that leads to several
                 new insights and includes all previously published
                 estimates as special cases. This theory allows for
                 estimating in-scattered radiance at a point, or
                 accumulated radiance along a camera ray, with the
                 standard photon particle representation used in
                 previous work. Furthermore, we generalize these
                 operations to include a more compact, and more
                 expressive intermediate representation of lighting in
                 participating media, which we call ``photon beams.''
                 The combination of these representations and their
                 respective query operations results in a collection of
                 nine distinct volumetric radiance estimates.",
  acknowledgement = ack-nhfb,
  articleno =    "5",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bertails-Descoubes:2011:NNS,
  author =       "Florence Bertails-Descoubes and Florent Cadoux and
                 Gilles Daviet and Vincent Acary",
  title =        "A nonsmooth {Newton} solver for capturing exact
                 {Coulomb} friction in fiber assemblies",
  journal =      j-TOG,
  volume =       "30",
  number =       "1",
  pages =        "6:1--6:14",
  month =        jan,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1899404.1899410",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jan 26 14:07:04 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We focus on the challenging problem of simulating thin
                 elastic rods in contact, in the presence of friction.
                 Most previous approaches in computer graphics rely on a
                 linear complementarity formulation for handling contact
                 in a stable way, and approximate Coulomb's friction law
                 for making the problem tractable. In contrast,
                 following the seminal work by Alart and Curnier in
                 contact mechanics, we simultaneously model contact and
                 exact Coulomb friction as a zero finding problem of a
                 nonsmooth function. A semi-implicit time-stepping
                 scheme is then employed to discretize the dynamics of
                 rods constrained by frictional contact: this leads to a
                 set of linear equations subject to an equality
                 constraint involving a nondifferentiable function.",
  acknowledgement = ack-nhfb,
  articleno =    "6",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Summa:2011:IEM,
  author =       "Brian Summa and Giorgio Scorzelli and Ming Jiang and
                 Peer-Timo Bremer and Valerio Pascucci",
  title =        "Interactive editing of massive imagery made simple:
                 Turning {Atlanta} into {Atlantis}",
  journal =      j-TOG,
  volume =       "30",
  number =       "2",
  pages =        "7:1--7:13",
  month =        apr,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1944846.1944847",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon May 2 18:00:09 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article presents a simple framework for
                 progressive processing of high-resolution images with
                 minimal resources. We demonstrate this framework's
                 effectiveness by implementing an adaptive,
                 multi-resolution solver for gradient-based image
                 processing that, for the first time, is capable of
                 handling gigapixel imagery in real time. With our
                 system, artists can use commodity hardware to
                 interactively edit massive imagery and apply complex
                 operators, such as seamless cloning, panorama
                 stitching, and tone mapping. We introduce a progressive
                 Poisson solver that processes images in a purely
                 coarse-to-fine manner, providing near instantaneous
                 global approximations for interactive display (see
                 Figure 1). We also allow for data-driven adaptive
                 refinements to locally emulate the effects of a global
                 solution.",
  acknowledgement = ack-nhfb,
  articleno =    "7",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hunt:2011:APT,
  author =       "Warren A. Hunt and Gregory S. Johnson",
  title =        "The area perspective transform: a homogeneous
                 transform for efficient in-volume queries",
  journal =      j-TOG,
  volume =       "30",
  number =       "2",
  pages =        "8:1--8:6",
  month =        apr,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1944846.1944848",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon May 2 18:00:09 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A key problem in applications such as soft shadows and
                 defocus blur is to identify points or primitives which
                 are inside a volume of space. For example, the soft
                 shadow computation involves finding surfaces which pass
                 in front of an area light as viewed from a point p in
                 the scene. The desired surfaces are those which are
                 inside a frustum defined by the light and p, and can be
                 found by intersecting the frustum with an acceleration
                 structure over geometry. However, accurately computing
                 this intersection is computationally intensive. In this
                 article, we introduce a homogeneous transform which
                 reduces the computation required to determine the set
                 of points or primitives which are inside a tetrahedral
                 volume.",
  acknowledgement = ack-nhfb,
  articleno =    "8",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Egan:2011:FAS,
  author =       "Kevin Egan and Florian Hecht and Fr{\'e}do Durand and
                 Ravi Ramamoorthi",
  title =        "Frequency analysis and sheared filtering for shadow
                 light fields of complex occluders",
  journal =      j-TOG,
  volume =       "30",
  number =       "2",
  pages =        "9:1--9:13",
  month =        apr,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1944846.1944849",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon May 2 18:00:09 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Monte Carlo ray tracing of soft shadows produced by
                 area lighting and intricate geometries, such as the
                 shadows through plant leaves or arrays of blockers, is
                 a critical challenge. The final image often has
                 relatively smooth shadow patterns, since it integrates
                 over the light source. However, Monte Carlo rendering
                 exhibits considerable noise even at high sample counts
                 because of the large variance of the integrand due to
                 the intricate shadow function. This article develops an
                 efficient diffuse soft shadow technique for mid to far
                 occluders that relies on a new 4D cache and sheared
                 reconstruction filter. For this, we first derive a
                 frequency analysis of shadows for planar area lights
                 and complex occluders.",
  acknowledgement = ack-nhfb,
  articleno =    "9",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2011:ESC,
  author =       "Ren-Jiang Zhang and Weiyin Ma",
  title =        "An efficient scheme for curve and surface construction
                 based on a set of interpolatory basis functions",
  journal =      j-TOG,
  volume =       "30",
  number =       "2",
  pages =        "10:1--10:11",
  month =        apr,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1944846.1944850",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon May 2 18:00:09 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "An efficient scheme is introduced to construct
                 interpolatory curves and surfaces passing through a set
                 of given scattered data points. The scheme is based on
                 an interpolatory basis derived from the sinc function
                 with a Gaussian multiplier previously applied in other
                 fields for signal or function reconstruction. In
                 connection with its application addressed in this
                 article for spatial curve and surface construction, the
                 interpolatory basis possesses various nice properties,
                 such as partition of unity, linear precision, and local
                 support, etc., under a small tolerance. By using these
                 basis functions, free-form curves and surfaces can be
                 conveniently constructed. A designer can adjust the
                 shape of the constructed curve and surface by moving
                 some interpolating points or by inserting new
                 interpolating points.",
  acknowledgement = ack-nhfb,
  articleno =    "10",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Talton:2011:MPM,
  author =       "Jerry O. Talton and Yu Lou and Steve Lesser and Jared
                 Duke and Radom{\'\i}r M{\v{e}}ch and Vladlen Koltun",
  title =        "{Metropolis} procedural modeling",
  journal =      j-TOG,
  volume =       "30",
  number =       "2",
  pages =        "11:1--11:14",
  month =        apr,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1944846.1944851",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon May 2 18:00:09 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Procedural representations provide powerful means for
                 generating complex geometric structures. They are also
                 notoriously difficult to control. In this article, we
                 present an algorithm for controlling grammar-based
                 procedural models. Given a grammar and a high-level
                 specification of the desired production, the algorithm
                 computes a production from the grammar that conforms to
                 the specification. This production is generated by
                 optimizing over the space of possible productions from
                 the grammar. The algorithm supports specifications of
                 many forms, including geometric shapes and analytical
                 objectives. We demonstrate the algorithm on procedural
                 models of trees, cities, buildings, and Mondrian
                 paintings.",
  acknowledgement = ack-nhfb,
  articleno =    "11",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Freedman:2011:IVU,
  author =       "Gilad Freedman and Raanan Fattal",
  title =        "Image and video upscaling from local self-examples",
  journal =      j-TOG,
  volume =       "30",
  number =       "2",
  pages =        "12:1--12:11",
  month =        apr,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1944846.1944852",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon May 2 18:00:09 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a new high-quality and efficient
                 single-image upscaling technique that extends existing
                 example-based super-resolution frameworks. In our
                 approach we do not rely on an external example database
                 or use the whole input image as a source for example
                 patches. Instead, we follow a local self-similarity
                 assumption on natural images and extract patches from
                 extremely localized regions in the input image. This
                 allows us to reduce considerably the nearest-patch
                 search time without compromising quality in most
                 images. Tests, that we perform and report, show that
                 the local self-similarity assumption holds better for
                 small scaling factors where there are more example
                 patches of greater relevance.",
  acknowledgement = ack-nhfb,
  articleno =    "12",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2011:EAC,
  author =       "Min H. Kim and Tobias Ritschel and Jan Kautz",
  title =        "Edge-aware color appearance",
  journal =      j-TOG,
  volume =       "30",
  number =       "2",
  pages =        "13:1--13:9",
  month =        apr,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1944846.1944853",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon May 2 18:00:09 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Color perception is recognized to vary with
                 surrounding spatial structure, but the impact of edge
                 smoothness on color has not been studied in color
                 appearance modeling. In this work, we study the
                 appearance of color under different degrees of edge
                 smoothness. A psychophysical experiment was conducted
                 to quantify the change in perceived lightness,
                 colorfulness, and hue with respect to edge smoothness.
                 We confirm that color appearance, in particular
                 lightness, changes noticeably with increased
                 smoothness. Based on our experimental data, we have
                 developed a computational model that predicts this
                 appearance change. The model can be integrated into
                 existing color appearance models.",
  acknowledgement = ack-nhfb,
  articleno =    "13",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kelly:2011:IAM,
  author =       "Tom Kelly and Peter Wonka",
  title =        "Interactive architectural modeling with procedural
                 extrusions",
  journal =      j-TOG,
  volume =       "30",
  number =       "2",
  pages =        "14:1--14:15",
  month =        apr,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1944846.1944854",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon May 2 18:00:09 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an interactive procedural modeling system
                 for the exterior of architectural models. Our modeling
                 system is based on procedural extrusions of building
                 footprints. The main novelty of our work is that we can
                 model difficult architectural surfaces in a procedural
                 framework, for example, curved roofs, overhanging
                 roofs, dormer windows, interior dormer windows, roof
                 constructions with vertical walls, buttresses,
                 chimneys, bay windows, columns, pilasters, and alcoves.
                 We present a user interface to interactively specify
                 procedural extrusions, a sweep plane algorithm to
                 compute a two-manifold architectural surface, and
                 applications to architectural modeling.",
  acknowledgement = ack-nhfb,
  articleno =    "14",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gilles:2011:FBE,
  author =       "Benjamin Gilles and Guillaume Bousquet and
                 Fran{\c{c}}ois Faure and Dinesh K. Pai",
  title =        "Frame-based elastic models",
  journal =      j-TOG,
  volume =       "30",
  number =       "2",
  pages =        "15:1--15:12",
  month =        apr,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1944846.1944855",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon May 2 18:00:09 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new type of deformable model which
                 combines the realism of physically-based continuum
                 mechanics models and the usability of frame-based
                 skinning methods. The degrees of freedom are coordinate
                 frames. In contrast with traditional skinning, frame
                 positions are not scripted but move in reaction to
                 internal body forces. The displacement field is
                 smoothly interpolated using dual quaternion blending.
                 The deformation gradient and its derivatives are
                 computed at each sample point of a deformed object and
                 used in the equations of Lagrangian mechanics to
                 achieve physical realism. This allows easy and very
                 intuitive definition of the degrees of freedom of the
                 deformable object.",
  acknowledgement = ack-nhfb,
  articleno =    "15",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Muico:2011:CCP,
  author =       "Uldarico Muico and Jovan Popovi{\'c} and Zoran
                 Popovi{\'c}",
  title =        "Composite control of physically simulated characters",
  journal =      j-TOG,
  volume =       "30",
  number =       "3",
  pages =        "16:1--16:11",
  month =        may,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1966394.1966395",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 24 11:05:15 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A physics-based control system that tracks a single
                 motion trajectory produces high-quality animations, but
                 does not recover from large disturbances that require
                 deviating from this tracked trajectory. In order to
                 enhance the responsiveness of physically simulated
                 characters, we introduce algorithms that construct
                 composite controllers that track multiple trajectories
                 in parallel instead of sequentially switching from one
                 control to the other. The composite controllers can
                 blend or transition between different path controllers
                 at arbitrary times according to the current system
                 state. As a result, a composite control system
                 generates both high-quality animations and natural
                 responses to certain disturbances. We demonstrate its
                 potential for improving robustness in performing
                 several locomotion tasks.",
  acknowledgement = ack-nhfb,
  articleno =    "16",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ragan-Kelley:2011:DSG,
  author =       "Jonathan Ragan-Kelley and Jaakko Lehtinen and Jiawen
                 Chen and Michael Doggett and Fr{\'e}do Durand",
  title =        "Decoupled sampling for graphics pipelines",
  journal =      j-TOG,
  volume =       "30",
  number =       "3",
  pages =        "17:1--17:17",
  month =        may,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1966394.1966396",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 24 11:05:15 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a generalized approach to decoupling
                 shading from visibility sampling in graphics pipelines,
                 which we call decoupled sampling. Decoupled sampling
                 enables stochastic supersampling of motion and defocus
                 blur at reduced shading cost, as well as controllable
                 or adaptive shading rates which trade off shading
                 quality for performance. It can be thought of as a
                 generalization of multisample antialiasing (MSAA) to
                 support complex and dynamic mappings from visibility to
                 shading samples, as introduced by motion and defocus
                 blur and adaptive shading. It works by defining a
                 many-to-one hash from visibility to shading samples,
                 and using a buffer to memoize shading samples and
                 exploit reuse across visibility samples.",
  acknowledgement = ack-nhfb,
  articleno =    "17",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tautges:2011:MRU,
  author =       "Jochen Tautges and Arno Zinke and Bj{\"o}rn Kr{\"u}ger
                 and Jan Baumann and Andreas Weber and Thomas Helten and
                 Meinard M{\"u}ller and Hans-Peter Seidel and Bernd
                 Eberhardt",
  title =        "Motion reconstruction using sparse accelerometer
                 data",
  journal =      j-TOG,
  volume =       "30",
  number =       "3",
  pages =        "18:1--18:12",
  month =        may,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1966394.1966397",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 24 11:05:15 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The development of methods and tools for the
                 generation of visually appealing motion sequences using
                 prerecorded motion capture data has become an important
                 research area in computer animation. In particular,
                 data-driven approaches have been used for
                 reconstructing high-dimensional motion sequences from
                 low-dimensional control signals. In this article, we
                 contribute to this strand of research by introducing a
                 novel framework for generating full-body animations
                 controlled by only four 3D accelerometers that are
                 attached to the extremities of a human actor. Our
                 approach relies on a knowledge base that consists of a
                 large number of motion clips obtained from marker-based
                 motion capturing. Based on the sparse accelerometer
                 input a cross-domain retrieval procedure is applied to
                 build up a lazy neighborhood graph in an online
                 fashion.",
  acknowledgement = ack-nhfb,
  articleno =    "18",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wei:2011:PVS,
  author =       "Xiaolin Wei and Jianyuan Min and Jinxiang Chai",
  title =        "Physically valid statistical models for human motion
                 generation",
  journal =      j-TOG,
  volume =       "30",
  number =       "3",
  pages =        "19:1--19:10",
  month =        may,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1966394.1966398",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 24 11:05:15 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article shows how statistical motion priors can
                 be combined seamlessly with physical constraints for
                 human motion modeling and generation. The key idea of
                 the approach is to learn a nonlinear probabilistic
                 force field function from prerecorded motion data with
                 Gaussian processes and combine it with physical
                 constraints in a probabilistic framework. In addition,
                 we show how to effectively utilize the new model to
                 generate a wide range of natural-looking motions that
                 achieve the goals specified by users. Unlike previous
                 statistical motion models, our model can generate
                 physically realistic animations that react to external
                 forces or changes in physical quantities of human
                 bodies and interaction environments.",
  acknowledgement = ack-nhfb,
  articleno =    "19",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bosch:2011:IGW,
  author =       "Carles Bosch and Pierre-Yves Laffont and Holly
                 Rushmeier and Julie Dorsey and George Drettakis",
  title =        "Image-guided weathering: a new approach applied to
                 flow phenomena",
  journal =      j-TOG,
  volume =       "30",
  number =       "3",
  pages =        "20:1--20:13",
  month =        may,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1966394.1966399",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 24 11:05:15 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The simulation of weathered appearance is essential in
                 the realistic modeling of urban environments. A
                 representative and particularly difficult effect to
                 produce on a large scale is the effect of fluid flow.
                 Changes in appearance due to flow are the result of
                 both the global effect of large-scale shape, and local
                 effects, such as the detailed roughness of a surface.
                 With digital photography and Internet image
                 collections, visual examples of flow effects are
                 readily available. These images, however, mix the
                 appearance of flows with the specific local context. We
                 present a methodology to extract parameters and detail
                 maps from existing imagery in a form that allows new
                 target-specific flow effects to be produced, with
                 natural variations in the effects as they are applied
                 in different locations in a new scene.",
  acknowledgement = ack-nhfb,
  articleno =    "20",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Stam:2011:VIS,
  author =       "Jos Stam and Ryan Schmidt",
  title =        "On the velocity of an implicit surface",
  journal =      j-TOG,
  volume =       "30",
  number =       "3",
  pages =        "21:1--21:7",
  month =        may,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1966394.1966400",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 24 11:05:15 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this article we derive an equation for the velocity
                 of an arbitrary time-evolving implicit surface.
                 Strictly speaking, only the normal component of the
                 velocity is unambiguously defined. This is because an
                 implicit surface does not have a unique
                 parametrization. However, by enforcing a constraint on
                 the evolution of the normal field we obtain a unique
                 tangential component. We apply our formulas to surface
                 tracking and to the problem of computing velocity
                 vectors of a motion blurred blobby surface. Other
                 possible applications are mentioned at the end of the
                 article.",
  acknowledgement = ack-nhfb,
  articleno =    "21",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yang:2011:AR,
  author =       "Lei Yang and Pedro V. Sander and Jason Lawrence and
                 Hugues Hoppe",
  title =        "Antialiasing recovery",
  journal =      j-TOG,
  volume =       "30",
  number =       "3",
  pages =        "22:1--22:9",
  month =        may,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1966394.1966401",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 24 11:05:15 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for restoring antialiased edges
                 that are damaged by certain types of nonlinear image
                 filters. This problem arises with many common
                 operations such as intensity thresholding, tone
                 mapping, gamma correction, histogram equalization,
                 bilateral filters, unsharp masking, and certain
                 nonphotorealistic filters. We present a simple
                 algorithm that selectively adjusts the local gradients
                 in affected regions of the filtered image so that they
                 are consistent with those in the original image. Our
                 algorithm is highly parallel and is therefore easily
                 implemented on a GPU.",
  acknowledgement = ack-nhfb,
  articleno =    "22",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Levine:2011:STP,
  author =       "Sergey Levine and Yongjoon Lee and Vladlen Koltun and
                 Zoran Popovi{\'c}",
  title =        "Space-time planning with parameterized locomotion
                 controllers",
  journal =      j-TOG,
  volume =       "30",
  number =       "3",
  pages =        "23:1--23:11",
  month =        may,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1966394.1966402",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 24 11:05:15 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a technique for efficiently synthesizing
                 animations for characters traversing complex dynamic
                 environments. Our method uses parameterized locomotion
                 controllers that correspond to specific motion skills,
                 such as jumping or obstacle avoidance. The controllers
                 are created from motion capture data with reinforcement
                 learning. A space-time planner determines the sequence
                 in which controllers must be executed to reach a goal
                 location, and admits a variety of cost functions to
                 produce paths that exhibit different behaviors. By
                 planning in space and time, the planner can discover
                 paths through dynamically changing environments, even
                 if no path exists in any static snapshot.",
  acknowledgement = ack-nhfb,
  articleno =    "23",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2011:HDF,
  author =       "Jaewon Kim and Roarke Horstmeyer and Ig-Jae Kim and
                 Ramesh Raskar",
  title =        "Highlighted depth-of-field photography: Shining light
                 on focus",
  journal =      j-TOG,
  volume =       "30",
  number =       "3",
  pages =        "24:1--24:9",
  month =        may,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1966394.1966403",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 24 11:05:15 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a photographic method to enhance intensity
                 differences between objects at varying distances from
                 the focal plane. By combining a unique capture
                 procedure with simple image processing techniques, the
                 detected brightness of an object is decreased
                 proportional to its degree of defocus. A
                 camera-projector system casts distinct grid patterns
                 onto a scene to generate a spatial distribution of
                 point reflections. These point reflections relay a
                 relative measure of defocus that is utilized in
                 postprocessing to generate a highlighted DOF
                 photograph. Trade-offs between three different
                 projector-processing pairs are analyzed, and a model is
                 developed to help describe a new intensity-dependent
                 depth of field that is controlled by the pattern of
                 illumination.",
  acknowledgement = ack-nhfb,
  articleno =    "24",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Knaus:2011:PPM,
  author =       "Claude Knaus and Matthias Zwicker",
  title =        "Progressive photon mapping: a probabilistic approach",
  journal =      j-TOG,
  volume =       "30",
  number =       "3",
  pages =        "25:1--25:13",
  month =        may,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1966394.1966404",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 24 11:05:15 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this article we present a novel formulation of
                 progressive photon mapping. Similar to the original
                 progressive photon mapping algorithm, our approach is
                 capable of computing global illumination solutions
                 without bias in the limit, and it uses only a constant
                 amount of memory. It produces high-quality results in
                 situations that are difficult for most other
                 algorithms, such as scenes with realistic light
                 fixtures where the light sources are completely
                 enclosed by refractive material. Our new formulation is
                 based on a probabilistic derivation. The key property
                 of our approach is that it does not require the
                 maintenance of local photon statistics. In addition,
                 our derivation allows for arbitrary kernels in the
                 radiance estimate and includes stochastic ray tracing
                 algorithms.",
  acknowledgement = ack-nhfb,
  articleno =    "25",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chang:2011:GRD,
  author =       "Will Chang and Matthias Zwicker",
  title =        "Global registration of dynamic range scans for
                 articulated model reconstruction",
  journal =      j-TOG,
  volume =       "30",
  number =       "3",
  pages =        "26:1--26:15",
  month =        may,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/1966394.1966405",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 24 11:05:15 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present the articulated global registration
                 algorithm to reconstruct articulated 3D models from
                 dynamic range scan sequences. This new algorithm aligns
                 multiple range scans simultaneously to reconstruct a
                 full 3D model from the geometry of these scans. Unlike
                 other methods, we express the surface motion in terms
                 of a reduced deformable model and solve for joints and
                 skinning weights. This allows a user to interactively
                 manipulate the reconstructed 3D model to create new
                 animations. We express the global registration as an
                 optimization of both the alignment of the range scans
                 and the articulated structure of the model. We employ a
                 graph-based representation for the skinning weights
                 that successfully handles difficult topological cases
                 well.",
  acknowledgement = ack-nhfb,
  articleno =    "26",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2011:SRT,
  author =       "Yong Jae Lee and C. Lawrence Zitnick and Michael F.
                 Cohen",
  title =        "{ShadowDraw}: real-time user guidance for freehand
                 drawing",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "27:1--27:9",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964922",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present ShadowDraw, a system for guiding the
                 freeform drawing of objects. As the user draws,
                 ShadowDraw dynamically updates a shadow image
                 underlying the user's strokes. The shadows are
                 suggestive of object contours that guide the user as
                 they continue drawing. This paradigm is similar to
                 tracing, with two major differences. First, we do not
                 provide a single image from which the user can trace;
                 rather ShadowDraw automatically blends relevant images
                 from a large database to construct the shadows. Second,
                 the system dynamically adapts to the user's drawings in
                 real-time and produces suggestions accordingly.
                 ShadowDraw works by efficiently matching local edge
                 patches between the query, constructed from the current
                 drawing, and a database of images.",
  acknowledgement = ack-nhfb,
  articleno =    "27",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schmid:2011:OIC,
  author =       "Johannes Schmid and Martin Sebastian Senn and Markus
                 Gross and Robert W. Sumner",
  title =        "{OverCoat}: an implicit canvas for {$3$D} painting",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "28:1--28:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964923",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a technique to generalize the 2D painting
                 metaphor to 3D that allows the artist to treat the full
                 3D space as a canvas. Strokes painted in the 2D
                 viewport window must be embedded in 3D space in a way
                 that gives creative freedom to the artist while
                 maintaining an acceptable level of controllability. We
                 address this challenge by proposing a canvas concept
                 defined implicitly by a 3D scalar field. The artist
                 shapes the implicit canvas by creating approximate 3D
                 proxy geometry. An optimization procedure is then used
                 to embed painted strokes in space by satisfying
                 different objective criteria defined on the scalar
                 field.",
  acknowledgement = ack-nhfb,
  articleno =    "28",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nowrouzezahrai:2011:PSA,
  author =       "Derek Nowrouzezahrai and Jared Johnson and Andrew
                 Selle and Dylan Lacewell and Michael Kaschalk and
                 Wojciech Jarosz",
  title =        "A programmable system for artistic volumetric
                 lighting",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "29:1--29:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964924",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for generating art-directable
                 volumetric effects, ranging from physically-accurate to
                 non-physical results. Our system mimics the way
                 experienced artists think about volumetric effects by
                 using an intuitive lighting primitive, and decoupling
                 the modeling and shading of this primitive. To
                 accomplish this, we generalize the physically-based
                 photon beams method to allow arbitrarily programmable
                 simulation and shading phases. This provides an
                 intuitive design space for artists to rapidly explore a
                 wide range of physically-based as well as plausible,
                 but exaggerated, volumetric effects. We integrate our
                 approach into a real-world production pipeline and
                 couple our volumetric effects to surface shading.",
  acknowledgement = ack-nhfb,
  articleno =    "29",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kass:2011:CNN,
  author =       "Michael Kass and Davide Pesare",
  title =        "Coherent noise for non-photorealistic rendering",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "30:1--30:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964925",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A wide variety of non-photorealistic rendering
                 techniques make use of random variation in the
                 placement or appearance of primitives. In order to
                 avoid the ``shower-door'' effect, this random variation
                 should move with the objects in the scene. Here we
                 present coherent noise tailored to this purpose. We
                 compute the coherent noise with a specialized filter
                 that uses the depth and velocity fields of a source
                 sequence. The computation is fast and suitable for
                 interactive applications like games.",
  acknowledgement = ack-nhfb,
  articleno =    "30",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shiratori:2011:MCB,
  author =       "Takaaki Shiratori and Hyun Soo Park and Leonid Sigal
                 and Yaser Sheikh and Jessica K. Hodgins",
  title =        "Motion capture from body-mounted cameras",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "31:1--31:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964926",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Motion capture technology generally requires that
                 recordings be performed in a laboratory or closed stage
                 setting with controlled lighting. This restriction
                 precludes the capture of motions that require an
                 outdoor setting or the traversal of large areas. In
                 this paper, we present the theory and practice of using
                 body-mounted cameras to reconstruct the motion of a
                 subject. Outward-looking cameras are attached to the
                 limbs of the subject, and the joint angles and root
                 pose are estimated through non-linear optimization. The
                 optimization objective function incorporates terms for
                 image matching error and temporal continuity of motion.
                 Structure-from-motion is used to estimate the skeleton
                 structure and to provide initialization for the
                 non-linear optimization procedure.",
  acknowledgement = ack-nhfb,
  articleno =    "31",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2011:VBC,
  author =       "Feng Xu and Yebin Liu and Carsten Stoll and James
                 Tompkin and Gaurav Bharaj and Qionghai Dai and
                 Hans-Peter Seidel and Jan Kautz and Christian
                 Theobalt",
  title =        "Video-based characters: creating new human
                 performances from a multi-view video database",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "32:1--32:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964927",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method to synthesize plausible video
                 sequences of humans according to user-defined body
                 motions and viewpoints. We first capture a small
                 database of multi-view video sequences of an actor
                 performing various basic motions. This database needs
                 to be captured only once and serves as the input to our
                 synthesis algorithm. We then apply a marker-less
                 model-based performance capture approach to the entire
                 database to obtain pose and geometry of the actor in
                 each database frame. To create novel video sequences of
                 the actor from the database, a user animates a 3D human
                 skeleton with novel motion and viewpoints. Our
                 technique then synthesizes a realistic video sequence
                 of the actor performing the specified motion based only
                 on the initial database.",
  acknowledgement = ack-nhfb,
  articleno =    "32",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ovsjanikov:2011:ECV,
  author =       "Maks Ovsjanikov and Wilmot Li and Leonidas Guibas and
                 Niloy J. Mitra",
  title =        "Exploration of continuous variability in collections
                 of {$3$D} shapes",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "33:1--33:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964928",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "As large public repositories of 3D shapes continue to
                 grow, the amount of shape variability in such
                 collections also increases, both in terms of the number
                 of different classes of shapes, as well as the
                 geometric variability of shapes within each class.
                 While this gives users more choice for shape selection,
                 it can be difficult to explore large collections and
                 understand the range of variations amongst the shapes.
                 Exploration is particularly challenging for public
                 shape repositories, which are often only loosely tagged
                 and contain neither point-based nor part-based
                 correspondences. In this paper, we present a method for
                 discovering and exploring continuous variability in a
                 collection of 3D shapes without correspondences.",
  acknowledgement = ack-nhfb,
  articleno =    "33",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fisher:2011:CSR,
  author =       "Matthew Fisher and Manolis Savva and Pat Hanrahan",
  title =        "Characterizing structural relationships in scenes
                 using graph kernels",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "34:1--34:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964929",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Modeling virtual environments is a time consuming and
                 expensive task that is becoming increasingly popular
                 for both professional and casual artists. The model
                 density and complexity of the scenes representing these
                 virtual environments is rising rapidly. This trend
                 suggests that data-mining a 3D scene corpus could be a
                 very powerful tool enabling more efficient scene
                 design. In this paper, we show how to represent scenes
                 as graphs that encode models and their semantic
                 relationships. We then define a kernel between these
                 relationship graphs that compares common virtual
                 substructures in two graphs and captures the similarity
                 between their corresponding scenes. We apply this
                 framework to several scene modeling problems, such as
                 finding similar scenes, relevance feedback, and
                 context-based model search.",
  acknowledgement = ack-nhfb,
  articleno =    "34",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chaudhuri:2011:PRA,
  author =       "Siddhartha Chaudhuri and Evangelos Kalogerakis and
                 Leonidas Guibas and Vladlen Koltun",
  title =        "Probabilistic reasoning for assembly-based {$3$D}
                 modeling",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "35:1--35:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964930",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Assembly-based modeling is a promising approach to
                 broadening the accessibility of 3D modeling. In
                 assembly-based modeling, new models are assembled from
                 shape components extracted from a database. A key
                 challenge in assembly-based modeling is the
                 identification of relevant components to be presented
                 to the user. In this paper, we introduce a
                 probabilistic reasoning approach to this problem. Given
                 a repository of shapes, our approach learns a
                 probabilistic graphical model that encodes semantic and
                 geometric relationships among shape components. The
                 probabilistic model is used to present components that
                 are semantically and stylistically compatible with the
                 3D model that is being assembled.",
  acknowledgement = ack-nhfb,
  articleno =    "35",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Levin:2011:ESS,
  author =       "David I. W. Levin and Joshua Litven and Garrett L.
                 Jones and Shinjiro Sueda and Dinesh K. Pai",
  title =        "{Eulerian} solid simulation with contact",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "36:1--36:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964931",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Simulating viscoelastic solids undergoing large,
                 nonlinear deformations in close contact is challenging.
                 In addition to inter-object contact, methods relying on
                 Lagrangian discretizations must handle degenerate cases
                 by explicitly remeshing or resampling the object.
                 Eulerian methods, which discretize space itself,
                 provide an interesting alternative due to the fixed
                 nature of the discretization. In this paper we present
                 a new Eulerian method for viscoelastic materials that
                 features a collision detection and resolution scheme
                 which does not require explicit surface tracking to
                 achieve accurate collision response. Time-stepping with
                 contact is performed by the efficient solution of large
                 sparse quadratic programs; this avoids constraint
                 sticking and other difficulties.",
  acknowledgement = ack-nhfb,
  articleno =    "36",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{McAdams:2011:EEC,
  author =       "Aleka McAdams and Yongning Zhu and Andrew Selle and
                 Mark Empey and Rasmus Tamstorf and Joseph Teran and
                 Eftychios Sifakis",
  title =        "Efficient elasticity for character skinning with
                 contact and collisions",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "37:1--37:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964932",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new algorithm for near-interactive
                 simulation of skeleton driven, high resolution
                 elasticity models. Our methodology is used for soft
                 tissue deformation in character animation. The
                 algorithm is based on a novel discretization of
                 corotational elasticity over a hexahedral lattice.
                 Within this framework we enforce positive definiteness
                 of the stiffness matrix to allow efficient quasistatics
                 and dynamics. In addition, we present a multigrid
                 method that converges with very high efficiency. Our
                 design targets performance through parallelism using a
                 fully vectorized and branch-free SVD algorithm as well
                 as a stable one-point quadrature scheme. Since body
                 collisions, self collisions and soft-constraints are
                 necessary for real-world examples, we present a simple
                 framework for enforcing them.",
  acknowledgement = ack-nhfb,
  articleno =    "37",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zheng:2011:THQ,
  author =       "Changxi Zheng and Doug L. James",
  title =        "Toward high-quality modal contact sound",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "38:1--38:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964933",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Contact sound models based on linear modal analysis
                 are commonly used with rigid body dynamics.
                 Unfortunately, treating vibrating objects as ``rigid''
                 during collision and contact processing fundamentally
                 limits the range of sounds that can be computed, and
                 contact solvers for rigid body animation can be
                 ill-suited for modal contact sound synthesis, producing
                 various sound artifacts. In this paper, we resolve
                 modal vibrations in both collision and frictional
                 contact processing stages, thereby enabling non-rigid
                 sound phenomena such as micro-collisions, vibrational
                 energy exchange, and chattering. We propose a
                 frictional multibody contact formulation and modified
                 Staggered Projections solver which is well-suited to
                 sound rendering and avoids noise artifacts associated
                 with spatial and temporal contact-force fluctuations
                 which plague prior methods.",
  acknowledgement = ack-nhfb,
  articleno =    "38",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sueda:2011:LSD,
  author =       "Shinjiro Sueda and Garrett L. Jones and David I. W.
                 Levin and Dinesh K. Pai",
  title =        "Large-scale dynamic simulation of highly constrained
                 strands",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "39:1--39:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964934",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A significant challenge in applications of computer
                 animation is the simulation of ropes, cables, and other
                 highly constrained strandlike physical curves. Such
                 scenarios occur frequently, for instance, when a strand
                 wraps around rigid bodies or passes through narrow
                 sheaths. Purely Lagrangian methods designed for less
                 constrained applications such as hair simulation suffer
                 from difficulties in these important cases. To overcome
                 this, we introduce a new framework that combines
                 Lagrangian and Eulerian approaches. The two key
                 contributions are the reduced node, whose degrees of
                 freedom precisely match the constraint, and the
                 Eulerian node, which allows constraint handling that is
                 independent of the initial discretization of the
                 strand.",
  acknowledgement = ack-nhfb,
  articleno =    "39",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mantiuk:2011:HVC,
  author =       "Rafat Mantiuk and Kil Joong Kim and Allan G. Rempel
                 and Wolfgang Heidrich",
  title =        "{HDR-VDP-2}: a calibrated visual metric for visibility
                 and quality predictions in all luminance conditions",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "40:1--40:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964935",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Visual metrics can play an important role in the
                 evaluation of novel lighting, rendering, and imaging
                 algorithms. Unfortunately, current metrics only work
                 well for narrow intensity ranges, and do not correlate
                 well with experimental data outside these ranges. To
                 address these issues, we propose a visual metric for
                 predicting visibility (discrimination) and quality
                 (mean-opinion-score). The metric is based on a new
                 visual model for all luminance conditions, which has
                 been derived from new contrast sensitivity
                 measurements. The model is calibrated and validated
                 against several contrast discrimination data sets, and
                 image quality databases (LIVE and TID2008). The
                 visibility metric is shown to provide much improved
                 predictions as compared to the original HDR-VDP and VDP
                 metrics, especially for low luminance conditions.",
  acknowledgement = ack-nhfb,
  articleno =    "40",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tocci:2011:VHV,
  author =       "Michael D. Tocci and Chris Kiser and Nora Tocci and
                 Pradeep Sen",
  title =        "A versatile {HDR} video production system",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "41:1--41:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964936",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Although High Dynamic Range (HDR) imaging has been the
                 subject of significant research over the past fifteen
                 years, the goal of acquiring cinema-quality HDR images
                 of fast-moving scenes using available components has
                 not yet been achieved. In this work, we present an
                 optical architecture for HDR imaging that allows
                 simultaneous capture of high, medium, and low-exposure
                 images on three sensors at high fidelity with efficient
                 use of the available light. We also present an HDR
                 merging algorithm to complement this architecture,
                 which avoids undesired artifacts when there is a large
                 exposure difference between the images.",
  acknowledgement = ack-nhfb,
  articleno =    "41",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kirk:2011:PBT,
  author =       "Adam G. Kirk and James F. O'Brien",
  title =        "Perceptually based tone mapping for low-light
                 conditions",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "42:1--42:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964937",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper we present a perceptually based
                 algorithm for modeling the color shift that occurs for
                 human viewers in low-light scenes. Known as the
                 Purkinje effect, this color shift occurs as the eye
                 transitions from photopic, cone-mediated vision in
                 well-lit scenes to scotopic, rod-mediated vision in
                 dark scenes. At intermediate light levels vision is
                 mesopic with both the rods and cones active. Although
                 the rods have a spectral response distinct from the
                 cones, they still share the same neural pathways. As
                 light levels decrease and the rods become increasingly
                 active they cause a perceived shift in color. We model
                 this process so that we can compute perceived colors
                 for mesopic and scotopic scenes from spectral image
                 data.",
  acknowledgement = ack-nhfb,
  articleno =    "42",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Carroll:2011:IDM,
  author =       "Robert Carroll and Ravi Ramamoorthi and Maneesh
                 Agrawala",
  title =        "Illumination decomposition for material recoloring
                 with consistent interreflections",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "43:1--43:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964938",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Changing the color of an object is a basic image
                 editing operation, but a high quality result must also
                 preserve natural shading. A common approach is to first
                 compute reflectance and illumination intrinsic images.
                 Reflectances can then be edited independently, and
                 recomposed with the illumination. However, manipulating
                 only the reflectance color does not account for diffuse
                 interreflections, and can result in inconsistent
                 shading in the edited image. We propose an approach for
                 further decomposing illumination into direct lighting,
                 and indirect diffuse illumination from each material.
                 This decomposition allows us to change indirect
                 illumination from an individual material independently,
                 so it matches the modified reflectance color.",
  acknowledgement = ack-nhfb,
  articleno =    "43",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhao:2011:BVA,
  author =       "Shuang Zhao and Wenzel Jakob and Steve Marschner and
                 Kavita Bala",
  title =        "Building volumetric appearance models of fabric using
                 micro {CT} imaging",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "44:1--44:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964939",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The appearance of complex, thick materials like
                 textiles is determined by their 3D structure, and they
                 are incompletely described by surface reflection models
                 alone. While volume scattering can produce highly
                 realistic images of such materials, creating the
                 required volume density models is difficult. Procedural
                 approaches require significant programmer effort and
                 intuition to design special-purpose algorithms for each
                 material. Further, the resulting models lack the visual
                 complexity of real materials with their
                 naturally-arising irregularities. This paper proposes a
                 new approach to acquiring volume models, based on
                 density data from X-ray computed tomography (CT) scans
                 and appearance data from photographs under uncontrolled
                 illumination.",
  acknowledgement = ack-nhfb,
  articleno =    "44",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ren:2011:PR,
  author =       "Peiran Ren and Jiaping Wang and John Snyder and Xin
                 Tong and Baining Guo",
  title =        "Pocket reflectometry",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "45:1--45:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964940",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a simple, fast solution for reflectance
                 acquisition using tools that fit into a pocket. Our
                 method captures video of a flat target surface from a
                 fixed video camera lit by a hand-held, moving, linear
                 light source. After processing, we obtain an SVBRDF. We
                 introduce a BRDF chart, analogous to a color
                 ``checker'' chart, which arranges a set of known-BRDF
                 reference tiles over a small card. A sequence of light
                 responses from the chart tiles as well as from points
                 on the target is captured and matched to reconstruct
                 the target's appearance. We develop a new algorithm for
                 BRDF reconstruction which works directly on these LDR
                 responses, without knowing the light or camera
                 position, or acquiring HDR lighting.",
  acknowledgement = ack-nhfb,
  articleno =    "45",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Johnson:2011:MCU,
  author =       "Micah K. Johnson and Forrester Cole and Alvin Raj and
                 Edward H. Adelson",
  title =        "Microgeometry capture using an elastomeric sensor",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "46:1--46:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964941",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe a system for capturing microscopic surface
                 geometry. The system extends the retrographic sensor
                 [Johnson and Adelson 2009] to the microscopic domain,
                 demonstrating spatial resolution as small as 2 microns.
                 In contrast to existing microgeometry capture
                 techniques, the system is not affected by the optical
                 characteristics of the surface being measured---it
                 captures the same geometry whether the object is matte,
                 glossy, or transparent. In addition, the hardware
                 design allows for a variety of form factors, including
                 a hand-held device that can be used to capture
                 high-resolution surface geometry in the field.",
  acknowledgement = ack-nhfb,
  articleno =    "46",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pamplona:2011:CIM,
  author =       "Vitor F. Pamplona and Erick B. Passos and Jan Zizka
                 and Manuel M. Oliveira and Everett Lawson and Esteban
                 Clua and Ramesh Raskar",
  title =        "{CATRA}: interactive measuring and modeling of
                 cataracts",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "47:1--47:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964942",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce an interactive method to assess cataracts
                 in the human eye by crafting an optical solution that
                 measures the perceptual impact of forward scattering on
                 the foveal region. Current solutions rely on
                 highly-trained clinicians to check the back scattering
                 in the crystallin lens and test their predictions on
                 visual acuity tests. Close-range parallax barriers
                 create collimated beams of light to scan through
                 sub-apertures, scattering light as it strikes a
                 cataract. User feedback generates maps for opacity,
                 attenuation, contrast and sub-aperture point-spread
                 functions. The goal is to allow a general audience to
                 operate a portable high-contrast light-field display to
                 gain a meaningful understanding of their own visual
                 conditions.",
  acknowledgement = ack-nhfb,
  articleno =    "47",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fattal:2011:BNP,
  author =       "Raanan Fattal",
  title =        "Blue-noise point sampling using kernel density model",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "48:1--48:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964943",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Stochastic point distributions with blue-noise
                 spectrum are used extensively in computer graphics for
                 various applications such as avoiding aliasing
                 artifacts in ray tracing, halftoning, stippling, etc.
                 In this paper we present a new approach for generating
                 point sets with high-quality blue noise properties that
                 formulates the problem using a statistical mechanics
                 interacting particle model. Points distributions are
                 generated by sampling this model. This new formulation
                 of the problem unifies randomness with the requirement
                 for equidistant point spacing, responsible for the
                 enhanced blue noise spectral properties. We derive a
                 highly efficient multi-scale sampling scheme for
                 drawing random point distributions from this model.",
  acknowledgement = ack-nhfb,
  articleno =    "48",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ebeida:2011:EMP,
  author =       "Mohamed S. Ebeida and Andrew A. Davidson and Anjul
                 Patney and Patrick M. Knupp and Scott A. Mitchell and
                 John D. Owens",
  title =        "Efficient maximal {Poisson}-disk sampling",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "49:1--49:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964944",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We solve the problem of generating a uniform
                 Poisson-disk sampling that is both maximal and unbiased
                 over bounded non-convex domains. To our knowledge this
                 is the first provably correct algorithm with time and
                 space dependent only on the number of points produced.
                 Our method has two phases, both based on classical
                 dart-throwing. The first phase uses a background grid
                 of square cells to rapidly create an unbiased,
                 near-maximal covering of the domain. The second phase
                 completes the maximal covering by calculating the
                 connected components of the remaining uncovered voids,
                 and by using their geometry to efficiently place
                 unbiased samples that cover them.",
  acknowledgement = ack-nhfb,
  articleno =    "49",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wei:2011:DDA,
  author =       "Li-Yi Wei and Rui Wang",
  title =        "Differential domain analysis for non-uniform
                 sampling",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "50:1--50:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964945",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Sampling is a core component for many graphics
                 applications including rendering, imaging, animation,
                 and geometry processing. The efficacy of these
                 applications often crucially depends upon the
                 distribution quality of the underlying samples. While
                 uniform sampling can be analyzed by using existing
                 spatial and spectral methods, these cannot be easily
                 extended to general non-uniform settings, such as
                 adaptive, anisotropic, or non-Euclidean domains. We
                 present new methods for analyzing non-uniform sample
                 distributions. Our key insight is that standard Fourier
                 analysis, which depends on samples' spatial locations,
                 can be reformulated into an equivalent form that
                 depends only on the distribution of their location
                 differentials.",
  acknowledgement = ack-nhfb,
  articleno =    "50",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lagae:2011:FSG,
  author =       "Ares Lagae and George Drettakis",
  title =        "Filtering solid {Gabor} noise",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "51:1--51:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964946",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Solid noise is a fundamental tool in computer
                 graphics. Surprisingly, no existing noise function
                 supports both high-quality antialiasing and continuity
                 across sharp edges. In this paper we show that a
                 slicing approach is required to preserve continuity
                 across sharp edges, and we present a new noise function
                 that supports anisotropic filtering of sliced solid
                 noise. This is made possible by individually filtering
                 the slices of Gabor kernels, which requires the proper
                 treatment of phase. This in turn leads to the
                 introduction of the phase-augmented Gabor kernel and
                 random-phase Gabor noise, our new noise function.",
  acknowledgement = ack-nhfb,
  articleno =    "51",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2011:GCF,
  author =       "Yangyan Li and Xiaokun Wu and Yiorgos Chrysathou and
                 Andrei Sharf and Daniel Cohen-Or and Niloy J. Mitra",
  title =        "{GlobFit}: consistently fitting primitives by
                 discovering global relations",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "52:1--52:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964947",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Given a noisy and incomplete point set, we introduce a
                 method that simultaneously recovers a set of locally
                 fitted primitives along with their global mutual
                 relations. We operate under the assumption that the
                 data corresponds to a man-made engineering object
                 consisting of basic primitives, possibly repeated and
                 globally aligned under common relations. We introduce
                 an algorithm to directly couple the local and global
                 aspects of the problem. The local fit of the model is
                 determined by how well the inferred model agrees to the
                 observed data, while the global relations are
                 iteratively learned and enforced through a constrained
                 optimization. Starting with a set of initial RANSAC
                 based locally fitted primitives, relations across the
                 primitives such as orientation, placement, and equality
                 are progressively learned and conformed to.",
  acknowledgement = ack-nhfb,
  articleno =    "52",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Livny:2011:TLT,
  author =       "Yotam Livny and Soeren Pirk and Zhanglin Cheng and
                 Feilong Yan and Oliver Deussen and Daniel Cohen-Or and
                 Baoquan Chen",
  title =        "Texture-lobes for tree modelling",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "53:1--53:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964948",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a lobe-based tree representation for
                 modeling trees. The new representation is based on the
                 observation that the tree's foliage details can be
                 abstracted into canonical geometry structures, termed
                 lobe-textures. We introduce techniques to (i)
                 approximate the geometry of given tree data and encode
                 it into a lobe-based representation, (ii) decode the
                 representation and synthesize a fully detailed tree
                 model that visually resembles the input. The encoded
                 tree serves as a light intermediate representation,
                 which facilitates efficient storage and transmission of
                 massive amounts of trees, e.g., from a server to
                 clients for interactive applications in urban
                 environments.",
  acknowledgement = ack-nhfb,
  articleno =    "53",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gribel:2011:HQS,
  author =       "Carl Johan Gribel and Rasmus Barringer and Tomas
                 Akenine-M{\"o}ller",
  title =        "High-quality spatio-temporal rendering using
                 semi-analytical visibility",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "54:1--54:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964949",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel visibility algorithm for rendering
                 motion blur with per-pixel anti-aliasing. Our algorithm
                 uses a number of line samples over a rectangular group
                 of pixels, and together with the time dimension, a
                 two-dimensional spatio-temporal visibility problem
                 needs to be solved per line sample. In a coarse culling
                 step, our algorithm first uses a bounding volume
                 hierarchy to rapidly remove geometry that does not
                 overlap with the current line sample. For the remaining
                 triangles, we approximate each triangle's depth
                 function, along the line and along the time dimension,
                 with a number of patch triangles. We resolve for the
                 final color using an analytical visibility algorithm
                 with depth sorting, simple occlusion culling, and
                 clipping.",
  acknowledgement = ack-nhfb,
  articleno =    "54",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lehtinen:2011:TLF,
  author =       "Jaakko Lehtinen and Timo Aila and Jiawen Chen and
                 Samuli Laine and Fr{\'e}do Durand",
  title =        "Temporal light field reconstruction for rendering
                 distribution effects",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "55:1--55:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964950",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Traditionally, effects that require evaluating
                 multidimensional integrals for each pixel, such as
                 motion blur, depth of field, and soft shadows, suffer
                 from noise due to the variance of the high-dimensional
                 integrand. In this paper, we describe a general
                 reconstruction technique that exploits the anisotropy
                 in the temporal light field and permits efficient reuse
                 of samples between pixels, multiplying the effective
                 sampling rate by a large factor. We show that our
                 technique can be applied in situations that are
                 challenging or impossible for previous anisotropic
                 reconstruction methods, and that it can yield good
                 results with very sparse inputs.",
  acknowledgement = ack-nhfb,
  articleno =    "55",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{DEon:2011:QDM,
  author =       "Eugene D'Eon and Geoffrey Irving",
  title =        "A quantized-diffusion model for rendering translucent
                 materials",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "56:1--56:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964951",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new BSSRDF for rendering images of
                 translucent materials. Previous diffusion BSSRDFs are
                 limited by the accuracy of classical diffusion theory.
                 We introduce a modified diffusion theory that is more
                 accurate for highly absorbing materials and near the
                 point of illumination. The new diffusion solution
                 accurately decouples single and multiple scattering. We
                 then derive a novel, analytic, extended-source solution
                 to the multilayer search-light problem by quantizing
                 the diffusion Green's function. This allows the
                 application of the diffusion multipole model to
                 material layers several orders of magnitude thinner
                 than previously possible and creates accurate results
                 under high-frequency illumination. Quantized diffusion
                 provides both a new physical foundation and a
                 variable-accuracy construction method for
                 sum-of-Gaussians BSSRDFs, which have many useful
                 properties for efficient rendering and appearance
                 capture.",
  acknowledgement = ack-nhfb,
  articleno =    "56",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chuang:2011:IAG,
  author =       "Ming Chuang and Michael Kazhdan",
  title =        "Interactive and anisotropic geometry processing using
                 the screened {Poisson} equation",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "57:1--57:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964952",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a general framework for performing geometry
                 filtering through the solution of a screened Poisson
                 equation. We show that this framework can be
                 efficiently adapted to a changing Riemannian metric to
                 support curvature-aware filtering and describe a
                 parallel and streaming multigrid implementation for
                 solving the system. We demonstrate the practicality of
                 our approach by developing an interactive system for
                 mesh editing that allows for exploration of a large
                 family of curvature-guided, anisotropic filters.",
  acknowledgement = ack-nhfb,
  articleno =    "57",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tan:2011:ASC,
  author =       "Jie Tan and Yuting Gu and Greg Turk and C. Karen Liu",
  title =        "Articulated swimming creatures",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "58:1--58:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964953",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a general approach to creating realistic
                 swimming behavior for a given articulated creature
                 body. The two main components of our method are
                 creature/fluid simulation and the optimization of the
                 creature motion parameters. We simulate two-way
                 coupling between the fluid and the articulated body by
                 solving a linear system that matches acceleration at
                 fluid/solid boundaries and that also enforces fluid
                 incompressibility. The swimming motion of a given
                 creature is described as a set of periodic functions,
                 one for each joint degree of freedom. We optimize over
                 the space of these functions in order to find a motion
                 that causes the creature to swim straight and stay
                 within a given energy budget.",
  acknowledgement = ack-nhfb,
  articleno =    "58",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Coros:2011:LSS,
  author =       "Stelian Coros and Andrej Karpathy and Ben Jones and
                 Lionel Reveret and Michiel van de Panne",
  title =        "Locomotion skills for simulated quadrupeds",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "59:1--59:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964954",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We develop an integrated set of gaits and skills for a
                 physics-based simulation of a quadruped. The motion
                 repertoire for our simulated dog includes walk, trot,
                 pace, canter, transverse gallop, rotary gallop, leaps
                 capable of jumping on-and-off platforms and over
                 obstacles, sitting, lying down, standing up, and
                 getting up from a fall. The controllers use a
                 representation based on gait graphs, a dual leg frame
                 model, a flexible spine model, and the extensive use of
                 internal virtual forces applied via the Jacobian
                 transpose. Optimizations are applied to these control
                 abstractions in order to achieve robust gaits and leaps
                 with desired motion styles.",
  acknowledgement = ack-nhfb,
  articleno =    "59",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yang:2011:EFA,
  author =       "Fei Yang and Jue Wang and Eli Shechtman and Lubomir
                 Bourdev and Dimitri Metaxas",
  title =        "Expression flow for {$3$D}-aware face component
                 transfer",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "60:1--60:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964955",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We address the problem of correcting an undesirable
                 expression on a face photo by transferring local facial
                 components, such as a smiling mouth, from another face
                 photo of the same person which has the desired
                 expression. Direct copying and blending using existing
                 compositing tools results in semantically unnatural
                 composites, since expression is a global effect and the
                 local component in one expression is often incompatible
                 with the shape and other components of the face in
                 another expression. To solve this problem we present
                 Expression Flow, a 2D flow field which can warp the
                 target face globally in a natural way, so that the
                 warped face is compatible with the new facial component
                 to be copied over.",
  acknowledgement = ack-nhfb,
  articleno =    "60",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kemelmacher-Shlizerman:2011:EP,
  author =       "Ira Kemelmacher-Shlizerman and Eli Shechtman and Rahul
                 Garg and Steven M. Seitz",
  title =        "Exploring photobios",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "61:1--61:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964956",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an approach for generating face animations
                 from large image collections of the same person. Such
                 collections, which we call photobios, sample the
                 appearance of a person over changes in pose, facial
                 expression, hairstyle, age, and other variations. By
                 optimizing the order in which images are displayed and
                 cross-dissolving between them, we control the motion
                 through face space and create compelling animations
                 (e.g., render a smooth transition from frowning to
                 smiling). Used in this context, the cross dissolve
                 produces a very strong motion effect; a key
                 contribution of the paper is to explain this effect and
                 analyze its operating range.",
  acknowledgement = ack-nhfb,
  articleno =    "61",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ma:2011:DET,
  author =       "Chongyang Ma and Li-Yi Wei and Xin Tong",
  title =        "Discrete element textures",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "62:1--62:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964957",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A variety of phenomena can be characterized by
                 repetitive small scale elements within a large scale
                 domain. Examples include a stack of fresh produce, a
                 plate of spaghetti, or a mosaic pattern. Although
                 certain results can be produced via manual placement or
                 procedural/physical simulation, these methods can be
                 labor intensive, difficult to control, or limited to
                 specific phenomena. We present discrete element
                 textures, a data-driven method for synthesizing
                 repetitive elements according to a small input exemplar
                 and a large output domain. Our method preserves both
                 individual element properties and their aggregate
                 distributions. It is also general and applicable to a
                 variety of phenomena, including different
                 dimensionalities, different element properties and
                 distributions, and different effects including both
                 artistic and physically realistic ones.",
  acknowledgement = ack-nhfb,
  articleno =    "62",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{ODonovan:2011:CCL,
  author =       "Peter O'Donovan and Aseem Agarwala and Aaron
                 Hertzmann",
  title =        "Color compatibility from large datasets",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "63:1--63:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964958",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper studies color compatibility theories using
                 large datasets, and develops new tools for choosing
                 colors. There are three parts to this work. First,
                 using on-line datasets, we test new and existing
                 theories of human color preferences. For example, we
                 test whether certain hues or hue templates may be
                 preferred by viewers. Second, we learn quantitative
                 models that score the quality of a five-color set of
                 colors, called a color theme. Such models can be used
                 to rate the quality of a new color theme.",
  acknowledgement = ack-nhfb,
  articleno =    "63",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2011:EBI,
  author =       "Baoyuan Wang and Yizhou Yu and Ying-Qing Xu",
  title =        "Example-based image color and tone style enhancement",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "64:1--64:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964959",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Color and tone adjustments are among the most frequent
                 image enhancement operations. We define a color and
                 tone style as a set of explicit or implicit rules
                 governing color and tone adjustments. Our goal in this
                 paper is to learn implicit color and tone adjustment
                 rules from examples. That is, given a set of examples,
                 each of which is a pair of corresponding images before
                 and after adjustments, we would like to discover the
                 underlying mathematical relationships optimally
                 connecting the color and tone of corresponding pixels
                 in all image pairs. We formally define tone and color
                 adjustment rules as mappings, and propose to
                 approximate complicated spatially varying nonlinear
                 mappings in a piecewise manner.",
  acknowledgement = ack-nhfb,
  articleno =    "64",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sajadi:2011:SPU,
  author =       "Behzad Sajadi and Aditi Majumder and Kazuhiro Hiwada
                 and Atsuto Maki and Ramesh Raskar",
  title =        "Switchable primaries using shiftable layers of color
                 filter arrays",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "65:1--65:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964960",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a camera with switchable primaries using
                 shiftable layers of color filter arrays (CFAs). By
                 layering a pair of CMY CFAs in this novel manner we can
                 switch between multiple sets of color primaries (namely
                 RGB, CMY and RGBCY) in the same camera. In contrast to
                 fixed color primaries (e.g. RGB or CMY), which cannot
                 provide optimal image quality for all scene conditions,
                 our camera with switchable primaries provides optimal
                 color fidelity and signal to noise ratio for multiple
                 scene conditions. Next, we show that the same concept
                 can be used to layer two RGB CFAs to design a camera
                 with switchable low dynamic range (LDR) and high
                 dynamic range (HDR) modes.",
  acknowledgement = ack-nhfb,
  articleno =    "65",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Denning:2011:MIV,
  author =       "Jonathan D. Denning and William B. Kerr and Fabio
                 Pellacini",
  title =        "{MeshFlow}: interactive visualization of mesh
                 construction sequences",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "66:1--66:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964961;
                 https://doi.org/10.1145/2010324.1965003",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The construction of polygonal meshes remains a complex
                 task in Computer Graphics, taking tens of thousands of
                 individual operations over several hours of modeling
                 time. The complexity of modeling in terms of number of
                 operations and time makes it difficult for artists to
                 understand all details of how meshes are constructed.
                 We present MeshFlow, an interactive system for
                 visualizing mesh construction sequences. MeshFlow
                 hierarchically clusters mesh editing operations to
                 provide viewers with an overview of the model
                 construction while still allowing them to view more
                 details on demand. We base our clustering on an
                 analysis of the frequency of repeated operations and
                 implement it using substituting regular expressions.",
  acknowledgement = ack-nhfb,
  articleno =    "66",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gurung:2011:LCC,
  author =       "Topraj Gurung and Mark Luffel and Peter Lindstrom and
                 Jarek Rossignac",
  title =        "{LR}: compact connectivity representation for triangle
                 meshes",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "67:1--67:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964962",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose LR (Laced Ring)---a simple data structure
                 for representing the connectivity of manifold triangle
                 meshes. LR provides the option to store on average
                 either 1.08 references per triangle or 26.2 bits per
                 triangle. Its construction, from an input mesh that
                 supports constant-time adjacency queries, has linear
                 space and time complexity, and involves ordering most
                 vertices along a nearly-Hamiltonian cycle. LR is best
                 suited for applications that process meshes with fixed
                 connectivity, as any changes to the connectivity
                 require the data structure to be rebuilt.",
  acknowledgement = ack-nhfb,
  articleno =    "67",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Paris:2011:LLF,
  author =       "Sylvain Paris and Samuel W. Hasinoff and Jan Kautz",
  title =        "Local {Laplacian} filters: edge-aware image processing
                 with a {Laplacian} pyramid",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "68:1--68:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964963",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The Laplacian pyramid is ubiquitous for decomposing
                 images into multiple scales and is widely used for
                 image analysis. However, because it is constructed with
                 spatially invariant Gaussian kernels, the Laplacian
                 pyramid is widely believed as being unable to represent
                 edges well and as being ill-suited for edge-aware
                 operations such as edge-preserving smoothing and tone
                 mapping. To tackle these tasks, a wealth of alternative
                 techniques and representations have been proposed,
                 e.g., anisotropic diffusion, neighborhood filtering,
                 and specialized wavelet bases. While these methods have
                 demonstrated successful results, they come at the price
                 of additional complexity, often accompanied by higher
                 computational cost or the need to post-process the
                 generated results.",
  acknowledgement = ack-nhfb,
  articleno =    "68",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gastal:2011:DTE,
  author =       "Eduardo S. L. Gastal and Manuel M. Oliveira",
  title =        "Domain transform for edge-aware image and video
                 processing",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "69:1--69:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964964",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new approach for performing high-quality
                 edge-preserving filtering of images and videos in real
                 time. Our solution is based on a transform that defines
                 an isometry between curves on the 2D image manifold in
                 5D and the real line. This transform preserves the
                 geodesic distance between points on these curves,
                 adaptively warping the input signal so that 1D
                 edge-preserving filtering can be efficiently performed
                 in linear time. We demonstrate three realizations of 1D
                 edge-preserving filters, show how to produce
                 high-quality 2D edge-preserving filters by iterating
                 1D-filtering operations, and empirically analyze the
                 convergence of this process. Our approach has several
                 desirable features: the use of 1D operations leads to
                 considerable speedups over existing techniques and
                 potential memory savings; its computational cost is not
                 affected by the choice of the filter parameters; and it
                 is the first edge-preserving filter to work on color
                 images at arbitrary scales in real time, \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "69",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{HaCohen:2011:NRD,
  author =       "Yoav HaCohen and Eli Shechtman and Dan B. Goldman and
                 Dani Lischinski",
  title =        "Non-rigid dense correspondence with applications for
                 image enhancement",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "70:1--70:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964965",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a new efficient method for
                 recovering reliable local sets of dense correspondences
                 between two images with some shared content. Our method
                 is designed for pairs of images depicting similar
                 regions acquired by different cameras and lenses, under
                 non-rigid transformations, under different lighting,
                 and over different backgrounds. We utilize a new
                 coarse-to-fine scheme in which nearest-neighbor field
                 computations using Generalized PatchMatch [Barnes et
                 al. 2010] are interleaved with fitting a global
                 non-linear parametric color model and aggregating
                 consistent matching regions using locally adaptive
                 constraints. Compared to previous correspondence
                 approaches, our method combines the best of two worlds:
                 It is dense, like optical flow and stereo
                 reconstruction methods, and it is also robust to
                 geometric and photometric variations, like sparse
                 feature matching.",
  acknowledgement = ack-nhfb,
  articleno =    "70",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2011:DDE,
  author =       "Huamin Wang and James F. O'Brien and Ravi
                 Ramamoorthi",
  title =        "Data-driven elastic models for cloth: modeling and
                 measurement",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "71:1--71:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964966",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Cloth often has complicated nonlinear, anisotropic
                 elastic behavior due to its woven pattern and fiber
                 properties. However, most current cloth simulation
                 techniques simply use linear and isotropic elastic
                 models with manually selected stiffness parameters.
                 Such simple simulations do not allow differentiating
                 the behavior of distinct cloth materials such as silk
                 or denim, and they cannot model most materials with
                 fidelity to their real-world counterparts. In this
                 paper, we present a data-driven technique to more
                 realistically animate cloth. We propose a piecewise
                 linear elastic model that is a good approximation to
                 nonlinear, anisotropic stretching and bending behaviors
                 of various materials. We develop new measurement
                 techniques for studying the elastic deformations for
                 both stretching and bending in real cloth samples.",
  acknowledgement = ack-nhfb,
  articleno =    "71",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Martin:2011:EBE,
  author =       "Sebastian Martin and Bernhard Thomaszewski and Eitan
                 Grinspun and Markus Gross",
  title =        "Example-based elastic materials",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "72:1--72:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964967",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose an example-based approach for simulating
                 complex elastic material behavior. Supplied with a few
                 poses that characterize a given object, our system
                 starts by constructing a space of preferred
                 deformations by means of interpolation. During
                 simulation, this example manifold then acts as an
                 additional elastic attractor that guides the object
                 towards its space of preferred shapes. Added on top of
                 existing solid simulation codes, this example potential
                 effectively allows us to implement inhomogeneous and
                 anisotropic materials in a direct and intuitive way.",
  acknowledgement = ack-nhfb,
  articleno =    "72",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Faure:2011:SMM,
  author =       "Fran{\c{c}}ois Faure and Benjamin Gilles and Guillaume
                 Bousquet and Dinesh K. Pai",
  title =        "Sparse meshless models of complex deformable solids",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "73:1--73:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964968",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A new method to simulate deformable objects with
                 heterogeneous material properties and complex
                 geometries is presented. Given a volumetric map of the
                 material properties and an arbitrary number of control
                 nodes, a distribution of the nodes is computed
                 automatically, as well as the associated shape
                 functions. Reference frames attached to the nodes are
                 used to apply skeleton subspace deformation across the
                 volume of the objects. A continuum mechanics
                 formulation is derived from the displacements and the
                 material properties. We introduce novel material-aware
                 shape functions in place of the traditional radial
                 basis functions used in meshless frameworks. In
                 contrast with previous approaches, these allow coarse
                 deformation functions to efficiently resolve
                 non-uniform stiffnesses.",
  acknowledgement = ack-nhfb,
  articleno =    "73",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2011:LMC,
  author =       "Haoda Huang and Jinxiang Chai and Xin Tong and
                 Hsiang-Tao Wu",
  title =        "Leveraging motion capture and {$3$D} scanning for
                 high-fidelity facial performance acquisition",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "74:1--74:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964969",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces a new approach for acquiring
                 high-fidelity 3D facial performances with realistic
                 dynamic wrinkles and fine-scale facial details. Our
                 approach leverages state-of-the-art motion capture
                 technology and advanced 3D scanning technology for
                 facial performance acquisition. We start the process by
                 recording 3D facial performances of an actor using a
                 marker-based motion capture system and perform facial
                 analysis on the captured data, thereby determining a
                 minimal set of face scans required for accurate facial
                 reconstruction. We introduce a two-step registration
                 process to efficiently build dense consistent surface
                 correspondences across all the face scans. We
                 reconstruct high-fidelity 3D facial performances by
                 combining motion capture data with the minimal set of
                 face scans in the blendshape interpolation framework.",
  acknowledgement = ack-nhfb,
  articleno =    "74",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Beeler:2011:HQP,
  author =       "Thabo Beeler and Fabian Hahn and Derek Bradley and
                 Bernd Bickel and Paul Beardsley and Craig Gotsman and
                 Robert W. Sumner and Markus Gross",
  title =        "High-quality passive facial performance capture using
                 anchor frames",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "75:1--75:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964970",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new technique for passive and markerless
                 facial performance capture based on anchor frames. Our
                 method starts with high resolution per-frame geometry
                 acquisition using state-of-the-art stereo
                 reconstruction, and proceeds to establish a single
                 triangle mesh that is propagated through the entire
                 performance. Leveraging the fact that facial
                 performances often contain repetitive subsequences, we
                 identify anchor frames as those which contain similar
                 facial expressions to a manually chosen reference
                 expression. Anchor frames are automatically computed
                 over one or even multiple performances. We introduce a
                 robust image-space tracking method that computes pixel
                 matches directly from the reference frame to all anchor
                 frames, and thereby to the remaining frames in the
                 sequence via sequential matching.",
  acknowledgement = ack-nhfb,
  articleno =    "75",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tena:2011:IRB,
  author =       "J. Rafael Tena and Fernando {De la Torre} and Iain
                 Matthews",
  title =        "Interactive region-based linear {$3$D} face models",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "76:1--76:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964971",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Linear models, particularly those based on principal
                 component analysis (PCA), have been used successfully
                 on a broad range of human face-related applications.
                 Although PCA models achieve high compression, they have
                 not been widely used for animation in a production
                 environment because their bases lack a semantic
                 interpretation. Their parameters are not an intuitive
                 set for animators to work with. In this paper we
                 present a linear face modelling approach that
                 generalises to unseen data better than the traditional
                 holistic approach while also allowing click-and-drag
                 interaction for animation. Our model is composed of a
                 collection of PCA sub-models that are independently
                 trained but share boundaries.",
  acknowledgement = ack-nhfb,
  articleno =    "76",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Weise:2011:RPB,
  author =       "Thibaut Weise and Sofien Bouaziz and Hao Li and Mark
                 Pauly",
  title =        "Realtime performance-based facial animation",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "77:1--77:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964972",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a system for performance-based
                 character animation that enables any user to control
                 the facial expressions of a digital avatar in realtime.
                 The user is recorded in a natural environment using a
                 non-intrusive, commercially available 3D sensor. The
                 simplicity of this acquisition device comes at the cost
                 of high noise levels in the acquired data. To
                 effectively map low-quality 2D images and 3D depth maps
                 to realistic facial expressions, we introduce a novel
                 face tracking algorithm that combines geometry and
                 texture registration with pre-recorded animation priors
                 in a single optimization. Formulated as a maximum a
                 posteriori estimation in a reduced parameter space, our
                 method implicitly exploits temporal coherence to
                 stabilize the tracking.",
  acknowledgement = ack-nhfb,
  articleno =    "77",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jacobson:2011:BBW,
  author =       "Alec Jacobson and Ilya Baran and Jovan Popovi{\'c} and
                 Olga Sorkine",
  title =        "Bounded biharmonic weights for real-time deformation",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "78:1--78:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964973",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Object deformation with linear blending dominates
                 practical use as the fastest approach for transforming
                 raster images, vector graphics, geometric models and
                 animated characters. Unfortunately, linear blending
                 schemes for skeletons or cages are not always easy to
                 use because they may require manual weight painting or
                 modeling closed polyhedral envelopes around objects.
                 Our goal is to make the design and control of
                 deformations simpler by allowing the user to work
                 freely with the most convenient combination of handle
                 types. We develop linear blending weights that produce
                 smooth and intuitive deformations for points, bones and
                 cages of arbitrary topology. Our weights, called
                 bounded biharmonic weights, minimize the Laplacian
                 energy subject to bound constraints.",
  acknowledgement = ack-nhfb,
  articleno =    "78",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2011:BIM,
  author =       "Vladimir G. Kim and Yaron Lipman and Thomas
                 Funkhouser",
  title =        "Blended intrinsic maps",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "79:1--79:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964974",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper describes a fully automatic pipeline for
                 finding an intrinsic map between two non-isometric,
                 genus zero surfaces. Our approach is based on the
                 observation that efficient methods exist to search for
                 nearly isometric maps (e.g., M{\"o}bius Voting or Heat
                 Kernel Maps), but no single solution found with these
                 methods provides low-distortion everywhere for pairs of
                 surfaces differing by large deformations. To address
                 this problem, we suggest using a weighted combination
                 of these maps to produce a ``blended map.'' This
                 approach enables algorithms that leverage efficient
                 search procedures, yet can provide the flexibility to
                 handle large deformations. The main challenges of this
                 approach lie in finding a set of candidate maps {mi}
                 and their associated blending weights {bi(p)} for every
                 point p on the surface.",
  acknowledgement = ack-nhfb,
  articleno =    "79",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2011:PIM,
  author =       "Kai Xu and Hanlin Zheng and Hao Zhang and Daniel
                 Cohen-Or and Ligang Liu and Yueshan Xiong",
  title =        "Photo-inspired model-driven {$3$D} object modeling",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "80:1--80:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964975",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce an algorithm for 3D object modeling where
                 the user draws creative inspiration from an object
                 captured in a single photograph. Our method leverages
                 the rich source of photographs for creative 3D
                 modeling. However, with only a photo as a guide,
                 creating a 3D model from scratch is a daunting task. We
                 support the modeling process by utilizing an available
                 set of 3D candidate models. Specifically, the user
                 creates a digital 3D model as a geometric variation
                 from a 3D candidate. Our modeling technique consists of
                 two major steps. The first step is a user-guided
                 image-space object segmentation to reveal the structure
                 of the photographed object.",
  acknowledgement = ack-nhfb,
  articleno =    "80",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Solenthaler:2011:TSP,
  author =       "Barbara Solenthaler and Markus Gross",
  title =        "Two-scale particle simulation",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "81:1--81:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964976",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a two-scale method for particle-based
                 fluids that allocates computing resources to regions of
                 the fluid where complex flow behavior emerges. Our
                 method uses a low- and a high-resolution simulation
                 that run at the same time. While in the coarse
                 simulation the whole fluid is represented by large
                 particles, the fine level simulates only a subset of
                 the fluid with small particles. The subset can be
                 arbitrarily defined and also dynamically change over
                 time to capture complex flows and small-scale surface
                 details. The low- and high-resolution simulations are
                 coupled by including feedback forces and defining
                 appropriate boundary conditions. Our method offers the
                 benefit that particles are of the same size within each
                 simulation level.",
  acknowledgement = ack-nhfb,
  articleno =    "81",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chentanez:2011:RTE,
  author =       "Nuttapong Chentanez and Matthias M{\"u}ller",
  title =        "Real-time {Eulerian} water simulation using a
                 restricted tall cell grid",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "82:1--82:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964977",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new Eulerian fluid simulation method,
                 which allows real-time simulations of large scale three
                 dimensional liquids. Such scenarios have hitherto been
                 restricted to the domain of off-line computation. To
                 reduce computation time we use a hybrid grid
                 representation composed of regular cubic cells on top
                 of a layer of tall cells. With this layout water above
                 an arbitrary terrain can be represented without
                 consuming an excessive amount of memory and compute
                 power, while focusing effort on the area near the
                 surface where it most matters. Additionally, we
                 optimized the grid representation for a GPU
                 implementation of the fluid solver.",
  acknowledgement = ack-nhfb,
  articleno =    "82",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nielsen:2011:GSH,
  author =       "Michael B. Nielsen and Robert Bridson",
  title =        "Guide shapes for high resolution naturalistic liquid
                 simulation",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "83:1--83:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964978",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Art direction of high resolution naturalistic liquid
                 simulations is notoriously hard, due to both the
                 chaotic nature of the physics and the computational
                 resources required. Resimulating a scene at higher
                 resolution often produces very different results, and
                 is too expensive to allow many design cycles. We
                 present a method of constraining or guiding a high
                 resolution liquid simulation to stay close to a
                 finalized low resolution version (either simulated or
                 directly animated), restricting the solve to a thin
                 outer shell of liquid around a guide shape. Our method
                 is generally faster than an unconstrained simulation
                 and can be integrated with a standard fluid
                 simulator.",
  acknowledgement = ack-nhfb,
  articleno =    "83",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chadwick:2011:AFS,
  author =       "Jeffrey N. Chadwick and Doug L. James",
  title =        "Animating fire with sound",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "84:1--84:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964979",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a practical method for synthesizing
                 plausible fire sounds that are synchronized with
                 physically based fire animations. To enable synthesis
                 of combustion sounds without incurring the cost of
                 time-stepping fluid simulations at audio rates, we
                 decompose our synthesis procedure into two components.
                 First, a low-frequency flame sound is synthesized using
                 a physically based combustion sound model driven with
                 data from a visual flame simulation run at a relatively
                 low temporal sampling rate. Second, we propose two
                 bandwidth extension methods for synthesizing additional
                 high-frequency flame sound content: (1) spectral
                 bandwidth extension which synthesizes higher-frequency
                 noise matching combustion sound spectra from theory and
                 experiment; and (2) data-driven texture synthesis to
                 synthesize high-frequency content based on input flame
                 sound recordings.",
  acknowledgement = ack-nhfb,
  articleno =    "84",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lau:2011:CFM,
  author =       "Manfred Lau and Akira Ohgawara and Jun Mitani and
                 Takeo Igarashi",
  title =        "Converting {$3$D} furniture models to fabricatable
                 parts and connectors",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "85:1--85:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964980",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Although there is an abundance of 3D models available,
                 most of them exist only in virtual simulation and are
                 not immediately usable as physical objects in the real
                 world. We solve the problem of taking as input a 3D
                 model of a man-made object, and automatically
                 generating the parts and connectors needed to build the
                 corresponding physical object. We focus on furniture
                 models, and we define formal grammars for IKEA cabinets
                 and tables. We perform lexical analysis to identify the
                 primitive parts of the 3D model. Structural analysis
                 then gives structural information to these parts, and
                 generates the connectors (i.e. nails, screws) needed to
                 attach the parts together.",
  acknowledgement = ack-nhfb,
  articleno =    "85",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yu:2011:MIH,
  author =       "Lap-Fai Yu and Sai-Kit Yeung and Chi-Keung Tang and
                 Demetri Terzopoulos and Tony F. Chan and Stanley J.
                 Osher",
  title =        "Make it home: automatic optimization of furniture
                 arrangement",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "86:1--86:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964981",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a system that automatically synthesizes
                 indoor scenes realistically populated by a variety of
                 furniture objects. Given examples of sensibly furnished
                 indoor scenes, our system extracts, in advance,
                 hierarchical and spatial relationships for various
                 furniture objects, encoding them into priors associated
                 with ergonomic factors, such as visibility and
                 accessibility, which are assembled into a cost function
                 whose optimization yields realistic furniture
                 arrangements. To deal with the prohibitively large
                 search space, the cost function is optimized by
                 simulated annealing using a Metropolis-Hastings state
                 search step.",
  acknowledgement = ack-nhfb,
  articleno =    "86",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Merrell:2011:IFL,
  author =       "Paul Merrell and Eric Schkufza and Zeyang Li and
                 Maneesh Agrawala and Vladlen Koltun",
  title =        "Interactive furniture layout using interior design
                 guidelines",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "87:1--87:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964982",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an interactive furniture layout system that
                 assists users by suggesting furniture arrangements that
                 are based on interior design guidelines. Our system
                 incorporates the layout guidelines as terms in a
                 density function and generates layout suggestions by
                 rapidly sampling the density function using a
                 hardware-accelerated Monte Carlo sampler. Our results
                 demonstrate that the suggestion generation
                 functionality measurably increases the quality of
                 furniture arrangements produced by participants with no
                 prior training in interior design.",
  acknowledgement = ack-nhfb,
  articleno =    "87",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2011:SCV,
  author =       "Yu-Shuen Wang and Jen-Hung Hsiao and Olga Sorkine and
                 Tong-Yee Lee",
  title =        "Scalable and coherent video resizing with per-frame
                 optimization",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "88:1--88:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964983",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The key to high-quality video resizing is preserving
                 the shape and motion of visually salient objects while
                 remaining temporally-coherent. These spatial and
                 temporal requirements are difficult to reconcile,
                 typically leading existing video retargeting methods to
                 sacrifice one of them and causing distortion or waving
                 artifacts. Recent work enforces temporal coherence of
                 content-aware video warping by solving a global
                 optimization problem over the entire video cube. This
                 significantly improves the results but does not scale
                 well with the resolution and length of the input video
                 and quickly becomes intractable. We propose a new
                 method that solves the scalability problem without
                 compromising the resizing quality.",
  acknowledgement = ack-nhfb,
  articleno =    "88",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Farbman:2011:TSV,
  author =       "Zeev Farbman and Dani Lischinski",
  title =        "Tonal stabilization of video",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "89:1--89:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964984",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a method for reducing undesirable
                 tonal fluctuations in video: minute changes in tonal
                 characteristics, such as exposure, color temperature,
                 brightness and contrast in a sequence of frames, which
                 are easily noticeable when the sequence is viewed.
                 These fluctuations are typically caused by the camera's
                 automatic adjustment of its tonal settings while
                 shooting. Our approach operates on a continuous video
                 shot by first designating one or more frames as
                 anchors. We then tonally align a sequence of frames
                 with each anchor: for each frame, we compute an
                 adjustment map that indicates how each of its pixels
                 should be modified in order to appear as if it was
                 captured with the tonal settings of the anchor.",
  acknowledgement = ack-nhfb,
  articleno =    "89",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Umetani:2011:SCI,
  author =       "Nobuyuki Umetani and Danny M. Kaufman and Takeo
                 Igarashi and Eitan Grinspun",
  title =        "Sensitive couture for interactive garment modeling and
                 editing",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "90:1--90:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964985",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel interactive tool for garment design
                 that enables, for the first time, interactive
                 bidirectional editing between 2D patterns and 3D
                 high-fidelity simulated draped forms. This provides a
                 continuous, interactive, and natural design modality in
                 which 2D and 3D representations are simultaneously
                 visible and seamlessly maintain correspondence. Artists
                 can now interactively edit 2D pattern designs and
                 immediately obtain stable accurate feedback online,
                 thus enabling rapid prototyping and an intuitive
                 understanding of complex drape form.",
  acknowledgement = ack-nhfb,
  articleno =    "90",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Barbic:2011:RTL,
  author =       "Jernej Barbi{\v{c}} and Yili Zhao",
  title =        "Real-time large-deformation substructuring",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "91:1--91:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964986",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper shows a method to extend 3D nonlinear
                 elasticity model reduction to open-loop multi-level
                 reduced deformable structures. Given a volumetric mesh,
                 we decompose the mesh into several subdomains, build a
                 reduced deformable model for each domain, and connect
                 the domains using inertia coupling. This makes model
                 reduction deformable simulations much more versatile:
                 localized deformations can be supported without
                 prohibitive computational costs, parts can be re-used
                 and precomputation times shortened. Our method does not
                 use constraints, and can handle large domain rigid body
                 motion in addition to large deformations, due to our
                 derivation of the gradient and Hessian of the rotation
                 matrix in polar decomposition.",
  acknowledgement = ack-nhfb,
  articleno =    "91",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Muller:2011:SSO,
  author =       "Matthias M{\"u}ller and Nuttapong Chentanez",
  title =        "Solid simulation with oriented particles",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "92:1--92:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964987",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a new fast and robust method to simulate
                 various types of solid including rigid, plastic and
                 soft bodies as well as one, two and three dimensional
                 structures such as ropes, cloth and volumetric objects.
                 The underlying idea is to use oriented particles that
                 store rotation and spin, along with the usual linear
                 attributes, i.e. position and velocity. This additional
                 information adds substantially to traditional particle
                 methods. First, particles can be represented by
                 anisotropic shapes such as ellipsoids, which
                 approximate surfaces more accurately than spheres.
                 Second, shape matching becomes robust for sparse
                 structures such as chains of particles or even single
                 particles because the undefined degrees of freedom are
                 captured in the rotational states of the particles.",
  acknowledgement = ack-nhfb,
  articleno =    "92",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kavan:2011:PIU,
  author =       "Ladislav Kavan and Dan Gerszewski and Adam W. Bargteil
                 and Peter-Pike Sloan",
  title =        "Physics-inspired upsampling for cloth simulation in
                 games",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "93:1--93:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964988",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a method for learning linear upsampling
                 operators for physically-based cloth simulation,
                 allowing us to enrich coarse meshes with mid-scale
                 details in minimal time and memory budgets, as required
                 in computer games. In contrast to classical subdivision
                 schemes, our operators adapt to a specific context
                 (e.g. a flag flapping in the wind or a skirt worn by a
                 character), which allows them to achieve higher detail.
                 Our method starts by pre-computing a pair of coarse and
                 fine training simulations aligned with tracking
                 constraints using harmonic test functions. Next, we
                 train the upsampling operators with a new
                 regularization method that enables us to learn
                 mid-scale details without overfitting.",
  acknowledgement = ack-nhfb,
  articleno =    "93",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Heinzle:2011:CSC,
  author =       "Simon Heinzle and Pierre Greisen and David Gallup and
                 Christine Chen and Daniel Saner and Aljoscha Smolic and
                 Andreas Burg and Wojciech Matusik and Markus Gross",
  title =        "Computational stereo camera system with programmable
                 control loop",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "94:1--94:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964989",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Stereoscopic 3D has gained significant importance in
                 the entertainment industry. However, production of high
                 quality stereoscopic content is still a challenging art
                 that requires mastering the complex interplay of human
                 perception, 3D display properties, and artistic intent.
                 In this paper, we present a computational stereo camera
                 system that closes the control loop from capture and
                 analysis to automatic adjustment of physical
                 parameters. Intuitive interaction metaphors are
                 developed that replace cumbersome handling of rig
                 parameters using a touch screen interface with 3D
                 visualization. Our system is designed to make
                 stereoscopic 3D production as easy, intuitive,
                 flexible, and reliable as possible. Captured signals
                 are processed and analyzed in real-time on a stream
                 processor.",
  acknowledgement = ack-nhfb,
  articleno =    "94",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wetzstein:2011:LTI,
  author =       "Gordon Wetzstein and Douglas Lanman and Wolfgang
                 Heidrich and Ramesh Raskar",
  title =        "Layered {$3$D}: tomographic image synthesis for
                 attenuation-based light field and high dynamic range
                 displays",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "95:1--95:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964990",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We develop tomographic techniques for image synthesis
                 on displays composed of compact volumes of
                 light-attenuating material. Such volumetric attenuators
                 recreate a 4D light field or high-contrast 2D image
                 when illuminated by a uniform backlight. Since
                 arbitrary oblique views may be inconsistent with any
                 single attenuator, iterative tomographic reconstruction
                 minimizes the difference between the emitted and target
                 light fields, subject to physical constraints on
                 attenuation. As multi-layer generalizations of
                 conventional parallax barriers, such displays are
                 shown, both by theory and experiment, to exceed the
                 performance of existing dual-layer architectures. For
                 3D display, spatial resolution, depth of field, and
                 brightness are increased, compared to parallax
                 barriers.",
  acknowledgement = ack-nhfb,
  articleno =    "95",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Didyk:2011:PMD,
  author =       "Piotr Didyk and Tobias Ritschel and Elmar Eisemann and
                 Karol Myszkowski and Hans-Peter Seidel",
  title =        "A perceptual model for disparity",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "96:1--96:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964991",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Binocular disparity is an important cue for the human
                 visual system to recognize spatial layout, both in
                 reality and simulated virtual worlds. This paper
                 introduces a perceptual model of disparity for computer
                 graphics that is used to define a metric to compare a
                 stereo image to an alternative stereo image and to
                 estimate the magnitude of the perceived disparity
                 change. Our model can be used to assess the effect of
                 disparity to control the level of undesirable
                 distortions or enhancements (introduced on purpose). A
                 number of psycho-visual experiments are conducted to
                 quantify the mutual effect of disparity magnitude and
                 frequency to derive the model.",
  acknowledgement = ack-nhfb,
  articleno =    "96",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xin:2011:MBP,
  author =       "Shiqing Xin and Chi-Fu Lai and Chi-Wing Fu and
                 Tien-Tsin Wong and Ying He and Daniel Cohen-Or",
  title =        "Making burr puzzles from {$3$D} models",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "97:1--97:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964992",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A 3D burr puzzle is a 3D model that consists of
                 interlocking pieces with a single-key property. That
                 is, when the puzzle is assembled, all the pieces are
                 notched except one single key component which remains
                 mobile. The intriguing property of the assembled burr
                 puzzle is that it is stable, perfectly interlocked,
                 without glue or screws, etc. Moreover, a burr puzzle
                 consisting of a small number of pieces is still rather
                 difficult to solve since the assembly must follow
                 certain orders while the combinatorial complexity of
                 the puzzle's piece arrangements is extremely high. In
                 this paper, we generalize the 6-piece orthogonal burr
                 puzzle (a knot) to design and model burr puzzles from
                 3D models.",
  acknowledgement = ack-nhfb,
  articleno =    "97",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2011:GSV,
  author =       "Xian-Ying Li and Tao Ju and Yan Gu and Shi-Min Hu",
  title =        "A geometric study of v-style pop-ups: theories and
                 algorithms",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "98:1--98:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964993",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Pop-up books are a fascinating form of paper art with
                 intriguing geometric properties. In this paper, we
                 present a systematic study of a simple but common class
                 of pop-ups consisting of patches falling into four
                 parallel groups, which we call v-style pop-ups. We give
                 sufficient conditions for a v-style paper structure to
                 be pop-upable. That is, it can be closed flat while
                 maintaining the rigidity of the patches, the closing
                 and opening do not need extra force besides holding two
                 patches and are free of intersections, and the closed
                 paper is contained within the page border. These
                 conditions allow us to identify novel mechanisms for
                 making pop-ups.",
  acknowledgement = ack-nhfb,
  articleno =    "98",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kopf:2011:DPA,
  author =       "Johannes Kopf and Dani Lischinski",
  title =        "Depixelizing pixel art",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "99:1--99:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964994",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe a novel algorithm for extracting a
                 resolution-independent vector representation from pixel
                 art images, which enables magnifying the results by an
                 arbitrary amount without image degradation. Our
                 algorithm resolves pixel-scale features in the input
                 and converts them into regions with smoothly varying
                 shading that are crisply separated by piecewise-smooth
                 contour curves. In the original image, pixels are
                 represented on a square pixel lattice, where diagonal
                 neighbors are only connected through a single point.
                 This causes thin features to become visually
                 disconnected under magnification by conventional means,
                 and creates ambiguities in the connectedness and
                 separation of diagonal neighbors. The key to our
                 algorithm is in resolving these ambiguities.",
  acknowledgement = ack-nhfb,
  articleno =    "99",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Maharik:2011:DM,
  author =       "Ron Maharik and Mikhail Bessmeltsev and Alla Sheffer
                 and Ariel Shamir and Nathan Carr",
  title =        "Digital micrography",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "100:1--100:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964995",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an algorithm for creating digital
                 micrography images, or micrograms, a special type of
                 calligrams created from minuscule text. These
                 attractive text-art works successfully combine
                 beautiful images with readable meaningful text.
                 Traditional micrograms are created by highly skilled
                 artists and involve a huge amount of tedious manual
                 work. We aim to simplify this process by providing a
                 computerized digital micrography design tool. The main
                 challenge in creating digital micrograms is designing
                 textual layouts that simultaneously convey the input
                 image, are readable and appealing. To generate such
                 layout we use the streamlines of singularity free, low
                 curvature, smooth vector fields, especially designed
                 for our needs.",
  acknowledgement = ack-nhfb,
  articleno =    "100",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bo:2011:CAS,
  author =       "Pengbo Bo and Helmut Pottmann and Martin Kilian and
                 Wenping Wang and Johannes Wallner",
  title =        "Circular arc structures",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "101:1--101:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964996",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The most important guiding principle in computational
                 methods for freeform architecture is the balance
                 between cost efficiency on the one hand, and adherence
                 to the design intent on the other. Key issues are the
                 simplicity of supporting and connecting elements as
                 well as repetition of costly parts. This paper proposes
                 so-called circular arc structures as a means to
                 faithfully realize freeform designs without giving up
                 smooth appearance. In contrast to non-smooth meshes
                 with straight edges where geometric complexity is
                 concentrated in the nodes, we stay with smooth surfaces
                 and rather distribute complexity in a uniform way by
                 allowing edges in the shape of circular arcs.",
  acknowledgement = ack-nhfb,
  articleno =    "101",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Alexa:2011:DLG,
  author =       "Marc Alexa and Max Wardetzky",
  title =        "Discrete {Laplacians} on general polygonal meshes",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "102:1--102:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964997",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "While the theory and applications of discrete
                 Laplacians on triangulated surfaces are well developed,
                 far less is known about the general polygonal case. We
                 present here a principled approach for constructing
                 geometric discrete Laplacians on surfaces with
                 arbitrary polygonal faces, encompassing non-planar and
                 non-convex polygons. Our construction is guided by
                 closely mimicking structural properties of the smooth
                 Laplace--Beltrami operator. Among other features, our
                 construction leads to an extension of the widely
                 employed cotan formula from triangles to polygons.",
  acknowledgement = ack-nhfb,
  articleno =    "102",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mullen:2011:HHO,
  author =       "Patrick Mullen and Pooran Memari and Fernando de Goes
                 and Mathieu Desbrun",
  title =        "{HOT}: {Hodge}-optimized triangulations",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "103:1--103:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964998",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce Hodge-optimized triangulations (HOT), a
                 family of well-shaped primal-dual pairs of complexes
                 designed for fast and accurate computations in computer
                 graphics. Previous work most commonly employs
                 barycentric or circumcentric duals; while barycentric
                 duals guarantee that the dual of each simplex lies
                 within the simplex, circumcentric duals are often
                 preferred due to the induced orthogonality between
                 primal and dual complexes. We instead promote the use
                 of weighted duals (``power diagrams''). They allow
                 greater flexibility in the location of dual vertices
                 while keeping primal-dual orthogonality, thus providing
                 a valuable extension to the usual choices of dual by
                 only adding one additional scalar per primal vertex.",
  acknowledgement = ack-nhfb,
  articleno =    "103",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Crane:2011:STD,
  author =       "Keenan Crane and Ulrich Pinkall and Peter
                 Schr{\"o}der",
  title =        "Spin transformations of discrete surfaces",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "104:1--104:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1964999",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a new method for computing conformal
                 transformations of triangle meshes in R3. Conformal
                 maps are desirable in digital geometry processing
                 because they do not exhibit shear, and therefore
                 preserve texture fidelity as well as the quality of the
                 mesh itself. Traditional discretizations consider maps
                 into the complex plane, which are useful only for
                 problems such as surface parameterization and planar
                 shape deformation where the target surface is flat. We
                 instead consider maps into the quaternions H, which
                 allows us to work directly with surfaces sitting in R3.
                 In particular, we introduce a quaternionic Dirac
                 operator and use it to develop a novel integrability
                 condition on conformal deformations.",
  acknowledgement = ack-nhfb,
  articleno =    "104",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2011:NRC,
  author =       "Hsiang-Ting Chen and Li-Yi Wei and Chun-Fa Chang",
  title =        "Nonlinear revision control for images",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "105:1--105:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1965000",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Revision control is a vital component of digital
                 project management and has been widely deployed for
                 text files. Binary files, on the other hand, have
                 received relatively less attention. This can be
                 inconvenient for graphics applications that use a
                 significant amount of binary data, such as images,
                 videos, meshes, and animations. Existing strategies
                 such as storing whole files for individual revisions or
                 simple binary deltas could consume significant storage
                 and obscure vital semantic information. We present a
                 nonlinear revision control system for images, designed
                 with the common digital editing and sketching workflows
                 in mind. We use DAG (directed acyclic graph) as the
                 core structure, with DAG nodes representing editing
                 operations and DAG edges the corresponding spatial,
                 temporal and semantic relationships.",
  acknowledgement = ack-nhfb,
  articleno =    "105",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Laine:2011:CDS,
  author =       "Samuli Laine and Timo Aila and Tero Karras and Jaakko
                 Lehtinen",
  title =        "Clipless dual-space bounds for faster stochastic
                 rasterization",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "106:1--106:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1965001",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel method for increasing the
                 efficiency of stochastic rasterization of motion and
                 defocus blur. Contrary to earlier approaches, our
                 method is efficient even with the low sampling
                 densities commonly encountered in realtime rendering,
                 while allowing the use of arbitrary sampling patterns
                 for maximal image quality. Our clipless dual-space
                 formulation avoids problems with triangles that cross
                 the camera plane during the shutter interval. The
                 method is also simple to plug into existing rendering
                 systems.",
  acknowledgement = ack-nhfb,
  articleno =    "106",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Foley:2011:SMC,
  author =       "Tim Foley and Pat Hanrahan",
  title =        "{Spark}: modular, composable shaders for graphics
                 hardware",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "107:1--107:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1965002",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In creating complex real-time shaders, programmers
                 should be able to decompose code into independent,
                 localized modules of their choosing. Current real-time
                 shading languages, however, enforce a fixed
                 decomposition into per-pipeline-stage procedures.
                 Program concerns at other scales -- including those
                 that cross-cut multiple pipeline stages -- cannot be
                 expressed as reusable modules. We present a shading
                 language, Spark, and its implementation for modern
                 graphics hardware that improves support for separation
                 of concerns into modules. A Spark shader class can
                 encapsulate code that maps to more than one pipeline
                 stage, and can be extended and composed using
                 object-oriented inheritance.",
  acknowledgement = ack-nhfb,
  articleno =    "107",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hullin:2011:PBR,
  author =       "Matthias Hullin and Elmar Eisemann and Hans-Peter
                 Seidel and Sungkil Lee",
  title =        "Physically-based real-time lens flare rendering",
  journal =      j-TOG,
  volume =       "30",
  number =       "4",
  pages =        "108:1--108:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2010324.1965003",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Aug 17 09:36:30 MDT 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Lens flare is caused by light passing through a
                 photographic lens system in an unintended way. Often
                 considered a degrading artifact, it has become a
                 crucial component for realistic imagery and an artistic
                 means that can even lead to an increased perceived
                 brightness. So far, only costly offline processes
                 allowed for convincing simulations of the complex light
                 interactions. In this paper, we present a novel method
                 to interactively compute physically-plausible flare
                 renderings for photographic lenses. The underlying
                 model covers many components that are important for
                 realism, such as imperfections, chromatic and geometric
                 lens aberrations, and antireflective lens coatings.
                 Various acceleration strategies allow for a
                 performance/quality tradeoff, making our technique
                 applicable both in real-time applications and in
                 high-quality production rendering.",
  acknowledgement = ack-nhfb,
  articleno =    "108",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Secord:2011:PMV,
  author =       "Adrian Secord and Jingwan Lu and Adam Finkelstein and
                 Manish Singh and Andrew Nealen",
  title =        "Perceptual models of viewpoint preference",
  journal =      j-TOG,
  volume =       "30",
  number =       "5",
  pages =        "109:1--109:12",
  month =        oct,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2019627.2019628",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Nov 6 07:30:40 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "109",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Garcia-Puente:2011:TDB,
  author =       "Luis David Garc{\'i}a-Puente and Frank Sottile and
                 Chungang Zhu",
  title =        "Toric degenerations of {B{\'e}zier} patches",
  journal =      j-TOG,
  volume =       "30",
  number =       "5",
  pages =        "110:1--110:10",
  month =        oct,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2019627.2019629",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Nov 6 07:30:40 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "110",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tang:2011:VFC,
  author =       "Min Tang and Dinesh Manocha and Sung-Eui Yoon and Peng
                 Du and Jae-Pil Heo and Ruo-Feng Tong",
  title =        "{VolCCD}: {Fast} continuous collision culling between
                 deforming volume meshes",
  journal =      j-TOG,
  volume =       "30",
  number =       "5",
  pages =        "111:1--111:15",
  month =        oct,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2019627.2019630",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Nov 6 07:30:40 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "111",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Steinicke:2011:RPP,
  author =       "Frank Steinicke and Gerd Bruder and Scott Kuhl",
  title =        "Realistic perspective projections for virtual objects
                 and environments",
  journal =      j-TOG,
  volume =       "30",
  number =       "5",
  pages =        "112:1--112:10",
  month =        oct,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2019627.2019631",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Nov 6 07:30:40 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "112",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bermano:2011:ORO,
  author =       "Amit Bermano and Amir Vaxman and Craig Gotsman",
  title =        "Online reconstruction of {$3$D} objects from arbitrary
                 cross-sections",
  journal =      j-TOG,
  volume =       "30",
  number =       "5",
  pages =        "113:1--113:14",
  month =        oct,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2019627.2019632",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Nov 6 07:30:40 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "113",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hachisuka:2011:RAP,
  author =       "Toshiya Hachisuka and Henrik Wann Jensen",
  title =        "Robust adaptive photon tracing using photon path
                 visibility",
  journal =      j-TOG,
  volume =       "30",
  number =       "5",
  pages =        "114:1--114:11",
  month =        oct,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2019627.2019633",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Nov 6 07:30:40 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "114",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Djeu:2011:RAD,
  author =       "Peter Djeu and Warren Hunt and Rui Wang and Ikrima
                 Elhassan and Gordon Stoll and William R. Mark",
  title =        "{Razor}: an architecture for dynamic multiresolution
                 ray tracing",
  journal =      j-TOG,
  volume =       "30",
  number =       "5",
  pages =        "115:1--115:26",
  month =        oct,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2019627.2019634",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Nov 6 07:30:40 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "115",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rossignac:2011:SAM,
  author =       "Jarek Rossignac and {\'A}lvar Vinacua",
  title =        "Steady affine motions and morphs",
  journal =      j-TOG,
  volume =       "30",
  number =       "5",
  pages =        "116:1--116:16",
  month =        oct,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2019627.2019635",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Nov 6 07:30:40 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "116",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mora:2011:NRT,
  author =       "Benjamin Mora",
  title =        "Naive ray-tracing: a divide-and-conquer approach",
  journal =      j-TOG,
  volume =       "30",
  number =       "5",
  pages =        "117:1--117:12",
  month =        oct,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2019627.2019636",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Nov 6 07:30:40 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "117",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jain:2011:MSC,
  author =       "Sumit Jain and C. Karen Liu",
  title =        "Modal-space control for articulated characters",
  journal =      j-TOG,
  volume =       "30",
  number =       "5",
  pages =        "118:1--118:12",
  month =        oct,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2019627.2019637",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Nov 6 07:30:40 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "118",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hildebrandt:2011:ISM,
  author =       "Klaus Hildebrandt and Christian Schulz and Christoph
                 Von Tycowicz and Konrad Polthier",
  title =        "Interactive surface modeling using modal analysis",
  journal =      j-TOG,
  volume =       "30",
  number =       "5",
  pages =        "119:1--119:11",
  month =        oct,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2019627.2019638",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Nov 6 07:30:40 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "119",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Berthouzoz:2011:FCA,
  author =       "Floraine Berthouzoz and Wilmot Li and Mira Dontcheva
                 and Maneesh Agrawala",
  title =        "A framework for content-adaptive photo manipulation
                 macros: Application to face, landscape, and global
                 manipulations",
  journal =      j-TOG,
  volume =       "30",
  number =       "5",
  pages =        "120:1--120:14",
  month =        oct,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2019627.2019639",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Nov 6 07:30:40 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "120",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2011:FSS,
  author =       "Junggon Kim and Nancy S. Pollard",
  title =        "Fast simulation of skeleton-driven deformable body
                 characters",
  journal =      j-TOG,
  volume =       "30",
  number =       "5",
  pages =        "121:1--121:19",
  month =        oct,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2019627.2019640",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Nov 6 07:30:40 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "121",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chang:2011:FOB,
  author =       "Chia-Tche Chang and Bastien Gorissen and Samuel
                 Melchior",
  title =        "Fast oriented bounding box optimization on the
                 rotation group {$ {\rm SO}(3, R) $}",
  journal =      j-TOG,
  volume =       "30",
  number =       "5",
  pages =        "122:1--122:16",
  month =        oct,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2019627.2019641",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Nov 6 07:30:40 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "122",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bokeloh:2011:PAS,
  author =       "Martin Bokeloh and Michael Wand and Vladlen Koltun and
                 Hans-Peter Seidel",
  title =        "Pattern-aware shape deformation using sliding
                 dockers",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "123:1--123:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024157",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces a new structure-aware shape
                 deformation technique. The key idea is to detect
                 continuous and discrete regular patterns and ensure
                 that these patterns are preserved during free-form
                 deformation. We propose a variational deformation model
                 that preserves these structures, and a discrete
                 algorithm that adaptively inserts or removes repeated
                 elements in regular patterns to minimize distortion. As
                 a tool for such structural adaptation, we introduce
                 sliding dockers, which represent repeatable elements
                 that fit together seamlessly for arbitrary repetition
                 counts. We demonstrate the presented approach on a
                 number of complex 3D models from commercial shape
                 libraries.",
  acknowledgement = ack-nhfb,
  articleno =    "123",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yang:2011:SSE,
  author =       "Yong-Liang Yang and Yi-Jun Yang and Helmut Pottmann
                 and Niloy J. Mitra",
  title =        "Shape space exploration of constrained meshes",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "124:1--124:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024158",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a general computational framework to
                 locally characterize any shape space of meshes
                 implicitly prescribed by a collection of non-linear
                 constraints. We computationally access such manifolds,
                 typically of high dimension and co-dimension, through
                 first and second order approximants, namely tangent
                 spaces and quadratically parameterized osculant
                 surfaces. Exploration and navigation of desirable
                 subspaces of the shape space with regard to application
                 specific quality measures are enabled using
                 approximants that are intrinsic to the underlying
                 manifold and directly computable in the parameter space
                 of the osculant surface. We demonstrate our framework
                 on shape spaces of planar quad (PQ) meshes, where each
                 mesh face is constrained to be (nearly) planar, and
                 circular meshes, where each face has a circumcircle.",
  acknowledgement = ack-nhfb,
  articleno =    "124",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2011:JSS,
  author =       "Qixing Huang and Vladlen Koltun and Leonidas Guibas",
  title =        "Joint shape segmentation with linear programming",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "125:1--125:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024159",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an approach to segmenting shapes in a
                 heterogeneous shape database. Our approach segments the
                 shapes jointly, utilizing features from multiple shapes
                 to improve the segmentation of each. The approach is
                 entirely unsupervised and is based on an integer
                 quadratic programming formulation of the joint
                 segmentation problem. The program optimizes over
                 possible segmentations of individual shapes as well as
                 over possible correspondences between segments from
                 multiple shapes. The integer quadratic program is
                 solved via a linear programming relaxation, using a
                 block coordinate descent procedure that makes the
                 optimization feasible for large databases.",
  acknowledgement = ack-nhfb,
  articleno =    "125",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sidi:2011:UCS,
  author =       "Oana Sidi and Oliver van Kaick and Yanir Kleiman and
                 Hao Zhang and Daniel Cohen-Or",
  title =        "Unsupervised co-segmentation of a set of shapes via
                 descriptor-space spectral clustering",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "126:1--126:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024160",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce an algorithm for unsupervised
                 co-segmentation of a set of shapes so as to reveal the
                 semantic shape parts and establish their correspondence
                 across the set. The input set may exhibit significant
                 shape variability where the shapes do not admit proper
                 spatial alignment and the corresponding parts in any
                 pair of shapes may be geometrically dissimilar. Our
                 algorithm can handle such challenging input sets since,
                 first, we perform co-analysis in a descriptor space,
                 where a combination of shape descriptors relates the
                 parts independently of their pose, location, and
                 cardinality. Secondly, we exploit a key enabling
                 feature of the input set, namely, dissimilar parts may
                 be ``linked'' through third-parties present in the
                 set.",
  acknowledgement = ack-nhfb,
  articleno =    "126",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2011:MGM,
  author =       "Chuan Li and Oliver Deussen and Yi-Zhe Song and Phil
                 Willis and Peter Hall",
  title =        "Modeling and generating moving trees from video",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "127:1--127:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024161",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a probabilistic approach for the automatic
                 production of tree models with convincing 3D appearance
                 and motion. The only input is a video of a moving tree
                 that provides us an initial dynamic tree model, which
                 is used to generate new individual trees of the same
                 type. Our approach combines global and local
                 constraints to construct a dynamic 3D tree model from a
                 2D skeleton. Our modeling takes into account factors
                 such as the shape of branches, the overall shape of the
                 tree, and physically plausible motion. Furthermore, we
                 provide a generative model that creates multiple trees
                 in 3D, given a single example model.",
  acknowledgement = ack-nhfb,
  articleno =    "127",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fiss:2011:CPS,
  author =       "Juliet Fiss and Aseem Agarwala and Brian Curless",
  title =        "Candid portrait selection from video",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "128:1--128:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024162",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we train a computer to select still
                 frames from video that work well as candid portraits.
                 Because of the subjective nature of this task, we
                 conduct a human subjects study to collect ratings of
                 video frames across multiple videos. Then, we compute a
                 number of features and train a model to predict the
                 average rating of a video frame. We evaluate our model
                 with cross-validation, and show that it is better able
                 to select quality still frames than previous
                 techniques, such as simply omitting frames that contain
                 blinking or motion blur, or selecting only smiles.",
  acknowledgement = ack-nhfb,
  articleno =    "128",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ghosh:2011:MFC,
  author =       "Abhijeet Ghosh and Graham Fyffe and Borom
                 Tunwattanapong and Jay Busch and Xueming Yu and Paul
                 Debevec",
  title =        "Multiview face capture using polarized spherical
                 gradient illumination",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "129:1--129:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024163",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel process for acquiring detailed
                 facial geometry with high resolution diffuse and
                 specular photometric information from multiple
                 viewpoints using polarized spherical gradient
                 illumination. Key to our method is a new pair of
                 linearly polarized lighting patterns which enables
                 multiview diffuse-specular separation under a given
                 spherical illumination condition from just two
                 photographs. The patterns -- one following lines of
                 latitude and one following lines of longitude -- allow
                 the use of fixed linear polarizers in front of the
                 cameras, enabling more efficient acquisition of diffuse
                 and specular albedo and normal maps from multiple
                 viewpoints. In a second step, we employ these albedo
                 and normal maps as input to a novel multi-resolution
                 adaptive domain message passing stereo reconstruction
                 algorithm to create high resolution facial geometry.",
  acknowledgement = ack-nhfb,
  articleno =    "129",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dale:2011:VFR,
  author =       "Kevin Dale and Kalyan Sunkavalli and Micah K. Johnson
                 and Daniel Vlasic and Wojciech Matusik and Hanspeter
                 Pfister",
  title =        "Video face replacement",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "130:1--130:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024164",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for replacing facial performances
                 in video. Our approach accounts for differences in
                 identity, visual appearance, speech, and timing between
                 source and target videos. Unlike prior work, it does
                 not require substantial manual operation or complex
                 acquisition hardware, only single-camera video. We use
                 a 3D multilinear model to track the facial performance
                 in both videos. Using the corresponding 3D geometry, we
                 warp the source to the target face and retime the
                 source to match the target performance. We then compute
                 an optimal seam through the video volume that maintains
                 temporal consistency in the final composite.",
  acknowledgement = ack-nhfb,
  articleno =    "130",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hsu:2011:RFM,
  author =       "Wei-Hsien Hsu and Kwan-Liu Ma and Carlos Correa",
  title =        "A rendering framework for multiscale views of {$3$D}
                 models",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "131:1--131:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024165",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Images that seamlessly combine views at different
                 levels of detail are appealing. However, creating such
                 multiscale images is not a trivial task, and most such
                 illustrations are handcrafted by skilled artists. This
                 paper presents a framework for direct multiscale
                 rendering of geometric and volumetric models. The basis
                 of our approach is a set of non-linearly bent camera
                 rays that smoothly cast through multiple scales. We
                 show that by properly setting up a sequence of
                 conventional pinhole cameras to capture features of
                 interest at different scales, along with image masks
                 specifying the regions of interest for each scale on
                 the projection plane, our rendering framework can
                 generate non-linear sampling rays that smoothly project
                 objects in a scene at multiple levels of detail onto a
                 single image.",
  acknowledgement = ack-nhfb,
  articleno =    "131",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Baran:2011:MOC,
  author =       "Ilya Baran and Johannes Schmid and Thomas Siegrist and
                 Markus Gross and Robert W. Sumner",
  title =        "Mixed-order compositing for {$3$D} paintings",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "132:1--132:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024166",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for rendering 3D paintings by
                 compositing brush strokes embedded in space. The
                 challenge in compositing 3D brush strokes is
                 reconciling conflicts between their z-order in 3D and
                 the order in which the strokes were painted, while
                 maintaining temporal and spatial coherence. Our
                 algorithm smoothly transitions between compositing
                 closer strokes over those farther away and compositing
                 strokes painted later over those painted earlier. It is
                 efficient, running in O(n log n) time, and simple to
                 implement. We demonstrate its effectiveness on a
                 variety of 3D paintings.",
  acknowledgement = ack-nhfb,
  articleno =    "132",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fu:2011:ACL,
  author =       "Hongbo Fu and Shizhe Zhou and Ligang Liu and Niloy J.
                 Mitra",
  title =        "Animated construction of line drawings",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "133:1--133:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024167",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Revealing the sketching sequence of a line drawing can
                 be visually intriguing and used for video-based
                 storytelling. Typically this is enabled based on
                 tedious recording of artists' drawing process. We
                 demonstrate that it is often possible to estimate a
                 reasonable drawing order from a static line drawing
                 with clearly defined shape geometry, which looks
                 plausible to a human viewer. We map the key principles
                 of drawing order from drawing cognition to
                 computational procedures in our framework. Our system
                 produces plausible animated constructions of input line
                 drawings, with no or little user intervention. We test
                 our algorithm on a range of input sketches, with
                 varying degree of complexity and structure, and
                 evaluate the results via a user study.",
  acknowledgement = ack-nhfb,
  articleno =    "133",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhu:2011:SBD,
  author =       "Bo Zhu and Michiaki Iwata and Ryo Haraguchi and
                 Takashi Ashihara and Nobuyuki Umetani and Takeo
                 Igarashi and Kazuo Nakazawa",
  title =        "Sketch-based Dynamic Illustration of Fluid Systems",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "134:1--134:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024168",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a lightweight sketching system
                 that enables interactive illustration of complex fluid
                 systems. Users can sketch on a 2.5-dimensional (2.5D)
                 canvas to design the shapes and connections of a fluid
                 circuit. These input sketches are automatically
                 analyzed and abstracted into a hydraulic graph, and a
                 new hybrid fluid model is used in the background to
                 enhance the illustrations. The system provides rich
                 simple operations for users to edit the fluid system
                 incrementally, and the new internal flow patterns can
                 be simulated in real time. Our system is used to
                 illustrate various fluid systems in medicine, biology,
                 and engineering.",
  acknowledgement = ack-nhfb,
  articleno =    "134",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sewall:2011:IHS,
  author =       "Jason Sewall and David Wilkie and Ming C. Lin",
  title =        "Interactive hybrid simulation of large-scale traffic",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "135:1--135:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024169",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel, real-time algorithm for modeling
                 large-scale, realistic traffic using a hybrid model of
                 both continuum and agent-based methods for traffic
                 simulation. We simulate individual vehicles in regions
                 of interest using state-of-the-art agent-based models
                 of driver behavior, and use a faster continuum model of
                 traffic flow in the remainder of the road network. Our
                 key contributions are efficient techniques for the
                 dynamic coupling of discrete vehicle simulation with
                 the aggregated behavior of continuum techniques for
                 traffic simulation. We demonstrate the flexibility and
                 scalability of our interactive visual simulation
                 technique on extensive road networks using both
                 real-world traffic data and synthetic scenarios.",
  acknowledgement = ack-nhfb,
  articleno =    "135",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yuan:2011:PGS,
  author =       "Zhi Yuan and Fan Chen and Ye Zhao",
  title =        "Pattern-guided smoke animation with {Lagrangian
                 Coherent Structure}",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "136:1--136:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024170",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Fluid animation practitioners face great challenges
                 from the complexity of flow dynamics and the high cost
                 of numerical simulation. A major hindrance is the
                 uncertainty of fluid behavior after simulation
                 resolution increases and extra turbulent effects are
                 added. In this paper, we propose to regulate fluid
                 animations with predesigned flow patterns. Animators
                 can design their desired fluid behavior with fast,
                 low-cost simulations. Flow patterns are then extracted
                 from the results by the Lagrangian Coherent Structure
                 (LCS) that represents major flow skeleton. Therefore,
                 the final high-quality animation is confined towards
                 the designed behavior by applying the patterns to drive
                 high-resolution and turbulent simulations.",
  acknowledgement = ack-nhfb,
  articleno =    "136",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Harmon:2011:IAG,
  author =       "David Harmon and Daniele Panozzo and Olga Sorkine and
                 Denis Zorin",
  title =        "Interference-aware geometric modeling",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "137:1--137:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024171",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "While often a requirement for geometric models, there
                 has been little research in resolving the interaction
                 of deforming surfaces during real-time modeling
                 sessions. To address this important topic, we introduce
                 an interference algorithm specifically designed for the
                 domain of geometric modeling. This algorithm is
                 general, easily working within existing modeling
                 paradigms to maintain their important properties. Our
                 algorithm is fast, and is able to maintain interactive
                 rates on complex deforming meshes of over 75K faces,
                 while robustly removing intersections. Lastly, our
                 method is controllable, allowing fine-tuning to meet
                 the specific needs of the user.",
  acknowledgement = ack-nhfb,
  articleno =    "137",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kulpa:2011:IRC,
  author =       "Richard Kulpa and Anne-H{\'e}l{\`e}ne Olivier and Jan
                 Ond{\v{r}}ej and Julien Pettr{\'e}",
  title =        "Imperceptible relaxation of collision avoidance
                 constraints in virtual crowds",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "138:1--138:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024172",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The performance of an interactive virtual crowd system
                 for entertainment purposes can be greatly improved by
                 setting a level-of-details (LOD) strategy: in distant
                 areas, collision avoidance can even be stealthy
                 disabled to drastically speed-up simulation and to
                 handle huge crowds. The greatest difficulty is then to
                 select LODs to progressively simplify simulation in an
                 imperceptible but efficient manner. The main objective
                 of this work is to experimentally evaluate spectators'
                 ability to detect the presence of collisions in
                 simulations. Factors related to the conditions of
                 observation and simulation are studied, such as the
                 camera angles, distance to camera, level of
                 interpenetration or crowd density.",
  acknowledgement = ack-nhfb,
  articleno =    "138",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Daviet:2011:HIS,
  author =       "Gilles Daviet and Florence Bertails-Descoubes and
                 Laurence Boissieux",
  title =        "A hybrid iterative solver for robustly capturing
                 {Coulomb} friction in hair dynamics",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "139:1--139:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024173",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Dry friction between hair fibers plays a major role in
                 the collective hair dynamic behavior as it accounts for
                 typical nonsmooth features such as stick-slip
                 instabilities. However, due the challenges posed by the
                 modeling of nonsmooth friction, previous mechanical
                 models for hair either neglect friction or use an
                 approximate smooth friction model, thus losing
                 important visual features. In this paper we present a
                 new generic robust solver for capturing Coulomb
                 friction in large assemblies of tightly packed fibers
                 such as hair. Our method is based on an iterative
                 algorithm where each single contact problem is
                 efficiently and robustly solved by introducing a hybrid
                 strategy that combines a new zero-finding formulation
                 of (exact) Coulomb friction together with an analytical
                 solver as a fail-safe.",
  acknowledgement = ack-nhfb,
  articleno =    "139",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2011:GPQ,
  author =       "Yang Liu and Weiwei Xu and Jun Wang and Lifeng Zhu and
                 Baining Guo and Falai Chen and Guoping Wang",
  title =        "General planar quadrilateral mesh design using
                 conjugate direction field",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "140:1--140:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024174",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel method to approximate a freeform
                 shape with a planar quadrilateral (PQ) mesh for
                 modeling architectural glass structures. Our method is
                 based on the study of conjugate direction fields (CDF)
                 which allow the presence of $ \pm \kappa / 4 (\kappa
                 \epsilon Z) $ singularities. Starting with a triangle
                 discretization of a freeform shape, we first compute an
                 as smooth as possible conjugate direction field
                 satisfying the user's directional and angular
                 constraints, then apply mixed-integer quadrangulation
                 and planarization techniques to generate a PQ mesh
                 which approximates the input shape faithfully. We
                 demonstrate that our method is effective and robust on
                 various 3D models.",
  acknowledgement = ack-nhfb,
  articleno =    "140",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Peng:2011:CEQ,
  author =       "Chi-Han Peng and Eugene Zhang and Yoshihiro Kobayashi
                 and Peter Wonka",
  title =        "Connectivity editing for quadrilateral meshes",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "141:1--141:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024175",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose new connectivity editing operations for
                 quadrilateral meshes with the unique ability to
                 explicitly control the location, orientation, type, and
                 number of the irregular vertices (valence not equal to
                 four) in the mesh while preserving sharp edges. We
                 provide theoretical analysis on what editing operations
                 are possible and impossible and introduce three
                 fundamental operations to move and re-orient a pair of
                 irregular vertices. We argue that our editing
                 operations are fundamental, because they only change
                 the quad mesh in the smallest possible region and
                 involve the fewest irregular vertices (i.e., two). The
                 irregular vertex movement operations are supplemented
                 by operations for the splitting, merging, canceling,
                 and aligning of irregular vertices.",
  acknowledgement = ack-nhfb,
  articleno =    "141",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tarini:2011:SQD,
  author =       "Marco Tarini and Enrico Puppo and Daniele Panozzo and
                 Nico Pietroni and Paolo Cignoni",
  title =        "Simple quad domains for field aligned mesh
                 parametrization",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "142:1--142:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024176",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for the global parametrization of
                 meshes that preserves alignment to a cross field in
                 input while obtaining a parametric domain made of few
                 coarse axis-aligned rectangular patches, which form an
                 abstract base complex without T-junctions. The method
                 is based on the topological simplification of the cross
                 field in input, followed by global smoothing.",
  acknowledgement = ack-nhfb,
  articleno =    "142",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2011:BAS,
  author =       "Jin Huang and Yiying Tong and Hongyu Wei and Hujun
                 Bao",
  title =        "Boundary aligned smooth {$3$D} cross-frame field",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "143:1--143:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024177",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "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
                 (equivalent to a 4-Way Rotational-Symmetry vector
                 field), symmetry for 3D cross-frame fields cannot be
                 formulated by simple one-parameter 2D rotations in the
                 tangent planes. To address this critical issue, we
                 represent the 3D frames by spherical harmonics, in a
                 manner invariant to combinations of rotations around
                 any axis by multiples of $ \pi / 2 $. With such a
                 representation, we can formulate an efficient
                 smoothness measure of the cross-frame field.",
  acknowledgement = ack-nhfb,
  articleno =    "143",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lepage:2011:MM,
  author =       "Daniel Lepage and Jason Lawrence",
  title =        "Material matting",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "144:1--144:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024178",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Despite the widespread use of measured real-world
                 materials, intuitive tools for editing measured
                 reflectance datasets are still lacking. We present a
                 solution inspired by natural image matting and texture
                 synthesis to the material matting problem, which allows
                 separating a measured spatially-varying material into
                 simpler foreground and background component materials
                 and a corresponding opacity map. We approach this
                 problem in the context of Bayesian statistics and
                 introduce a new prior on materials that favors those
                 with highly self-similar stochastic structure.",
  acknowledgement = ack-nhfb,
  articleno =    "144",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2011:PBI,
  author =       "Hongzhi Wu and Julie Dorsey and Holly Rushmeier",
  title =        "Physically-based interactive bi-scale material
                 design",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "145:1--145:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024179",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present the first physically-based interactive
                 system to facilitate the appearance design at different
                 scales consistently, through manipulations of both
                 small-scale geometry and materials. The core of our
                 system is a novel reflectance filtering algorithm,
                 which rapidly computes the large-scale appearance from
                 small-scale details, by exploiting the low-rank
                 structures of the Bidirectional Visible Normal
                 Distribution Function and pre-rotated BRDFs in the
                 matrix formulation of our rendering problem. Our
                 algorithm is three orders of magnitude faster than a
                 ground-truth method. We demonstrate various editing
                 results of different small-scale geometry with
                 analytical and measured BRDFs.",
  acknowledgement = ack-nhfb,
  articleno =    "145",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dong:2011:AIM,
  author =       "Yue Dong and Xin Tong and Fabio Pellacini and Baining
                 Guo",
  title =        "{AppGen}: interactive material modeling from a single
                 image",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "146:1--146:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024180",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present AppGen, an interactive system for modeling
                 materials from a single image. Given a texture image of
                 a nearly planar surface lit with directional lighting,
                 our system models the detailed spatially-varying
                 reflectance properties (diffuse, specular and
                 roughness) and surface normal variations with minimal
                 user interaction. We ask users to indicate global
                 shading and reflectance information by roughly marking
                 the image with a few user strokes, while our system
                 assigns reflectance properties and normals to each
                 pixel. We first interactively decompose the input image
                 into the product of a diffuse albedo map and a shading
                 map. A two-scale normal reconstruction algorithm is
                 then introduced to recover the normal variations from
                 the shading map and preserve the geometric features at
                 different scales.",
  acknowledgement = ack-nhfb,
  articleno =    "146",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{An:2011:ARM,
  author =       "Xiaobo An and Xin Tong and Jonathan D. Denning and
                 Fabio Pellacini",
  title =        "{AppWarp}: retargeting measured materials by
                 appearance-space warping",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "147:1--147:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024181",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a method for retargeting measured
                 materials, where a source measured material is edited
                 by applying the reflectance functions of a template
                 measured dataset. The resulting dataset is a material
                 that maintains the spatial patterns of the source
                 dataset, while exhibiting the reflectance behaviors of
                 the template. Compared to editing materials by
                 subsequent selections and modifications, retargeting
                 shortens the time required to achieve a desired look by
                 directly using template data, just as color transfer
                 does for editing images. With our method, users have to
                 just mark corresponding regions of source and template
                 with rough strokes, with no need for further input.",
  acknowledgement = ack-nhfb,
  articleno =    "147",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fuhrmann:2011:FDM,
  author =       "Simon Fuhrmann and Michael Goesele",
  title =        "Fusion of depth maps with multiple scales",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "148:1--148:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024182",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Multi-view stereo systems can produce depth maps with
                 large variations in viewing parameters, yielding vastly
                 different sampling rates of the observed surface. We
                 present a new method for surface reconstruction by
                 integrating a set of registered depth maps with
                 dramatically varying sampling rate. The method is based
                 on the construction of a hierarchical signed distance
                 field represented in an incomplete primal octree by
                 incrementally adding triangulated depth maps. Due to
                 the adaptive data structure, our algorithm is able to
                 handle depth maps with varying scale and to
                 consistently represent coarse, low-resolution regions
                 as well as small details contained in high-resolution
                 depth maps.",
  acknowledgement = ack-nhfb,
  articleno =    "148",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pietroni:2011:GPR,
  author =       "Nico Pietroni and Marco Tarini and Olga Sorkine and
                 Denis Zorin",
  title =        "Global parametrization of range image sets",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "149:1--149:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024183",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method to globally parameterize a surface
                 represented by height maps over a set of planes (range
                 images). In contrast to other parametrization
                 techniques, we do not start with a manifold mesh. The
                 parametrization we compute defines a manifold
                 structure, it is seamless and globally smooth, can be
                 aligned to geometric features and shows good quality in
                 terms of angle and area preservation, comparable to
                 current parametrization techniques for meshes.
                 Computing such global seamless parametrization makes it
                 possible to perform quad remeshing, texture mapping and
                 texture synthesis and many other types of geometry
                 processing operations. Our approach is based on a
                 formulation of the Poisson equation on a manifold
                 structure defined for the surface by the range
                 images.",
  acknowledgement = ack-nhfb,
  articleno =    "149",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yang:2011:IBB,
  author =       "Lei Yang and Yu-Chiu Tse and Pedro V. Sander and Jason
                 Lawrence and Diego Nehab and Hugues Hoppe and Clara L.
                 Wilkins",
  title =        "Image-based bidirectional scene reprojection",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "150:1--150:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024184",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a method for increasing the framerate of
                 real-time rendering applications. Whereas many existing
                 temporal upsampling strategies only reuse information
                 from previous frames, our bidirectional technique
                 reconstructs intermediate frames from a pair of
                 consecutive rendered frames. This significantly
                 improves the accuracy and efficiency of data reuse
                 since very few pixels are simultaneously occluded in
                 both frames. We present two versions of this basic
                 algorithm. The first is appropriate for fill-bound
                 scenes as it limits the number of expensive shading
                 calculations, but involves rasterization of scene
                 geometry at each intermediate frame. The second
                 version, our more significant contribution, reduces
                 both shading and geometry computations by performing
                 reprojection using only image-based buffers.",
  acknowledgement = ack-nhfb,
  articleno =    "150",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hou:2011:SRM,
  author =       "Qiming Hou and Kun Zhou",
  title =        "A shading reuse method for efficient micropolygon ray
                 tracing",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "151:1--151:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024185",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a shading reuse method for micropolygon ray
                 tracing. Unlike previous shading reuse methods that
                 require an explicit object-to-image space mapping for
                 shading density estimation or shading accuracy, our
                 method performs shading density control and actual
                 shading reuse in different spaces with uncorrelated
                 criterions. Specifically, we generate the shading
                 points by shooting a user-controlled number of shading
                 rays from the image space, while the evaluated shading
                 values are assigned to antialiasing samples through
                 object-space nearest neighbor searches. Shading samples
                 are generated in separate layers corresponding to first
                 bounce ray paths to reduce spurious reuse from very
                 different ray paths. This method eliminates the
                 necessity of an explicit object-to-image space mapping,
                 enabling the elegant handling of ray tracing effects
                 such as reflection and refraction.",
  acknowledgement = ack-nhfb,
  articleno =    "151",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sitthi-Amorn:2011:GPS,
  author =       "Pitchaya Sitthi-Amorn and Nicholas Modly and Westley
                 Weimer and Jason Lawrence",
  title =        "Genetic programming for shader simplification",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "152:1--152:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024186",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a framework based on Genetic Programming
                 (GP) for automatically simplifying procedural shaders.
                 Our approach computes a series of increasingly
                 simplified shaders that expose the inherent trade-off
                 between speed and accuracy. Compared to existing
                 automatic methods for pixel shader simplification
                 [Olano et al. 2003; Pellacini 2005], our approach
                 considers a wider space of code transformations and
                 produces faster and more faithful results. We further
                 demonstrate how our cost function can be rapidly
                 evaluated using graphics hardware, which allows tens of
                 thousands of shader variants to be considered during
                 the optimization process.",
  acknowledgement = ack-nhfb,
  articleno =    "152",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sintorn:2011:EAF,
  author =       "Erik Sintorn and Ola Olsson and Ulf Assarsson",
  title =        "An efficient alias-free shadow algorithm for opaque
                 and transparent objects using per-triangle shadow
                 volumes",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "153:1--153:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024187",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a novel method for generating
                 pixel-accurate shadows from point light-sources in
                 real-time. The new method is able to quickly cull
                 pixels that are not in shadow and to trivially accept
                 large chunks of pixels thanks mainly to using the whole
                 triangle shadow volume as a primitive, instead of
                 rendering the shadow quads independently as in the
                 classic Shadow-Volume algorithm. Our CUDA
                 implementation outperforms z-fail consistently and
                 surpasses z-pass at high resolutions, although these
                 latter two are hardware accelerated, while inheriting
                 none of the robustness issues associated with these
                 methods. Another, perhaps even more important property
                 of our algorithm, is that it requires no pre-processing
                 or identification of silhouette edges and so robustly
                 and efficiently handles arbitrary triangle soups.",
  acknowledgement = ack-nhfb,
  articleno =    "153",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shrivastava:2011:DDV,
  author =       "Abhinav Shrivastava and Tomasz Malisiewicz and Abhinav
                 Gupta and Alexei A. Efros",
  title =        "Data-driven visual similarity for cross-domain image
                 matching",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "154:1--154:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024188",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The goal of this work is to find visually similar
                 images even if they appear quite different at the raw
                 pixel level. This task is particularly important for
                 matching images across visual domains, such as photos
                 taken over different seasons or lighting conditions,
                 paintings, hand-drawn sketches, etc. We propose a
                 surprisingly simple method that estimates the relative
                 importance of different features in a query image based
                 on the notion of ``data-driven uniqueness''. We employ
                 standard tools from discriminative object detection in
                 a novel way, yielding a generic approach that does not
                 depend on a particular image representation or a
                 specific visual domain.",
  acknowledgement = ack-nhfb,
  articleno =    "154",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2011:ALC,
  author =       "Hua Huang and Lei Zhang and Hong-Chao Zhang",
  title =        "{Arcimboldo}-like collage using {Internet} images",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "155:1--155:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024189",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Collage is a composite artwork made from assemblage of
                 different material forms. In this work, we present a
                 novel approach for creating a fantastic collage
                 artform, namely Arcimboldo-like collage, which
                 represents an input image with multiple
                 thematically-related cutouts from the filtered Internet
                 images. Due to the massive data of Internet images,
                 competent image cutouts can almost always be discovered
                 to match the segmented components of the input image.
                 The selected cutouts are purposefully arranged such
                 that as a whole assembly, they can represent the input
                 image with disguise in both shape and color; but
                 separately, individual cutout is still recognizable as
                 its own being.",
  acknowledgement = ack-nhfb,
  articleno =    "155",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chia:2011:SCI,
  author =       "Alex Yong-Sang Chia and Shaojie Zhuo and Raj Kumar
                 Gupta and Yu-Wing Tai and Siu-Yeung Cho and Ping Tan
                 and Stephen Lin",
  title =        "Semantic colorization with {Internet} images",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "156:1--156:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024190",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Colorization of a grayscale photograph often requires
                 considerable effort from the user, either by placing
                 numerous color scribbles over the image to initialize a
                 color propagation algorithm, or by looking for a
                 suitable reference image from which color information
                 can be transferred. Even with this user supplied data,
                 colorized images may appear unnatural as a result of
                 limited user skill or inaccurate transfer of colors. To
                 address these problems, we propose a colorization
                 system that leverages the rich image content on the
                 Internet. As input, the user needs only to provide a
                 semantic text label and segmentation cues for major
                 foreground objects in the scene.",
  acknowledgement = ack-nhfb,
  articleno =    "156",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Karsch:2011:RSO,
  author =       "Kevin Karsch and Varsha Hedau and David Forsyth and
                 Derek Hoiem",
  title =        "Rendering synthetic objects into legacy photographs",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "157:1--157:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024191",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a method to realistically insert synthetic
                 objects into existing photographs without requiring
                 access to the scene or any additional scene
                 measurements. With a single image and a small amount of
                 annotation, our method creates a physical model of the
                 scene that is suitable for realistically rendering
                 synthetic objects with diffuse, specular, and even
                 glowing materials while accounting for lighting
                 interactions between the objects and the scene. We
                 demonstrate in a user study that synthetic images
                 produced by our method are confusable with real scenes,
                 even for people who believe they are good at telling
                 the difference. Further, our study shows that our
                 method is competitive with other insertion methods
                 while requiring less scene information.",
  acknowledgement = ack-nhfb,
  articleno =    "157",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bonneel:2011:DIU,
  author =       "Nicolas Bonneel and Michiel van de Panne and Sylvain
                 Paris and Wolfgang Heidrich",
  title =        "Displacement interpolation using {Lagrangian} mass
                 transport",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "158:1--158:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024192",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Interpolation between pairs of values, typically
                 vectors, is a fundamental operation in many computer
                 graphics applications. In some cases simple linear
                 interpolation yields meaningful results without
                 requiring domain knowledge. However, interpolation
                 between pairs of distributions or pairs of functions
                 often demands more care because features may exhibit
                 translational motion between exemplars. This property
                 is not captured by linear interpolation. This paper
                 develops the use of displacement interpolation for this
                 class of problem, which provides a generic method for
                 interpolating between distributions or functions based
                 on advection instead of blending. The functions can be
                 non-uniformly sampled, high-dimensional, and defined on
                 non-Euclidean manifolds, e.g., spheres and tori.",
  acknowledgement = ack-nhfb,
  articleno =    "158",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rousselle:2011:ASR,
  author =       "Fabrice Rousselle and Claude Knaus and Matthias
                 Zwicker",
  title =        "Adaptive sampling and reconstruction using greedy
                 error minimization",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "159:1--159:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024193",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a novel approach for image space adaptive
                 sampling and reconstruction in Monte Carlo rendering.
                 We greedily minimize relative mean squared error (MSE)
                 by iterating over two steps. First, given a current
                 sample distribution, we optimize over a discrete set of
                 filters at each pixel and select the filter that
                 minimizes the pixel error. Next, given the current
                 filter selection, we distribute additional samples to
                 further reduce MSE. The success of our approach hinges
                 on a robust technique to select suitable per pixel
                 filters. We develop a novel filter selection procedure
                 that robustly solves this problem even with noisy input
                 data.",
  acknowledgement = ack-nhfb,
  articleno =    "159",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nah:2011:TET,
  author =       "Jae-Ho Nah and Jeong-Soo Park and Chanmin Park and
                 Jin-Woo Kim and Yun-Hye Jung and Woo-Chan Park and
                 Tack-Don Han",
  title =        "{T{\&}I} engine: traversal and intersection engine for
                 hardware accelerated ray tracing",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "160:1--160:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024194",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Ray tracing naturally supports high-quality global
                 illumination effects, but it is computationally costly.
                 Traversal and intersection operations dominate the
                 computation of ray tracing. To accelerate these two
                 operations, we propose a hardware architecture
                 integrating three novel approaches. First, we present
                 an ordered depth-first layout and a traversal
                 architecture using this layout to reduce the required
                 memory bandwidth. Second, we propose a three-phase
                 ray-triangle intersection architecture that takes
                 advantage of early exit. Third, we propose a latency
                 hiding architecture defined as the ray accumulation
                 unit. Cycle-accurate simulation results indicate our
                 architecture can achieve interactive distributed ray
                 tracing.",
  acknowledgement = ack-nhfb,
  articleno =    "160",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Garcia:2011:CPH,
  author =       "Ismael Garc{\'\i}a and Sylvain Lefebvre and Samuel
                 Hornus and Anass Lasram",
  title =        "Coherent parallel hashing",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "161:1--161:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024195",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recent spatial hashing schemes hash millions of keys
                 in parallel, compacting sparse spatial data in small
                 hash tables while still allowing for fast access from
                 the GPU. Unfortunately, available schemes suffer from
                 two drawbacks: Multiple runs of the construction
                 process are often required before success, and the
                 random nature of the hash functions decreases access
                 performance. We introduce a new parallel hashing scheme
                 which reaches high load factor with a very low failure
                 rate. In addition our scheme has the unique advantage
                 to exploit coherence in the data and the access
                 patterns for faster performance. Compared to existing
                 approaches, it exhibits much greater locality of memory
                 accesses and consistent execution paths within groups
                 of threads.",
  acknowledgement = ack-nhfb,
  articleno =    "161",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Seol:2011:AFF,
  author =       "Yeongho Seol and Jaewoo Seo and Paul Hyunjin Kim and
                 J. P. Lewis and Junyong Noh",
  title =        "Artist friendly facial animation retargeting",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "162:1--162:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024196",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a novel facial animation
                 retargeting system that is carefully designed to
                 support the animator's workflow. Observation and
                 analysis of the animators' often preferred process of
                 key-frame animation with blendshape models informed our
                 research. Our retargeting system generates a similar
                 set of blendshape weights to those that would have been
                 produced by an animator. This is achieved by
                 rearranging the group of blendshapes into several
                 sequential retargeting groups and solving using a
                 matching pursuit-like scheme inspired by a traditional
                 key-framing approach. Meanwhile, animators typically
                 spend a tremendous amount of time simplifying the dense
                 weight graphs created by the retargeting.",
  acknowledgement = ack-nhfb,
  articleno =    "162",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jain:2011:CPB,
  author =       "Sumit Jain and C. Karen Liu",
  title =        "Controlling physics-based characters using soft
                 contacts",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "163:1--163:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024197",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we investigate the impact of the
                 deformable bodies on the control algorithms for
                 physically simulated characters. We hypothesize that
                 ignoring the effect of deformable bodies at the site of
                 contact negatively affects the control algorithms,
                 leading to less robust and unnatural character motions.
                 To verify the hypothesis, we introduce a compact
                 representation for an articulated character with
                 deformable soft tissue and develop a practical system
                 to simulate two-way coupling between rigid and
                 deformable bodies in a robust and efficient manner. We
                 then apply a few simple and widely used control
                 algorithms, such as pose-space tracking control,
                 Cartesian-space tracking control, and a biped
                 controller (SIMBICON), to simulate a variety of
                 behaviors for both full-body locomotion and hand
                 manipulation.",
  acknowledgement = ack-nhfb,
  articleno =    "163",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Seo:2011:CDM,
  author =       "Jaewoo Seo and Geoffrey Irving and J. P. Lewis and
                 Junyong Noh",
  title =        "Compression and direct manipulation of complex
                 blendshape models",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "164:1--164:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024198",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method to compress complex blendshape
                 models and thereby enable interactive,
                 hardware-accelerated animation of these models. Facial
                 blendshape models in production are typically large in
                 terms of both the resolution of the model and the
                 number of target shapes. They are represented by a
                 single huge blendshape matrix, whose size presents a
                 storage burden and prevents real-time processing. To
                 address this problem, we present a new matrix
                 compression scheme based on a hierarchically
                 semi-separable (HSS) representation with matrix block
                 reordering. The compressed data are also suitable for
                 parallel processing. An efficient GPU implementation
                 provides very fast feedback of the resulting
                 animation.",
  acknowledgement = ack-nhfb,
  articleno =    "164",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jacobson:2011:STB,
  author =       "Alec Jacobson and Olga Sorkine",
  title =        "Stretchable and Twistable Bones for Skeletal Shape
                 Deformation",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "165:1--165:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024199",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Skeleton-based linear blend skinning (LBS) remains the
                 most popular method for real-time character deformation
                 and animation. The key to its success is its simple
                 implementation and fast execution. However, in addition
                 to the well-studied elbow-collapse and candy-wrapper
                 artifacts, the space of deformations possible with LBS
                 is inherently limited. In particular, blending with
                 only a scalar weight function per bone prohibits
                 properly handling stretching, where bones change
                 length, and twisting, where the shape rotates along the
                 length of the bone. We present a simple modification of
                 the LBS formulation that enables stretching and
                 twisting without changing the existing skeleton rig or
                 bone weights.",
  acknowledgement = ack-nhfb,
  articleno =    "165",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Finch:2011:FVG,
  author =       "Mark Finch and John Snyder and Hugues Hoppe",
  title =        "Freeform vector graphics with controlled thin-plate
                 splines",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "166:1--166:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024200",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recent work defines vector graphics using diffusion
                 between colored curves. We explore higher-order fairing
                 to enable more natural interpolation and greater
                 expressive control. Specifically, we build on
                 thin-plate splines which provide smoothness everywhere
                 except at user-specified tears and creases
                 (discontinuities in value and derivative respectively).
                 Our system lets a user sketch discontinuity curves
                 without fixing their colors, and sprinkle color
                 constraints at sparse interior points to obtain smooth
                 interpolation subject to the outlines. We refine the
                 representation with novel contour and slope curves,
                 which anisotropically constrain interpolation
                 derivatives. Compound curves further increase editing
                 power by expanding a single curve into multiple offsets
                 of various basic types (value, tear, crease, slope, and
                 contour).",
  acknowledgement = ack-nhfb,
  articleno =    "166",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2011:MVV,
  author =       "Lvdi Wang and Yizhou Yu and Kun Zhou and Baining Guo",
  title =        "Multiscale vector volumes",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "167:1--167:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024201",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce multiscale vector volumes, a compact
                 vector representation for volumetric objects with
                 complex internal structures spanning a wide range of
                 scales. With our representation, an object is
                 decomposed into components and each component is
                 modeled as an SDF tree, a novel data structure that
                 uses multiple signed distance functions (SDFs) to
                 further decompose the volumetric component into
                 regions. Multiple signed distance functions
                 collectively can represent non-manifold surfaces and
                 deliver a powerful vector representation for complex
                 volumetric features. We use multiscale embedding to
                 combine object components at different scales into one
                 complex volumetric object. As a result, regions with
                 dramatically different scales and complexities can
                 co-exist in an object.",
  acknowledgement = ack-nhfb,
  articleno =    "167",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{McCrae:2011:SSP,
  author =       "James McCrae and Karan Singh and Niloy J. Mitra",
  title =        "Slices: a shape-proxy based on planar sections",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "168:1--168:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024202",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Minimalist object representations or shape-proxies
                 that spark and inspire human perception of shape remain
                 an incompletely understood, yet powerful aspect of
                 visual communication. We explore the use of planar
                 sections, i.e., the contours of intersection of planes
                 with a 3D object, for creating shape abstractions,
                 motivated by their popularity in art and engineering.
                 We first perform a user study to show that humans do
                 define consistent and similar planar section proxies
                 for common objects. Interestingly, we observe a strong
                 correlation between user-defined planes and geometric
                 features of objects. Further we show that the problem
                 of finding the minimum set of planes that capture a set
                 of 3D geometric shape features is both NP-hard and not
                 always the proxy a user would pick.",
  acknowledgement = ack-nhfb,
  articleno =    "168",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2011:CBF,
  author =       "Yong-Joon Kim and Young-Taek Oh and Seung-Hyun Yoon
                 and Myung-Soo Kim and Gershon Elber",
  title =        "{Coons} {BVH} for freeform geometric models",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "169:1--169:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024203",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a compact representation for the bounding
                 volume hierarchy (BVH) of freeform NURBS surfaces using
                 Coons patches. Following the Coons construction, each
                 subpatch can be bounded very efficiently using the
                 bilinear surface determined by the four corners. The
                 BVH of freeform surfaces is represented as a hierarchy
                 of Coons patch approximation until the difference is
                 reduced to within a given error bound. Each leaf node
                 contains a single Coons patch, where a detailed BVH for
                 the patch can be represented very compactly using two
                 lists (containing curve approximation errors) of length
                 proportional only to the height of the BVH.",
  acknowledgement = ack-nhfb,
  articleno =    "169",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rump:2011:PSC,
  author =       "Martin Rump and Arno Zinke and Reinhard Klein",
  title =        "Practical spectral characterization of trichromatic
                 cameras",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "170:1--170:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024204",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Simple and effective geometric and radiometric
                 calibration of camera devices has enabled the use of
                 consumer digital cameras for HDR photography, for image
                 based measurement and similar applications requiring a
                 deeper understanding about the camera characteristics.
                 However, to date no such practical methods for
                 estimating the spectral response of cameras are
                 available. Existing approaches require costly hardware
                 and controlled acquisition conditions limiting their
                 applicability. Consequently, even though being highly
                 desirable for color correction and color processing
                 purposes as well as for designing image-based
                 measurement or photographic setups, the spectral
                 response of a camera is rarely considered. Our
                 objective is to close this gap.",
  acknowledgement = ack-nhfb,
  articleno =    "170",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Naik:2011:SVR,
  author =       "Nikhil Naik and Shuang Zhao and Andreas Velten and
                 Ramesh Raskar and Kavita Bala",
  title =        "Single view reflectance capture using multiplexed
                 scattering and time-of-flight imaging",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "171:1--171:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024205",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces the concept of time-of-flight
                 reflectance estimation, and demonstrates a new
                 technique that allows a camera to rapidly acquire
                 reflectance properties of objects from a single
                 view-point, over relatively long distances and without
                 encircling equipment. We measure material properties by
                 indirectly illuminating an object by a laser source,
                 and observing its reflected light indirectly using a
                 time-of-flight camera. The configuration collectively
                 acquires dense angular, but low spatial sampling,
                 within a limited solid angle range - all from a single
                 viewpoint. Our ultra-fast imaging approach captures
                 space-time ``streak images'' that can separate out
                 different bounces of light based on path length.",
  acknowledgement = ack-nhfb,
  articleno =    "171",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2011:EDS,
  author =       "Chun-Po Wang and Noah Snavely and Steve Marschner",
  title =        "Estimating dual-scale properties of glossy surfaces
                 from step-edge lighting",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "172:1--172:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024206",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces a rapid appearance capture
                 method suited for a variety of common indoor surfaces,
                 in which a single photograph of the reflection of a
                 step edge is used to estimate both a BRDF and a
                 statistical model for visible surface geometry, or
                 mesostructure. It is applicable to surfaces with
                 statistically stationary variation in surface height,
                 even when these variations are large enough to produce
                 visible texture in the image. Results are shown from a
                 prototype system using a separate camera and LCD,
                 demonstrating good visual matches for a range of
                 man-made indoor materials.",
  acknowledgement = ack-nhfb,
  articleno =    "172",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2011:IHR,
  author =       "Kun Xu and Li-Qian Ma and Bo Ren and Rui Wang and
                 Shi-Min Hu",
  title =        "Interactive hair rendering and appearance editing
                 under environment lighting",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "173:1--173:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024207",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an interactive algorithm for hair rendering
                 and appearance editing under complex environment
                 lighting represented as spherical radial basis
                 functions (SRBFs). Our main contribution is to derive a
                 compact 1D circular Gaussian representation that can
                 accurately model the hair scattering function
                 introduced by [Marschner et al. 2003]. The primary
                 benefit of this representation is that it enables us to
                 evaluate, at run-time, closed-form integrals of the
                 scattering function with each SRBF light, resulting in
                 efficient computation of both single and multiple
                 scatterings. In contrast to previous work, our
                 algorithm computes the rendering integrals entirely on
                 the fly and does not depend on expensive
                 pre-computation.",
  acknowledgement = ack-nhfb,
  articleno =    "173",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2011:ISG,
  author =       "Li Xu and Cewu Lu and Yi Xu and Jiaya Jia",
  title =        "Image smoothing via {$ L_0 $} gradient minimization",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "174:1--174:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024208",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new image editing method, particularly
                 effective for sharpening major edges by increasing the
                 steepness of transition while eliminating a manageable
                 degree of low-amplitude structures. The seemingly
                 contradictive effect is achieved in an optimization
                 framework making use of L0 gradient minimization, which
                 can globally control how many non-zero gradients are
                 resulted in to approximate prominent structure in a
                 sparsity-control manner. Unlike other edge-preserving
                 smoothing approaches, our method does not depend on
                 local features, but instead globally locates important
                 edges.",
  acknowledgement = ack-nhfb,
  articleno =    "174",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Farbman:2011:CP,
  author =       "Zeev Farbman and Raanan Fattal and Dani Lischinski",
  title =        "Convolution pyramids",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "175:1--175:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024209",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel approach for rapid numerical
                 approximation of convolutions with filters of large
                 support. Our approach consists of a multiscale scheme,
                 fashioned after the wavelet transform, which computes
                 the approximation in linear time. Given a specific
                 large target filter to approximate, we first use
                 numerical optimization to design a set of small
                 kernels, which are then used to perform the analysis
                 and synthesis steps of our multiscale transform. Once
                 the optimization has been done, the resulting transform
                 can be applied to any signal in linear time.",
  acknowledgement = ack-nhfb,
  articleno =    "175",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nehab:2011:GER,
  author =       "Diego Nehab and Andr{\'e} Maximo and Rodolfo S. Lima
                 and Hugues Hoppe",
  title =        "{GPU-efficient} recursive filtering and summed-area
                 tables",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "176:1--176:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024210",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  note =         "See errata \cite{Nehab:2014:EGE}.",
  abstract =     "Image processing operations like blurring, inverse
                 convolution, and summed-area tables are often computed
                 efficiently as a sequence of 1D recursive filters.
                 While much research has explored parallel recursive
                 filtering, prior techniques do not optimize across the
                 entire filter sequence. Typically, a separate filter
                 (or often a causal-anticausal filter pair) is required
                 in each dimension. Computing these filter passes
                 independently results in significant traffic to global
                 memory, creating a bottleneck in GPU systems. We
                 present a new algorithmic framework for parallel
                 evaluation. It partitions the image into 2D blocks,
                 with a small band of additional data buffered along
                 each block perimeter. We show that these perimeter
                 bands are sufficient to accumulate the effects of the
                 successive filters.",
  acknowledgement = ack-nhfb,
  articleno =    "176",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Krishnan:2011:MMP,
  author =       "Dilip Krishnan and Richard Szeliski",
  title =        "Multigrid and multilevel preconditioners for
                 computational photography",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "177:1--177:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024211",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper unifies multigrid and multilevel
                 (hierarchical) preconditioners, two widely-used
                 approaches for solving computational photography and
                 other computer graphics simulation problems. It
                 provides detailed experimental comparisons of these
                 techniques and their variants, including an analysis of
                 relative computational costs and how these impact
                 practical algorithm performance. We derive both
                 theoretical convergence rates based on the condition
                 numbers of the systems and their preconditioners, and
                 empirical convergence rates drawn from real-world
                 problems. We also develop new techniques for
                 sparsifying higher connectivity problems, and compare
                 our techniques to existing and newly developed variants
                 such as algebraic and combinatorial multigrid.",
  acknowledgement = ack-nhfb,
  articleno =    "177",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Loos:2011:MRT,
  author =       "Bradford J. Loos and Lakulish Antani and Kenny
                 Mitchell and Derek Nowrouzezahrai and Wojciech Jarosz
                 and Peter-Pike Sloan",
  title =        "Modular {Radiance Transfer}",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "178:1--178:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024212",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many rendering algorithms willingly sacrifice
                 accuracy, favoring plausible shading with
                 high-performance. Modular Radiance Transfer (MRT)
                 models coarse-scale, distant indirect lighting effects
                 in scene geometry that scales from high-end GPUs to
                 low-end mobile platforms. MRT eliminates
                 scene-dependent precomputation by storing compact
                 transport on simple shapes, akin to bounce cards used
                 in film production. These shapes' modular transport can
                 be instanced, warped and connected on-the-fly to yield
                 approximate light transport in large scenes. We
                 introduce a prior on incident lighting distributions
                 and perform all computations in low-dimensional
                 subspaces. An implicit lighting environment induced
                 from the low-rank approximations is in turn used to
                 model secondary effects, such as volumetric transport
                 variation, higher-order irradiance, and transport
                 through lightfields.",
  acknowledgement = ack-nhfb,
  articleno =    "178",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ou:2011:LMS,
  author =       "Jiawei Ou and Fabio Pellacini",
  title =        "{LightSlice}: matrix slice sampling for the
                 many-lights problem",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "179:1--179:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024213",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recent work has shown that complex lighting effects
                 can be well approximated by gathering the contribution
                 of hundreds of thousands of virtual point lights
                 (VPLs). This final gathering step is known as the
                 many-lights problem. Due to the large number of VPLs,
                 computing all the VPLs' contribution is not feasible.
                 This paper presents LightSlice, an algorithm that
                 efficiently solves the many-lights problem for large
                 environments with complex lighting. As in prior work,
                 we derive our algorithm from a matrix formulation of
                 the many-lights problem, where the contribution of each
                 VPL corresponds to a column, and computing the final
                 image amounts to computing the sum of all matrix
                 columns.",
  acknowledgement = ack-nhfb,
  articleno =    "179",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Egan:2011:PFE,
  author =       "Kevin Egan and Fr{\'e}do Durand and Ravi Ramamoorthi",
  title =        "Practical filtering for efficient ray-traced
                 directional occlusion",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "180:1--180:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024214",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Ambient occlusion and directional (spherical harmonic)
                 occlusion have become a staple of production rendering
                 because they capture many visually important qualities
                 of global illumination while being reusable across
                 multiple artistic lighting iterations. However,
                 ray-traced solutions for hemispherical occlusion
                 require many rays per shading point (typically
                 256-1024) due to the full hemispherical angular domain.
                 Moreover, each ray can be expensive in scenes with
                 moderate to high geometric complexity. However, many
                 nearby rays sample similar areas, and the final
                 occlusion result is often low frequency. We give a
                 frequency analysis of shadow light fields using distant
                 illumination with a general BRDF and normal mapping,
                 allowing us to share ray information even among complex
                 receivers.",
  acknowledgement = ack-nhfb,
  articleno =    "180",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jarosz:2011:PPB,
  author =       "Wojciech Jarosz and Derek Nowrouzezahrai and Robert
                 Thomas and Peter-Pike Sloan and Matthias Zwicker",
  title =        "Progressive photon beams",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "181:1--181:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024215",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present progressive photon beams, a new algorithm
                 for rendering complex lighting in participating media.
                 Our technique is efficient, robust to complex light
                 paths, and handles heterogeneous media and anisotropic
                 scattering while provably converging to the correct
                 solution using a bounded memory footprint. We achieve
                 this by extending the recent photon beams variant of
                 volumetric photon mapping. We show how to formulate a
                 progressive radiance estimate using photon beams,
                 providing the convergence guarantees and bounded memory
                 usage of progressive photon mapping. Progressive photon
                 beams can robustly handle situations that are difficult
                 for most other algorithms, such as scenes containing
                 participating media and specular interfaces, with
                 realistic light sources completely enclosed by
                 refractive and reflective materials.",
  acknowledgement = ack-nhfb,
  articleno =    "181",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Paczkowski:2011:ISA,
  author =       "Patrick Paczkowski and Min H. Kim and Yann Morvan and
                 Julie Dorsey and Holly Rushmeier and Carol O'Sullivan",
  title =        "Insitu: sketching architectural designs in context",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "182:1--182:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024216",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Architecture is design in spatial context. The only
                 current methods for representing context involve
                 designing in a heavyweight computer-aided design
                 system, using a full model of existing buildings and
                 landscape, or sketching on a panoramic photo. The
                 former is too cumbersome; the latter is too restrictive
                 in viewpoint and in the handling of occlusions and
                 topography. We introduce a novel approach to presenting
                 context such that it is an integral component in a
                 lightweight conceptual design system. We represent
                 sites through a fusion of data available from different
                 sources. We derive a site model from geographic
                 elevation data, on-site point-to-point distance
                 measurements, and images of the site.",
  acknowledgement = ack-nhfb,
  articleno =    "182",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lin:2011:SPR,
  author =       "Jinjie Lin and Daniel Cohen-Or and Hao Zhang and Cheng
                 Liang and Andrei Sharf and Oliver Deussen and Baoquan
                 Chen",
  title =        "Structure-preserving retargeting of irregular {$3$D}
                 architecture",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "183:1--183:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024217",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an algorithm for interactive
                 structure-preserving retargeting of irregular 3D
                 architecture models, offering the modeler an
                 easy-to-use tool to quickly generate a variety of 3D
                 models that resemble an input piece in its structural
                 style. Working on a more global and structural level of
                 the input, our technique allows and even encourages
                 replication of its structural elements, while taking
                 into account their semantics and expected geometric
                 interrelations such as alignments and adjacency. The
                 algorithm performs automatic replication and scaling of
                 these elements while preserving their structures.
                 Instead of formulating and solving a complex
                 constrained optimization, we decompose the input model
                 into a set of sequences, each of which is a 1D
                 structure that is relatively straightforward to
                 retarget.",
  acknowledgement = ack-nhfb,
  articleno =    "183",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shen:2011:APU,
  author =       "Chao-Hui Shen and Shi-Sheng Huang and Hongbo Fu and
                 Shi-Min Hu",
  title =        "Adaptive partitioning of urban facades",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "184:1--184:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024218",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Automatically discovering high-level facade structures
                 in unorganized 3D point clouds of urban scenes is
                 crucial for applications like digitalization of real
                 cities. However, this problem is challenging due to
                 poor-quality input data, contaminated with severe
                 missing areas, noise and outliers. This work introduces
                 the concept of adaptive partitioning to automatically
                 derive a flexible and hierarchical representation of 3D
                 urban facades. Our key observation is that urban
                 facades are largely governed by concatenated and/or
                 interlaced grids. Hence, unlike previous automatic
                 facade analysis works which are typically restricted to
                 globally rectilinear grids, we propose to automatically
                 partition the facade in an adaptive manner, in which
                 the splitting direction, the number and location of
                 splitting planes are all adaptively determined.",
  acknowledgement = ack-nhfb,
  articleno =    "184",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nan:2011:CGR,
  author =       "Liangliang Nan and Andrei Sharf and Ke Xie and
                 Tien-Tsin Wong and Oliver Deussen and Daniel Cohen-Or
                 and Baoquan Chen",
  title =        "Conjoining Gestalt rules for abstraction of
                 architectural drawings",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "185:1--185:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024219",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for structural summarization and
                 abstraction of complex spatial arrangements found in
                 architectural drawings. The method is based on the
                 well-known Gestalt rules, which summarize how forms,
                 patterns, and semantics are perceived by humans from
                 bits and pieces of geometric information. Although
                 defining a computational model for each rule alone has
                 been extensively studied, modeling a conjoint of
                 Gestalt rules remains a challenge. In this work, we
                 develop a computational framework which models Gestalt
                 rules and more importantly, their complex interactions.
                 We apply conjoining rules to line drawings, to detect
                 groups of objects and repetitions that conform to
                 Gestalt principles.",
  acknowledgement = ack-nhfb,
  articleno =    "185",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lanman:2011:PFD,
  author =       "Douglas Lanman and Gordon Wetzstein and Matthew Hirsch
                 and Wolfgang Heidrich and Ramesh Raskar",
  title =        "Polarization fields: dynamic light field display using
                 multi-layer {LCDs}",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "186:1--186:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024220",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce polarization field displays as an
                 optically-efficient design for dynamic light field
                 display using multi-layered LCDs. Such displays consist
                 of a stacked set of liquid crystal panels with a single
                 pair of crossed linear polarizers. Each layer is
                 modeled as a spatially-controllable polarization
                 rotator, as opposed to a conventional spatial light
                 modulator that directly attenuates light. Color display
                 is achieved using field sequential color illumination
                 with monochromatic LCDs, mitigating severe attenuation
                 and moir{\'e} occurring with layered color filter
                 arrays. We demonstrate such displays can be controlled,
                 at interactive refresh rates, by adopting the SART
                 algorithm to tomographically solve for the optimal
                 spatially-varying polarization state rotations applied
                 by each layer.",
  acknowledgement = ack-nhfb,
  articleno =    "186",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Holroyd:2011:CFM,
  author =       "Michael Holroyd and Ilya Baran and Jason Lawrence and
                 Wojciech Matusik",
  title =        "Computing and fabricating multilayer models",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "187:1--187:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024221",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for automatically converting a
                 digital 3D model into a multilayer model: a parallel
                 stack of high-resolution 2D images embedded within a
                 semi-transparent medium. Multilayer models can be
                 produced quickly and cheaply and provide a strong sense
                 of an object's 3D shape and texture over a wide range
                 of viewing directions. Our method is designed to
                 minimize visible cracks and other artifacts that can
                 arise when projecting an input model onto a small
                 number of parallel planes, and avoid layer transitions
                 that cut the model along important surface features.",
  acknowledgement = ack-nhfb,
  articleno =    "187",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kulik:2011:CSS,
  author =       "Alexander Kulik and Andr{\'e} Kunert and Stephan Beck
                 and Roman Reichel and Roland Blach and Armin Zink and
                 Bernd Froehlich",
  title =        "{C1x6}: a stereoscopic six-user display for co-located
                 collaboration in shared virtual environments",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "188:1--188:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024222",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Stereoscopic multi-user systems provide multiple users
                 with individual views of a virtual environment. We
                 developed a new projection-based stereoscopic display
                 for six users, which employs six customized DLP
                 projectors for fast time-sequential image display in
                 combination with polarization. Our intelligent
                 high-speed shutter glasses can be programmed from the
                 application to adapt to the situation. For instance, it
                 does this by staying open if users do not look at the
                 projection screen or switch to a VIP high brightness
                 mode if less than six users use the system. Each user
                 is tracked and can move freely in front of the display
                 while perceiving perspectively correct views of the
                 virtual environment.",
  acknowledgement = ack-nhfb,
  articleno =    "188",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Oskam:2011:OOS,
  author =       "Thomas Oskam and Alexander Hornung and Huw Bowles and
                 Kenny Mitchell and Markus Gross",
  title =        "{OSCAM} --- optimized stereoscopic camera control for
                 interactive {$3$D}",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "189:1--189:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024223",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a controller for camera
                 convergence and interaxial separation that specifically
                 addresses challenges in interactive stereoscopic
                 applications like games. In such applications,
                 unpredictable viewer- or object-motion often
                 compromises stereopsis due to excessive binocular
                 disparities. We derive constraints on the camera
                 separation and convergence that enable our controller
                 to automatically adapt to any given viewing situation
                 and 3D scene, providing an exact mapping of the virtual
                 content into a comfortable depth range around the
                 display. Moreover, we introduce an interpolation
                 function that linearizes the transformation of
                 stereoscopic depth over time, minimizing nonlinear
                 visual distortions. We describe how to implement the
                 complete control mechanism on the GPU to achieve
                 running times below 0.2ms for full HD.",
  acknowledgement = ack-nhfb,
  articleno =    "189",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2011:MPS,
  author =       "Changil Kim and Alexander Hornung and Simon Heinzle
                 and Wojciech Matusik and Markus Gross",
  title =        "Multi-perspective stereoscopy from light fields",
  journal =      j-TOG,
  volume =       "30",
  number =       "6",
  pages =        "190:1--190:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2070781.2024224",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Dec 19 15:59:18 MST 2011",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper addresses stereoscopic view generation from
                 a light field. We present a framework that allows for
                 the generation of stereoscopic image pairs with
                 per-pixel control over disparity, based on
                 multi-perspective imaging from light fields. The
                 proposed framework is novel and useful for stereoscopic
                 image processing and post-production. The stereoscopic
                 images are computed as piecewise continuous cuts
                 through a light field, minimizing an energy reflecting
                 prescribed parameters such as depth budget, maximum
                 disparity gradient, desired stereoscopic baseline, and
                 so on. As demonstrated in our results, this technique
                 can be used for efficient and flexible stereoscopic
                 post-processing, such as reducing excessive disparity
                 while preserving perceived depth, or retargeting of
                 already captured scenes to various view settings.",
  acknowledgement = ack-nhfb,
  articleno =    "190",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kalogerakis:2012:LHP,
  author =       "Evangelos Kalogerakis and Derek Nowrouzezahrai and
                 Simon Breslav and Aaron Hertzmann",
  title =        "Learning hatching for pen-and-ink illustration of
                 surfaces",
  journal =      j-TOG,
  volume =       "31",
  number =       "1",
  pages =        "1:1--1:17",
  month =        jan,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2077341.2077342",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:15:29 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article presents an algorithm for learning
                 hatching styles from line drawings. An artist draws a
                 single hatching illustration of a 3D object. Her
                 strokes are analyzed to extract the following per-pixel
                 properties: hatching level (hatching, cross-hatching,
                 or no strokes), stroke orientation, spacing, intensity,
                 length, and thickness. A mapping is learned from input
                 geometric, contextual, and shading features of the 3D
                 object to these hatching properties, using
                 classification, regression, and clustering techniques.
                 Then, a new illustration can be generated in the
                 artist's style, as follows. First, given a new view of
                 a 3D object, the learned mapping is applied to
                 synthesize target stroke properties for each pixel.",
  acknowledgement = ack-nhfb,
  articleno =    "1",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2012:TCC,
  author =       "Hao Li and Linjie Luo and Daniel Vlasic and Pieter
                 Peers and Jovan Popovi{\'c} and Mark Pauly and Szymon
                 Rusinkiewicz",
  title =        "Temporally coherent completion of dynamic shapes",
  journal =      j-TOG,
  volume =       "31",
  number =       "1",
  pages =        "2:1--2:11",
  month =        jan,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2077341.2077343",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:15:29 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel shape completion technique for
                 creating temporally coherent watertight surfaces from
                 real-time captured dynamic performances. Because of
                 occlusions and low surface albedo, scanned mesh
                 sequences typically exhibit large holes that persist
                 over extended periods of time. Most conventional
                 dynamic shape reconstruction techniques rely on
                 template models or assume slow deformations in the
                 input data. Our framework sidesteps these requirements
                 and directly initializes shape completion with topology
                 derived from the visual hull. To seal the holes with
                 patches that are consistent with the subject's motion,
                 we first minimize surface bending energies in each
                 frame to ensure smooth transitions across hole
                 boundaries.",
  acknowledgement = ack-nhfb,
  articleno =    "2",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sadeghi:2012:PBS,
  author =       "Iman Sadeghi and Adolfo Munoz and Philip Laven and
                 Wojciech Jarosz and Francisco Seron and Diego Gutierrez
                 and Henrik Wann Jensen",
  title =        "Physically-based simulation of rainbows",
  journal =      j-TOG,
  volume =       "31",
  number =       "1",
  pages =        "3:1--3:12",
  month =        jan,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2077341.2077344",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:15:29 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this article, we derive a physically-based model
                 for simulating rainbows. Previous techniques for
                 simulating rainbows have used either geometric optics
                 (ray tracing) or Lorenz-Mie theory. Lorenz-Mie theory
                 is by far the most accurate technique as it takes into
                 account optical effects such as dispersion,
                 polarization, interference, and diffraction. These
                 effects are critical for simulating rainbows
                 accurately. However, as Lorenz-Mie theory is restricted
                 to scattering by spherical particles, it cannot be
                 applied to real raindrops which are nonspherical,
                 especially for larger raindrops. We present the first
                 comprehensive technique for simulating the interaction
                 of a wavefront of light with a physically-based water
                 drop shape.",
  acknowledgement = ack-nhfb,
  articleno =    "3",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{OBrien:2012:EPM,
  author =       "James F. O'Brien and Hany Farid",
  title =        "Exposing photo manipulation with inconsistent
                 reflections",
  journal =      j-TOG,
  volume =       "31",
  number =       "1",
  pages =        "4:1--4:11",
  month =        jan,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2077341.2077345",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:15:29 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The advent of sophisticated photo editing software has
                 made it increasingly easier to manipulate digital
                 images. Often visual inspection cannot definitively
                 distinguish the resulting forgeries from authentic
                 photographs. In response, forensic techniques have
                 emerged to detect geometric or statistical
                 inconsistencies that result from specific forms of
                 photo manipulation. In this article we describe a new
                 forensic technique that focuses on geometric
                 inconsistencies that arise when fake reflections are
                 inserted into a photograph or when a photograph
                 containing reflections is manipulated. This analysis
                 employs basic rules of reflective geometry and linear
                 perspective projection, makes minimal assumptions about
                 the scene geometry, and only requires the user to
                 identify corresponding points on an object and its
                 reflection.",
  acknowledgement = ack-nhfb,
  articleno =    "4",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Je:2012:PRT,
  author =       "Changsoo Je and Min Tang and Youngeun Lee and
                 Minkyoung Lee and Young J. Kim",
  title =        "{PolyDepth}: Real-time penetration depth computation
                 using iterative contact-space projection",
  journal =      j-TOG,
  volume =       "31",
  number =       "1",
  pages =        "5:1--5:14",
  month =        jan,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2077341.2077346",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:15:29 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a real-time algorithm that finds the
                 Penetration Depth (PD) between general polygonal models
                 based on iterative and local optimization techniques.
                 Given an in-collision configuration of an object in
                 configuration space, we find an initial collision-free
                 configuration using several methods such as centroid
                 difference, maximally clear configuration, motion
                 coherence, random configuration, and sampling-based
                 search. We project this configuration on to a local
                 contact space using a variant of continuous collision
                 detection algorithm and construct a linear convex cone
                 around the projected configuration. We then formulate a
                 new projection of the in-collision configuration onto
                 the convex cone as a Linear Complementarity Problem
                 (LCP), which we solve using a type of Gauss-Seidel
                 iterative algorithm.",
  acknowledgement = ack-nhfb,
  articleno =    "5",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Niessner:2012:FAG,
  author =       "Matthias Nie{\ss}ner and Charles Loop and Mark Meyer
                 and Tony Derose",
  title =        "Feature-adaptive {GPU} rendering of {Catmull--Clark}
                 subdivision surfaces",
  journal =      j-TOG,
  volume =       "31",
  number =       "1",
  pages =        "6:1--6:11",
  month =        jan,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2077341.2077347",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:15:29 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel method for high-performance
                 GPU-based rendering of Catmull-Clark subdivision
                 surfaces. Unlike previous methods, our algorithm
                 computes the true limit surface up to machine
                 precision, and is capable of rendering surfaces that
                 conform to the full RenderMan specification for
                 Catmull-Clark surfaces. Specifically, our algorithm can
                 accommodate base meshes consisting of arbitrary valence
                 vertices and faces, and the surface can contain any
                 number and arrangement of semisharp creases and
                 hierarchically defined detail. We also present a
                 variant of the algorithm which guarantees watertight
                 positions and normals, meaning that even displaced
                 surfaces can be rendered in a crack-free manner.
                 Finally, we describe a view-dependent level-of-detail
                 scheme which adapts to both the depth of subdivision
                 and the patch tessellation density.",
  acknowledgement = ack-nhfb,
  articleno =    "6",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Antani:2012:ISP,
  author =       "Lakulish Antani and Anish Chandak and Lauri Savioja
                 and Dinesh Manocha",
  title =        "Interactive sound propagation using compact acoustic
                 transfer operators",
  journal =      j-TOG,
  volume =       "31",
  number =       "1",
  pages =        "7:1--7:12",
  month =        jan,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2077341.2077348",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:15:29 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an interactive sound propagation algorithm
                 that can compute high orders of specular and diffuse
                 reflections as well as edge diffractions in response to
                 moving sound sources and a moving listener. Our
                 formulation is based on a precomputed acoustic transfer
                 operator, which we compactly represent using the
                 Karhunen-Loeve transform. At runtime, we use a two-pass
                 approach that combines acoustic radiance transfer with
                 interactive ray tracing to compute early reflections as
                 well as higher-order reflections and late
                 reverberation. The overall approach allows accuracy to
                 be traded off for improved performance at runtime, and
                 has a low memory overhead.",
  acknowledgement = ack-nhfb,
  articleno =    "7",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jain:2012:TDP,
  author =       "Eakta Jain and Yaser Sheikh and Moshe Mahler and
                 Jessica Hodgins",
  title =        "Three-dimensional proxies for hand-drawn characters",
  journal =      j-TOG,
  volume =       "31",
  number =       "1",
  pages =        "8:1--8:16",
  month =        jan,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2077341.2077349",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:15:29 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Drawing shapes by hand and manipulating
                 computer-generated objects are the two dominant forms
                 of animation. Though each medium has its own
                 advantages, the techniques developed for one medium are
                 not easily leveraged in the other medium because hand
                 animation is two-dimensional, and inferring the third
                 dimension is mathematically ambiguous. A second
                 challenge is that the character is a consistent
                 three-dimensional (3D) object in computer animation
                 while hand animators introduce geometric
                 inconsistencies in the two-dimensional (2D) shapes to
                 better convey a character's emotional state and
                 personality. In this work, we identify 3D proxies to
                 connect hand-drawn animation and 3D computer animation.
                 We present an integrated approach to generate three
                 levels of 3D proxies: single-points, polygonal shapes,
                 and a full joint hierarchy.",
  acknowledgement = ack-nhfb,
  articleno =    "8",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Low:2012:BMA,
  author =       "Joakim L{\"o}w and Joel Kronander and Anders Ynnerman
                 and Jonas Unger",
  title =        "{BRDF} models for accurate and efficient rendering of
                 glossy surfaces",
  journal =      j-TOG,
  volume =       "31",
  number =       "1",
  pages =        "9:1--9:14",
  month =        jan,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2077341.2077350",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:15:29 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article presents two new parametric models of the
                 Bidirectional Reflectance Distribution Function (BRDF),
                 one inspired by the Rayleigh-Rice theory for light
                 scattering from optically smooth surfaces, and one
                 inspired by micro-facet theory. The models represent
                 scattering from a wide range of glossy surface types
                 with high accuracy. In particular, they enable
                 representation of types of surface scattering which
                 previous parametric models have had trouble modeling
                 accurately. In a study of the scattering behavior of
                 measured reflectance data, we investigate what key
                 properties are needed for a model to accurately
                 represent scattering from glossy surfaces. We
                 investigate different parametrizations and how well
                 they match the behavior of measured BRDFs.",
  acknowledgement = ack-nhfb,
  articleno =    "9",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{DeWitt:2012:FSU,
  author =       "Tyler {De Witt} and Christian Lessig and Eugene
                 Fiume",
  title =        "Fluid simulation using {Laplacian} eigenfunctions",
  journal =      j-TOG,
  volume =       "31",
  number =       "1",
  pages =        "10:1--10:11",
  month =        jan,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2077341.2077351",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:15:29 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an algorithm for the simulation of
                 incompressible fluid phenomena that is computationally
                 efficient and leads to visually convincing simulations
                 with far fewer degrees of freedom than existing
                 approaches. Rather than using an Eulerian grid or
                 Lagrangian elements, we represent vorticity and
                 velocity using a basis of global functions defined over
                 the entire simulation domain. We show that choosing
                 Laplacian eigenfunctions for this basis provides
                 benefits, including correspondence with spatial scales
                 of vorticity and precise energy control at each scale.
                 We perform Galerkin projection of the Navier-Stokes
                 equations to derive a time evolution equation in the
                 space of basis coefficients.",
  acknowledgement = ack-nhfb,
  articleno =    "10",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Irawan:2012:SRW,
  author =       "Piti Irawan and Steve Marschner",
  title =        "Specular reflection from woven cloth",
  journal =      j-TOG,
  volume =       "31",
  number =       "1",
  pages =        "11:1--11:20",
  month =        jan,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2077341.2077352",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Feb 17 19:15:29 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The appearance of a particular fabric is produced by
                 variations in both large-scale reflectance and
                 small-scale texture as the viewing and illumination
                 angles change across the surface. This article presents
                 a study of the reflectance and texture of woven cloth
                 that aims to identify and model important optical
                 features of cloth appearance. New measurements are
                 reported for a range of fabrics including natural and
                 synthetic fibers as well as staple and filament yarns.
                 A new scattering model for woven cloth is introduced
                 that describes the reflectance and the texture based on
                 an analysis of specular reflection from the fibers.
                 Unlike data-based models, our procedural model doesn't
                 require image data.",
  acknowledgement = ack-nhfb,
  articleno =    "11",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tevs:2012:ACI,
  author =       "Art Tevs and Alexander Berner and Michael Wand and Ivo
                 Ihrke and Martin Bokeloh and Jens Kerber and Hans-Peter
                 Seidel",
  title =        "Animation cartography-intrinsic reconstruction of
                 shape and motion",
  journal =      j-TOG,
  volume =       "31",
  number =       "2",
  pages =        "12:1--12:15",
  month =        apr,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2159516.2159517",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Apr 27 11:51:08 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this article, we consider the problem of animation
                 reconstruction, that is, the reconstruction of shape
                 and motion of a deformable object from dynamic 3D
                 scanner data, without using user-provided template
                 models. Unlike previous work that addressed this
                 problem, we do not rely on locally convergent
                 optimization but present a system that can handle fast
                 motion, temporally disrupted input, and can correctly
                 match objects that disappear for extended time periods
                 in acquisition holes due to occlusion. Our approach is
                 motivated by cartography: We first estimate a few
                 landmark correspondences, which are extended to a dense
                 matching and then used to reconstruct geometry and
                 motion. We propose a number of algorithmic building
                 blocks: a scheme for tracking landmarks in temporally
                 coherent and incoherent data, an algorithm for robust
                 estimation of dense correspondences under topological
                 noise, and the integration of local matching techniques
                 to refine the result. We describe and evaluate the
                 individual components and propose a complete animation
                 reconstruction pipeline based on these ideas. We
                 evaluate our method on a number of standard benchmark
                 datasets and show that we can obtain correct
                 reconstructions in situations where other techniques
                 fail completely or require additional user guidance
                 such as a template model.",
  acknowledgement = ack-nhfb,
  articleno =    "12",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aliaga:2012:FHR,
  author =       "Daniel G. Aliaga and Yu Hong Yeung and Alvin Law and
                 Behzad Sajadi and Aditi Majumder",
  title =        "Fast high-resolution appearance editing using
                 superimposed projections",
  journal =      j-TOG,
  volume =       "31",
  number =       "2",
  pages =        "13:1--13:13",
  month =        apr,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2159516.2159518",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Apr 27 11:51:08 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a system that superimposes multiple
                 projections onto an object of arbitrary shape and color
                 to produce high-resolution appearance changes. Our
                 system produces appearances at an improved resolution
                 compared to prior works and can change appearances at
                 near interactive rates. Three main components are
                 central to our system. First, the problem of computing
                 compensation images is formulated as a constrained
                 optimization which yields high-resolution appearances.
                 Second, decomposition of the target appearance into
                 base and scale images enables fast swapping of
                 appearances on the object by requiring the constrained
                 optimization to be computed only once per object.
                 Finally, to make high-quality appearance edits
                 practical, an elliptical Gaussian is used to model
                 projector pixels and their interaction between
                 projectors. To the best of our knowledge, we build the
                 first system that achieves high-resolution and
                 high-quality appearance edits using multiple
                 superimposed projectors on complex nonplanar colored
                 objects. We demonstrate several appearance edits
                 including specular lighting, subsurface scattering,
                 inter-reflections, and color, texture, and geometry
                 changes on objects with different shapes and colors.",
  acknowledgement = ack-nhfb,
  articleno =    "13",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Seol:2012:SEC,
  author =       "Yeongho Seol and J. P. Lewis and Jaewoo Seo and
                 Byungkuk Choi and Ken Anjyo and Junyong Noh",
  title =        "Spacetime expression cloning for blendshapes",
  journal =      j-TOG,
  volume =       "31",
  number =       "2",
  pages =        "14:1--14:12",
  month =        apr,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2159516.2159519",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Apr 27 11:51:08 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The goal of a practical facial animation retargeting
                 system is to reproduce the character of a source
                 animation on a target face while providing room for
                 additional creative control by the animator. This
                 article presents a novel spacetime facial animation
                 retargeting method for blendshape face models. Our
                 approach starts from the basic principle that the
                 source and target movements should be similar. By
                 interpreting movement as the derivative of position
                 with time, and adding suitable boundary conditions, we
                 formulate the retargeting problem as a Poisson
                 equation. Specified (e.g., neutral) expressions at the
                 beginning and end of the animation as well as any
                 user-specified constraints in the middle of the
                 animation serve as boundary conditions. In addition, a
                 model-specific prior is constructed to represent the
                 plausible expression space of the target face during
                 retargeting. A Bayesian formulation is then employed to
                 produce target animation that is consistent with the
                 source movements while satisfying the prior
                 constraints. Since the preservation of temporal
                 derivatives is the primary goal of the optimization,
                 the retargeted motion preserves the rhythm and
                 character of the source movement and is free of
                 temporal jitter. More importantly, our approach
                 provides spacetime editing for the popular blendshape
                 representation of facial models, exhibiting smooth and
                 controlled propagation of user edits across surrounding
                 frames.",
  acknowledgement = ack-nhfb,
  articleno =    "14",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Berthouzoz:2012:REV,
  author =       "Floraine Berthouzoz and Raanan Fattal",
  title =        "Resolution enhancement by vibrating displays",
  journal =      j-TOG,
  volume =       "31",
  number =       "2",
  pages =        "15:1--15:14",
  month =        apr,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2159516.2159521",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Apr 27 11:51:08 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method that makes use of the retinal
                 integration time in the human visual system for
                 increasing the resolution of displays. Given an input
                 image with a resolution higher than the display
                 resolution, we compute several images that match the
                 display's native resolution. We then render these
                 low-resolution images in a sequence that repeats itself
                 on a high refresh-rate display. The period of the
                 sequence falls below the retinal integration time and
                 therefore the eye integrates the images temporally and
                 perceives them as one image. In order to achieve
                 resolution enhancement we apply small-amplitude
                 vibrations to the display panel and synchronize them
                 with the screen refresh cycles. We derive the perceived
                 image model and use it to compute the low-resolution
                 images that are optimized to enhance the apparent
                 resolution of the perceived image. This approach
                 achieves resolution enhancement without having to move
                 the displayed content across the screen and hence
                 offers a more practical solution than existing
                 approaches. Moreover, we use our model to establish
                 limitations on the amount of resolution enhancement
                 achievable by such display systems. In this analysis we
                 draw a formal connection between our display and
                 super-resolution techniques and find that both methods
                 share the same limitation, yet this limitation stems
                 from different sources. Finally, we describe in detail
                 a simple physical realization of our display system and
                 demonstrate its ability to match most of the spectrum
                 displayable on a screen with twice the resolution.",
  acknowledgement = ack-nhfb,
  articleno =    "15",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Boyd:2012:MET,
  author =       "Landon Boyd and Robert Bridson",
  title =        "{MultiFLIP} for energetic two-phase fluid simulation",
  journal =      j-TOG,
  volume =       "31",
  number =       "2",
  pages =        "16:1--16:12",
  month =        apr,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2159516.2159522",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Apr 27 11:51:08 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Physically-based liquid animations often ignore the
                 influence of air, giving up interesting behavior. We
                 present a new method which treats both air and liquid
                 as incompressible, more accurately reproducing the
                 reality observed at scales relevant to computer
                 animation. The Fluid Implicit Particle (FLIP) method,
                 already shown to effectively simulate incompressible
                 fluids with low numerical dissipation, is extended to
                 two-phase flow by associating a phase bit with each
                 particle. The liquid surface is reproduced at each time
                 step from the particle positions, which are adjusted to
                 prevent mixing near the surface and to allow for
                 accurate surface tension. The liquid surface is
                 adjusted around small-scale features so they are
                 represented in the grid-based pressure projection,
                 while separate, loosely coupled velocity fields reduce
                 unwanted influence between the phases. The resulting
                 scheme is easy to implement, requires little parameter
                 tuning, and is shown to reproduce lively two-phase
                 fluid phenomena.",
  acknowledgement = ack-nhfb,
  articleno =    "16",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Akhter:2012:BSB,
  author =       "Ijaz Akhter and Tomas Simon and Sohaib Khan and Iain
                 Matthews and Yaser Sheikh",
  title =        "Bilinear spatiotemporal basis models",
  journal =      j-TOG,
  volume =       "31",
  number =       "2",
  pages =        "17:1--17:12",
  month =        apr,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2159516.2159523",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Apr 27 11:51:08 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A variety of dynamic objects, such as faces, bodies,
                 and cloth, are represented in computer graphics as a
                 collection of moving spatial landmarks. Spatiotemporal
                 data is inherent in a number of graphics applications
                 including animation, simulation, and object and camera
                 tracking. The principal modes of variation in the
                 spatial geometry of objects are typically modeled using
                 dimensionality reduction techniques, while
                 concurrently, trajectory representations like splines
                 and autoregressive models are widely used to exploit
                 the temporal regularity of deformation. In this
                 article, we present the bilinear spatiotemporal basis
                 as a model that simultaneously exploits spatial and
                 temporal regularity while maintaining the ability to
                 generalize well to new sequences. This factorization
                 allows the use of analytical, predefined functions to
                 represent temporal variation (e.g., B-Splines or the
                 Discrete Cosine Transform) resulting in efficient model
                 representation and estimation. The model can be
                 interpreted as representing the data as a linear
                 combination of spatiotemporal sequences consisting of
                 shape modes oscillating over time at key frequencies.
                 We apply the bilinear model to natural spatiotemporal
                 phenomena, including face, body, and cloth motion data,
                 and compare it in terms of compaction, generalization
                 ability, predictive precision, and efficiency to
                 existing models. We demonstrate the application of the
                 model to a number of graphics tasks including labeling,
                 gap-filling, denoising, and motion touch-up.",
  acknowledgement = ack-nhfb,
  articleno =    "17",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sen:2012:FNR,
  author =       "Pradeep Sen and Soheil Darabi",
  title =        "On filtering the noise from the random parameters in
                 {Monte Carlo} rendering",
  journal =      j-TOG,
  volume =       "31",
  number =       "3",
  pages =        "18:1--18:15",
  month =        may,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2167076.2167083",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 1 17:31:24 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Monte Carlo (MC) rendering systems can produce
                 spectacular images but are plagued with noise at low
                 sampling rates. In this work, we observe that this
                 noise occurs in regions of the image where the sample
                 values are a direct function of the random parameters
                 used in the Monte Carlo system. Therefore, we propose a
                 way to identify MC noise by estimating this functional
                 relationship from a small number of input samples. To
                 do this, we treat the rendering system as a black box
                 and calculate the statistical dependency between the
                 outputs and inputs of the system. We then use this
                 information to reduce the importance of the sample
                 values affected by MC noise when applying an
                 image-space, cross-bilateral filter, which removes only
                 the noise caused by the random parameters but preserves
                 important scene detail. The process of using the
                 functional relationships between sample values and the
                 random parameter inputs to filter MC noise is called
                 Random Parameter Filtering (RPF), and we demonstrate
                 that it can produce images in a few minutes that are
                 comparable to those rendered with a thousand times more
                 samples. Furthermore, our algorithm is general because
                 we do not assign any physical meaning to the random
                 parameters, so it works for a wide range of Monte Carlo
                 effects, including depth of field, area light sources,
                 motion blur, and path-tracing. We present results for
                 still images and animated sequences at low sampling
                 rates that have higher quality than those produced with
                 previous approaches.",
  acknowledgement = ack-nhfb,
  articleno =    "18",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tsai:2012:CTA,
  author =       "Yu-Ting Tsai and Zen-Chung Shih",
  title =        "{$K$}-clustered tensor approximation: a sparse
                 multilinear model for real-time rendering",
  journal =      j-TOG,
  volume =       "31",
  number =       "3",
  pages =        "19:1--19:17",
  month =        may,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2167076.2167077",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 1 17:31:24 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "With the increasing demands for photo-realistic image
                 synthesis in real time, we propose a sparse multilinear
                 model, which is named K-Clustered Tensor Approximation
                 (K-CTA), to efficiently analyze and approximate
                 large-scale multidimensional visual datasets, so that
                 both storage space and rendering time are substantially
                 reduced. K-CTA not only extends previous work on
                 Clustered Tensor Approximation (CTA) to exploit
                 inter-cluster coherence, but also allows a compact and
                 sparse representation for high-dimensional datasets
                 with just a few low-order factors and reduced
                 multidimensional cluster core tensors. Thus, K-CTA can
                 be regarded as a sparse extension of CTA and a
                 multilinear generalization of sparse representation.
                 Experimental results demonstrate that K-CTA can
                 accurately approximate spatially varying visual
                 datasets, such as bidirectional texture functions,
                 view-dependent occlusion texture functions, and biscale
                 radiance transfer functions for efficient rendering in
                 real-time applications.",
  acknowledgement = ack-nhfb,
  articleno =    "19",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Malzbender:2012:PRF,
  author =       "Tom Malzbender and Ramin Samadani and Steven Scher and
                 Adam Crume and Douglas Dunn and James Davis",
  title =        "Printing reflectance functions",
  journal =      j-TOG,
  volume =       "31",
  number =       "3",
  pages =        "20:1--20:11",
  month =        may,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2167076.2167078",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 1 17:31:24 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The reflectance function of a scene point captures the
                 appearance of that point as a function of lighting
                 direction. We present an approach to printing the
                 reflectance functions of an object or scene so that its
                 appearance is modified correctly as a function of the
                 lighting conditions when viewing the print. For
                 example, such a ``photograph'' of a statue printed with
                 our approach appears to cast shadows to the right when
                 the ``photograph'' is illuminated from the left.
                 Viewing the same print with lighting from the right
                 will cause the statue's shadows to be cast to the left.
                 Beyond shadows, all effects due to the lighting
                 variation, such as Lambertian shading, specularity, and
                 inter-reflection can be reproduced. We achieve this
                 ability by geometrically and photometrically
                 controlling specular highlights on the surface of the
                 print. For a particular viewpoint, arbitrary
                 reflectance functions can be built up at each pixel by
                 controlling only the specular highlights and avoiding
                 significant diffuse reflections. Our initial binary
                 prototype uses halftoning to approximate continuous
                 grayscale reflectance functions.",
  acknowledgement = ack-nhfb,
  articleno =    "20",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2012:VMD,
  author =       "Juyong Zhang and Jianmin Zheng and Chunlin Wu and
                 Jianfei Cai",
  title =        "Variational mesh decomposition",
  journal =      j-TOG,
  volume =       "31",
  number =       "3",
  pages =        "21:1--21:14",
  month =        may,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2167076.2167079",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 1 17:31:24 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The problem of decomposing a 3D mesh into meaningful
                 segments (or parts) is of great practical importance in
                 computer graphics. This article presents a variational
                 mesh decomposition algorithm that can efficiently
                 partition a mesh into a prescribed number of segments.
                 The algorithm extends the Mumford--Shah model to 3D
                 meshes that contains a data term measuring the
                 variation within a segment using eigenvectors of a dual
                 Laplacian matrix whose weights are related to the
                 dihedral angle between adjacent triangles and a
                 regularization term measuring the length of the
                 boundary between segments. Such a formulation
                 simultaneously handles segmentation and boundary
                 smoothing, which are usually two separate processes in
                 most previous work. The efficiency is achieved by
                 solving the Mumford--Shah model through a saddle-point
                 problem that is solved by a fast primal-dual method. A
                 preprocess step is also proposed to determine the
                 number of segments that the mesh should be decomposed
                 into. By incorporating this preprocessing step, the
                 proposed algorithm can automatically segment a mesh
                 into meaningful parts. Furthermore, user interaction is
                 allowed by incorporating the user's inputs into the
                 variational model to reflect the user's special
                 intention. Experimental results show that the proposed
                 algorithm outperforms competitive segmentation methods
                 when evaluated on the Princeton Segmentation
                 Benchmark.",
  acknowledgement = ack-nhfb,
  articleno =    "21",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2012:SGT,
  author =       "Vladimir G. Kim and Yaron Lipman and Thomas
                 Funkhouser",
  title =        "Symmetry-guided texture synthesis and manipulation",
  journal =      j-TOG,
  volume =       "31",
  number =       "3",
  pages =        "22:1--22:14",
  month =        may,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2167076.2167080",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 1 17:31:24 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article presents a framework for symmetry-guided
                 texture synthesis and processing. It is motivated by
                 the long-standing problem of how to optimize, transfer,
                 and control the spatial patterns in textures. The key
                 idea is that symmetry representations that measure
                 autocorrelations with respect to all transformations of
                 a group are a natural way to describe spatial patterns
                 in many real-world textures. To leverage this idea, we
                 provide methods to transfer symmetry representations
                 from one texture to another, process the symmetries of
                 a texture, and optimize textures with respect to
                 properties of their symmetry representations. These
                 methods are automatic and robust, as they don't require
                 explicit detection of discrete symmetries. Applications
                 are investigated for optimizing, processing, and
                 transferring symmetries and textures.",
  acknowledgement = ack-nhfb,
  articleno =    "22",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nowrouzezahrai:2012:SZH,
  author =       "Derek Nowrouzezahrai and Patricio Simari and Eugene
                 Fiume",
  title =        "Sparse zonal harmonic factorization for efficient {SH}
                 rotation",
  journal =      j-TOG,
  volume =       "31",
  number =       "3",
  pages =        "23:1--23:9",
  month =        may,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2167076.2167081",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 1 17:31:24 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a sparse analytic representation for
                 spherical functions, including those expressed in a
                 Spherical Harmonic (SH) expansion, that is amenable to
                 fast and accurate rotation on the GPU. Exploiting the
                 fact that each band-$l$ SH basis function can be
                 expressed as a weighted sum of $ 2 l + 1$ rotated
                 band-$l$ Zonal Harmonic (ZH) lobes, we develop a
                 factorization that significantly reduces this number.
                 We investigate approaches for promoting sparsity in the
                 change-of-basis matrix, and also introduce lobe sharing
                 to reduce the total number of unique lobe directions
                 used for an order-$N$ expansion from $ N^2$ to $ 2 N -
                 1$. Our representation does not introduce approximation
                 error, is suitable for any type of spherical function
                 (e.g., lighting or transfer), and requires no offline
                 fitting procedure; only a (sparse) matrix
                 multiplication is required to map to/from SH. We
                 provide code for our rotation algorithms, and apply
                 them to several real-time rendering applications.",
  acknowledgement = ack-nhfb,
  articleno =    "23",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Misztal:2012:TAI,
  author =       "Marek Krzysztof Misztal and Jakob Andreas
                 B{\ae}rentzen",
  title =        "Topology-adaptive interface tracking using the
                 deformable simplicial complex",
  journal =      j-TOG,
  volume =       "31",
  number =       "3",
  pages =        "24:1--24:12",
  month =        may,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2167076.2167082",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 1 17:31:24 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel, topology-adaptive method for
                 deformable interface tracking, called the Deformable
                 Simplicial Complex (DSC). In the DSC method, the
                 interface is represented explicitly as a piecewise
                 linear curve (in 2D) or surface (in 3D) which is a part
                 of a discretization (triangulation/tetrahedralization)
                 of the space, such that the interface can be retrieved
                 as a set of faces separating triangles/tetrahedra
                 marked as inside from the ones marked as outside (so it
                 is also given implicitly). This representation allows
                 robust topological adaptivity and, thanks to the
                 explicit representation of the interface, it suffers
                 only slightly from numerical diffusion. Furthermore,
                 the use of an unstructured grid yields robust adaptive
                 resolution. Also, topology control is simple in this
                 setting. We present the strengths of the method in
                 several examples: simple geometric flows, fluid
                 simulation, point cloud reconstruction, and cut locus
                 construction.",
  acknowledgement = ack-nhfb,
  articleno =    "24",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2012:OLC,
  author =       "Jack M. Wang and Samuel R. Hamner and Scott L. Delp
                 and Vladlen Koltun",
  title =        "Optimizing locomotion controllers using
                 biologically-based actuators and objectives",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "25:1--25:11",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a technique for automatically synthesizing
                 walking and running controllers for
                 physically-simulated 3D humanoid characters. The
                 sagittal hip, knee, and ankle degrees-of-freedom are
                 actuated using a set of eight Hill-type musculotendon
                 models in each leg, with biologically-motivated control
                 laws. The parameters of these control laws are set by
                 an optimization procedure that satisfies a number of
                 locomotion task terms while minimizing a biological
                 model of metabolic energy expenditure. We show that the
                 use of biologically-based actuators and objectives
                 measurably increases the realism of gaits generated by
                 locomotion controllers that operate without the use of
                 motion capture data, and that metabolic energy
                 expenditure provides a simple and unifying measurement
                 of effort that can be used for both walking and running
                 control optimization.",
  acknowledgement = ack-nhfb,
  articleno =    "25",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tan:2012:SBL,
  author =       "Jie Tan and Greg Turk and C. Karen Liu",
  title =        "Soft body locomotion",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "26:1--26:11",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a physically-based system to simulate and
                 control the locomotion of soft body characters without
                 skeletons. We use the finite element method to simulate
                 the deformation of the soft body, and we instrument a
                 character with muscle fibers to allow it to actively
                 control its shape. To perform locomotion, we use a
                 variety of intuitive controls such as moving a point on
                 the character, specifying the center of mass or the
                 angular momentum, and maintaining balance. These
                 controllers yield an objective function that is passed
                 to our optimization solver, which handles convex
                 quadratic program with linear complementarity
                 constraints. This solver determines the new muscle
                 fiber lengths, and moreover it determines whether each
                 point of contact should remain static, slide, or lift
                 away from the floor. Our system can automatically find
                 an appropriate combination of muscle contractions that
                 enables a soft character to fulfill various locomotion
                 tasks, including walking, jumping, crawling, rolling
                 and balancing.",
  acknowledgement = ack-nhfb,
  articleno =    "26",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vondrak:2012:VBM,
  author =       "Marek Vondrak and Leonid Sigal and Jessica Hodgins and
                 Odest Jenkins",
  title =        "Video-based {$3$D} motion capture through biped
                 control",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "27:1--27:12",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Marker-less motion capture is a challenging problem,
                 particularly when only monocular video is available. We
                 estimate human motion from monocular video by
                 recovering three-dimensional controllers capable of
                 implicitly simulating the observed human behavior and
                 replaying this behavior in other environments and under
                 physical perturbations. Our approach employs a
                 state-space biped controller with a balance feedback
                 mechanism that encodes control as a sequence of simple
                 control tasks. Transitions among these tasks are
                 triggered on time and on proprioceptive events (e.g.,
                 contact). Inference takes the form of optimal control
                 where we optimize a high-dimensional vector of control
                 parameters and the structure of the controller based on
                 an objective function that compares the resulting
                 simulated motion with input observations. We illustrate
                 our approach by automatically estimating controllers
                 for a variety of motions directly from monocular video.
                 We show that the estimation of controller structure
                 through incremental optimization and refinement leads
                 to controllers that are more stable and that better
                 approximate the reference motion. We demonstrate our
                 approach by capturing sequences of walking, jumping,
                 and gymnastics.",
  acknowledgement = ack-nhfb,
  articleno =    "27",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Levine:2012:CCC,
  author =       "Sergey Levine and Jack M. Wang and Alexis Haraux and
                 Zoran Popovi{\'c} and Vladlen Koltun",
  title =        "Continuous character control with low-dimensional
                 embeddings",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "28:1--28:10",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Interactive, task-guided character controllers must be
                 agile and responsive to user input, while retaining the
                 flexibility to be readily authored and modified by the
                 designer. Central to a method's ease of use is its
                 capacity to synthesize character motion for novel
                 situations without requiring excessive data or
                 programming effort. In this work, we present a
                 technique that animates characters performing
                 user-specified tasks by using a probabilistic motion
                 model, which is trained on a small number of
                 artist-provided animation clips. The method uses a
                 low-dimensional space learned from the example motions
                 to continuously control the character's pose to
                 accomplish the desired task. By controlling the
                 character through a reduced space, our method can
                 discover new transitions, tractably precompute a
                 control policy, and avoid low quality poses.",
  acknowledgement = ack-nhfb,
  articleno =    "28",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2012:SPS,
  author =       "Xiaobai Chen and Abulhair Saparov and Bill Pang and
                 Thomas Funkhouser",
  title =        "{Schelling} points on {$3$D} surface meshes",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "29:1--29:12",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper investigates ``Schelling points'' on 3D
                 meshes, feature points selected by people in a pure
                 coordination game due to their salience. To collect
                 data for this investigation, we designed an online
                 experiment that asked people to select points on 3D
                 surfaces that they expect will be selected by other
                 people. We then analyzed properties of the selected
                 points, finding that: (1) Schelling point sets are
                 usually highly symmetric, and (2) local curvature
                 properties (e.g., Gauss curvature) are most helpful for
                 identifying obvious Schelling points (tips of
                 protrusions), but (3) global properties (e.g., segment
                 centeredness, proximity to a symmetry axis, etc.) are
                 required to explain more subtle features. Based on
                 these observations, we use regression analysis to
                 combine multiple properties into an analytical model
                 that predicts where Schelling points are likely to be
                 on new meshes. We find that this model benefits from a
                 variety of surface properties, particularly when
                 training data comes from examples in the same object
                 class.",
  acknowledgement = ack-nhfb,
  articleno =    "29",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ovsjanikov:2012:FMF,
  author =       "Maks Ovsjanikov and Mirela Ben-Chen and Justin Solomon
                 and Adrian Butscher and Leonidas Guibas",
  title =        "Functional maps: a flexible representation of maps
                 between shapes",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "30:1--30:11",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel representation of maps between
                 pairs of shapes that allows for efficient inference and
                 manipulation. Key to our approach is a generalization
                 of the notion of map that puts in correspondence
                 real-valued functions rather than points on the shapes.
                 By choosing a multi-scale basis for the function space
                 on each shape, such as the eigenfunctions of its
                 Laplace--Beltrami operator, we obtain a representation
                 of a map that is very compact, yet fully suitable for
                 global inference. Perhaps more remarkably, most natural
                 constraints on a map, such as descriptor preservation,
                 landmark correspondences, part preservation and
                 operator commutativity become linear in this
                 formulation. Moreover, the representation naturally
                 supports certain algebraic operations such as map sum,
                 difference and composition, and enables a number of
                 applications, such as function or annotation transfer
                 without establishing point-to-point correspondences. We
                 exploit these properties to devise an efficient shape
                 matching method, at the core of which is a single
                 linear solve. The new method achieves state-of-the-art
                 results on an isometric shape matching benchmark. We
                 also show how this representation can be used to
                 improve the quality of maps produced by existing shape
                 matching methods, and illustrate its usefulness in
                 segmentation transfer and joint analysis of shape
                 collections.",
  acknowledgement = ack-nhfb,
  articleno =    "30",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Eitz:2012:SBS,
  author =       "Mathias Eitz and Ronald Richter and Tamy Boubekeur and
                 Kristian Hildebrand and Marc Alexa",
  title =        "Sketch-based shape retrieval",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "31:1--31:10",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We develop a system for 3D object retrieval based on
                 sketched feature lines as input. For objective
                 evaluation, we collect a large number of query sketches
                 from human users that are related to an existing data
                 base of objects. The sketches turn out to be generally
                 quite abstract with large local and global deviations
                 from the original shape. Based on this observation, we
                 decide to use a bag-of-features approach over computer
                 generated line drawings of the objects. We develop a
                 targeted feature transform based on Gabor filters for
                 this system. We can show objectively that this
                 transform is better suited than other approaches from
                 the literature developed for similar tasks. Moreover,
                 we demonstrate how to optimize the parameters of our,
                 as well as other approaches, based on the gathered
                 sketches. In the resulting comparison, our approach is
                 significantly better than any other system described so
                 far.",
  acknowledgement = ack-nhfb,
  articleno =    "31",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ragan-Kelley:2012:DAS,
  author =       "Jonathan Ragan-Kelley and Andrew Adams and Sylvain
                 Paris and Marc Levoy and Saman Amarasinghe and
                 Fr{\'e}do Durand",
  title =        "Decoupling algorithms from schedules for easy
                 optimization of image processing pipelines",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "32:1--32:12",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Using existing programming tools, writing
                 high-performance image processing code requires
                 sacrificing readability, portability, and modularity.
                 We argue that this is a consequence of conflating what
                 computations define the algorithm, with decisions about
                 storage and the order of computation. We refer to these
                 latter two concerns as the schedule, including choices
                 of tiling, fusion, recomputation vs. storage,
                 vectorization, and parallelism. We propose a
                 representation for feed-forward imaging pipelines that
                 separates the algorithm from its schedule, enabling
                 high-performance without sacrificing code clarity. This
                 decoupling simplifies the algorithm specification:
                 images and intermediate buffers become functions over
                 an infinite integer domain, with no explicit storage or
                 boundary conditions. Imaging pipelines are compositions
                 of functions. Programmers separately specify scheduling
                 strategies for the various functions composing the
                 algorithm, which allows them to efficiently explore
                 different optimizations without changing the
                 algorithmic code. We demonstrate the power of this
                 representation by expressing a range of recent image
                 processing applications in an embedded domain specific
                 language called Halide, and compiling them for ARM,
                 x86, and GPUs. Our compiler targets SIMD units,
                 multiple cores, and complex memory hierarchies. We
                 demonstrate that it can handle algorithms such as a
                 camera raw pipeline, the bilateral grid, fast local
                 Laplacian filtering, and image segmentation. The
                 algorithms expressed in our language are both shorter
                 and faster than state-of-the-art implementations.",
  acknowledgement = ack-nhfb,
  articleno =    "32",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gastal:2012:AMR,
  author =       "Eduardo S. L. Gastal and Manuel M. Oliveira",
  title =        "Adaptive manifolds for real-time high-dimensional
                 filtering",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "33:1--33:13",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a technique for performing high-dimensional
                 filtering of images and videos in real time. Our
                 approach produces high-quality results and accelerates
                 filtering by computing the filter's response at a
                 reduced set of sampling points, and using these for
                 interpolation at all N input pixels. We show that for a
                 proper choice of these sampling points, the total cost
                 of the filtering operation is linear both in N and in
                 the dimension d of the space in which the filter
                 operates. As such, ours is the first high-dimensional
                 filter with such a complexity. We present formal
                 derivations for the equations that define our filter,
                 as well as for an algorithm to compute the sampling
                 points. This provides a sound theoretical justification
                 for our method and for its properties. The resulting
                 filter is quite flexible, being capable of producing
                 responses that approximate either standard Gaussian,
                 bilateral, or non-local-means filters. Such flexibility
                 also allows us to demonstrate the first hybrid
                 Euclidean-geodesic filter that runs in a single pass.
                 Our filter is faster and requires less memory than
                 previous approaches, being able to process a
                 10-Megapixel full-color image at 50 fps on modern GPUs.
                 We illustrate the effectiveness of our approach by
                 performing a variety of tasks ranging from edge-aware
                 color filtering in 5-D, noise reduction (using up to
                 147 dimensions), single-pass hybrid Euclidean-geodesic
                 filtering, and detail enhancement, among others.",
  acknowledgement = ack-nhfb,
  articleno =    "33",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lang:2012:PTC,
  author =       "Manuel Lang and Oliver Wang and Tunc Aydin and
                 Aljoscha Smolic and Markus Gross",
  title =        "Practical temporal consistency for image-based
                 graphics applications",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "34:1--34:8",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an efficient and simple method for
                 introducing temporal consistency to a large class of
                 optimization driven image-based computer graphics
                 problems. Our method extends recent work in edge-aware
                 filtering, approximating costly global regularization
                 with a fast iterative joint filtering operation. Using
                 this representation, we can achieve tremendous
                 efficiency gains both in terms of memory requirements
                 and running time. This enables us to process entire
                 shots at once, taking advantage of supporting
                 information that exists across far away frames,
                 something that is difficult with existing approaches
                 due to the computational burden of video data. Our
                 method is able to filter along motion paths using an
                 iterative approach that simultaneously uses and
                 estimates per-pixel optical flow vectors. We
                 demonstrate its utility by creating temporally
                 consistent results for a number of applications
                 including optical flow, disparity estimation,
                 colorization, scribble propagation, sparse data
                 up-sampling, and visual saliency computation.",
  acknowledgement = ack-nhfb,
  articleno =    "34",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guan:2012:DDP,
  author =       "Peng Guan and Loretta Reiss and David A. Hirshberg and
                 Alexander Weiss and Michael J. Black",
  title =        "{DRAPE}: {DRessing Any PErson}",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "35:1--35:10",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe a complete system for animating realistic
                 clothing on synthetic bodies of any shape and pose
                 without manual intervention. The key component of the
                 method is a model of clothing called DRAPE (DRessing
                 Any PErson) that is learned from a physics-based
                 simulation of clothing on bodies of different shapes
                 and poses. The DRAPE model has the desirable property
                 of ``factoring'' clothing deformations due to body
                 shape from those due to pose variation. This
                 factorization provides an approximation to the physical
                 clothing deformation and greatly simplifies clothing
                 synthesis. Given a parameterized model of the human
                 body with known shape and pose parameters, we describe
                 an algorithm that dresses the body with a garment that
                 is customized to fit and possesses realistic wrinkles.
                 DRAPE can be used to dress static bodies or animated
                 sequences with a learned model of the cloth dynamics.
                 Since the method is fully automated, it is appropriate
                 for dressing large numbers of virtual characters of
                 varying shape. The method is significantly more
                 efficient than physical simulation.",
  acknowledgement = ack-nhfb,
  articleno =    "35",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Brouet:2012:DPG,
  author =       "Remi Brouet and Alla Sheffer and Laurence Boissieux
                 and Marie-Paule Cani",
  title =        "Design preserving garment transfer",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "36:1--36:11",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a fully automatic method for
                 design-preserving transfer of garments between
                 characters with different body shapes. For real-life
                 garments, such transfer is performed through a
                 knowledge intensive and time consuming process, known
                 as pattern grading. Our first contribution is to
                 reformulate the criteria used in professional
                 pattern-grading as a set of geometric requirements,
                 respectively expressing shape or design preservation,
                 proportionality, and fit. We then propose a fully
                 automatic garment transfer algorithm which satisfies
                 all of these criteria while ensuring the physical
                 plausibility of the result. Specifically, we formulate
                 garment transfer as a constrained optimization problem
                 and solve it efficiently through iterative quadratic
                 minimization. As demonstrated by our results, our
                 method is able to automatically generate
                 design-preserving versions of existing garments for
                 target characters whose proportions and body shape
                 significantly differ from those of the source. The
                 method correctly handles the transfer of multiple
                 layers of garment. Lastly, when source 2D patterns are
                 available, we output graded patterns suitable for
                 manufacturing the transferred garments. Our fully
                 automatic design-preserving transfer method leads to
                 significant time savings for both computer artists and
                 fashion designers.",
  acknowledgement = ack-nhfb,
  articleno =    "36",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yuksel:2012:SMM,
  author =       "Cem Yuksel and Jonathan M. Kaldor and Doug L. James
                 and Steve Marschner",
  title =        "Stitch meshes for modeling knitted clothing with
                 yarn-level detail",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "37:1--37:12",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recent yarn-based simulation techniques permit
                 realistic and efficient dynamic simulation of knitted
                 clothing, but producing the required yarn-level models
                 remains a challenge. The lack of practical modeling
                 techniques significantly limits the diversity and
                 complexity of knitted garments that can be simulated.
                 We propose a new modeling technique that builds
                 yarn-level models of complex knitted garments for
                 virtual characters. We start with a polygonal model
                 that represents the large-scale surface of the knitted
                 cloth. Using this mesh as an input, our interactive
                 modeling tool produces a finer mesh representing the
                 layout of stitches in the garment, which we call the
                 stitch mesh. By manipulating this mesh and assigning
                 stitch types to its faces, the user can replicate a
                 variety of complicated knitting patterns. The curve
                 model representing the yarn is generated from the
                 stitch mesh, then the final shape is computed by a
                 yarn-level physical simulation that locally relaxes the
                 yarn into realistic shape while preserving global shape
                 of the garment and avoiding ``yarn pull-through,''
                 thereby producing valid yarn geometry suitable for
                 dynamic simulation. Using our system, we can
                 efficiently create yarn-level models of knitted
                 clothing with a rich variety of patterns that would be
                 completely impractical to model using traditional
                 techniques. We show a variety of example knitting
                 patterns and full-scale garments produced using our
                 system.",
  acknowledgement = ack-nhfb,
  articleno =    "37",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2012:ISM,
  author =       "Min H. Kim and Holly Rushmeier and Julie Dorsey and
                 Todd Alan Harvey and Richard O. Prum and David S.
                 Kittle and David J. Brady",
  title =        "{$3$D} imaging spectroscopy for measuring
                 hyperspectral patterns on solid objects",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "38:1--38:11",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Sophisticated methods for true spectral rendering have
                 been developed in computer graphics to produce highly
                 accurate images. In addition to traditional
                 applications in visualizing appearance, such methods
                 have potential applications in many areas of scientific
                 study. In particular, we are motivated by the
                 application of studying avian vision and appearance. An
                 obstacle to using graphics in this application is the
                 lack of reliable input data. We introduce an end-to-end
                 measurement system for capturing spectral data on 3D
                 objects. We present the modification of a recently
                 developed hyperspectral imager to make it suitable for
                 acquiring such data in a wide spectral range at high
                 spectral and spatial resolution. We capture four
                 megapixel images, with data at each pixel from the
                 near-ultraviolet (359 nm) to near-infrared (1,003 nm)
                 at 12 nm spectral resolution. We fully characterize the
                 imaging system, and document its accuracy. This imager
                 is integrated into a 3D scanning system to enable the
                 measurement of the diffuse spectral reflectance and
                 fluorescence of specimens. We demonstrate the use of
                 this measurement system in the study of the interplay
                 between the visual capabilities and appearance of
                 birds. We show further the use of the system in gaining
                 insight into artifacts from geology and cultural
                 heritage.",
  acknowledgement = ack-nhfb,
  articleno =    "38",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{OToole:2012:PDC,
  author =       "Matthew O'Toole and Ramesh Raskar and Kiriakos N.
                 Kutulakos",
  title =        "Primal-dual coding to probe light transport",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "39:1--39:11",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present primal-dual coding, a photography technique
                 that enables direct fine-grain control over which light
                 paths contribute to a photo. We achieve this by
                 projecting a sequence of patterns onto the scene while
                 the sensor is exposed to light. At the same time, a
                 second sequence of patterns, derived from the first and
                 applied in lockstep, modulates the light received at
                 individual sensor pixels. We show that photography in
                 this regime is equivalent to a matrix probing operation
                 in which the elements of the scene's transport matrix
                 are individually re-scaled and then mapped to the
                 photo. This makes it possible to directly acquire
                 photos in which specific light transport paths have
                 been blocked, attenuated or enhanced. We show captured
                 photos for several scenes with challenging light
                 transport effects, including specular
                 inter-reflections, caustics, diffuse inter-reflections
                 and volumetric scattering. A key feature of primal-dual
                 coding is that it operates almost exclusively in the
                 optical domain: our results consist of
                 directly-acquired, unprocessed RAW photos or
                 differences between them.",
  acknowledgement = ack-nhfb,
  articleno =    "39",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dong:2012:PSV,
  author =       "Yue Dong and Xin Tong and Fabio Pellacini and Baining
                 Guo",
  title =        "Printing spatially-varying reflectance for reproducing
                 {HDR} images",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "40:1--40:7",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a solution for viewing high dynamic range
                 (HDR) images with spatially-varying distributions of
                 glossy materials printed on reflective media. Our
                 method exploits appearance variations of the glossy
                 materials in the angular domain to display the input
                 HDR image at different exposures. As viewers change the
                 print orientation or lighting directions, the print
                 gradually varies its appearance to display the image
                 content from the darkest to the brightest levels. Our
                 solution is based on a commercially available printing
                 system and is fully automatic. Given the input HDR
                 image and the BRDFs of a set of available inks, our
                 method computes the optimal exposures of the HDR image
                 for all viewing conditions and the optimal ink
                 combinations for all pixels by minimizing the
                 difference of their appearances under all viewing
                 conditions. We demonstrate the effectiveness of our
                 method with print samples generated from different
                 inputs and visualized under different viewing and
                 lighting conditions.",
  acknowledgement = ack-nhfb,
  articleno =    "40",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ye:2012:SDH,
  author =       "Yuting Ye and C. Karen Liu",
  title =        "Synthesis of detailed hand manipulations using contact
                 sampling",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "41:1--41:10",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Capturing human activities that involve both gross
                 full-body motion and detailed hand manipulation of
                 objects is challenging for standard motion capture
                 systems. We introduce a new method for creating natural
                 scenes with such human activities. The input to our
                 method includes motions of the full-body and the
                 objects acquired simultaneously by a standard motion
                 capture system. Our method then automatically
                 synthesizes detailed and physically plausible hand
                 manipulation that can seamlessly integrate with the
                 input motions. Instead of producing one ``optimal''
                 solution, our method presents a set of motions that
                 exploit a wide variety of manipulation strategies. We
                 propose a randomized sampling algorithm to search for
                 as many as possible visually diverse solutions within
                 the computational time budget. Our results highlight
                 complex strategies human hands employ effortlessly and
                 unconsciously, such as static, sliding, rolling, as
                 well as finger gaits with discrete relocation of
                 contact points.",
  acknowledgement = ack-nhfb,
  articleno =    "41",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yeo:2012:ESV,
  author =       "Sang Hoon Yeo and Martin Lesmana and Debanga R. Neog
                 and Dinesh K. Pai",
  title =        "{Eyecatch}: simulating visuomotor coordination for
                 object interception",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "42:1--42:10",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel framework for animating human
                 characters performing fast visually guided tasks, such
                 as catching a ball. The main idea is to consider the
                 coordinated dynamics of sensing and movement. Based on
                 experimental evidence about such behaviors, we propose
                 a generative model that constructs interception
                 behavior online, using discrete submovements directed
                 by uncertain visual estimates of target movement. An
                 important aspect of this framework is that eye
                 movements are included as well, and play a central role
                 in coordinating movements of the head, hand, and body.
                 We show that this framework efficiently generates
                 plausible movements and generalizes well to novel
                 scenarios.",
  acknowledgement = ack-nhfb,
  articleno =    "42",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mordatch:2012:DCB,
  author =       "Igor Mordatch and Emanuel Todorov and Zoran
                 Popovi{\'c}",
  title =        "Discovery of complex behaviors through
                 contact-invariant optimization",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "43:1--43:8",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a motion synthesis framework capable of
                 producing a wide variety of important human behaviors
                 that have rarely been studied, including getting up
                 from the ground, crawling, climbing, moving heavy
                 objects, acrobatics (hand-stands in particular), and
                 various cooperative actions involving two characters
                 and their manipulation of the environment. Our
                 framework is not specific to humans, but applies to
                 characters of arbitrary morphology and limb
                 configuration. The approach is fully automatic and does
                 not require domain knowledge specific to each behavior.
                 It also does not require pre-existing examples or
                 motion capture data. At the core of our framework is
                 the contact-invariant optimization (CIO) method we
                 introduce here. It enables simultaneous optimization of
                 contact and behavior. This is done by augmenting the
                 search space with scalar variables that indicate
                 whether a potential contact should be active in a given
                 phase of the movement. These auxiliary variables affect
                 not only the cost function but also the dynamics (by
                 enabling and disabling contact forces), and are
                 optimized together with the movement trajectory.
                 Additional innovations include a continuation scheme
                 allowing helper forces at the potential contacts rather
                 than the torso, as well as a feature-based model of
                 physics which is particularly well-suited to the CIO
                 framework. We expect that CIO can also be used with a
                 full physics model, but leave that extension for future
                 work.",
  acknowledgement = ack-nhfb,
  articleno =    "43",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Eitz:2012:HDH,
  author =       "Mathias Eitz and James Hays and Marc Alexa",
  title =        "How do humans sketch objects?",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "44:1--44:10",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Humans have used sketching to depict our visual world
                 since prehistoric times. Even today, sketching is
                 possibly the only rendering technique readily available
                 to all humans. This paper is the first large scale
                 exploration of human sketches. We analyze the
                 distribution of non-expert sketches of everyday objects
                 such as 'teapot' or 'car'. We ask humans to sketch
                 objects of a given category and gather 20,000 unique
                 sketches evenly distributed over 250 object categories.
                 With this dataset we perform a perceptual study and
                 find that humans can correctly identify the object
                 category of a sketch 73\% of the time. We compare human
                 performance against computational recognition methods.
                 We develop a bag-of-features sketch representation and
                 use multi-class support vector machines, trained on our
                 sketch dataset, to classify sketches. The resulting
                 recognition method is able to identify unknown sketches
                 with 56\% accuracy (chance is 0.4\%). Based on the
                 computational model, we demonstrate an interactive
                 sketch recognition system. We release the complete
                 crowd-sourced dataset of sketches to the community.",
  acknowledgement = ack-nhfb,
  articleno =    "44",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shao:2012:CSC,
  author =       "Cloud Shao and Adrien Bousseau and Alla Sheffer and
                 Karan Singh",
  title =        "{CrossShade}: shading concept sketches using
                 cross-section curves",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "45:1--45:11",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We facilitate the creation of 3D-looking shaded
                 production drawings from concept sketches. The key to
                 our approach is a class of commonly used construction
                 curves known as cross-sections, that function as an aid
                 to both sketch creation and viewer understanding of the
                 depicted 3D shape. In particular, intersections of
                 these curves, or cross-hairs, convey valuable 3D
                 information, that viewers compose into a mental model
                 of the overall sketch. We use the artist-drawn
                 cross-sections to automatically infer the 3D normals
                 across the sketch, enabling 3D-like rendering. The
                 technical contribution of our work is twofold. First,
                 we distill artistic guidelines for drawing
                 cross-sections and insights from perception literature
                 to introduce an explicit mathematical formulation of
                 the relationships between cross-section curves and the
                 geometry they aim to convey. We then use these
                 relationships to develop an algorithm for estimating a
                 normal field from cross-section curve networks and
                 other curves present in concept sketches. We validate
                 our formulation and algorithm through a user study and
                 a ground truth normal comparison. As demonstrated by
                 the examples throughout the paper, these contributions
                 enable us to shade a wide range of concept sketches
                 with a variety of rendering styles.",
  acknowledgement = ack-nhfb,
  articleno =    "45",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lu:2012:HEB,
  author =       "Jingwan Lu and Fisher Yu and Adam Finkelstein and
                 Stephen DiVerdi",
  title =        "{HelpingHand}: example-based stroke stylization",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "46:1--46:10",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Digital painters commonly use a tablet and stylus to
                 drive software like Adobe Photoshop. A high quality
                 stylus with 6 degrees of freedom (DOFs: 2D position,
                 pressure, 2D tilt, and 1D rotation) coupled to a
                 virtual brush simulation engine allows skilled users to
                 produce expressive strokes in their own style. However,
                 such devices are difficult for novices to control, and
                 many people draw with less expensive (lower DOF) input
                 devices. This paper presents a data-driven approach for
                 synthesizing the 6D hand gesture data for users of
                 low-quality input devices. Offline, we collect a
                 library of strokes with 6D data created by trained
                 artists. Online, given a query stroke as a series of 2D
                 positions, we synthesize the 4D hand pose data at each
                 sample based on samples from the library that locally
                 match the query. This framework optionally can also
                 modify the stroke trajectory to match characteristic
                 shapes in the style of the library. Our algorithm
                 outputs a 6D trajectory that can be fed into any
                 virtual brush stroke engine to make expressive strokes
                 for novices or users of limited hardware.",
  acknowledgement = ack-nhfb,
  articleno =    "46",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bacher:2012:FAC,
  author =       "Moritz B{\"a}cher and Bernd Bickel and Doug L. James
                 and Hanspeter Pfister",
  title =        "Fabricating articulated characters from skinned
                 meshes",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "47:1--47:9",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Articulated deformable characters are widespread in
                 computer animation. Unfortunately, we lack methods for
                 their automatic fabrication using modern additive
                 manufacturing (AM) technologies. We propose a method
                 that takes a skinned mesh as input, then estimates a
                 fabricatable single-material model that approximates
                 the 3D kinematics of the corresponding virtual
                 articulated character in a piecewise linear manner. We
                 first extract a set of potential joint locations. From
                 this set, together with optional, user-specified range
                 constraints, we then estimate mechanical friction
                 joints that satisfy inter-joint non-penetration and
                 other fabrication constraints. To avoid brittle joint
                 designs, we place joint centers on an approximate
                 medial axis representation of the input geometry, and
                 maximize each joint's minimal cross-sectional area. We
                 provide several demonstrations, manufactured as single,
                 assembled pieces using 3D printers.",
  acknowledgement = ack-nhfb,
  articleno =    "47",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Stava:2012:SRI,
  author =       "Ondrej Stava and Juraj Vanek and Bedrich Benes and
                 Nathan Carr and Radom{\'\i}r Mech",
  title =        "Stress relief: improving structural strength of {$3$D}
                 printable objects",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "48:1--48:11",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The use of 3D printing has rapidly expanded in the
                 past couple of years. It is now possible to produce
                 3D-printed objects with exceptionally high fidelity and
                 precision. However, although the quality of 3D printing
                 has improved, both the time to print and the material
                 costs have remained high. Moreover, there is no
                 guarantee that a printed model is structurally sound.
                 The printed product often does not survive cleaning,
                 transportation, or handling, or it may even collapse
                 under its own weight. We present a system that
                 addresses this issue by providing automatic detection
                 and correction of the problematic cases. The structural
                 problems are detected by combining a lightweight
                 structural analysis solver with 3D medial axis
                 approximations. After areas with high structural stress
                 are found, the model is corrected by combining three
                 approaches: hollowing, thickening, and strut insertion.
                 Both detection and correction steps are repeated until
                 the problems have been eliminated. Our process is
                 designed to create a model that is visually similar to
                 the original model but possessing greater structural
                 integrity.",
  acknowledgement = ack-nhfb,
  articleno =    "48",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Igarashi:2012:BIB,
  author =       "Yuki Igarashi and Takeo Igarashi and Jun Mitani",
  title =        "{Beady}: interactive beadwork design and
                 construction",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "49:1--49:9",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce the interactive system ``Beady'' to
                 assist the design and construction of customized 3D
                 beadwork. The user first creates a polygonal mesh model
                 called the design model that represents the overall
                 structure of the beadwork. Each edge of the mesh model
                 corresponds to a bead in the beadwork. We provide two
                 methods to create the design model. One is interactive
                 modeling from scratch. The user defines the mesh
                 topology with gestural interaction and the system
                 continuously adjusts edge lengths by considering the
                 physical constraints among neighboring beads. The other
                 is automatic conversion that takes an existing
                 polygonal model as input and generates a near-hexagonal
                 mesh model with a near-uniform edge length as output.
                 The system then converts the design model into a
                 beadwork model with the appropriate wiring. Computation
                 of an appropriate wiring path requires careful
                 consideration, and we present an algorithm based on
                 face stripification of the mesh. The system also
                 provides a visual step-by-step guide to assist the
                 manual beadwork construction process. We show several
                 beadwork designs constructed by the authors and by test
                 users using the system.",
  acknowledgement = ack-nhfb,
  articleno =    "49",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pirk:2012:PTI,
  author =       "S{\"o}ren Pirk and Ondrej Stava and Julian Kratt and
                 Michel Abdul Massih Said and Boris Neubert and
                 Radom{\'\i}r Mech and Bedrich Benes and Oliver
                 Deussen",
  title =        "Plastic trees: interactive self-adapting botanical
                 tree models",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "50:1--50:10",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a dynamic tree modeling and representation
                 technique that allows complex tree models to interact
                 with their environment. Our method uses changes in the
                 light distribution and proximity to solid obstacles and
                 other trees as approximations of biologically motivated
                 transformations on a skeletal representation of the
                 tree's main branches and its procedurally generated
                 foliage. Parts of the tree are transformed only when
                 required, thus our approach is much faster than common
                 algorithms such as Open L-Systems or space colonization
                 methods. Input is a skeleton-based tree geometry that
                 can be computed from common tree production systems or
                 from reconstructed laser scanning models. Our approach
                 enables content creators to directly interact with
                 trees and to create visually convincing ecosystems
                 interactively. We present different interaction types
                 and evaluate our method by comparing our
                 transformations to biologically based growth simulation
                 techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "50",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lehtinen:2012:RIL,
  author =       "Jaakko Lehtinen and Timo Aila and Samuli Laine and
                 Fr{\'e}do Durand",
  title =        "Reconstructing the indirect light field for global
                 illumination",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "51:1--51:10",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Stochastic techniques for rendering indirect
                 illumination suffer from noise due to the variance in
                 the integrand. In this paper, we describe a general
                 reconstruction technique that exploits anisotropy in
                 the light field and permits efficient reuse of input
                 samples between pixels or world-space locations,
                 multiplying the effective sampling rate by a large
                 factor. Our technique introduces visibility-aware
                 anisotropic reconstruction to indirect illumination,
                 ambient occlusion and glossy reflections. It operates
                 on point samples without knowledge of the scene, and
                 can thus be seen as an advanced image filter. Our
                 results show dramatic improvement in image quality
                 while using very sparse input samplings.",
  acknowledgement = ack-nhfb,
  articleno =    "51",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gregson:2012:STA,
  author =       "James Gregson and Michael Krimerman and Matthias B.
                 Hullin and Wolfgang Heidrich",
  title =        "Stochastic tomography and its applications in {$3$D}
                 imaging of mixing fluids",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "52:1--52:10",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel approach for highly detailed 3D
                 imaging of turbulent fluid mixing behaviors. The method
                 is based on visible light computed tomography, and is
                 made possible by a new stochastic tomographic
                 reconstruction algorithm based on random walks. We show
                 that this new stochastic algorithm is competitive with
                 specialized tomography solvers such as SART, but can
                 also easily include arbitrary convex regularizers that
                 make it possible to obtain high-quality reconstructions
                 with a very small number of views. Finally, we
                 demonstrate that the same stochastic tomography
                 approach can also be used to directly re-render
                 arbitrary 2D projections without the need to ever store
                 a 3D volume grid.",
  acknowledgement = ack-nhfb,
  articleno =    "52",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bojsen-Hansen:2012:TSE,
  author =       "Morten Bojsen-Hansen and Hao Li and Chris Wojtan",
  title =        "Tracking surfaces with evolving topology",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "53:1--53:10",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for recovering a temporally
                 coherent, deforming triangle mesh with arbitrarily
                 changing topology from an incoherent sequence of static
                 closed surfaces. We solve this problem using the
                 surface geometry alone, without any prior information
                 like surface templates or velocity fields. Our system
                 combines a proven strategy for triangle mesh
                 improvement, a robust multi-resolution non-rigid
                 registration routine, and a reliable technique for
                 changing surface mesh topology. We also introduce a
                 novel topological constraint enforcement algorithm to
                 ensure that the output and input always have similar
                 topology. We apply our technique to a series of diverse
                 input data from video reconstructions, physics
                 simulations, and artistic morphs. The structured output
                 of our algorithm allows us to efficiently track
                 information like colors and displacement maps, recover
                 velocity information, and solve PDEs on the mesh as a
                 post process.",
  acknowledgement = ack-nhfb,
  articleno =    "53",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2012:ECM,
  author =       "Vladimir G. Kim and Wilmot Li and Niloy J. Mitra and
                 Stephen DiVerdi and Thomas Funkhouser",
  title =        "Exploring collections of {$3$D} models using fuzzy
                 correspondences",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "54:1--54:11",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Large collections of 3D models from the same object
                 class (e.g., chairs, cars, animals) are now commonly
                 available via many public repositories, but exploring
                 the range of shape variations across such collections
                 remains a challenging task. In this work, we present a
                 new exploration interface that allows users to browse
                 collections based on similarities and differences
                 between shapes in user-specified regions of interest
                 (ROIs). To support this interactive system, we
                 introduce a novel analysis method for computing
                 similarity relationships between points on 3D shapes
                 across a collection. We encode the inherent ambiguity
                 in these relationships using fuzzy point
                 correspondences and propose a robust and efficient
                 computational framework that estimates fuzzy
                 correspondences using only a sparse set of pairwise
                 model alignments. We evaluate our analysis method on a
                 range of correspondence benchmarks and report
                 substantial improvements in both speed and accuracy
                 over existing alternatives. In addition, we demonstrate
                 how fuzzy correspondences enable key features in our
                 exploration tool, such as automated view alignment,
                 ROI-based similarity search, and faceted browsing.",
  acknowledgement = ack-nhfb,
  articleno =    "54",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kalogerakis:2012:PMC,
  author =       "Evangelos Kalogerakis and Siddhartha Chaudhuri and
                 Daphne Koller and Vladlen Koltun",
  title =        "A probabilistic model for component-based shape
                 synthesis",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "55:1--55:11",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an approach to synthesizing shapes from
                 complex domains, by identifying new plausible
                 combinations of components from existing shapes. Our
                 primary contribution is a new generative model of
                 component-based shape structure. The model represents
                 probabilistic relationships between properties of shape
                 components, and relates them to learned underlying
                 causes of structural variability within the domain.
                 These causes are treated as latent variables, leading
                 to a compact representation that can be effectively
                 learned without supervision from a set of compatibly
                 segmented shapes. We evaluate the model on a number of
                 shape datasets with complex structural variability and
                 demonstrate its application to amplification of shape
                 databases and to interactive shape synthesis.",
  acknowledgement = ack-nhfb,
  articleno =    "55",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yeh:2012:SOW,
  author =       "Yi-Ting Yeh and Lingfeng Yang and Matthew Watson and
                 Noah D. Goodman and Pat Hanrahan",
  title =        "Synthesizing open worlds with constraints using
                 locally annealed reversible jump {MCMC}",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "56:1--56:11",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel Markov chain Monte Carlo (MCMC)
                 algorithm that generates samples from transdimensional
                 distributions encoding complex constraints. We use
                 factor graphs, a type of graphical model, to encode
                 constraints as factors. Our proposed MCMC method,
                 called locally annealed reversible jump MCMC, exploits
                 knowledge of how dimension changes affect the structure
                 of the factor graph. We employ a sequence of annealed
                 distributions during the sampling process, allowing us
                 to explore the state space across different
                 dimensionalities more freely. This approach is
                 motivated by the application of layout synthesis where
                 relationships between objects are characterized as
                 constraints. In particular, our method addresses the
                 challenge of synthesizing open world layouts where the
                 number of objects are not fixed and optimal
                 configurations for different numbers of objects may be
                 drastically different. We demonstrate the applicability
                 of our approach on two open world layout synthesis
                 problems: coffee shops and golf courses.",
  acknowledgement = ack-nhfb,
  articleno =    "56",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2012:FDS,
  author =       "Kai Xu and Hao Zhang and Daniel Cohen-Or and Baoquan
                 Chen",
  title =        "Fit and diverse: set evolution for inspiring {$3$D}
                 shape galleries",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "57:1--57:10",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce set evolution as a means for creative 3D
                 shape modeling, where an initial population of 3D
                 models is evolved to produce generations of novel
                 shapes. Part of the evolving set is presented to a user
                 as a shape gallery to offer modeling suggestions. User
                 preferences define the fitness for the evolution so
                 that over time, the shape population will mainly
                 consist of individuals with good fitness. However, to
                 inspire the user's creativity, we must also keep the
                 evolving set diverse. Hence the evolution is ``fit and
                 diverse'', drawing motivation from evolution theory. We
                 introduce a novel part crossover operator which works
                 at the finer-level part structures of the shapes,
                 leading to significant variations and thus increased
                 diversity in the evolved shape structures. Diversity is
                 also achieved by explicitly compromising the fitness
                 scores on a portion of the evolving population. We
                 demonstrate the effectiveness of set evolution on
                 man-made shapes. We show that selecting only models
                 with high fitness leads to an elite population with low
                 diversity. By keeping the population fit and diverse,
                 the evolution can generate inspiring, and sometimes
                 unexpected, shapes.",
  acknowledgement = ack-nhfb,
  articleno =    "57",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jakob:2012:MEM,
  author =       "Wenzel Jakob and Steve Marschner",
  title =        "Manifold exploration: a {Markov Chain Monte Carlo}
                 technique for rendering scenes with difficult specular
                 transport",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "58:1--58:13",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "It is a long-standing problem in unbiased Monte Carlo
                 methods for rendering that certain difficult types of
                 light transport paths, particularly those involving
                 viewing and illumination along paths containing
                 specular or glossy surfaces, cause unusably slow
                 convergence. In this paper we introduce Manifold
                 Exploration, a new way of handling specular paths in
                 rendering. It is based on the idea that sets of paths
                 contributing to the image naturally form manifolds in
                 path space, which can be explored locally by a simple
                 equation-solving iteration. This paper shows how to
                 formulate and solve the required equations using only
                 geometric information that is already generally
                 available in ray tracing systems, and how to use this
                 method in two different Markov Chain Monte Carlo
                 frameworks to accurately compute illumination from
                 general families of paths. The resulting rendering
                 algorithms handle specular, near-specular, glossy, and
                 diffuse surface interactions as well as isotropic or
                 highly anisotropic volume scattering interactions, all
                 using the same fundamental algorithm. An implementation
                 is demonstrated on a range of challenging scenes and
                 evaluated against previous methods.",
  acknowledgement = ack-nhfb,
  articleno =    "58",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Walter:2012:BL,
  author =       "Bruce Walter and Pramook Khungurn and Kavita Bala",
  title =        "Bidirectional lightcuts",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "59:1--59:11",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Scenes modeling the real-world combine a wide variety
                 of phenomena including glossy materials, detailed
                 heterogeneous anisotropic media, subsurface scattering,
                 and complex illumination. Predictive rendering of such
                 scenes is difficult; unbiased algorithms are typically
                 too slow or too noisy. Virtual point light (VPL) based
                 algorithms produce low noise results across a wide
                 range of performance/accuracy tradeoffs, from
                 interactive rendering to high quality offline
                 rendering, but their bias means that locally important
                 illumination features may be missing. We introduce a
                 bidirectional formulation and a set of weighting
                 strategies to significantly reduce the bias in
                 VPL-based rendering algorithms. Our approach,
                 bidirectional lightcuts, maintains the scalability and
                 low noise global illumination advantages of prior
                 VPL-based work, while significantly extending their
                 generality to support a wider range of important
                 materials and visual cues. We demonstrate scalable,
                 efficient, and low noise rendering of scenes with
                 highly complex materials including gloss, BSSRDFs, and
                 anisotropic volumetric models.",
  acknowledgement = ack-nhfb,
  articleno =    "59",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Novak:2012:VRL,
  author =       "Jan Nov{\'a}k and Derek Nowrouzezahrai and Carsten
                 Dachsbacher and Wojciech Jarosz",
  title =        "Virtual ray lights for rendering scenes with
                 participating media",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "60:1--60:11",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an efficient many-light algorithm for
                 simulating indirect illumination in, and from,
                 participating media. Instead of creating discrete
                 virtual point lights (VPLs) at vertices of random-walk
                 paths, we present a continuous generalization that
                 places virtual ray lights (VRLs) along each path
                 segment in the medium. Furthermore, instead of
                 evaluating the lighting independently at discrete
                 points in the medium, we calculate the contribution of
                 each VRL to entire camera rays through the medium using
                 an efficient Monte Carlo product sampling technique. We
                 prove that by spreading the energy of virtual lights
                 along both light and camera rays, the singularities
                 that typically plague VPL methods are significantly
                 diminished. This greatly reduces the need to clamp
                 energy contributions in the medium, leading to robust
                 and unbiased volumetric lighting not possible with
                 current many-light techniques. Furthermore, by acting
                 as a form of final gather, we obtain higher-quality
                 multiple-scattering than existing density estimation
                 techniques like progressive photon beams.",
  acknowledgement = ack-nhfb,
  articleno =    "60",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schechter:2012:GSA,
  author =       "Hagit Schechter and Robert Bridson",
  title =        "Ghost {SPH} for animating water",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "61:1--61:8",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a new ghost fluid approach for free surface
                 and solid boundary conditions in Smoothed Particle
                 Hydrodynamics (SPH) liquid simulations. Prior methods
                 either suffer from a spurious numerical surface tension
                 artifact or drift away from the mass conservation
                 constraint, and do not capture realistic cohesion of
                 liquid to solids. Our Ghost SPH scheme resolves this
                 with a new particle sampling algorithm to create a
                 narrow layer of ghost particles in the surrounding air
                 and solid, with careful extrapolation and treatment of
                 fluid variables to reflect the boundary conditions. We
                 also provide a new, simpler form of artificial
                 viscosity based on XSPH. Examples demonstrate how the
                 new approach captures real liquid behaviour previously
                 unattainable by SPH with very little extra cost.",
  acknowledgement = ack-nhfb,
  articleno =    "61",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Akinci:2012:VRF,
  author =       "Nadir Akinci and Markus Ihmsen and Gizem Akinci and
                 Barbara Solenthaler and Matthias Teschner",
  title =        "Versatile rigid-fluid coupling for incompressible
                 {SPH}",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "62:1--62:8",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a momentum-conserving two-way coupling
                 method of SPH fluids and arbitrary rigid objects based
                 on hydrodynamic forces. Our approach samples the
                 surface of rigid bodies with boundary particles that
                 interact with the fluid, preventing deficiency issues
                 and both spatial and temporal discontinuities. The
                 problem of inhomogeneous boundary sampling is addressed
                 by considering the relative contribution of a boundary
                 particle to a physical quantity. This facilitates not
                 only the initialization process but also allows the
                 simulation of multiple dynamic objects. Thin structures
                 consisting of only one layer or one line of boundary
                 particles, and also non-manifold geometries can be
                 handled without any additional treatment. We have
                 integrated our approach into WCSPH and PCISPH, and
                 demonstrate its stability and flexibility with several
                 scenarios including multiphase flow.",
  acknowledgement = ack-nhfb,
  articleno =    "62",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Busaryev:2012:ABI,
  author =       "Oleksiy Busaryev and Tamal K. Dey and Huamin Wang and
                 Zhong Ren",
  title =        "Animating bubble interactions in a liquid foam",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "63:1--63:8",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Bubbles and foams are important features of liquid
                 surface phenomena, but they are difficult to animate
                 due to their thin films and complex interactions in the
                 real world. In particular, small bubbles (having
                 diameter $<$1cm) in a dense foam are highly affected by
                 surface tension, so their shapes are much less
                 deformable compared with larger bubbles. Under this
                 small bubble assumption, we propose a more accurate and
                 efficient particle-based algorithm to simulate bubble
                 dynamics and interactions. The key component of this
                 algorithm is an approximation of foam geometry, by
                 treating bubble particles as the sites of a weighted
                 Voronoi diagram. The connectivity information provided
                 by the Voronoi diagram allows us to accurately model
                 various interaction effects among bubbles. Using
                 Voronoi cells and weights, we can also explicitly
                 address the volume loss issue in foam simulation, which
                 is a common problem in previous approaches. Under this
                 framework, we present a set of bubble interaction
                 forces to handle miscellaneous foam behaviors,
                 including foam structure under Plateau's laws, clusters
                 formed by liquid surface bubbles, bubble-liquid and
                 bubble-solid coupling, bursting and coalescing. Our
                 experiment shows that this method can be
                 straightforwardly incorporated into existing liquid
                 simulators, and it can efficiently generate realistic
                 foam animations, some of which have never been produced
                 in graphics before.",
  acknowledgement = ack-nhfb,
  articleno =    "63",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cho:2012:VDH,
  author =       "Sunghyun Cho and Jue Wang and Seungyong Lee",
  title =        "Video deblurring for hand-held cameras using
                 patch-based synthesis",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "64:1--64:9",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Videos captured by hand-held Cameras often contain
                 significant camera shake, causing many frames to be
                 blurry. Restoring shaky videos not only requires
                 smoothing the camera motion and stabilizing the
                 content, but also demands removing blur from video
                 frames. However, video blur is hard to remove using
                 existing single or multiple image deblurring
                 techniques, as the blur kernel is both spatially and
                 temporally varying. This paper presents a video
                 deblurring method that can effectively restore sharp
                 frames from blurry ones caused by camera shake. Our
                 method is built upon the observation that due to the
                 nature of camera shake, not all video frames are
                 equally blurry. The same object may appear sharp on
                 some frames while blurry on others. Our method detects
                 sharp regions in the video, and uses them to restore
                 blurry regions of the same content in nearby frames.
                 Our method also ensures that the deblurred frames are
                 both spatially and temporally coherent using
                 patch-based synthesis. Experimental results show that
                 our method can effectively remove complex video blur
                 under the presence of moving objects and other
                 outliers, which cannot be achieved using previous
                 deconvolution-based approaches.",
  acknowledgement = ack-nhfb,
  articleno =    "64",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2012:EVM,
  author =       "Hao-Yu Wu and Michael Rubinstein and Eugene Shih and
                 John Guttag and Fr{\'e}do Durand and William Freeman",
  title =        "{Eulerian} video magnification for revealing subtle
                 changes in the world",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "65:1--65:8",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Our goal is to reveal temporal variations in videos
                 that are difficult or impossible to see with the naked
                 eye and display them in an indicative manner. Our
                 method, which we call Eulerian Video Magnification,
                 takes a standard video sequence as input, and applies
                 spatial decomposition, followed by temporal filtering
                 to the frames. The resulting signal is then amplified
                 to reveal hidden information. Using our method, we are
                 able to visualize the flow of blood as it fills the
                 face and also to amplify and reveal small motions. Our
                 technique can run in real time to show phenomena
                 occurring at the temporal frequencies selected by the
                 user.",
  acknowledgement = ack-nhfb,
  articleno =    "65",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bai:2012:SAV,
  author =       "Jiamin Bai and Aseem Agarwala and Maneesh Agrawala and
                 Ravi Ramamoorthi",
  title =        "Selectively de-animating video",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "66:1--66:10",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a semi-automated technique for selectively
                 deanimating video to remove the large-scale motions of
                 one or more objects so that other motions are easier to
                 see. The user draws strokes to indicate the regions of
                 the video that should be immobilized, and our algorithm
                 warps the video to remove the large-scale motion of
                 these regions while leaving finer-scale, relative
                 motions intact. However, such warps may introduce
                 unnatural motions in previously motionless areas, such
                 as background regions. We therefore use a
                 graph-cut-based optimization to composite the warped
                 video regions with still frames from the input video;
                 we also optionally loop the output in a seamless
                 manner. Our technique enables a number of applications
                 such as clearer motion visualization, simpler creation
                 of artistic cinemagraphs (photos that include looping
                 motions in some regions), and new ways to edit
                 appearance and complicated motion paths in video by
                 manipulating a de-animated representation. We
                 demonstrate the success of our technique with a number
                 of motion visualizations, cinemagraphs and video
                 editing examples created from a variety of short input
                 videos, as well as visual and numerical comparison to
                 previous techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "66",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Berthouzoz:2012:TPC,
  author =       "Floraine Berthouzoz and Wilmot Li and Maneesh
                 Agrawala",
  title =        "Tools for placing cuts and transitions in interview
                 video",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "67:1--67:8",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a set of tools designed to help editors
                 place cuts and create transitions in interview video.
                 To help place cuts, our interface links a text
                 transcript of the video to the corresponding locations
                 in the raw footage. It also visualizes the suitability
                 of cut locations by analyzing the audio/visual features
                 of the raw footage to find frames where the speaker is
                 relatively quiet and still. With these tools editors
                 can directly highlight segments of text, check if the
                 endpoints are suitable cut locations and if so, simply
                 delete the text to make the edit. For each cut our
                 system generates visible (e.g. jump-cut, fade, etc.)
                 and seamless, hidden transitions. We present a
                 hierarchical, graph-based algorithm for efficiently
                 generating hidden transitions that considers visual
                 features specific to interview footage. We also
                 describe a new data-driven technique for setting the
                 timing of the hidden transition. Finally, our tools
                 offer a one click method for seamlessly removing 'ums'
                 and repeated words as well as inserting natural-looking
                 pauses to emphasize semantic content. We apply our
                 tools to edit a variety of interviews and also show how
                 they can be used to quickly compose multiple takes of
                 an actor narrating a story.",
  acknowledgement = ack-nhfb,
  articleno =    "67",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tompkin:2012:VES,
  author =       "James Tompkin and Kwang In Kim and Jan Kautz and
                 Christian Theobalt",
  title =        "Videoscapes: exploring sparse, unstructured video
                 collections",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "68:1--68:12",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The abundance of mobile devices and digital cameras
                 with video capture makes it easy to obtain large
                 collections of video clips that contain the same
                 location, environment, or event. However, such an
                 unstructured collection is difficult to comprehend and
                 explore. We propose a system that analyzes collections
                 of unstructured but related video data to create a
                 Videoscape: a data structure that enables interactive
                 exploration of video collections by visually navigating
                 --- spatially and/or temporally --- between different
                 clips. We automatically identify transition
                 opportunities, or portals. From these portals, we
                 construct the Videoscape, a graph whose edges are video
                 clips and whose nodes are portals between clips. Now
                 structured, the videos can be interactively explored by
                 walking the graph or by geographic map. Given this
                 system, we gauge preference for different video
                 transition styles in a user study, and generate
                 heuristics that automatically choose an appropriate
                 transition style. We evaluate our system using three
                 further user studies, which allows us to conclude that
                 Videoscapes provides significant benefits over related
                 methods. Our system leads to previously unseen ways of
                 interactive spatio-temporal exploration of casually
                 captured videos, and we demonstrate this on several
                 video collections.",
  acknowledgement = ack-nhfb,
  articleno =    "68",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Coros:2012:DOA,
  author =       "Stelian Coros and Sebastian Martin and Bernhard
                 Thomaszewski and Christian Schumacher and Robert Sumner
                 and Markus Gross",
  title =        "Deformable objects alive!",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "69:1--69:9",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for controlling the motions of
                 active deformable characters. As an underlying
                 principle, we require that all motions be driven by
                 internal deformations. We achieve this by dynamically
                 adapting rest shapes in order to induce deformations
                 that, together with environment interactions, result in
                 purposeful and physically-plausible motions. Rest shape
                 adaptation is a powerful concept and we show that by
                 restricting shapes to suitable subspaces, it is
                 possible to explicitly control the motion styles of
                 deformable characters. Our formulation is general and
                 can be combined with arbitrary elastic models and
                 locomotion controllers. We demonstrate the efficiency
                 of our method by animating curve, shell, and
                 solid-based characters whose motion repertoires range
                 from simple hopping to complex walking behaviors.",
  acknowledgement = ack-nhfb,
  articleno =    "69",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Barbic:2012:IED,
  author =       "Jernej Barbic and Funshing Sin and Eitan Grinspun",
  title =        "Interactive editing of deformable simulations",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "70:1--70:8",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an interactive animation editor for complex
                 deformable object animations. Given an existing
                 animation, the artist directly manipulates the
                 deformable body at any time frame, and the surrounding
                 animation immediately adjusts in response. The
                 automatic adjustments are designed to respect physics,
                 preserve detail in both the input motion and geometry,
                 respect prescribed bilateral contact constraints, and
                 controllably and smoothly decay in space-time. While
                 the utility of interactive editing for rigid body and
                 articulated figure animations is widely recognized, a
                 corresponding approach to deformable bodies has not
                 been technically feasible before. We achieve
                 interactive rates by combining spacetime model
                 reduction, rotation-strain coordinate warping,
                 linearized elasticity, and direct manipulation. This
                 direct editing tool can serve the final stages of
                 animation production, which often call for detailed,
                 direct adjustments that are otherwise tedious to
                 realize by re-simulation or frame-by-frame editing.",
  acknowledgement = ack-nhfb,
  articleno =    "70",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hildebrandt:2012:ISC,
  author =       "Klaus Hildebrandt and Christian Schulz and Christoph
                 von Tycowicz and Konrad Polthier",
  title =        "Interactive spacetime control of deformable objects",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "71:1--71:8",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Creating motions of objects or characters that are
                 physically plausible and follow an animator's intent is
                 a key task in computer animation. The spacetime
                 constraints paradigm is a valuable approach to this
                 problem, but it suffers from high computational costs.
                 Based on spacetime constraints, we propose a framework
                 for controlling the motion of deformable objects that
                 offers interactive response times. This is achieved by
                 a model reduction of the underlying variational
                 problem, which combines dimension reduction, multipoint
                 linearization, and decoupling of ODEs. After a
                 preprocess, the cost for creating or editing a motion
                 is reduced to solving a number of one-dimensional
                 spacetime problems, whose solutions are the wiggly
                 splines introduced by Kass and Anderson [2008]. We
                 achieve interactive response times through a new fast
                 and robust numerical scheme for solving the
                 one-dimensional problems that is based on a closed-form
                 representation of the wiggly splines.",
  acknowledgement = ack-nhfb,
  articleno =    "71",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hahn:2012:RSP,
  author =       "Fabian Hahn and Sebastian Martin and Bernhard
                 Thomaszewski and Robert Sumner and Stelian Coros and
                 Markus Gross",
  title =        "Rig-space physics",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "72:1--72:8",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method that brings the benefits of
                 physics-based simulations to traditional animation
                 pipelines. We formulate the equations of motions in the
                 subspace of deformations defined by an animator's rig.
                 Our framework fits seamlessly into the workflow
                 typically employed by artists, as our output consists
                 of animation curves that are identical in nature to the
                 result of manual keyframing. Artists can therefore
                 explore the full spectrum between handcrafted animation
                 and unrestricted physical simulation. To enhance the
                 artist's control, we provide a method that transforms
                 stiffness values defined on rig parameters to a
                 non-homogeneous distribution of material parameters for
                 the underlying FEM model. In addition, we use
                 automatically extracted high-level rig parameters to
                 intuitively edit the results of our simulations, and
                 also to speed up computation. To demonstrate the
                 effectiveness of our method, we create compelling
                 results by adding rich physical motions to coarse input
                 animations. In the absence of artist input, we create
                 realistic passive motion directly in rig space.",
  acknowledgement = ack-nhfb,
  articleno =    "72",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Galerne:2012:GNE,
  author =       "Bruno Galerne and Ares Lagae and Sylvain Lefebvre and
                 George Drettakis",
  title =        "{Gabor} noise by example",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "73:1--73:9",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Procedural noise is a fundamental tool in Computer
                 Graphics. However, designing noise patterns is hard. In
                 this paper, we present Gabor noise by example, a method
                 to estimate the parameters of bandwidth-quantized Gabor
                 noise, a procedural noise function that can generate
                 noise with an arbitrary power spectrum, from exemplar
                 Gaussian textures, a class of textures that is
                 completely characterized by their power spectrum. More
                 specifically, we introduce (i) bandwidth-quantized
                 Gabor noise, a generalization of Gabor noise to
                 arbitrary power spectra that enables robust parameter
                 estimation and efficient procedural evaluation; (ii) a
                 robust parameter estimation technique for
                 quantized-bandwidth Gabor noise, that automatically
                 decomposes the noisy power spectrum estimate of an
                 exemplar into a sparse sum of Gaussians using
                 non-negative basis pursuit denoising; and (iii) an
                 efficient procedural evaluation scheme for
                 bandwidth-quantized Gabor noise, that uses multi-grid
                 evaluation and importance sampling of the kernel
                 parameters. Gabor noise by example preserves the
                 traditional advantages of procedural noise, including a
                 compact representation and a fast on-the-fly
                 evaluation, and is mathematically well-founded.",
  acknowledgement = ack-nhfb,
  articleno =    "73",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sun:2012:DCT,
  author =       "Xin Sun and Guofu Xie and Yue Dong and Stephen Lin and
                 Weiwei Xu and Wencheng Wang and Xin Tong and Baining
                 Guo",
  title =        "Diffusion curve textures for resolution independent
                 texture mapping",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "74:1--74:9",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a vector representation called diffusion
                 curve textures for mapping diffusion curve images (DCI)
                 onto arbitrary surfaces. In contrast to the original
                 implicit representation of DCIs [Orzan et al. 2008],
                 where determining a single texture value requires
                 iterative computation of the entire DCI via the Poisson
                 equation, diffusion curve textures provide an explicit
                 representation from which the texture value at any
                 point can be solved directly, while preserving the
                 compactness and resolution independence of diffusion
                 curves. This is achieved through a formulation of the
                 DCI diffusion process in terms of Green's functions.
                 This formulation furthermore allows the texture value
                 of any rectangular region (e.g. pixel area) to be
                 solved in closed form, which facilitates anti-aliasing.
                 We develop a GPU algorithm that renders anti-aliased
                 diffusion curve textures in real time, and demonstrate
                 the effectiveness of this method through high quality
                 renderings with detailed control curves and color
                 variations.",
  acknowledgement = ack-nhfb,
  articleno =    "74",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhao:2012:SAS,
  author =       "Shuang Zhao and Wenzel Jakob and Steve Marschner and
                 Kavita Bala",
  title =        "Structure-aware synthesis for predictive woven fabric
                 appearance",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "75:1--75:10",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Woven fabrics have a wide range of appearance
                 determined by their small-scale 3D structure.
                 Accurately modeling this structural detail can produce
                 highly realistic renderings of fabrics and is critical
                 for predictive rendering of fabric appearance. But
                 building these yarn-level volumetric models is
                 challenging. Procedural techniques are manually
                 intensive, and fail to capture the naturally arising
                 irregularities which contribute significantly to the
                 overall appearance of cloth. Techniques that acquire
                 the detailed 3D structure of real fabric samples are
                 constrained only to model the scanned samples and
                 cannot represent different fabric designs. This paper
                 presents a new approach to creating volumetric models
                 of woven cloth, which starts with user-specified fabric
                 designs and produces models that correctly capture the
                 yarn-level structural details of cloth. We create a
                 small database of volumetric exemplars by scanning
                 fabric samples with simple weave structures. To build
                 an output model, our method synthesizes a new volume by
                 copying data from the exemplars at each yarn crossing
                 to match a weave pattern that specifies the desired
                 output structure. Our results demonstrate that our
                 approach generalizes well to complex designs and can
                 produce highly realistic results at both large and
                 small scales.",
  acknowledgement = ack-nhfb,
  articleno =    "75",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhou:2012:PSG,
  author =       "Yahan Zhou and Haibin Huang and Li-Yi Wei and Rui
                 Wang",
  title =        "Point sampling with general noise spectrum",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "76:1--76:11",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Point samples with different spectral noise properties
                 (often defined using color names such as white, blue,
                 green, and red) are important for many science and
                 engineering disciplines including computer graphics.
                 While existing techniques can easily produce white and
                 blue noise samples, relatively little is known for
                 generating other noise patterns. In particular, no
                 single algorithm is available to generate different
                 noise patterns according to user-defined spectra. In
                 this paper, we describe an algorithm for generating
                 point samples that match a user-defined Fourier
                 spectrum function. Such a spectrum function can be
                 either obtained from a known sampling method, or
                 completely constructed by the user. Our key idea is to
                 convert the Fourier spectrum function into a
                 differential distribution function that describes the
                 samples' local spatial statistics; we then use a
                 gradient descent solver to iteratively compute a sample
                 set that matches the target differential distribution
                 function. Our algorithm can be easily modified to
                 achieve adaptive sampling, and we provide a GPU-based
                 implementation. Finally, we present a variety of
                 different sample patterns obtained using our algorithm,
                 and demonstrate suitable applications.",
  acknowledgement = ack-nhfb,
  articleno =    "76",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jacobson:2012:FAS,
  author =       "Alec Jacobson and Ilya Baran and Ladislav Kavan and
                 Jovan Popovi{\'c} and Olga Sorkine",
  title =        "Fast automatic skinning transformations",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "77:1--77:10",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Skinning transformations are a popular way to
                 articulate shapes and characters. However, traditional
                 animation interfaces require all of the skinning
                 transformations to be specified explicitly, typically
                 using a control structure (a rig). We propose a system
                 where the user specifies only a subset of the degrees
                 of freedom and the rest are automatically inferred
                 using nonlinear, rigidity energies. By utilizing a
                 low-order model and reformulating our energy functions
                 accordingly, our algorithm runs orders of magnitude
                 faster than previous methods without compromising
                 quality. In addition to the immediate boosts in
                 performance for existing modeling and real time
                 animation tools, our approach also opens the door to
                 new modes of control: disconnected skeletons combined
                 with shape-aware inverse kinematics. With automatically
                 generated skinning weights, our method can also be used
                 for fast variational shape modeling.",
  acknowledgement = ack-nhfb,
  articleno =    "77",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bokeloh:2012:AMP,
  author =       "Martin Bokeloh and Michael Wand and Hans-Peter Seidel
                 and Vladlen Koltun",
  title =        "An algebraic model for parameterized shape editing",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "78:1--78:10",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an approach to high-level shape editing
                 that adapts the structure of the shape while
                 maintaining its global characteristics. Our main
                 contribution is a new algebraic model of shape
                 structure that characterizes shapes in terms of linked
                 translational patterns. The space of shapes that
                 conform to this characterization is parameterized by a
                 small set of numerical parameters bounded by a set of
                 linear constraints. This convex space permits a direct
                 exploration of variations of the input shape. We use
                 this representation to develop a robust interactive
                 system that allows shapes to be intuitively manipulated
                 through sparse constraints.",
  acknowledgement = ack-nhfb,
  articleno =    "78",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sajadi:2012:EGR,
  author =       "Behzad Sajadi and M. Gopi and Aditi Majumder",
  title =        "Edge-guided resolution enhancement in projectors via
                 optical pixel sharing",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "79:1--79:12",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Digital projection technology has improved
                 significantly in recent years. But, the relationship of
                 cost with respect to available resolution in projectors
                 is still super-linear. In this paper, we present a
                 method that uses projector light modulator panels (e.g.
                 LCD or DMD panels) of resolution n X n to create a
                 perceptually close match to a target higher resolution
                 cn X cn image, where c is a small integer greater than
                 1. This is achieved by enhancing the resolution using
                 smaller pixels at specific regions of interest like
                 edges. A target high resolution image (cn X cn) is
                 first decomposed into (a) a high resolution (cn X cn)
                 but sparse edge image, and (b) a complementary lower
                 resolution (n X n) non-edge image. These images are
                 then projected in a time sequential manner at a high
                 frame rate to create an edge-enhanced image --- an
                 image where the pixel density is not uniform but
                 changes spatially. In 3D ready projectors with readily
                 available refresh rate of 120Hz, such a temporal
                 multiplexing is imperceptible to the user and the
                 edge-enhanced image is perceptually almost identical to
                 the target high resolution image. To create the higher
                 resolution edge image, we introduce the concept of
                 optical pixel sharing. This reduces the projected pixel
                 size by a factor of 1/ c$^2$ while increasing the pixel
                 density by c$^2$ at the edges enabling true higher
                 resolution edges. Due to the sparsity of the edge
                 pixels in an image we are able to choose a sufficiently
                 large subset of these to be displayed at the higher
                 resolution using perceptual parameters. We present a
                 statistical analysis quantifying the expected number of
                 pixels that will be reproduced at the higher resolution
                 and verify it for different types of images.",
  acknowledgement = ack-nhfb,
  articleno =    "79",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wetzstein:2012:TDC,
  author =       "Gordon Wetzstein and Douglas Lanman and Matthew Hirsch
                 and Ramesh Raskar",
  title =        "Tensor displays: compressive light field synthesis
                 using multilayer displays with directional
                 backlighting",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "80:1--80:11",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce tensor displays: a family of compressive
                 light field displays comprising all architectures
                 employing a stack of time-multiplexed,
                 light-attenuating layers illuminated by uniform or
                 directional backlighting (i.e., any low-resolution
                 light field emitter). We show that the light field
                 emitted by an N -layer, M -frame tensor display can be
                 represented by an N$^{th}$ -order, rank- M tensor.
                 Using this representation we introduce a unified
                 optimization framework, based on nonnegative tensor
                 factorization (NTF), encompassing all tensor display
                 architectures. This framework is the first to allow
                 joint multilayer, multiframe light field
                 decompositions, significantly reducing artifacts
                 observed with prior multilayer-only and multiframe-only
                 decompositions; it is also the first optimization
                 method for designs combining multiple layers with
                 directional backlighting. We verify the benefits and
                 limitations of tensor displays by constructing a
                 prototype using modified LCD panels and a custom
                 integral imaging backlight. Our efficient, GPU-based
                 NTF implementation enables interactive applications.
                 Through simulations and experiments we show that tensor
                 displays reveal practical architectures with greater
                 depths of field, wider fields of view, and thinner form
                 factors, compared to prior automultiscopic displays.",
  acknowledgement = ack-nhfb,
  articleno =    "80",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pamplona:2012:TDC,
  author =       "Vitor F. Pamplona and Manuel M. Oliveira and Daniel G.
                 Aliaga and Ramesh Raskar",
  title =        "Tailored displays to compensate for visual
                 aberrations",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "81:1--81:12",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce tailored displays that enhance visual
                 acuity by decomposing virtual objects and placing the
                 resulting anisotropic pieces into the subject's focal
                 range. The goal is to free the viewer from needing
                 wearable optical corrections when looking at displays.
                 Our tailoring process uses aberration and scattering
                 maps to account for refractive errors and cataracts. It
                 splits an object's light field into multiple instances
                 that are each in-focus for a given eye sub-aperture.
                 Their integration onto the retina leads to a quality
                 improvement of perceived images when observing the
                 display with naked eyes. The use of multiple depths to
                 render each point of focus on the retina creates
                 multi-focus, multi-depth displays. User evaluations and
                 validation with modified camera optics are performed.
                 We propose tailored displays for daily tasks where
                 using eyeglasses are unfeasible or inconvenient (e.g.,
                 on head-mounted displays, e-readers, as well as for
                 games); when a multi-focus function is required but
                 undoable (e.g., driving for farsighted individuals,
                 checking a portable device while doing physical
                 activities); or for correcting the visual distortions
                 produced by high-order aberrations that eyeglasses are
                 not able to.",
  acknowledgement = ack-nhfb,
  articleno =    "81",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Darabi:2012:IMC,
  author =       "Soheil Darabi and Eli Shechtman and Connelly Barnes
                 and Dan B. Goldman and Pradeep Sen",
  title =        "Image melding: combining inconsistent images using
                 patch-based synthesis",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "82:1--82:10",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Current methods for combining two different images
                 produce visible artifacts when the sources have very
                 different textures and structures. We present a new
                 method for synthesizing a transition region between two
                 source images, such that inconsistent color, texture,
                 and structural properties all change gradually from one
                 source to the other. We call this process image
                 melding. Our method builds upon a patch-based
                 optimization foundation with three key generalizations:
                 First, we enrich the patch search space with additional
                 geometric and photometric transformations. Second, we
                 integrate image gradients into the patch representation
                 and replace the usual color averaging with a screened
                 Poisson equation solver. And third, we propose a new
                 energy based on mixed L$_2$ /L$_0$ norms for colors and
                 gradients that produces a gradual transition between
                 sources without sacrificing texture sharpness.
                 Together, all three generalizations enable patch-based
                 solutions to a broad class of image melding problems
                 involving inconsistent sources: object cloning,
                 stitching challenging panoramas, hole filling from
                 multiple photos, and image harmonization. In several
                 cases, our unified method outperforms previous
                 state-of-the-art methods specifically designed for
                 those applications.",
  acknowledgement = ack-nhfb,
  articleno =    "82",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Summa:2012:PWF,
  author =       "Brian Summa and Julien Tierny and Valerio Pascucci",
  title =        "Panorama weaving: fast and flexible seam processing",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "83:1--83:11",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A fundamental step in stitching several pictures to
                 form a larger mosaic is the computation of boundary
                 seams that minimize the visual artifacts in the
                 transition between images. Current seam computation
                 algorithms use optimization methods that may be slow,
                 sequential, memory intensive, and prone to finding
                 suboptimal solutions related to local minima of the
                 chosen energy function. Moreover, even when these
                 techniques perform well, their solution may not be
                 perceptually ideal (or even good). Such an inflexible
                 approach does not allow the possibility of user-based
                 improvement. This paper introduces the Panorama Weaving
                 technique for seam creation and editing in an image
                 mosaic. First, Panorama Weaving provides a procedure to
                 create boundaries for panoramas that is fast, has low
                 memory requirements and is easy to parallelize. This
                 technique often produces seams with lower energy than
                 the competing global technique. Second, it provides the
                 first interactive technique for the exploration of the
                 seam solution space. This powerful editing capability
                 allows the user to automatically extract energy
                 minimizing seams given a sparse set of constraints.
                 With a variety of empirical results, we show how
                 Panorama Weaving allows the computation and editing of
                 a wide range of digital panoramas including
                 unstructured configurations.",
  acknowledgement = ack-nhfb,
  articleno =    "83",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xue:2012:UIR,
  author =       "Su Xue and Aseem Agarwala and Julie Dorsey and Holly
                 Rushmeier",
  title =        "Understanding and improving the realism of image
                 composites",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "84:1--84:10",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Compositing is one of the most commonly performed
                 operations in computer graphics. A realistic composite
                 requires adjusting the appearance of the foreground and
                 background so that they appear compatible;
                 unfortunately, this task is challenging and poorly
                 understood. We use statistical and visual perception
                 experiments to study the realism of image composites.
                 First, we evaluate a number of standard 2D image
                 statistical measures, and identify those that are most
                 significant in determining the realism of a composite.
                 Then, we perform a human subjects experiment to
                 determine how the changes in these key statistics
                 influence human judgements of composite realism.
                 Finally, we describe a data-driven algorithm that
                 automatically adjusts these statistical measures in a
                 foreground to make it more compatible with its
                 background in a composite. We show a number of
                 compositing results, and evaluate the performance of
                 both our algorithm and previous work with a human
                 subjects study.",
  acknowledgement = ack-nhfb,
  articleno =    "84",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pan:2012:RMC,
  author =       "Hao Pan and Yi-King Choi and Yang Liu and Wenchao Hu
                 and Qiang Du and Konrad Polthier and Caiming Zhang and
                 Wenping Wang",
  title =        "Robust modeling of constant mean curvature surfaces",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "85:1--85:11",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new method for modeling discrete constant
                 mean curvature (CMC) surfaces, which arise frequently
                 in nature and are highly demanded in architecture and
                 other engineering applications. Our method is based on
                 a novel use of the CVT (centroidal Voronoi
                 tessellation) optimization framework. We devise a
                 CVT-CMC energy function defined as a combination of an
                 extended CVT energy and a volume functional. We show
                 that minimizing the CVT-CMC energy is asymptotically
                 equivalent to minimizing mesh surface area with a fixed
                 volume, thus defining a discrete CMC surface. The CVT
                 term in the energy function ensures high mesh quality
                 throughout the evolution of a CMC surface in an
                 interactive design process for form finding. Our method
                 is capable of modeling CMC surfaces with fixed or free
                 boundaries and is robust with respect to input mesh
                 quality and topology changes. Experiments show that the
                 new method generates discrete CMC surfaces of improved
                 mesh quality over existing methods.",
  acknowledgement = ack-nhfb,
  articleno =    "85",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Umetani:2012:GEP,
  author =       "Nobuyuki Umetani and Takeo Igarashi and Niloy J.
                 Mitra",
  title =        "Guided exploration of physically valid shapes for
                 furniture design",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "86:1--86:11",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Geometric modeling and the physical validity of shapes
                 are traditionally considered independently. This makes
                 creating aesthetically pleasing yet physically valid
                 models challenging. We propose an interactive design
                 framework for efficient and intuitive exploration of
                 geometrically and physically valid shapes. During any
                 geometric editing operation, the proposed system
                 continuously visualizes the valid range of the
                 parameter being edited. When one or more constraints
                 are violated after an operation, the system generates
                 multiple suggestions involving both discrete and
                 continuous changes to restore validity. Each suggestion
                 also comes with an editing mode that simultaneously
                 adjusts multiple parameters in a coordinated way to
                 maintain validity. Thus, while the user focuses on the
                 aesthetic aspects of the design, our computational
                 design framework helps to achieve physical
                 realizability by providing active guidance to the user.
                 We demonstrate our framework on plank-based furniture
                 design with nail-joint and frictional constraints. We
                 use our system to design a range of examples, conduct a
                 user study, and also fabricate a physical prototype to
                 test the validity and usefulness of the system.",
  acknowledgement = ack-nhfb,
  articleno =    "86",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vouga:2012:DSS,
  author =       "Etienne Vouga and Mathias H{\"o}binger and Johannes
                 Wallner and Helmut Pottmann",
  title =        "Design of self-supporting surfaces",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "87:1--87:11",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Self-supporting masonry is one of the most ancient and
                 elegant techniques for building curved shapes. Because
                 of the very geometric nature of their failure,
                 analyzing and modeling such strutures is more a
                 geometry processing problem than one of classical
                 continuum mechanics. This paper uses the thrust network
                 method of analysis and presents an iterative nonlinear
                 optimization algorithm for efficiently approximating
                 freeform shapes by self-supporting ones. The rich
                 geometry of thrust networks leads us to close
                 connections between diverse topics in discrete
                 differential geometry, such as a finite-element
                 discretization of the Airy stress potential, perfect
                 graph Laplacians, and computing admissible loads via
                 curvatures of polyhedral surfaces. This geometric
                 viewpoint allows us, in particular, to remesh
                 self-supporting shapes by self-supporting quad meshes
                 with planar faces, and leads to another application of
                 the theory: steel/glass constructions with low moments
                 in nodes.",
  acknowledgement = ack-nhfb,
  articleno =    "87",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rivers:2012:PCT,
  author =       "Alec Rivers and Ilan E. Moyer and Fr{\'e}do Durand",
  title =        "Position-correcting tools for {$2$D} digital
                 fabrication",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "88:1--88:7",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many kinds of digital fabrication are accomplished by
                 precisely moving a tool along a digitally-specified
                 path. This precise motion is typically accomplished
                 fully automatically using a computer-controlled
                 multi-axis stage. With that approach, one can only
                 create objects smaller than the positioning stage, and
                 large stages can be quite expensive. We propose a new
                 approach to precise positioning of a tool that combines
                 manual and automatic positioning: in our approach, the
                 user coarsely positions a frame containing the tool in
                 an approximation of the desired path, while the device
                 tracks the frame's location and adjusts the position of
                 the tool within the frame to correct the user's
                 positioning error in real time. Because the automatic
                 positioning need only cover the range of the human's
                 positioning error, this frame can be small and
                 inexpensive, and because the human has unlimited range,
                 such a frame can be used to precisely position tools
                 over an unlimited range.",
  acknowledgement = ack-nhfb,
  articleno =    "88",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bau:2012:RTF,
  author =       "Olivier Bau and Ivan Poupyrev",
  title =        "{REVEL}: tactile feedback technology for augmented
                 reality",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "89:1--89:11",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "REVEL is an augmented reality (AR) tactile technology
                 that allows for change to the tactile feeling of real
                 objects by augmenting them with virtual tactile
                 textures using a device worn by the user. Unlike
                 previous attempts to enhance AR environments with
                 haptics, we neither physically actuate objects or use
                 any force- or tactile-feedback devices, nor require
                 users to wear tactile gloves or other apparatus on
                 their hands. Instead, we employ the principle of
                 reverse electrovibration where we inject a weak
                 electrical signal anywhere on the user body creating an
                 oscillating electrical field around the user's fingers.
                 When sliding his or her fingers on a surface of the
                 object, the user perceives highly distinctive tactile
                 textures augmenting the physical object. By tracking
                 the objects and location of the touch, we associate
                 dynamic tactile sensations to the interaction context.
                 REVEL is built upon our previous work on designing
                 electrovibration-based tactile feedback for touch
                 surfaces [Bau, et al. 2010]. In this paper we expand
                 tactile interfaces based on electrovibration beyond
                 touch surfaces and bring them into the real world. We
                 demonstrate a broad range of application scenarios
                 where our technology can be used to enhance AR
                 interaction with dynamic and unobtrusive tactile
                 feedback.",
  acknowledgement = ack-nhfb,
  articleno =    "89",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hoyet:2012:PIR,
  author =       "Ludovic Hoyet and Rachel McDonnell and Carol
                 O'Sullivan",
  title =        "Push it real: perceiving causality in virtual
                 interactions",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "90:1--90:9",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "With recent advances in real-time graphics technology,
                 more realistic, believable and appealing virtual
                 characters are needed than ever before. Both
                 player-controlled avatars and non-player characters are
                 now starting to interact with the environment, other
                 virtual humans and crowds. However, simulating physical
                 contacts between characters and matching appropriate
                 reactions to specific actions is a highly complex
                 problem, and timing errors, force mismatches and
                 angular distortions are common. To investigate the
                 effect of such anomalies on the perceived realism of
                 two-character interactions, we captured a motion corpus
                 of pushing animations and corresponding reactions and
                 then conducted a series of perceptual experiments. We
                 found that participants could easily distinguish
                 between five different interaction forces, even when
                 only one of the characters was visible. Furthermore,
                 they were sensitive to all three types of anomalous
                 interactions: timing errors of over 150ms were
                 acceptable less than 50\% of the time, with early or
                 late reactions being equally perceptible; participants
                 could perceive force mismatches, though over-reactions
                 were more acceptable than under-reactions; finally,
                 angular distortions when a character reacts to a
                 pushing force reduce the acceptability of the
                 interactions, but there is some evidence for a
                 preference of expansion away from the pushing
                 character's body. Our results provide insights to aid
                 in designing motion capture sessions, motion editing
                 strategies and balancing animation budgets.",
  acknowledgement = ack-nhfb,
  articleno =    "90",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{McDonnell:2012:RMR,
  author =       "Rachel McDonnell and Martin Breidt and Heinrich H.
                 B{\"u}lthoff",
  title =        "Render me real?: investigating the effect of render
                 style on the perception of animated virtual humans",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "91:1--91:11",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The realistic depiction of lifelike virtual humans has
                 been the goal of many movie makers in the last decade.
                 Recently, films such as Tron: Legacy and The Curious
                 Case of Benjamin Button have produced highly realistic
                 characters. In the real-time domain, there is also a
                 need to deliver realistic virtual characters, with the
                 increase in popularity of interactive drama video games
                 (such as L.A. NoireTM or Heavy RainTM). There have
                 been mixed reactions from audiences to lifelike
                 characters used in movies and games, with some saying
                 that the increased realism highlights subtle
                 imperfections, which can be disturbing. Some developers
                 opt for a stylized rendering (such as cartoon-shading)
                 to avoid a negative reaction [Thompson 2004]. In this
                 paper, we investigate some of the consequences of
                 choosing realistic or stylized rendering in order to
                 provide guidelines for developers for creating
                 appealing virtual characters. We conducted a series of
                 psychophysical experiments to determine whether render
                 style affects how virtual humans are perceived. Motion
                 capture with synchronized eye-tracked data was used
                 throughout to animate custom-made virtual model
                 replicas of the captured actors.",
  acknowledgement = ack-nhfb,
  articleno =    "91",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Templin:2012:HMI,
  author =       "Krzysztof Templin and Piotr Didyk and Tobias Ritschel
                 and Karol Myszkowski and Hans-Peter Seidel",
  title =        "Highlight microdisparity for improved gloss
                 depiction",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "92:1--92:5",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Human stereo perception of glossy materials is
                 substantially different from the perception of diffuse
                 surfaces: A single point on a diffuse object appears
                 the same for both eyes, whereas it appears different to
                 both eyes on a specular object. As highlights are
                 blurry reflections of light sources they have depth
                 themselves, which is different from the depth of the
                 reflecting surface. We call this difference in depth
                 impression the ``highlight disparity''. Due to artistic
                 motivation, for technical reasons, or because of
                 incomplete data, highlights often have to be depicted
                 on-surface, without any disparity. However, it has been
                 shown that a lack of disparity decreases the perceived
                 glossiness and authenticity of a material. To remedy
                 this contradiction, our work introduces a technique for
                 depiction of glossy materials, which improves over
                 simple on-surface highlights, and avoids the problems
                 of physical highlights. Our technique is
                 computationally simple, can be easily integrated in an
                 existing (GPU) shading system, and allows for local and
                 interactive artistic control.",
  acknowledgement = ack-nhfb,
  articleno =    "92",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yang:2012:BTM,
  author =       "Xuan Yang and Linling Zhang and Tien-Tsin Wong and
                 Pheng-Ann Heng",
  title =        "Binocular tone mapping",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "93:1--93:10",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "By extending from monocular displays to binocular
                 displays, one additional image domain is introduced.
                 Existing binocular display systems only utilize this
                 additional image domain for stereopsis. Our human
                 vision is not only able to fuse two displaced images,
                 but also two images with difference in detail, contrast
                 and luminance, up to a certain limit. This phenomenon
                 is known as binocular single vision. Humans can
                 perceive more visual content via binocular fusion than
                 just a linear blending of two views. In this paper, we
                 make a first attempt in computer graphics to utilize
                 this human vision phenomenon, and propose a binocular
                 tone mapping framework. The proposed framework
                 generates a binocular low-dynamic range (LDR) image
                 pair that preserves more human-perceivable visual
                 content than a single LDR image using the additional
                 image domain. Given a tone-mapped LDR image (left,
                 without loss of generality), our framework optimally
                 synthesizes its counterpart (right) in the image pair
                 from the same source HDR image. The two LDR images are
                 different, so that they can aggregately present more
                 human-perceivable visual richness than a single
                 arbitrary LDR image, without triggering visual
                 discomfort. To achieve this goal, a novel binocular
                 viewing comfort predictor (BVCP) is also proposed to
                 prevent such visual discomfort. The design of BVCP is
                 based on the findings in vision science. Through our
                 user studies, we demonstrate the increase of
                 human-perceivable visual richness and the effectiveness
                 of the proposed BVCP in conservatively predicting the
                 visual discomfort threshold of human observers.",
  acknowledgement = ack-nhfb,
  articleno =    "93",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vergne:2012:SFI,
  author =       "Romain Vergne and Pascal Barla and Roland W. Fleming
                 and Xavier Granier",
  title =        "Surface flows for image-based shading design",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "94:1--94:9",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel method for producing convincing
                 pictures of shaded objects based entirely on 2D image
                 operations. This approach, which we call image-based
                 shading design, offers direct artistic control in the
                 picture plane by deforming image primitives so that
                 they appear to conform to specific 3D shapes. Using a
                 differential analysis of reflected radiance, we
                 identify the two types of surface flows involved in the
                 depiction of shaded objects, which are consistent with
                 recent perceptual studies. We then introduce two novel
                 deformation operators that closely mimic surface flows
                 while providing direct artistic controls in
                 real-time.",
  acknowledgement = ack-nhfb,
  articleno =    "94",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hosek:2012:AMF,
  author =       "Lukas Hosek and Alexander Wilkie",
  title =        "An analytic model for full spectral sky-dome
                 radiance",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "95:1--95:9",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a physically-based analytical model of the
                 daytime sky. Based on the results of a first-principles
                 brute force simulation of radiative transfer in the
                 atmosphere, we use the same general approach of fitting
                 basis function coefficients to radiance data as the
                 Perez and Preetham models do. However, we make several
                 modifications to this process, which together
                 significantly improve the rendition of sunsets and high
                 atmospheric turbidity setups --- known weak points of
                 the Preetham model. Additionally, our model accounts
                 for ground albedo, and handles each spectral component
                 independently. The latter property makes it easily
                 extensible to the near ultraviolet range of the
                 spectrum, so that the daylight appearance of surfaces
                 that include optical brighteners can be properly
                 predicted. Due to its similar mathematical properties,
                 the new model can be used as a drop-in replacement of
                 the Preetham model.",
  acknowledgement = ack-nhfb,
  articleno =    "95",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Brochu:2012:EGE,
  author =       "Tyson Brochu and Essex Edwards and Robert Bridson",
  title =        "Efficient geometrically exact continuous collision
                 detection",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "96:1--96:7",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Continuous collision detection (CCD) between deforming
                 triangle mesh elements in 3D is a critical tool for
                 many applications. The standard method involving a
                 cubic polynomial solver is vulnerable to rounding
                 error, requiring the use of ad hoc tolerances, and
                 nevertheless is particularly fragile in (near-)planar
                 cases. Even with per-simulation tuning, it may still
                 cause problems by missing collisions or erroneously
                 flagging non-collisions. We present a geometrically
                 exact alternative guaranteed to produce the correct
                 Boolean result (significant collision or not) as if
                 calculated with exact arithmetic, even in degenerate
                 scenarios. Our critical insight is that only the parity
                 of the number of collisions is needed for robust
                 simulation, and this parity can be calculated with
                 simpler non-constructive predicates. In essence we
                 analyze the roots of the nonlinear system of equations
                 defining CCD through careful consideration of the
                 boundary of the parameter domain. The use of new
                 conservative culling and interval filters allows
                 typical simulations to run as fast as with the
                 non-robust version, but without need for tuning or
                 worries about failure cases even in geometrically
                 degenerate scenarios. We demonstrate the effectiveness
                 of geometrically exact detection with a novel adaptive
                 cloth simulation, the first to guarantee to remain
                 intersection-free despite frequent curvature-driven
                 remeshing.",
  acknowledgement = ack-nhfb,
  articleno =    "96",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2012:AIB,
  author =       "Bin Wang and Fran{\c{c}}ois Faure and Dinesh K. Pai",
  title =        "Adaptive image-based intersection volume",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "97:1--97:9",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A method for image-based contact detection and
                 modeling, with guaranteed precision on the intersection
                 volume, is presented. Unlike previous image-based
                 methods, our method optimizes a nonuniform ray sampling
                 resolution and allows precise control of the volume
                 error. By cumulatively projecting all mesh edges into a
                 generalized 2D texture, we construct a novel data
                 structure, the Error Bound Polynomial Image (EBPI),
                 which allows efficient computation of the maximum
                 volume error as a function of ray density. Based on a
                 precision criterion, EBPI pixels are subdivided or
                 clustered. The rays are then cast in the projection
                 direction according to the non-uniform resolution. The
                 EBPI data, combined with ray-surface intersection
                 points and normals, is also used to detect transient
                 edges at surface intersections. This allows us to model
                 intersection volumes at arbitrary resolution, while
                 avoiding the geometric computation of mesh
                 intersections. Moreover, the ray casting acceleration
                 data structures can be reused for the generation of
                 high quality images.",
  acknowledgement = ack-nhfb,
  articleno =    "97",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zheng:2012:EBS,
  author =       "Changxi Zheng and Doug L. James",
  title =        "Energy-based self-collision culling for arbitrary mesh
                 deformations",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "98:1--98:12",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we accelerate self-collision detection
                 (SCD) for a deforming triangle mesh by exploiting the
                 idea that a mesh cannot self collide unless it deforms
                 enough. Unlike prior work on subspace self-collision
                 culling which is restricted to low-rank deformation
                 subspaces, our energy-based approach supports arbitrary
                 mesh deformations while still being fast. Given a
                 bounding volume hierarchy (BVH) for a triangle mesh, we
                 precompute Energy-based Self-Collision Culling (ESCC)
                 certificates on bounding-volume-related sub-meshes
                 which indicate the amount of deformation energy
                 required for it to self collide. After updating energy
                 values at runtime, many bounding-volume self-collision
                 queries can be culled using the ESCC certificates. We
                 propose an affine-frame Laplacian-based energy
                 definition which sports a highly optimized certificate
                 pre-process, and fast runtime energy evaluation. The
                 latter is performed hierarchically to amortize
                 Laplacian energy and affine-frame estimation
                 computations. ESCC supports both discrete and
                 continuous SCD with detailed and nonsmooth geometry. We
                 observe significant culling on many examples, with SCD
                 speed-ups up to 26X.",
  acknowledgement = ack-nhfb,
  articleno =    "98",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zheng:2012:IIC,
  author =       "Youyi Zheng and Xiang Chen and Ming-Ming Cheng and Kun
                 Zhou and Shi-Min Hu and Niloy J. Mitra",
  title =        "Interactive images: cuboid proxies for smart image
                 manipulation",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "99:1--99:11",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Images are static and lack important depth information
                 about the underlying 3D scenes. We introduce
                 interactive images in the context of man-made
                 environments wherein objects are simple and regular,
                 share various non-local relations (e.g., coplanarity,
                 parallelism, etc.), and are often repeated. Our
                 interactive framework creates partial scene
                 reconstructions based on cuboid-proxies with minimal
                 user interaction. It subsequently allows a range of
                 intuitive image edits mimicking real-world behavior,
                 which are otherwise difficult to achieve. Effectively,
                 the user simply provides high-level semantic hints,
                 while our system ensures plausible operations by
                 conforming to the extracted non-local relations. We
                 demonstrate our system on a range of real-world images
                 and validate the plausibility of the results using a
                 user study.",
  acknowledgement = ack-nhfb,
  articleno =    "99",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sinha:2012:IBR,
  author =       "Sudipta N. Sinha and Johannes Kopf and Michael Goesele
                 and Daniel Scharstein and Richard Szeliski",
  title =        "Image-based rendering for scenes with reflections",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "100:1--100:10",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a system for image-based modeling and
                 rendering of real-world scenes containing reflective
                 and glossy surfaces. Previous approaches to image-based
                 rendering assume that the scene can be approximated by
                 3D proxies that enable view interpolation using
                 traditional back-to-front or $z$-buffer compositing. In
                 this work, we show how these can be generalized to
                 multiple layers that are combined in an additive
                 fashion to model the reflection and transmission of
                 light that occurs at specular surfaces such as glass
                 and glossy materials. To simplify the analysis and
                 rendering stages, we model the world using
                 piecewise-planar layers combined using both additive
                 and opaque mixing of light. We also introduce novel
                 techniques for estimating multiple depths in the scene
                 and separating the reflection and transmission
                 components into different layers. We then use our
                 system to model and render a variety of real-world
                 scenes with reflections.",
  acknowledgement = ack-nhfb,
  articleno =    "100",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Doersch:2012:WMP,
  author =       "Carl Doersch and Saurabh Singh and Abhinav Gupta and
                 Josef Sivic and Alexei A. Efros",
  title =        "What makes {Paris} look like {Paris}?",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "101:1--101:9",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Given a large repository of geotagged imagery, we seek
                 to automatically find visual elements, e.g. windows,
                 balconies, and street signs, that are most distinctive
                 for a certain geo-spatial area, for example the city of
                 Paris. This is a tremendously difficult task as the
                 visual features distinguishing architectural elements
                 of different places can be very subtle. In addition, we
                 face a hard search problem: given all possible patches
                 in all images, which of them are both frequently
                 occurring and geographically informative? To address
                 these issues, we propose to use a discriminative
                 clustering approach able to take into account the weak
                 geographic supervision. We show that geographically
                 representative image elements can be discovered
                 automatically from Google Street View imagery in a
                 discriminative manner. We demonstrate that these
                 elements are visually interpretable and perceptually
                 geo-informative. The discovered visual elements can
                 also support a variety of computational geography
                 tasks, such as mapping architectural correspondences
                 and influences within and across cities, finding
                 representative elements at different geo-spatial
                 scales, and geographically-informed image retrieval.",
  acknowledgement = ack-nhfb,
  articleno =    "101",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{An:2012:MDC,
  author =       "Steven S. An and Doug L. James and Steve Marschner",
  title =        "Motion-driven concatenative synthesis of cloth
                 sounds",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "102:1--102:10",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a practical data-driven method for
                 automatically synthesizing plausible soundtracks for
                 physics-based cloth animations running at graphics
                 rates. Given a cloth animation, we analyze the
                 deformations and use motion events to drive crumpling
                 and friction sound models estimated from cloth
                 measurements. We synthesize a low-quality sound signal,
                 which is then used as a target signal for a
                 concatenative sound synthesis (CSS) process. CSS
                 selects a sequence of microsound units, very short
                 segments, from a database of recorded cloth sounds,
                 which best match the synthesized target sound in a
                 low-dimensional feature-space after applying a
                 hand-tuned warping function. The selected microsound
                 units are concatenated together to produce the final
                 cloth sound with minimal filtering. Our approach avoids
                 expensive physics-based synthesis of cloth sound,
                 instead relying on cloth recordings and our
                 motion-driven CSS approach for realism. We demonstrate
                 its effectiveness on a variety of cloth animations
                 involving various materials and character motions,
                 including first-person virtual clothing with binaural
                 sound.",
  acknowledgement = ack-nhfb,
  articleno =    "102",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chadwick:2012:PAN,
  author =       "Jeffrey N. Chadwick and Changxi Zheng and Doug L.
                 James",
  title =        "Precomputed acceleration noise for improved rigid-body
                 sound",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "103:1--103:9",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce an efficient method for synthesizing
                 acceleration noise --- sound produced when an object
                 experiences abrupt rigid-body acceleration due to
                 collisions or other contact events. We approach this in
                 two main steps. First, we estimate continuous contact
                 force profiles from rigid-body impulses using a simple
                 model based on Hertz contact theory. Next, we compute
                 solutions to the acoustic wave equation due to short
                 acceleration pulses in each rigid-body degree of
                 freedom. We introduce an efficient representation for
                 these solutions --- Precomputed Acceleration Noise ---
                 which allows us to accurately estimate sound due to
                 arbitrary rigid-body accelerations. We find that the
                 addition of acceleration noise significantly
                 complements the standard modal sound algorithm,
                 especially for small objects.",
  acknowledgement = ack-nhfb,
  articleno =    "103",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Weissmann:2012:URB,
  author =       "Steffen Wei{\ss}mann and Ulrich Pinkall",
  title =        "Underwater rigid body dynamics",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "104:1--104:7",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We show that the motion of rigid bodies under water
                 can be realistically simulated by replacing the usual
                 inertia tensor and scalar mass by the so-called
                 Kirchhoff tensor. This allows us to model fluid-body
                 interaction without simulating the surrounding fluid at
                 all. We explain some of the phenomena that arise and
                 compare our results against real experiments. It turns
                 out that many real scenarios (sinking bodies, balloons)
                 can be matched using a single, hand-tuned scaling
                 parameter. We describe how to integrate our method into
                 an existing physics engine, which makes underwater
                 rigid body dynamics run in real time.",
  acknowledgement = ack-nhfb,
  articleno =    "104",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tonge:2012:MSJ,
  author =       "Richard Tonge and Feodor Benevolenski and Andrey
                 Voroshilov",
  title =        "Mass splitting for jitter-free parallel rigid body
                 simulation",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "105:1--105:8",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a parallel iterative rigid body solver that
                 avoids common artifacts at low iteration counts. In
                 large or real-time simulations, iteration is often
                 terminated before convergence to maximize scene size.
                 If the distribution of the resulting residual energy
                 varies too much from frame to frame, then bodies close
                 to rest can visibly jitter. Projected Gauss--Seidel
                 (PGS) distributes the residual according to the order
                 in which contacts are processed, and preserving the
                 order in parallel implementations is very challenging.
                 In contrast, Jacobi-based methods provide order
                 independence, but have slower convergence. We
                 accelerate projected Jacobi by dividing each body mass
                 term in the effective mass by the number of contacts
                 acting on the body, but use the full mass to apply
                 impulses. We further accelerate the method by solving
                 contacts in blocks, providing wallclock performance
                 competitive with PGS while avoiding visible artifacts.
                 We prove convergence to the solution of the underlying
                 linear complementarity problem and present results for
                 our GPU implementation, which can simulate a pile of
                 5000 objects with no visible jittering at over 60
                 FPS.",
  acknowledgement = ack-nhfb,
  articleno =    "105",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Smith:2012:RSI,
  author =       "Breannan Smith and Danny M. Kaufman and Etienne Vouga
                 and Rasmus Tamstorf and Eitan Grinspun",
  title =        "Reflections on simultaneous impact",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "106:1--106:12",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Resolving simultaneous impacts is an open and
                 significant problem in collision response modeling.
                 Existing algorithms in this domain fail to fulfill at
                 least one of five physical desiderata. To address this
                 we present a simple generalized impact model motivated
                 by both the successes and pitfalls of two popular
                 approaches: pair-wise propagation and linear
                 complementarity models. Our algorithm is the first to
                 satisfy all identified desiderata, including
                 simultaneously guaranteeing symmetry preservation,
                 kinetic energy conservation, and allowing break-away.
                 Furthermore, we address the associated problem of
                 inelastic collapse, proposing a complementary
                 generalized restitution model that eliminates this
                 source of nontermination. We then consider the
                 application of our models to the synchronous
                 time-integration of large-scale assemblies of impacting
                 rigid bodies. To enable such simulations we formulate a
                 consistent frictional impact model that continues to
                 satisfy the desiderata. Finally, we validate our
                 proposed algorithm by correctly capturing the observed
                 characteristics of physical experiments including the
                 phenomenon of extended patterns in vertically
                 oscillated granular materials.",
  acknowledgement = ack-nhfb,
  articleno =    "106",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tang:2012:CPF,
  author =       "Min Tang and Dinesh Manocha and Miguel A. Otaduy and
                 Ruofeng Tong",
  title =        "Continuous penalty forces",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "107:1--107:9",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a simple algorithm to compute continuous
                 penalty forces to determine collision response between
                 rigid and deformable models bounded by triangle meshes.
                 Our algorithm computes a well-behaved solution in
                 contrast to the traditional stability and robustness
                 problems of penalty methods, induced by force
                 discontinuities. We trace contact features along their
                 deforming trajectories and accumulate penalty forces
                 along the penetration time intervals between the
                 overlapping feature pairs. Moreover, we present a
                 closed-form expression to compute the continuous and
                 smooth collision response. Our method has very small
                 additional overhead compared to previous penalty
                 methods, and can significantly improve the stability
                 and robustness. We highlight its benefits on several
                 benchmarks.",
  acknowledgement = ack-nhfb,
  articleno =    "107",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lipman:2012:BDM,
  author =       "Yaron Lipman",
  title =        "Bounded distortion mapping spaces for triangular
                 meshes",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "108:1--108:13",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The problem of mapping triangular meshes into the
                 plane is fundamental in geometric modeling, where
                 planar deformations and surface parameterizations are
                 two prominent examples. Current methods for triangular
                 mesh mappings cannot, in general, control the worst
                 case distortion of all triangles nor guarantee
                 injectivity. This paper introduces a constructive
                 definition of generic convex spaces of piecewise linear
                 mappings with guarantees on the maximal conformal
                 distortion, as-well as local and global injectivity of
                 their maps. It is shown how common geometric processing
                 objective functionals can be restricted to these new
                 spaces, rather than to the entire space of piecewise
                 linear mappings, to provide a bounded distortion
                 version of popular algorithms.",
  acknowledgement = ack-nhfb,
  articleno =    "108",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Myles:2012:GPI,
  author =       "Ashish Myles and Denis Zorin",
  title =        "Global parametrization by incremental flattening",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "109:1--109:11",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Global parametrization of surfaces requires
                 singularities (cones) to keep distortion minimal. We
                 describe a method for finding cone locations and angles
                 and an algorithm for global parametrization which aim
                 to produce seamless parametrizations with low metric
                 distortion. The idea of the method is to evolve the
                 metric of the surface, starting with the original
                 metric so that a growing fraction of the area of the
                 surface is constrained to have zero Gaussian curvature;
                 the curvature becomes gradually concentrated at a small
                 set of vertices which become cones. We demonstrate that
                 the resulting parametrizations have significantly lower
                 metric distortion compared to previously proposed
                 methods.",
  acknowledgement = ack-nhfb,
  articleno =    "109",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Campen:2012:DLM,
  author =       "Marcel Campen and David Bommes and Leif Kobbelt",
  title =        "Dual loops meshing: quality quad layouts on
                 manifolds",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "110:1--110:11",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a theoretical framework and practical
                 method for the automatic construction of simple,
                 all-quadrilateral patch layouts on manifold surfaces.
                 The resulting layouts are coarse, surface-embedded cell
                 complexes well adapted to the geometric structure,
                 hence they are ideally suited as domains and base
                 complexes for surface parameterization, spline fitting,
                 or subdivision surfaces and can be used to generate
                 quad meshes with a high-level patch structure that are
                 advantageous in many application scenarios. Our
                 approach is based on the careful construction of the
                 layout graph's combinatorial dual. In contrast to the
                 primal this dual perspective provides direct control
                 over the globally interdependent structural constraints
                 inherent to quad layouts. The dual layout is built from
                 curvature-guided, crossing loops on the surface. A
                 novel method to construct these efficiently in a
                 geometry- and structure-aware manner constitutes the
                 core of our approach.",
  acknowledgement = ack-nhfb,
  articleno =    "110",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Panozzo:2012:FSS,
  author =       "Daniele Panozzo and Yaron Lipman and Enrico Puppo and
                 Denis Zorin",
  title =        "Fields on symmetric surfaces",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "111:1--111:12",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Direction fields, line fields and cross fields are
                 used in a variety of computer graphics applications
                 ranging from non-photorealistic rendering to remeshing.
                 In many cases, it is desirable that fields adhere to
                 symmetry, which is predominant in natural as well as
                 man-made shapes. We present an algorithm for designing
                 smooth N-symmetry fields on surfaces respecting
                 generalized symmetries of the shape, while maintaining
                 alignment with local features. Our formulation for
                 constructing symmetry fields is based on global
                 symmetries, which are given as input to the algorithm,
                 with no isometry assumptions. We explore in detail the
                 properties of generalized symmetries (reflections in
                 particular), and we also develop an algorithm for the
                 robust computation of such symmetry maps, based on a
                 small number of correspondences, for surfaces of genus
                 zero.",
  acknowledgement = ack-nhfb,
  articleno =    "111",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pfaff:2012:LVS,
  author =       "Tobias Pfaff and Nils Thuerey and Markus Gross",
  title =        "{Lagrangian} vortex sheets for animating fluids",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "112:1--112:8",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Buoyant turbulent smoke plumes with a sharp smoke-air
                 interface, such as volcanic plumes, are notoriously
                 hard to simulate. The surface clearly shows small-scale
                 turbulent structures which are costly to resolve. In
                 addition, the turbulence onset is directly visible at
                 the interface, and is not captured by commonly used
                 turbulence models. We present a novel approach that
                 employs a triangle mesh as a high-resolution surface
                 representation combined with a coarse Eulerian solver.
                 On the mesh, we solve the interfacial vortex sheet
                 equations, which allows us to accurately simulate
                 buoyancy induced turbulence. For complex boundary
                 conditions we propose an orthogonal turbulence model
                 that handles vortices caused by obstacle interaction.
                 In addition, we demonstrate a re-sampling scheme to
                 remove surfaces that are hidden inside the bulk volume.
                 In this way we are able to achieve highly detailed
                 simulations of turbulent plumes efficiently.",
  acknowledgement = ack-nhfb,
  articleno =    "112",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Batty:2012:DVS,
  author =       "Christopher Batty and Andres Uribe and Basile Audoly
                 and Eitan Grinspun",
  title =        "Discrete viscous sheets",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "113:1--113:7",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present the first reduced-dimensional technique to
                 simulate the dynamics of thin sheets of viscous
                 incompressible liquid in three dimensions. Beginning
                 from a discrete Lagrangian model for elastic thin
                 shells, we apply the Stokes-Rayleigh analogy to derive
                 a simple yet consistent model for viscous forces. We
                 incorporate nonlinear surface tension forces with a
                 formulation based on minimizing discrete surface area,
                 and preserve the quality of triangular mesh elements
                 through local remeshing operations. Simultaneously, we
                 track and evolve the thickness of each triangle to
                 exactly conserve liquid volume. This approach enables
                 the simulation of extremely thin sheets of viscous
                 liquids, which are difficult to animate with existing
                 volumetric approaches. We demonstrate our method with
                 examples of several characteristic viscous sheet
                 behaviors, including stretching, buckling, sagging, and
                 wrinkling.",
  acknowledgement = ack-nhfb,
  articleno =    "113",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yuan:2012:OSM,
  author =       "Zhan Yuan and Yizhou Yu and Wenping Wang",
  title =        "Object-space multiphase implicit functions",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "114:1--114:10",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Implicit functions have a wide range of applications
                 in entertainment, engineering and medical imaging. A
                 standard two-phase implicit function only represents
                 the interior and exterior of a single object. To
                 facilitate solid modeling of heterogeneous objects with
                 multiple internal regions, object-space multiphase
                 implicit functions are much desired. Multiphase
                 implicit functions have much potential in modeling
                 natural organisms, heterogeneous mechanical parts and
                 anatomical atlases. In this paper, we introduce a novel
                 class of object-space multiphase implicit functions
                 that are capable of accurately and compactly
                 representing objects with multiple internal regions.
                 Our proposed multiphase implicit functions facilitate
                 true object-space geometric modeling of heterogeneous
                 objects with non-manifold features. We present multiple
                 methods to create object-space multiphase implicit
                 functions from existing data, including meshes and
                 segmented medical images. Our algorithms are inspired
                 by machine learning algorithms for training
                 multicategory max-margin classifiers. Comparisons
                 demonstrate that our method achieves an error rate one
                 order of magnitude smaller than alternative
                 techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "114",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Feng:2012:DBL,
  author =       "Powei Feng and Joe Warren",
  title =        "Discrete bi-{Laplacians} and biharmonic {B}-splines",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "115:1--115:11",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Divided differences play a fundamental role in the
                 construction of univariate B-splines over irregular
                 knot sequences. Unfortunately, generalizations of
                 divided differences to irregular knot geometries on
                 two-dimensional domains are quite limited. As a result,
                 most spline constructions for such domains typically
                 focus on regular (or semi-regular) knot geometries. In
                 the planar harmonic case, we show that the discrete
                 Laplacian plays a role similar to that of the divided
                 differences and can be used to define well-behaved
                 harmonic B-splines. In our main contribution, we then
                 construct an analogous discrete bi-Laplacian for both
                 planar and curved domains and show that its
                 corresponding biharmonic B-splines are also
                 well-behaved. Finally, we derive a fully irregular,
                 discrete refinement scheme for these splines that
                 generalizes knot insertion for univariate B-splines.",
  acknowledgement = ack-nhfb,
  articleno =    "115",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chai:2012:SVH,
  author =       "Menglei Chai and Lvdi Wang and Yanlin Weng and Yizhou
                 Yu and Baining Guo and Kun Zhou",
  title =        "Single-view hair modeling for portrait manipulation",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "116:1--116:8",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Human hair is known to be very difficult to model or
                 reconstruct. In this paper, we focus on applications
                 related to portrait manipulation and take an
                 application-driven approach to hair modeling. To enable
                 an average user to achieve interesting portrait
                 manipulation results, we develop a single-view hair
                 modeling technique with modest user interaction to meet
                 the unique requirements set by portrait manipulation.
                 Our method relies on heuristics to generate a plausible
                 high-resolution strand-based 3D hair model. This is
                 made possible by an effective high-precision 2D strand
                 tracing algorithm, which explicitly models uncertainty
                 and local layering during tracing. The depth of the
                 traced strands is solved through an optimization, which
                 simultaneously considers depth constraints, layering
                 constraints as well as regularization terms. Our
                 single-view hair modeling enables a number of
                 interesting applications that were previously
                 challenging, including transferring the hairstyle of
                 one subject to another in a potentially different pose,
                 rendering the original portrait in a novel view and
                 image-space hair editing.",
  acknowledgement = ack-nhfb,
  articleno =    "116",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Beeler:2012:CRS,
  author =       "Thabo Beeler and Bernd Bickel and Gioacchino Noris and
                 Paul Beardsley and Steve Marschner and Robert W. Sumner
                 and Markus Gross",
  title =        "Coupled {$3$D} reconstruction of sparse facial hair
                 and skin",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "117:1--117:10",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Although facial hair plays an important role in
                 individual expression, facial-hair reconstruction is
                 not addressed by current face-capture systems. Our
                 research addresses this limitation with an algorithm
                 that treats hair and skin surface capture together in a
                 coupled fashion so that a high-quality representation
                 of hair fibers as well as the underlying skin surface
                 can be reconstructed. We propose a passive,
                 camera-based system that is robust against arbitrary
                 motion since all data is acquired within the time
                 period of a single exposure. Our reconstruction
                 algorithm detects and traces hairs in the captured
                 images and reconstructs them in 3D using a multiview
                 stereo approach. Our coupled skin-reconstruction
                 algorithm uses information about the detected hairs to
                 deliver a skin surface that lies underneath all hairs
                 irrespective of occlusions. In dense regions like
                 eyebrows, we employ a hair-synthesis method to create
                 hair fibers that plausibly match the image data. We
                 demonstrate our scanning system on a number of
                 individuals and show that it can successfully
                 reconstruct a variety of facial-hair styles together
                 with the underlying skin surface.",
  acknowledgement = ack-nhfb,
  articleno =    "117",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bickel:2012:PFC,
  author =       "Bernd Bickel and Peter Kaufmann and M{\'e}lina Skouras
                 and Bernhard Thomaszewski and Derek Bradley and Thabo
                 Beeler and Phil Jackson and Steve Marschner and
                 Wojciech Matusik and Markus Gross",
  title =        "Physical face cloning",
  journal =      j-TOG,
  volume =       "31",
  number =       "4",
  pages =        "118:1--118:10",
  month =        jul,
  year =         "2012",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Jul 26 18:44:43 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a complete process for designing,
                 simulating, and fabricating synthetic skin for an
                 animatronics character that mimics the face of a given
                 subject and its expressions. The process starts with
                 measuring the elastic properties of a material used to
                 manufacture synthetic soft tissue. Given these
                 measurements we use physics-based simulation to predict
                 the behavior of a face when it is driven by the
                 underlying robotic actuation. Next, we capture 3D
                 facial expressions for a given target subject. As the
                 key component of our process, we present a novel
                 optimization scheme that determines the shape of the
                 synthetic skin as well as the actuation parameters that
                 provide the best match to the target expressions. We
                 demonstrate this computational skin design by
                 physically cloning a real human face onto an
                 animatronics figure.",
  acknowledgement = ack-nhfb,
  articleno =    "118",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gingold:2012:MPH,
  author =       "Yotam Gingold and Ariel Shamir and Daniel Cohen-Or",
  title =        "Micro perceptual human computation for visual tasks",
  journal =      j-TOG,
  volume =       "31",
  number =       "5",
  pages =        "119:1--119:12",
  month =        aug,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2231816.2231817",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Sep 6 10:10:07 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Human Computation (HC) utilizes humans to solve
                 problems or carry out tasks that are hard for pure
                 computational algorithms. Many graphics and vision
                 problems have such tasks. Previous HC approaches mainly
                 focus on generating data in batch, to gather
                 benchmarks, or perform surveys demanding nontrivial
                 interactions. We advocate a tighter integration of
                 human computation into online, interactive algorithms.
                 We aim to distill the differences between humans and
                 computers and maximize the advantages of both in one
                 algorithm. Our key idea is to decompose such a problem
                 into a massive number of very simple, carefully
                 designed, human micro-tasks that are based on
                 perception, and whose answers can be combined
                 algorithmically to solve the original problem. Our
                 approach is inspired by previous work on micro-tasks
                 and perception experiments. We present three specific
                 examples for the design of micro perceptual human
                 computation algorithms to extract depth layers and
                 image normals from a single photograph, and to augment
                 an image with high-level semantic information such as
                 symmetry.",
  acknowledgement = ack-nhfb,
  articleno =    "119",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2012:HQI,
  author =       "Sen Wang and Tingbo Hou and John Border and Hong Qin
                 and Rodney Miller",
  title =        "High-quality image deblurring with panchromatic
                 pixels",
  journal =      j-TOG,
  volume =       "31",
  number =       "5",
  pages =        "120:1--120:11",
  month =        aug,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2231816.2231818",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Sep 6 10:10:07 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Image deblurring has been a very challenging problem
                 in recent decades. In this article, we propose a
                 high-quality image deblurring method with a novel image
                 prior based on a new imaging system. The imaging system
                 has a newly designed sensor pattern achieved by adding
                 panchromatic (pan) pixels to the conventional Bayer
                 pattern. Since these pan pixels are sensitive to all
                 wavelengths of visible light, they collect a
                 significantly higher proportion of the light striking
                 the sensor. A new demosaicing algorithm is also
                 proposed to restore full-resolution images from pixels
                 on the sensor. The shutter speed of pan pixels is
                 controllable to users. Therefore, we can produce
                 multiple images with different exposures. When long
                 exposure is needed under dim light, we read pan pixels
                 twice in one shot: one with short exposure and the
                 other with long exposure. The long-exposure image is
                 often blurred, while the short-exposure image can be
                 sharp and noisy. The short-exposure image plays an
                 important role in deblurring, since it is sharp and
                 there is no alignment problem for the one-shot image
                 pair. For the algorithmic aspect, our method runs in a
                 two-step maximum-a-posteriori (MAP) fashion under a
                 joint minimization of the blur kernel and the deblurred
                 image. The algorithm exploits a combined image prior
                 with a statistical part and a spatial part, which is
                 powerful in ringing controls. Extensive experiments
                 under various conditions and settings are conducted to
                 demonstrate the performance of our method.",
  acknowledgement = ack-nhfb,
  articleno =    "120",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ramamoorthi:2012:TMC,
  author =       "Ravi Ramamoorthi and John Anderson and Mark Meyer and
                 Derek Nowrouzezahrai",
  title =        "A theory of {Monte Carlo} visibility sampling",
  journal =      j-TOG,
  volume =       "31",
  number =       "5",
  pages =        "121:1--121:16",
  month =        aug,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2231816.2231819",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Sep 6 10:10:07 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Soft shadows from area lights are one of the most
                 crucial effects in high-quality and production
                 rendering, but Monte-Carlo sampling of visibility is
                 often the main source of noise in rendered images.
                 Indeed, it is common to use deterministic uniform
                 sampling for the smoother shading effects in direct
                 lighting, so that all of the Monte Carlo noise arises
                 from visibility sampling alone. In this article, we
                 analyze theoretically and empirically, using both
                 statistical and Fourier methods, the effectiveness of
                 different nonadaptive Monte Carlo sampling patterns for
                 rendering soft shadows. We start with a single image
                 scanline and a linear light source, and gradually
                 consider more complex visibility functions at a pixel.
                 We show analytically that the lowest expected variance
                 is in fact achieved by uniform sampling (albeit at the
                 cost of visual banding artifacts). Surprisingly, we
                 show that for two or more discontinuities in the
                 visibility function, a comparable error to uniform
                 sampling is obtained by ``uniform jitter'' sampling,
                 where a constant jitter is applied to all samples in a
                 uniform pattern (as opposed to jittering each stratum
                 as in standard stratified sampling). The variance can
                 be reduced by up to a factor of two, compared to
                 stratified or quasi-Monte Carlo techniques, without the
                 banding in uniform sampling. We augment our statistical
                 analysis with a novel 2D Fourier analysis across the
                 pixel-light space. This allows us to characterize the
                 banding frequencies in uniform sampling, and gives
                 insights into the behavior of uniform jitter and
                 stratified sampling. We next extend these results to
                 planar area light sources. We show that the best
                 sampling method can vary, depending on the type of
                 light source (circular, Gaussian, or
                 square/rectangular). The correlation of adjacent
                 ``light scanlines'' in square light sources can reduce
                 the effectiveness of uniform jitter sampling, while the
                 smoother shape of circular and Gaussian-modulated
                 sources preserves its benefits --- these findings are
                 also exposed through our frequency analysis. In
                 practical terms, the theory in this article provides
                 guidelines for selecting visibility sampling
                 strategies, which can reduce the number of shadow
                 samples by 20--40\%, with simple modifications to
                 existing rendering code.",
  acknowledgement = ack-nhfb,
  articleno =    "121",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cuypers:2012:RMD,
  author =       "Tom Cuypers and Tom Haber and Philippe Bekaert and Se
                 Baek Oh and Ramesh Raskar",
  title =        "Reflectance model for diffraction",
  journal =      j-TOG,
  volume =       "31",
  number =       "5",
  pages =        "122:1--122:11",
  month =        aug,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2231816.2231820",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Sep 6 10:10:07 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel method of simulating wave effects
                 in graphics using ray-based renderers with a new
                 function: the Wave BSDF (Bidirectional Scattering
                 Distribution Function). Reflections from neighboring
                 surface patches represented by local BSDFs are mutually
                 independent. However, in many surfaces with
                 wavelength-scale microstructures, interference and
                 diffraction requires a joint analysis of reflected
                 wavefronts from neighboring patches. We demonstrate a
                 simple method to compute the BSDF for the entire
                 microstructure, which can be used independently for
                 each patch. This allows us to use traditional ray-based
                 rendering pipelines to synthesize wave effects. We
                 exploit the Wigner Distribution Function (WDF) to
                 create transmissive, reflective, and emissive BSDFs for
                 various diffraction phenomena in a physically accurate
                 way. In contrast to previous methods for computing
                 interference, we circumvent the need to explicitly keep
                 track of the phase of the wave by using BSDFs that
                 include positive as well as negative coefficients. We
                 describe and compare the theory in relation to
                 well-understood concepts in rendering and demonstrate a
                 straightforward implementation. In conjunction with
                 standard raytracers, such as PBRT, we demonstrate wave
                 effects for a range of scenarios such as multibounce
                 diffraction materials, holograms, and reflection of
                 high-frequency surfaces.",
  acknowledgement = ack-nhfb,
  articleno =    "122",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hecht:2012:USC,
  author =       "Florian Hecht and Yeon Jin Lee and Jonathan R.
                 Shewchuk and James F. O'Brien",
  title =        "Updated sparse {Cholesky} factors for corotational
                 elastodynamics",
  journal =      j-TOG,
  volume =       "31",
  number =       "5",
  pages =        "123:1--123:13",
  month =        aug,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2231816.2231821",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Sep 6 10:10:07 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present warp-canceling corotation, a nonlinear
                 finite element formulation for elastodynamic simulation
                 that achieves fast performance by making only partial
                 or delayed changes to the simulation's linearized
                 system matrices. Coupled with an algorithm for
                 incremental updates to a sparse Cholesky factorization,
                 the method realizes the stability and scalability of a
                 sparse direct method without the need for expensive
                 refactorization at each time step. This finite element
                 formulation combines the widely used corotational
                 method with stiffness warping so that changes in the
                 per-element rotations are initially approximated by
                 inexpensive per-node rotations. When the errors of this
                 approximation grow too large, the per-element rotations
                 are selectively corrected by updating parts of the
                 matrix chosen according to locally measured errors.
                 These changes to the system matrix are propagated to
                 its Cholesky factor by incremental updates that are
                 much faster than refactoring the matrix from scratch. A
                 nested dissection ordering of the system matrix gives
                 rise to a hierarchical factorization in which changes
                 to the system matrix cause limited, well-structured
                 changes to the Cholesky factor. We show examples of
                 simulations that demonstrate that the proposed
                 formulation produces results that are visually
                 comparable to those produced by a standard corotational
                 formulation. Because our method requires computing only
                 partial updates of the Cholesky factor, it is
                 substantially faster than full refactorization and
                 outperforms widely used iterative methods such as
                 preconditioned conjugate gradients. Our method supports
                 a controlled trade-off between accuracy and speed, and
                 unlike most iterative methods its performance does not
                 slow for stiffer materials but rather it actually
                 improves.",
  acknowledgement = ack-nhfb,
  articleno =    "123",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lipman:2012:SFQ,
  author =       "Yaron Lipman and Vladimir G. Kim and Thomas A.
                 Funkhouser",
  title =        "Simple formulas for quasiconformal plane
                 deformations",
  journal =      j-TOG,
  volume =       "31",
  number =       "5",
  pages =        "124:1--124:13",
  month =        aug,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2231816.2231822",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Sep 6 10:10:07 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a simple formula for 4-point planar
                 warping that produces provably good 2D deformations. In
                 contrast to previous work, the new deformations
                 minimize the maximum conformal distortion and spread
                 the distortion equally across the domain. We derive
                 closed-form formulas for computing the 4-point
                 interpolant and analyze its properties. We further
                 explore applications to 2D shape deformations by
                 building local deformation operators that use
                 thin-plate splines to further deform the 4-point
                 interpolant to satisfy certain boundary conditions.
                 Although this modification no longer has any
                 theoretical guarantees, we demonstrate that,
                 practically, these local operators can be used to
                 create compound deformations with fewer control points
                 and smaller worst-case distortions in comparisons to
                 the state-of-the-art.",
  acknowledgement = ack-nhfb,
  articleno =    "124",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jarosz:2012:TAA,
  author =       "Wojciech Jarosz and Volker Sch{\"o}nefeld and Leif
                 Kobbelt and Henrik Wann Jensen",
  title =        "Theory, analysis and applications of {$2$D} global
                 illumination",
  journal =      j-TOG,
  volume =       "31",
  number =       "5",
  pages =        "125:1--125:21",
  month =        aug,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2231816.2231823",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Sep 6 10:10:07 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We investigate global illumination in 2D and show how
                 this simplified problem domain leads to practical
                 insights for 3D rendering. We first derive a full
                 theory of 2D light transport by introducing 2D analogs
                 to radiometric quantities such as flux and radiance,
                 and deriving a 2D rendering equation. We use our theory
                 to show how to implement algorithms such as Monte Carlo
                 raytracing, path tracing, irradiance caching, and
                 photon mapping in 2D, and demonstrate that these
                 algorithms can be analyzed more easily in this domain
                 while still providing insights for 3D rendering. We
                 apply our theory to develop several practical
                 improvements to the irradiance caching algorithm. We
                 perform a full second-order analysis of diffuse
                 indirect illumination, first in 2D, and then in 3D by
                 deriving the irradiance Hessian, and show how this
                 leads to increased accuracy and performance for
                 irradiance caching. We propose second-order Taylor
                 expansion from cache points, which results in more
                 accurate irradiance reconstruction. We also introduce a
                 novel error metric to guide cache point placement by
                 analyzing the error produced by irradiance caching. Our
                 error metric naturally supports anisotropic
                 reconstruction and, in our preliminary study, resulted
                 in an order of magnitude less error than the
                 ``split-sphere'' heuristic when using the same number
                 of cache points.",
  acknowledgement = ack-nhfb,
  articleno =    "125",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Goldstein:2012:VSU,
  author =       "Amit Goldstein and Raanan Fattal",
  title =        "Video stabilization using epipolar geometry",
  journal =      j-TOG,
  volume =       "31",
  number =       "5",
  pages =        "126:1--126:10",
  month =        aug,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2231816.2231824",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Sep 6 10:10:07 MDT 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new video stabilization technique that
                 uses projective scene reconstruction to treat jittered
                 video sequences. Unlike methods that recover the full
                 three-dimensional geometry of the scene, this model
                 accounts for simple geometric relations between points
                 and epipolar lines. Using this level of scene
                 understanding, we obtain the physical correctness of 3D
                 stabilization methods yet avoid their lack of
                 robustness and computational costs. Our method consists
                 of tracking feature points in the scene and using them
                 to compute fundamental matrices that model stabilized
                 camera motion. We then project the tracked points onto
                 the novel stabilized frames using epipolar point
                 transfer and synthesize new frames using image-based
                 frame warping. Since this model is only valid for
                 static scenes, we develop a time-view reprojection that
                 accounts for nonstationary points in a principled way.
                 This reprojection is based on modeling the dynamics of
                 smooth inertial object motion in three-dimensional
                 space and allows us to avoid the need to interpolate
                 stabilization for moving objects from their static
                 surrounding. Thus, we achieve an adequate stabilization
                 when both the camera and the objects are moving. We
                 demonstrate the abilities of our approach to stabilize
                 hand-held video shots in various scenarios: scenes with
                 no parallax that challenge 3D approaches, scenes
                 containing nontrivial parallax effects, videos with
                 camera zooming and in-camera stabilization, as well as
                 movies with large moving objects.",
  acknowledgement = ack-nhfb,
  articleno =    "126",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhu:2012:MGM,
  author =       "Lifeng Zhu and Weiwei Xu and John Snyder and Yang Liu
                 and Guoping Wang and Baining Guo",
  title =        "Motion-guided mechanical toy modeling",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "127:1--127:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366146",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a new method to synthesize mechanical
                 toys solely from the motion of their features. The
                 designer specifies the geometry and a time-varying
                 rotation and translation of each rigid feature
                 component. Our algorithm automatically generates a
                 mechanism assembly located in a box below the feature
                 base that produces the specified motion. Parts in the
                 assembly are selected from a parameterized set
                 including belt-pulleys, gears, crank-sliders,
                 quick-returns, and various cams (snail, ellipse, and
                 double-ellipse). Positions and parameters for these
                 parts are optimized to generate the specified motion,
                 minimize a simple measure of complexity, and yield a
                 well-distributed layout of parts over the driving axes.
                 Our solution uses a special initialization procedure
                 followed by simulated annealing to efficiently search
                 the complex configuration space for an optimal
                 assembly.",
  acknowledgement = ack-nhfb,
  articleno =    "127",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Song:2012:RIP,
  author =       "Peng Song and Chi-Wing Fu and Daniel Cohen-Or",
  title =        "Recursive interlocking puzzles",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "128:1--128:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366147",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Interlocking puzzles are very challenging geometric
                 problems with the fascinating property that once we
                 solve one by putting together the puzzle pieces, the
                 puzzle pieces interlock with one another, preventing
                 the assembly from falling apart. Though interlocking
                 puzzles have been known for hundreds of years, very
                 little is known about the governing mechanics. Thus,
                 designing new interlocking geometries is basically
                 accomplished with extensive manual effort or expensive
                 exhaustive search with computers. In this paper, we
                 revisit the notion of interlocking in greater depth,
                 and devise a formal method of the interlocking
                 mechanics. From this, we can develop a constructive
                 approach for devising new interlocking geometries that
                 directly guarantees the validity of the interlocking
                 instead of exhaustively testing it. In particular, we
                 focus on an interesting subclass of interlocking
                 puzzles that are recursive in the sense that the
                 assembly of puzzle pieces can remain an interlocking
                 puzzle also after sequential removal of pieces; there
                 is only one specific sequence of assembling, or
                 disassembling, such a puzzle. Our proposed method can
                 allow efficient generation of recursive interlocking
                 geometries of various complexities, and by further
                 realizing it with LEGO bricks, we can enable the
                 hand-built creation of custom puzzle games.",
  acknowledgement = ack-nhfb,
  articleno =    "128",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Luo:2012:CPM,
  author =       "Linjie Luo and Ilya Baran and Szymon Rusinkiewicz and
                 Wojciech Matusik",
  title =        "{Chopper}: partitioning models into {$3$D}-printable
                 parts",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "129:1--129:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366148",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "3D printing technology is rapidly maturing and
                 becoming ubiquitous. One of the remaining obstacles to
                 wide-scale adoption is that the object to be printed
                 must fit into the working volume of the 3D printer. We
                 propose a framework, called Chopper, to decompose a
                 large 3D object into smaller parts so that each part
                 fits into the printing volume. These parts can then be
                 assembled to form the original object. We formulate a
                 number of desirable criteria for the partition,
                 including assemblability, having few components,
                 unobtrusiveness of the seams, and structural soundness.
                 Chopper optimizes these criteria and generates a
                 partition either automatically or with user guidance.
                 Our prototype outputs the final decomposed parts with
                 customized connectors on the interfaces. We demonstrate
                 the effectiveness of Chopper on a variety of
                 non-trivial real-world objects.",
  acknowledgement = ack-nhfb,
  articleno =    "129",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cali:2012:PNA,
  author =       "Jacques Cal{\`\i} and Dan A. Calian and Cristina Amati
                 and Rebecca Kleinberger and Anthony Steed and Jan Kautz
                 and Tim Weyrich",
  title =        "{$3$D}-printing of non-assembly, articulated models",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "130:1--130:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366149",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Additive manufacturing (3D printing) is commonly used
                 to produce physical models for a wide variety of
                 applications, from archaeology to design. While static
                 models are directly supported, it is desirable to also
                 be able to print models with functional articulations,
                 such as a hand with joints and knuckles, without the
                 need for manual assembly of joint components. Apart
                 from having to address limitations inherent to the
                 printing process, this poses a particular challenge for
                 articulated models that should be posable: to allow the
                 model to hold a pose, joints need to exhibit internal
                 friction to withstand gravity, without their parts
                 fusing during 3D printing. This has not been possible
                 with previous printable joint designs. In this paper,
                 we propose a method for converting 3D models into
                 printable, functional, non-assembly models with
                 internal friction. To this end, we have designed an
                 intuitive work-flow that takes an appropriately rigged
                 3D model, automatically fits novel 3D-printable and
                 posable joints, and provides an interface for
                 specifying rotational constraints. We show a number of
                 results for different articulated models, demonstrating
                 the effectiveness of our method.",
  acknowledgement = ack-nhfb,
  articleno =    "130",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kopf:2012:QPI,
  author =       "Johannes Kopf and Wolf Kienzle and Steven Drucker and
                 Sing Bing Kang",
  title =        "Quality prediction for image completion",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "131:1--131:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366150",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a data-driven method to predict the quality
                 of an image completion method. Our method is based on
                 the state-of-the-art non-parametric framework of Wexler
                 et al. [2007]. It uses automatically derived search
                 space constraints for patch source regions, which lead
                 to improved texture synthesis and semantically more
                 plausible results. These constraints also facilitate
                 performance prediction by allowing us to correlate
                 output quality against features of possible regions
                 used for synthesis. We use our algorithm to first crop
                 and then complete stitched panoramas. Our predictive
                 ability is used to find an optimal crop shape before
                 the completion is computed, potentially saving
                 significant amounts of computation. Our optimized crop
                 includes as much of the original panorama as possible
                 while avoiding regions that can be less successfully
                 filled in. Our predictor can also be applied for hole
                 filling in the interior of images. In addition to
                 extensive comparative results, we ran several user
                 studies validating our predictive feature, good
                 relative quality of our results against those of other
                 state-of-the-art algorithms, and our automatic cropping
                 algorithm.",
  acknowledgement = ack-nhfb,
  articleno =    "131",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2012:MPE,
  author =       "Xiaowu Chen and Dongqing Zou and Qinping Zhao and Ping
                 Tan",
  title =        "Manifold preserving edit propagation",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "132:1--132:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366151",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel edit propagation algorithm for
                 interactive image and video manipulations. Our approach
                 uses the locally linear embedding (LLE) to represent
                 each pixel as a linear combination of its neighbors in
                 a feature space. While previous methods require similar
                 pixels to have similar results, we seek to maintain the
                 manifold structure formed by all pixels in the feature
                 space. Specifically, we require each pixel to be the
                 same linear combination of its neighbors in the result.
                 Compared with previous methods, our proposed algorithm
                 is more robust to color blending in the input data.
                 Furthermore, since every pixel is only related to a few
                 nearest neighbors, our algorithm easily achieves good
                 runtime efficiency. We demonstrate our manifold
                 preserving edit propagation on various applications.",
  acknowledgement = ack-nhfb,
  articleno =    "132",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hadwiger:2012:SPM,
  author =       "Markus Hadwiger and Ronell Sicat and Johanna Beyer and
                 Jens Kr{\"u}ger and Torsten M{\"o}ller",
  title =        "Sparse {PDF} maps for non-linear multi-resolution
                 image operations",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "133:1--133:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366152",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a new type of multi-resolution image
                 pyramid for high-resolution images called sparse pdf
                 maps (sPDF-maps). Each pyramid level consists of a
                 sparse encoding of continuous probability density
                 functions (pdfs) of pixel neighborhoods in the original
                 image. The encoded pdfs enable the accurate computation
                 of non-linear image operations directly in any pyramid
                 level with proper pre-filtering for anti-aliasing,
                 without accessing higher or lower resolutions. The
                 sparsity of sPDF-maps makes them feasible for gigapixel
                 images, while enabling direct evaluation of a variety
                 of non-linear operators from the same representation.
                 We illustrate this versatility for antialiased color
                 mapping, $ O(n) $ local Laplacian filters, smoothed
                 local histogram filters (e.g., median or mode filters),
                 and bilateral filters.",
  acknowledgement = ack-nhfb,
  articleno =    "133",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yu:2012:DOS,
  author =       "Lap-Fai Yu and Sai-Kit Yeung and Demetri Terzopoulos
                 and Tony F. Chan",
  title =        "{DressUp!}: outfit synthesis through automatic
                 optimization",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "134:1--134:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366153",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an automatic optimization approach to
                 outfit synthesis. Given the hair color, eye color, and
                 skin color of the input body, plus a wardrobe of
                 clothing items, our outfit synthesis system suggests a
                 set of outfits subject to a particular dress code. We
                 introduce a probabilistic framework for modeling and
                 applying dress codes that exploits a Bayesian network
                 trained on example images of real-world outfits.
                 Suitable outfits are then obtained by optimizing a cost
                 function that guides the selection of clothing items to
                 maximize the color compatibility and dress code
                 suitability. We demonstrate our approach on the four
                 most common dress codes: Casual, Sportswear,
                 Business-Casual, and Business. A perceptual study
                 validated on multiple resultant outfits demonstrates
                 the efficacy of our framework.",
  acknowledgement = ack-nhfb,
  articleno =    "134",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fisher:2012:EBS,
  author =       "Matthew Fisher and Daniel Ritchie and Manolis Savva
                 and Thomas Funkhouser and Pat Hanrahan",
  title =        "Example-based synthesis of {$3$D} object
                 arrangements",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "135:1--135:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366154",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for synthesizing 3D object
                 arrangements from examples. Given a few user-provided
                 examples, our system can synthesize a diverse set of
                 plausible new scenes by learning from a larger scene
                 database. We rely on three novel contributions. First,
                 we introduce a probabilistic model for scenes based on
                 Bayesian networks and Gaussian mixtures that can be
                 trained from a small number of input examples. Second,
                 we develop a clustering algorithm that groups objects
                 occurring in a database of scenes according to their
                 local scene neighborhoods. These contextual categories
                 allow the synthesis process to treat a wider variety of
                 objects as interchangeable. Third, we train our
                 probabilistic model on a mix of user-provided examples
                 and relevant scenes retrieved from the database. This
                 mixed model learning process can be controlled to
                 introduce additional variety into the synthesized
                 scenes. We evaluate our algorithm through qualitative
                 results and a perceptual study in which participants
                 judged synthesized scenes to be highly plausible, as
                 compared to hand-created scenes.",
  acknowledgement = ack-nhfb,
  articleno =    "135",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shao:2012:IAS,
  author =       "Tianjia Shao and Weiwei Xu and Kun Zhou and Jingdong
                 Wang and Dongping Li and Baining Guo",
  title =        "An interactive approach to semantic modeling of indoor
                 scenes with an {RGBD} camera",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "136:1--136:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366155",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an interactive approach to semantic
                 modeling of indoor scenes with a consumer-level RGBD
                 camera. Using our approach, the user first takes an
                 RGBD image of an indoor scene, which is automatically
                 segmented into a set of regions with semantic labels.
                 If the segmentation is not satisfactory, the user can
                 draw some strokes to guide the algorithm to achieve
                 better results. After the segmentation is finished, the
                 depth data of each semantic region is used to retrieve
                 a matching 3D model from a database. Each model is then
                 transformed according to the image depth to yield the
                 scene. For large scenes where a single image can only
                 cover one part of the scene, the user can take multiple
                 images to construct other parts of the scene. The 3D
                 models built for all images are then transformed and
                 unified into a complete scene. We demonstrate the
                 efficiency and robustness of our approach by modeling
                 several real-world scenes.",
  acknowledgement = ack-nhfb,
  articleno =    "136",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nan:2012:SCA,
  author =       "Liangliang Nan and Ke Xie and Andrei Sharf",
  title =        "A search-classify approach for cluttered indoor scene
                 understanding",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "137:1--137:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366156",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an algorithm for recognition and
                 reconstruction of scanned 3D indoor scenes. 3D indoor
                 reconstruction is particularly challenging due to
                 object interferences, occlusions and overlapping which
                 yield incomplete yet very complex scene arrangements.
                 Since it is hard to assemble scanned segments into
                 complete models, traditional methods for object
                 recognition and reconstruction would be inefficient. We
                 present a search-classify approach which interleaves
                 segmentation and classification in an iterative manner.
                 Using a robust classifier we traverse the scene and
                 gradually propagate classification information. We
                 reinforce classification by a template fitting step
                 which yields a scene reconstruction. We deform-to-fit
                 templates to classified objects to resolve
                 classification ambiguities. The resulting
                 reconstruction is an approximation which captures the
                 general scene arrangement. Our results demonstrate
                 successful classification and reconstruction of
                 cluttered indoor scenes, captured in just few
                 minutes.",
  acknowledgement = ack-nhfb,
  articleno =    "137",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2012:AIE,
  author =       "Young Min Kim and Niloy J. Mitra and Dong-Ming Yan and
                 Leonidas Guibas",
  title =        "Acquiring {$3$D} indoor environments with variability
                 and repetition",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "138:1--138:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366157",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Large-scale acquisition of exterior urban environments
                 is by now a well-established technology, supporting
                 many applications in search, navigation, and commerce.
                 The same is, however, not the case for indoor
                 environments, where access is often restricted and the
                 spaces are cluttered. Further, such environments
                 typically contain a high density of repeated objects
                 (e.g., tables, chairs, monitors, etc.) in regular or
                 non-regular arrangements with significant pose
                 variations and articulations. In this paper, we exploit
                 the special structure of indoor environments to
                 accelerate their 3D acquisition and recognition with a
                 low-end handheld scanner. Our approach runs in two
                 phases: (i) a learning phase wherein we acquire 3D
                 models of frequently occurring objects and capture
                 their variability modes from only a few scans, and (ii)
                 a recognition phase wherein from a single scan of a new
                 area, we identify previously seen objects but in
                 different poses and locations at an average recognition
                 time of 200ms/model. We evaluate the robustness and
                 limits of the proposed recognition system using a range
                 of synthetic and real world scans under challenging
                 settings.",
  acknowledgement = ack-nhfb,
  articleno =    "138",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2012:SET,
  author =       "Li Xu and Qiong Yan and Yang Xia and Jiaya Jia",
  title =        "Structure extraction from texture via relative total
                 variation",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "139:1--139:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366158",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "It is ubiquitous that meaningful structures are formed
                 by or appear over textured surfaces. Extracting them
                 under the complication of texture patterns, which could
                 be regular, near-regular, or irregular, is very
                 challenging, but of great practical importance. We
                 propose new inherent variation and relative total
                 variation measures, which capture the essential
                 difference of these two types of visual forms, and
                 develop an efficient optimization system to extract
                 main structures. The new variation measures are
                 validated on millions of sample patches. Our approach
                 finds a number of new applications to manipulate,
                 render, and reuse the immense number of ``structure
                 with texture'' images and drawings that were
                 traditionally difficult to be edited properly.",
  acknowledgement = ack-nhfb,
  articleno =    "139",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kopf:2012:DRH,
  author =       "Johannes Kopf and Dani Lischinski",
  title =        "Digital reconstruction of halftoned color comics",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "140:1--140:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366159",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a method for automated conversion of
                 scanned color comic books and graphical novels into a
                 new high-fidelity rescalable digital representation.
                 Since crisp black line artwork and lettering are the
                 most important structural and stylistic elements in
                 this important genre of color illustrations, our
                 digitization process is geared towards faithful
                 reconstruction of these elements. This is a challenging
                 task, because commercial presses perform halftoning
                 (screening) to approximate continuous tones and colors
                 with overlapping grids of dots. Although a large number
                 of inverse haftoning (descreening) methods exist, they
                 typically blur the intricate black artwork. Our
                 approach is specifically designed to descreen color
                 comics, which typically reproduce color using screened
                 CMY inks, but print the black artwork using
                 non-screened solid black ink. After separating the
                 scanned image into three screening grids, one for each
                 of the CMY process inks, we use non-linear optimization
                 to fit a parametric model describing each grid, and
                 simultaneously recover the non-screened black ink
                 layer, which is then vectorized. The result of this
                 process is a high quality, compact, and rescalable
                 digital representation of the original artwork.",
  acknowledgement = ack-nhfb,
  articleno =    "140",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cao:2012:ASM,
  author =       "Ying Cao and Antoni B. Chan and Rynson W. H. Lau",
  title =        "Automatic stylistic manga layout",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "141:1--141:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366160",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Manga layout is a core component in manga production,
                 characterized by its unique styles. However, stylistic
                 manga layouts are difficult for novices to produce as
                 it requires hands-on experience and domain knowledge.
                 In this paper, we propose an approach to automatically
                 generate a stylistic manga layout from a set of input
                 artworks with user-specified semantics, thus allowing
                 less-experienced users to create high-quality manga
                 layouts with minimal efforts. We first introduce three
                 parametric style models that encode the unique
                 stylistic aspects of manga layouts, including layout
                 structure, panel importance, and panel shape. Next, we
                 propose a two-stage approach to generate a manga
                 layout: (1) an initial layout is created that best fits
                 the input artworks and layout structure model,
                 according to a generative probabilistic framework; (2)
                 the layout and artwork geometries are jointly refined
                 using an efficient optimization procedure, resulting in
                 a professional-looking manga layout. Through a user
                 study, we demonstrate that our approach enables novice
                 users to easily and quickly produce higher-quality
                 layouts that exhibit realistic manga styles, when
                 compared to a commercially-available manual layout
                 tool.",
  acknowledgement = ack-nhfb,
  articleno =    "141",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2012:LSS,
  author =       "Pengfei Xu and Hongbo Fu and Oscar Kin-Chung Au and
                 Chiew-Lan Tai",
  title =        "Lazy selection: a scribble-based tool for smart shape
                 elements selection",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "142:1--142:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366161",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents Lazy Selection, a scribble-based
                 tool for quick selection of one or more desired shape
                 elements by roughly stroking through the elements. Our
                 algorithm automatically refines the selection and
                 reveals the user's intention. To give the user maximum
                 flexibility but least ambiguity, our technique first
                 extracts selection candidates from the scribble-covered
                 elements by examining the underlying patterns and then
                 ranks them based on their location and shape with
                 respect to the user-sketched scribble. Such a design
                 makes our tool tolerant to imprecise input systems and
                 applicable to touch systems without suffering from the
                 fat finger problem. A preliminary evaluation shows that
                 compared to the standard click and lasso selection
                 tools, which are the most commonly used, our technique
                 provides significant improvements in efficiency and
                 flexibility for many selection scenarios.",
  acknowledgement = ack-nhfb,
  articleno =    "142",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jain:2012:MMA,
  author =       "Arjun Jain and Thorsten Thorm{\"a}hlen and Tobias
                 Ritschel and Hans-Peter Seidel",
  title =        "Material memex: automatic material suggestions for
                 {$3$D} objects",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "143:1--143:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366162",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The material found on 3D objects and their parts in
                 our everyday surroundings is highly correlated with the
                 geometric shape of the parts and their relation to
                 other parts of the same object. This work proposes to
                 model this context-dependent correlation by learning it
                 from a database containing several hundreds of objects
                 and their materials. Given a part-based 3D object
                 without materials, the learned model can be used to
                 fully automatically assign plausible material
                 parameters, including diffuse color, specularity,
                 gloss, and transparency. Further, we propose a user
                 interface that provides material suggestions. This
                 user-interface can be used, for example, to refine the
                 automatic suggestion. Once a refinement has been made,
                 the model incorporates this information, and the
                 automatic assignment is incrementally improved. Results
                 are given for objects with different numbers of parts
                 and with different topological complexity. A user study
                 validates that our method significantly simplifies and
                 accelerates the material assignment task compared to
                 other approaches.",
  acknowledgement = ack-nhfb,
  articleno =    "143",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Iwasaki:2012:IBS,
  author =       "Kei Iwasaki and Yoshinori Dobashi and Tomoyuki
                 Nishita",
  title =        "Interactive bi-scale editing of highly glossy
                 materials",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "144:1--144:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366163",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new technique for bi-scale material
                 editing using Spherical Gaussians (SGs). To represent
                 large-scale appearances, an effective BRDF that is the
                 average reflectance of small-scale details is used. The
                 effective BRDF is calculated from the integral of the
                 product of the Bidirectional Visible Normal
                 Distribution (BVNDF) and BRDFs of small-scale geometry.
                 Our method represents the BVNDF with a sum of SGs,
                 which can be calculated on-the-fly, enabling
                 interactive editing of small-scale geometry. By
                 representing small-scale BRDFs with a sum of SGs,
                 effective BRDFs can be calculated analytically by
                 convolving the SGs for BVNDF and BRDF. We propose a new
                 SG representation based on convolution of two SGs,
                 which allows real-time rendering of effective BRDFs
                 under all-frequency environment lighting and real-time
                 editing of small-scale BRDFs. In contrast to the
                 previous method, our method does not require extensive
                 precomputation time and large volume of precomputed
                 data per single BRDF, which makes it possible to
                 implement our method on a GPU, resulting in real-time
                 rendering.",
  acknowledgement = ack-nhfb,
  articleno =    "144",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dobashi:2012:IPA,
  author =       "Yoshinori Dobashi and Wataru Iwasaki and Ayumi Ono and
                 Tsuyoshi Yamamoto and Yonghao Yue and Tomoyuki
                 Nishita",
  title =        "An inverse problem approach for automatically
                 adjusting the parameters for rendering clouds using
                 photographs",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "145:1--145:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366164",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Clouds play an important role in creating realistic
                 images of outdoor scenes. Many methods have therefore
                 been proposed for displaying realistic clouds. However,
                 the realism of the resulting images depends on many
                 parameters used to render them and it is often
                 difficult to adjust those parameters manually. This
                 paper proposes a method for addressing this problem by
                 solving an inverse rendering problem: given a
                 non-uniform synthetic cloud density distribution, the
                 parameters for rendering the synthetic clouds are
                 estimated using photographs of real clouds. The
                 objective function is defined as the difference between
                 the color histograms of the photograph and the
                 synthetic image. Our method searches for the optimal
                 parameters using genetic algorithms. During the search
                 process, we take into account the multiple scattering
                 of light inside the clouds. The search process is
                 accelerated by precomputing a set of intermediate
                 images. After ten to twenty minutes of precomputation,
                 our method estimates the optimal parameters within a
                 minute.",
  acknowledgement = ack-nhfb,
  articleno =    "145",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Herrera:2012:LHI,
  author =       "Tomas Lay Herrera and Arno Zinke and Andreas Weber",
  title =        "Lighting hair from the inside: a thermal approach to
                 hair reconstruction",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "146:1--146:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366165",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Generating plausible hairstyles is a very challenging
                 problem. Despite recent efforts no definite solution
                 was presented so far. Many of the current limitations
                 are related to the optical complexity of hair. In this
                 paper we present a technique for hair reconstruction
                 based on thermal imaging. By using this technique
                 several issues of conventional image-based techniques,
                 such as shadowing and anisotropy in reflectance, can be
                 avoided. Moreover, hair-skin segmentation becomes a
                 trivial problem, and no special care about lighting has
                 to be taken, as the hair is ``lit from inside'' with
                 the head as light source. The capture process is fast
                 and requires a single hand-held device only. The
                 potential of the proposed method is demonstrated by
                 several challenging examples.",
  acknowledgement = ack-nhfb,
  articleno =    "146",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cadik:2012:NMR,
  author =       "Martin Cad{\'\i}k and Robert Herzog and Rafal Mantiuk
                 and Karol Myszkowski and Hans-Peter Seidel",
  title =        "New measurements reveal weaknesses of image quality
                 metrics in evaluating graphics artifacts",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "147:1--147:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366166",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Reliable detection of global illumination and
                 rendering artifacts in the form of localized distortion
                 maps is important for many graphics applications.
                 Although many quality metrics have been developed for
                 this task, they are often tuned for
                 compression/transmission artifacts and have not been
                 evaluated in the context of synthetic CG-images. In
                 this work, we run two experiments where observers use a
                 brush-painting interface to directly mark image regions
                 with noticeable/objectionable distortions in the
                 presence/absence of a high-quality reference image,
                 respectively. The collected data shows a relatively
                 high correlation between the with-reference and
                 no-reference observer markings. Also, our demanding
                 per-pixel image-quality datasets reveal weaknesses of
                 both simple (PSNR, MSE, sCIE-Lab) and advanced (SSIM,
                 MS-SSIM, HDR-VDP-2) quality metrics. The most
                 problematic are excessive sensitivity to brightness and
                 contrast changes, the calibration for near
                 visibility-threshold distortions, lack of
                 discrimination between plausible/implausible
                 illumination, and poor spatial localization of
                 distortions for multi-scale metrics. We believe that
                 our datasets have further potential in improving
                 existing quality metrics, but also in analyzing the
                 saliency of rendering distortions, and investigating
                 visual equivalence given our with- and no-reference
                 data.",
  acknowledgement = ack-nhfb,
  articleno =    "147",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Golas:2012:LSF,
  author =       "Abhinav Golas and Rahul Narain and Jason Sewall and
                 Pavel Krajcevski and Pradeep Dubey and Ming Lin",
  title =        "Large-scale fluid simulation using velocity-vorticity
                 domain decomposition",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "148:1--148:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366167",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Simulating fluids in large-scale scenes with
                 appreciable quality using state-of-the-art methods can
                 lead to high memory and compute requirements. Since
                 memory requirements are proportional to the product of
                 domain dimensions, simulation performance is limited by
                 memory access, as solvers for elliptic problems are not
                 compute-bound on modern systems. This is a significant
                 concern for large-scale scenes. To reduce the memory
                 footprint and memory/compute ratio, vortex singularity
                 bases can be used. Though they form a compact bases for
                 incompressible vector fields, robust and efficient
                 modeling of nonrigid obstacles and free-surfaces can be
                 challenging with these methods. We propose a hybrid
                 domain decomposition approach that couples Eulerian
                 velocity-based simulations with vortex singularity
                 simulations. Our formulation reduces memory footprint
                 by using smaller Eulerian domains with compact vortex
                 bases, thereby improving the memory/compute ratio, and
                 simulation performance by more than 1000x for single
                 phase flows as well as significant improvements for
                 free-surface scenes. Coupling these two heterogeneous
                 methods also affords flexibility in using the most
                 appropriate method for modeling different scene
                 features, as well as allowing robust interaction of
                 vortex methods with free-surfaces and nonrigid
                 obstacles.",
  acknowledgement = ack-nhfb,
  articleno =    "148",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{He:2012:SMS,
  author =       "Xiaowei He and Ning Liu and Guoping Wang and Fengjun
                 Zhang and Sheng Li and Songdong Shao and Hongan Wang",
  title =        "Staggered meshless solid-fluid coupling",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "149:1--149:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366168",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Simulating solid-fluid coupling with the classical
                 meshless methods is an difficult issue due to the lack
                 of the Kronecker delta property of the shape functions
                 when enforcing the essential boundary conditions. In
                 this work, we present a novel staggered meshless method
                 to overcome this problem. We create a set of staggered
                 particles from the original particles in each time step
                 by mapping the mass and momentum onto these staggered
                 particles, aiming to stagger the velocity field from
                 the pressure field. Based on this arrangement, an new
                 approximate projection method is proposed to enforce
                 divergence-free on the fluid velocity with compatible
                 boundary conditions. In the simulations, the method
                 handles the fluid and solid in a unified meshless
                 manner and generalizes the formulations for computing
                 the viscous and pressure forces. To enhance the
                 robustness of the algorithm, we further propose a new
                 framework to handle the degeneration case in the
                 solid-fluid coupling, which guarantees stability of the
                 simulation. The proposed method offers the benefit that
                 various slip boundary conditions can be easily
                 implemented. Besides, explicit collision handling for
                 the fluid and solid is avoided. The method is easy to
                 implement and can be extended from the standard SPH
                 algorithm in a straightforward manner. The paper also
                 illustrates both one-way and two-way couplings of the
                 fluids and rigid bodies using several test cases in two
                 and three dimensions.",
  acknowledgement = ack-nhfb,
  articleno =    "149",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hsu:2012:ACP,
  author =       "Shu-Wei Hsu and John Keyser",
  title =        "Automated constraint placement to maintain pile
                 shape",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "150:1--150:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366169",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a simulation control to support
                 art-directable stacking designs by automatically adding
                 constraints to stabilize the stacking structure. We
                 begin by adapting equilibrium analysis in a local
                 scheme to find ``stable'' objects of the stacking
                 structure. Next, for stabilizing the structure, we pick
                 suitable objects from those passing the equilibrium
                 analysis and then restrict their DOFs by managing the
                 insertion of constraints on them. The method is
                 suitable for controlling stacking behavior of large
                 scale. Results show that our control method can be used
                 in varied ways for creating plausible animation. In
                 addition, the method can be easily implemented as a
                 plug-in into existing simulation solvers without
                 changing the fundamental operations of the solvers.",
  acknowledgement = ack-nhfb,
  articleno =    "150",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ainsley:2012:SPA,
  author =       "Samantha Ainsley and Etienne Vouga and Eitan Grinspun
                 and Rasmus Tamstorf",
  title =        "Speculative parallel asynchronous contact mechanics",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "151:1--151:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366170",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We extend the Asynchronous Contact Mechanics algorithm
                 [Harmon et al. 2009] and improve its performance by two
                 orders of magnitude, using only optimizations that do
                 not compromise ACM's three guarantees of safety,
                 progress, and correctness. The key to this speedup is
                 replacing ACM's timid, forward-looking mechanism for
                 detecting collisions---locating and rescheduling
                 separating plane kinetic data structures---with an
                 optimistic speculative method inspired by Mirtich's
                 rigid body Time Warp algorithm [2000]. Time warp allows
                 us to perform collision detection over a window of time
                 containing many of ACM's asynchronous trajectory
                 changes; in this way we cull away large intervals as
                 being collision free. Moreover, by replacing force
                 processing intermingled with KDS rescheduling by
                 windows of pure processing followed by collision
                 detection, we transform an algorithm that is very
                 difficult to parallelize into one that is
                 embarrassingly parallel.",
  acknowledgement = ack-nhfb,
  articleno =    "151",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Narain:2012:AAR,
  author =       "Rahul Narain and Armin Samii and James F. O'Brien",
  title =        "Adaptive anisotropic remeshing for cloth simulation",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "152:1--152:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366171",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a technique for cloth simulation that
                 dynamically refines and coarsens triangle meshes so
                 that they automatically conform to the geometric and
                 dynamic detail of the simulated cloth. Our technique
                 produces anisotropic meshes that adapt to surface
                 curvature and velocity gradients, allowing efficient
                 modeling of wrinkles and waves. By anticipating
                 buckling and wrinkle formation, our technique preserves
                 fine-scale dynamic behavior. Our algorithm for adaptive
                 anisotropic remeshing is simple to implement, takes up
                 only a small fraction of the total simulation time, and
                 provides substantial computational speedup without
                 compromising the fidelity of the simulation. We also
                 introduce a novel technique for strain limiting by
                 posing it as a nonlinear optimization problem. This
                 formulation works for arbitrary non-uniform and
                 anisotropic meshes, and converges more rapidly than
                 existing solvers based on Jacobi or Gauss--Seidel
                 iterations.",
  acknowledgement = ack-nhfb,
  articleno =    "152",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Min:2012:MGC,
  author =       "Jianyuan Min and Jinxiang Chai",
  title =        "Motion graphs++: a compact generative model for
                 semantic motion analysis and synthesis",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "153:1--153:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366172",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces a new generative statistical
                 model that allows for human motion analysis and
                 synthesis at both semantic and kinematic levels. Our
                 key idea is to decouple complex variations of human
                 movements into finite structural variations and
                 continuous style variations and encode them with a
                 concatenation of morphable functional models. This
                 allows us to model not only a rich repertoire of
                 behaviors but also an infinite number of style
                 variations within the same action. Our models are
                 appealing for motion analysis and synthesis because
                 they are highly structured, contact aware, and semantic
                 embedding. We have constructed a compact generative
                 motion model from a huge and heterogeneous motion
                 database (about two hours mocap data and more than 15
                 different actions). We have demonstrated the power and
                 effectiveness of our models by exploring a wide variety
                 of applications, ranging from automatic motion
                 segmentation, recognition, and annotation, and
                 online/offline motion synthesis at both kinematics and
                 behavior levels to semantic motion editing. We show the
                 superiority of our model by comparing it with
                 alternative methods.",
  acknowledgement = ack-nhfb,
  articleno =    "153",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2012:TRC,
  author =       "Libin Liu and KangKang Yin and Michiel van de Panne
                 and Baining Guo",
  title =        "Terrain runner: control, parameterization,
                 composition, and planning for highly dynamic motions",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "154:1--154:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366173",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper we learn the skills required by
                 real-time physics-based avatars to perform
                 parkour-style fast terrain crossing using a mix of
                 running, jumping, speed-vaulting, and drop-rolling. We
                 begin with a single motion capture example of each
                 skill and then learn reduced-order linear feedback
                 control laws that provide robust execution of the
                 motions during forward dynamic simulation. We then
                 parameterize each skill with respect to the
                 environment, such as the height of obstacles, or with
                 respect to the task parameters, such as running speed
                 and direction. We employ a continuation process to
                 achieve the required parameterization of the motions
                 and their affine feedback laws. The continuation method
                 uses a predictor-corrector method based on radial basis
                 functions. Lastly, we build control laws specific to
                 the sequential composition of different skills, so that
                 the simulated character can robustly transition to
                 obstacle clearing maneuvers from running whenever
                 obstacles are encountered. The learned transition
                 skills work in tandem with a simple online step-based
                 planning algorithm, and together they robustly guide
                 the character to achieve a state that is well-suited
                 for the chosen obstacle-clearing motion.",
  acknowledgement = ack-nhfb,
  articleno =    "154",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ha:2012:FLM,
  author =       "Sehoon Ha and Yuting Ye and C. Karen Liu",
  title =        "Falling and landing motion control for character
                 animation",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "155:1--155:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366174",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a new method to generate agile and
                 natural human landing motions in real-time via physical
                 simulation without using any mocap or pre-scripted
                 sequences. We develop a general controller that allows
                 the character to fall from a wide range of heights and
                 initial speeds, continuously roll on the ground, and
                 get back on its feet, without inducing large stress on
                 joints at any moment. The character's motion is
                 generated through a forward simulator and a control
                 algorithm that consists of an airborne phase and a
                 landing phase. During the airborne phase, the character
                 optimizes its moment of inertia to meet the ideal
                 relation between the landing velocity and the angle of
                 attack, under the laws of conservation of momentum. The
                 landing phase can be divided into three stages: impact,
                 rolling, and getting-up. To reduce joint stress at
                 landing, the character leverages contact forces to
                 control linear momentum and angular momentum, resulting
                 in a rolling motion which distributes impact over
                 multiple body parts. We demonstrate that our control
                 algorithm can be applied to a variety of initial
                 conditions with different falling heights,
                 orientations, and linear and angular velocities.
                 Simulated results show that our algorithm can
                 effectively create realistic action sequences
                 comparable to real world footage of experienced
                 freerunners.",
  acknowledgement = ack-nhfb,
  articleno =    "155",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bai:2012:SCO,
  author =       "Yunfei Bai and Kristin Siu and C. Karen Liu",
  title =        "Synthesis of concurrent object manipulation tasks",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "156:1--156:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366175",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a physics-based method to synthesize
                 concurrent object manipulation using a variety of
                 manipulation strategies provided by different body
                 parts, such as grasping objects with the hands,
                 carrying objects on the shoulders, or pushing objects
                 with the elbows or the torso. We design dynamic
                 controllers to physically simulate upper-body
                 manipulation and integrate it with procedurally
                 generated locomotion and hand grasping motion. The
                 output of the algorithm is a continuous animation of
                 the character manipulating multiple objects and
                 environment features concurrently at various locations
                 in a constrained environment. To capture how humans
                 deftly exploit different properties of body parts and
                 objects for multitasking, we need to solve challenging
                 planning and execution problems. We introduce a graph
                 structure, a manipulation graph, to describe how each
                 object can be manipulated using different strategies.
                 The problem of manipulation planning can then be
                 transformed to a standard graph traversal. To achieve
                 the manipulation plan, our control algorithm optimally
                 schedules and executes multiple tasks based on the
                 dynamic space of the tasks and the state of the
                 character. We introduce a ``task consistency'' metric
                 to measure the physical feasibility of multitasking.
                 Furthermore, we exploit the redundancy of control space
                 to improve the character's ability to multitask. As a
                 result, the character will try its best to achieve the
                 current tasks while adjusting its motion continuously
                 to improve the multitasking consistency for future
                 tasks.",
  acknowledgement = ack-nhfb,
  articleno =    "156",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rivers:2012:SN,
  author =       "Alec Rivers and Andrew Adams and Fr{\'e}do Durand",
  title =        "Sculpting by numbers",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "157:1--157:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366176",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a method that allows an unskilled user to
                 create an accurate physical replica of a digital 3D
                 model. We use a projector/camera pair to scan a work in
                 progress, and project multiple forms of guidance onto
                 the object itself that indicate which areas need more
                 material, which need less, and where any ridges,
                 valleys or depth discontinuities are. The user adjusts
                 the model using the guidance and iterates, making the
                 shape of the physical object approach that of the
                 target 3D model over time. We show how this approach
                 can be used to create a duplicate of an existing
                 object, by scanning the object and using that scan as
                 the target shape. The user is free to make the
                 reproduction at a different scale and out of different
                 materials: we turn a toy car into cake. We extend the
                 technique to support replicating a sequence of models
                 to create stop-motion video. We demonstrate an
                 end-to-end system in which real-world performance
                 capture data is retargeted to claymation. Our approach
                 allows users to easily and accurately create complex
                 shapes, and naturally supports a large range of
                 materials and model sizes.",
  acknowledgement = ack-nhfb,
  articleno =    "157",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2012:S,
  author =       "Honghua Li and Ibraheem Alhashim and Hao Zhang and
                 Ariel Shamir and Daniel Cohen-Or",
  title =        "Stackabilization",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "158:1--158:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366177",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce the geometric problem of
                 stackabilization: how to geometrically modify a 3D
                 object so that it is more amenable to stacking. Given a
                 3D object and a stacking direction, we define a measure
                 of stackability, which is derived from the gap between
                 the lower and upper envelopes of the object in a
                 stacking configuration along the stacking direction.
                 The main challenge in stackabilization lies in the
                 desire to modify the object's geometry only subtly so
                 that the intended functionality and aesthetic
                 appearance of the original object are not significantly
                 affected. We present an automatic algorithm to deform a
                 3D object to meet a target stackability score using
                 energy minimization. The optimized energy accounts for
                 both the scales of the deformation parameters as well
                 as the preservation of pre-existing geometric and
                 structural properties in the object, e. g., symmetry,
                 as a means of maintaining its functionality. We also
                 present an intelligent editing tool that assists a
                 modeler when modifying a given 3D object to improve its
                 stackability. Finally, we explore a few fun variations
                 of the stackabilization problem.",
  acknowledgement = ack-nhfb,
  articleno =    "158",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Whiting:2012:SOM,
  author =       "Emily Whiting and Hijung Shin and Robert Wang and John
                 Ochsendorf and Fr{\'e}do Durand",
  title =        "Structural optimization of {$3$D} masonry buildings",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "159:1--159:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366178",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In the design of buildings, structural analysis is
                 traditionally performed after the aesthetic design has
                 been determined and has little influence on the overall
                 form. In contrast, this paper presents an approach to
                 guide the form towards a shape that is more
                 structurally sound. Our work is centered on the study
                 of how variations of the geometry might improve
                 structural stability. We define a new measure of
                 structural soundness for masonry buildings as well as
                 cables, and derive its closed-form derivative with
                 respect to the displacement of all the vertices
                 describing the geometry. We start with a gradient
                 descent tool which displaces each vertex along the
                 gradient. We then introduce displacement operators,
                 imposing constraints such as the preservation of
                 orientation or thickness; or setting additional
                 objectives such as volume minimization.",
  acknowledgement = ack-nhfb,
  articleno =    "159",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2012:DPT,
  author =       "Ge Chen and Pedro V. Sander and Diego Nehab and Lei
                 Yang and Liang Hu",
  title =        "Depth-presorted triangle lists",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "160:1--160:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366179",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel approach for real-time rendering of
                 static 3D models front-to-back or back-to-front
                 relative to any viewpoint outside its bounding volume.
                 The approach renders depth-sorted triangles using a
                 single draw-call. At run-time, we replace the
                 traditional sorting strategy of existing algorithms
                 with a faster triangle selection strategy. The
                 selection process operates on an extended sequence of
                 triangles annotated by test planes, created by our
                 off-line preprocessing stage. Based on these test
                 planes, a simple run-time procedure uses the given
                 viewpoint to select a subsequence of triangles for
                 rasterization. Selected subsequences are statically
                 presorted by depth and contain each input triangle
                 exactly once. Our method runs on legacy hardware and
                 renders depth-sorted static models significantly faster
                 than previous approaches. We conclude demonstrating the
                 real-time rendering of order-independent transparency
                 effects.",
  acknowledgement = ack-nhfb,
  articleno =    "160",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Steinberger:2012:SDS,
  author =       "Markus Steinberger and Bernhard Kainz and Bernhard
                 Kerbl and Stefan Hauswiesner and Michael Kenzel and
                 Dieter Schmalstieg",
  title =        "{Softshell}: dynamic scheduling on {GPUs}",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "161:1--161:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366180",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper we present Softshell, a novel execution
                 model for devices composed of multiple processing cores
                 operating in a single instruction, multiple data
                 fashion, such as graphics processing units (GPUs). The
                 Softshell model is intuitive and more flexible than the
                 kernel-based adaption of the stream processing model,
                 which is currently the dominant model for general
                 purpose GPU computation. Using the Softshell model,
                 algorithms with a relatively low local degree of
                 parallelism can execute efficiently on massively
                 parallel architectures. Softshell has the following
                 distinct advantages: (1) work can be dynamically issued
                 directly on the device, eliminating the need for
                 synchronization with an external source, i.e., the CPU;
                 (2) its three-tier dynamic scheduler supports arbitrary
                 scheduling strategies, including dynamic priorities and
                 real-time scheduling; and (3) the user can influence,
                 pause, and cancel work already submitted for parallel
                 execution. The Softshell processing model thus brings
                 capabilities to GPU architectures that were previously
                 only known from operating-system designs and reserved
                 for CPU programming. As a proof of our claims, we
                 present a publicly available implementation of the
                 Softshell processing model realized on top of CUDA. The
                 benchmarks of this implementation demonstrate that our
                 processing model is easy to use and also performs
                 substantially better than the state-of-the-art
                 kernel-based processing model for problems that have
                 been difficult to parallelize in the past.",
  acknowledgement = ack-nhfb,
  articleno =    "161",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Barringer:2012:HQC,
  author =       "Rasmus Barringer and Carl Johan Gribel and Tomas
                 Akenine-M{\"o}ller",
  title =        "High-quality curve rendering using line sampled
                 visibility",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "162:1--162:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366181",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Computing accurate visibility for thin primitives,
                 such as hair strands, fur, grass, at all scales remains
                 difficult or expensive. To that end, we present an
                 efficient visibility algorithm based on spatial line
                 sampling, and a novel intersection algorithm between
                 line sample planes and B{\'e}zier splines with varying
                 thickness. Our algorithm produces accurate visibility
                 both when the projected width of the curve is a tiny
                 fraction of a pixel, and when the projected width is
                 tens of pixels. In addition, we present a rapid resolve
                 procedure that computes final visibility. Using an
                 optimized implementation running on graphics
                 processors, we can render tens of thousands long hair
                 strands with noise-free visibility at near-interactive
                 rates.",
  acknowledgement = ack-nhfb,
  articleno =    "162",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mehta:2012:AAF,
  author =       "Soham Uday Mehta and Brandon Wang and Ravi
                 Ramamoorthi",
  title =        "Axis-aligned filtering for interactive sampled soft
                 shadows",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "163:1--163:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366182",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We develop a simple and efficient method for soft
                 shadows from planar area light sources, based on
                 explicit occlusion calculation by raytracing, followed
                 by adaptive image-space filtering. Since the method is
                 based on Monte Carlo sampling, it is accurate. Since
                 the filtering is in image-space, it adds minimal
                 overhead and can be performed at real-time frame rates.
                 We obtain interactive speeds, using the Optix GPU
                 raytracing framework. Our technical approach derives
                 from recent work on frequency analysis and sheared
                 pixel-light filtering for offline soft shadows. While
                 sample counts can be reduced dramatically, the sheared
                 filtering step is slow, adding minutes of overhead. We
                 develop the theoretical analysis to instead consider
                 axis-aligned filtering, deriving the sampling rates and
                 filter sizes. We also show how the filter size can be
                 reduced as the number of samples increases, ensuring a
                 consistent result that converges to ground truth as in
                 standard Monte Carlo rendering.",
  acknowledgement = ack-nhfb,
  articleno =    "163",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guenter:2012:FG,
  author =       "Brian Guenter and Mark Finch and Steven Drucker and
                 Desney Tan and John Snyder",
  title =        "Foveated {$3$D} graphics",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "164:1--164:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366183",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We exploit the falloff of acuity in the visual
                 periphery to accelerate graphics computation by a
                 factor of 5-6 on a desktop HD display (1920x1080). Our
                 method tracks the user's gaze point and renders three
                 image layers around it at progressively higher angular
                 size but lower sampling rate. The three layers are then
                 magnified to display resolution and smoothly
                 composited. We develop a general and efficient
                 antialiasing algorithm easily retrofitted into existing
                 graphics code to minimize ``twinkling'' artifacts in
                 the lower-resolution layers. A standard psychophysical
                 model for acuity falloff assumes that minimum
                 detectable angular size increases linearly as a
                 function of eccentricity. Given the slope
                 characterizing this falloff, we automatically compute
                 layer sizes and sampling rates. The result looks like a
                 full-resolution image but reduces the number of pixels
                 shaded by a factor of 10-15. We performed a user study
                 to validate these results. It identifies two levels of
                 foveation quality: a more conservative one in which
                 users reported foveated rendering quality as equivalent
                 to or better than non-foveated when directly shown
                 both, and a more aggressive one in which users were
                 unable to correctly label as increasing or decreasing a
                 short quality progression relative to a high-quality
                 foveated reference. Based on this user study, we obtain
                 a slope value for the model of 1.32-1.65 arc minutes
                 per degree of eccentricity. This allows us to predict
                 two future advantages of foveated rendering: (1) bigger
                 savings with larger, sharper displays than exist
                 currently (e.g. 100 times speedup at a field of view of
                 70${}^\circ $ and resolution matching foveal acuity),
                 and (2) a roughly linear (rather than quadratic or
                 worse) increase in rendering cost with increasing
                 display field of view, for planar displays at a
                 constant sharpness.",
  acknowledgement = ack-nhfb,
  articleno =    "164",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2012:ACA,
  author =       "Yunhai Wang and Shmulik Asafi and Oliver van Kaick and
                 Hao Zhang and Daniel Cohen-Or and Baoquan Chen",
  title =        "Active co-analysis of a set of shapes",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "165:1--165:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366184",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Unsupervised co-analysis of a set of shapes is a
                 difficult problem since the geometry of the shapes
                 alone cannot always fully describe the semantics of the
                 shape parts. In this paper, we propose a
                 semi-supervised learning method where the user actively
                 assists in the co-analysis by iteratively providing
                 inputs that progressively constrain the system. We
                 introduce a novel constrained clustering method based
                 on a spring system which embeds elements to better
                 respect their inter-distances in feature space together
                 with the user-given set of constraints. We also present
                 an active learning method that suggests to the user
                 where his input is likely to be the most effective in
                 refining the results. We show that each single pair of
                 constraints affects many relations across the set.
                 Thus, the method requires only a sparse set of
                 constraints to quickly converge toward a consistent and
                 error-free semantic labeling of the set.",
  acknowledgement = ack-nhfb,
  articleno =    "165",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yumer:2012:CAS,
  author =       "Mehmet Ersin Yumer and Levent Burak Kara",
  title =        "Co-abstraction of shape collections",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "166:1--166:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366185",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a co-abstraction method that takes as input
                 a collection of 3D objects, and produces a mutually
                 consistent and individually identity-preserving
                 abstraction of each object. In general, an abstraction
                 is a simpler version of a shape that preserves its main
                 characteristics. We hypothesize, however, that there is
                 no single abstraction of an object. Instead, there is a
                 variety of possible abstractions, and an admissible one
                 can only be chosen conjointly with other objects'
                 abstractions. To this end, we introduce a new approach
                 that hierarchically generates a spectrum of
                 abstractions for each model in a shape collection.
                 Given the spectra, we compute the appropriate
                 abstraction level for each model such that shape
                 simplification and inter-set consistency are
                 collectively maximized, while individual shape
                 identities are preserved.",
  acknowledgement = ack-nhfb,
  articleno =    "166",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2012:OAE,
  author =       "Qi-Xing Huang and Guo-Xin Zhang and Lin Gao and
                 Shi-Min Hu and Adrian Butscher and Leonidas Guibas",
  title =        "An optimization approach for extracting and encoding
                 consistent maps in a shape collection",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "167:1--167:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366186",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a novel approach for computing high
                 quality point-to-point maps among a collection of
                 related shapes. The proposed approach takes as input a
                 sparse set of imperfect initial maps between pairs of
                 shapes and builds a compact data structure which
                 implicitly encodes an improved set of maps between all
                 pairs of shapes. These maps align well with point
                 correspondences selected from initial maps; they map
                 neighboring points to neighboring points; and they
                 provide cycle-consistency, so that map compositions
                 along cycles approximate the identity map. The proposed
                 approach is motivated by the fact that a complete set
                 of maps between all pairs of shapes that admits nearly
                 perfect cycle-consistency are highly redundant and can
                 be represented by compositions of maps through a single
                 base shape. In general, multiple base shapes are needed
                 to adequately cover a diverse collection. Our algorithm
                 sequentially extracts such a small collection of base
                 shapes and creates correspondences from each of these
                 base shapes to all other shapes. These correspondences
                 are found by global optimization on candidate
                 correspondences obtained by diffusing initial maps.
                 These are then used to create a compact graphical data
                 structure from which globally optimal cycle-consistent
                 maps can be extracted using simple graph algorithms.
                 Experimental results on benchmark datasets show that
                 the proposed approach yields significantly better
                 results than state-of-the-art data-driven shape
                 matching methods.",
  acknowledgement = ack-nhfb,
  articleno =    "167",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vanegas:2012:IDU,
  author =       "Carlos A. Vanegas and Ignacio Garcia-Dorado and Daniel
                 G. Aliaga and Bedrich Benes and Paul Waddell",
  title =        "Inverse design of urban procedural models",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "168:1--168:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366187",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a framework that enables adding intuitive
                 high level control to an existing urban procedural
                 model. In particular, we provide a mechanism to
                 interactively edit urban models, a task which is
                 important to stakeholders in gaming, urban planning,
                 mapping, and navigation services. Procedural modeling
                 allows a quick creation of large complex 3D models, but
                 controlling the output is a well-known open problem.
                 Thus, while forward procedural modeling has thrived, in
                 this paper we add to the arsenal an inverse modeling
                 tool. Users, unaware of the rules of the underlying
                 urban procedural model, can alternatively specify
                 arbitrary target indicators to control the modeling
                 process. The system itself will discover how to alter
                 the parameters of the urban procedural model so as to
                 produce the desired 3D output. We label this process
                 inverse design.",
  acknowledgement = ack-nhfb,
  articleno =    "168",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pirk:2012:CAM,
  author =       "S{\"o}ren Pirk and Till Niese and Oliver Deussen and
                 Boris Neubert",
  title =        "Capturing and animating the morphogenesis of polygonal
                 tree models",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "169:1--169:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366188",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Given a static tree model we present a method to
                 compute developmental stages that approximate the
                 tree's natural growth. The tree model is analyzed and a
                 graph-based description its skeleton is determined.
                 Based on structural similarity, branches are added
                 where pruning has been applied or branches have died
                 off over time. Botanic growth models and allometric
                 rules enable us to produce convincing animations from a
                 young tree that converge to the given model.
                 Furthermore, the user can explore all intermediate
                 stages. By selectively applying the process to parts of
                 the tree even complex models can be edited easily. This
                 form of reverse engineering enables users to create
                 rich natural scenes from a small number of static tree
                 models.",
  acknowledgement = ack-nhfb,
  articleno =    "169",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Oztireli:2012:ASP,
  author =       "A. Cengiz {\"O}ztireli and Markus Gross",
  title =        "Analysis and synthesis of point distributions based on
                 pair correlation",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "170:1--170:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366189",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Analyzing and synthesizing point distributions are of
                 central importance for a wide range of problems in
                 computer graphics. Existing synthesis algorithms can
                 only generate white or blue-noise distributions with
                 characteristics dictated by the underlying processes
                 used, and analysis tools have not been focused on
                 exploring relations among distributions. We propose a
                 unified analysis and general synthesis algorithms for
                 point distributions. We employ the pair correlation
                 function as the basis of our methods and design
                 synthesis algorithms that can generate distributions
                 with given target characteristics, possibly extracted
                 from an example point set, and introduce a unified
                 characterization of distributions by mapping them to a
                 space implied by pair correlations. The algorithms
                 accept example and output point sets of different sizes
                 and dimensions, are applicable to multi-class
                 distributions and non-Euclidean domains, simple to
                 implement and run in $ O(n) $ time. We illustrate
                 applications of our method to real world
                 distributions.",
  acknowledgement = ack-nhfb,
  articleno =    "170",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{deGoes:2012:BNT,
  author =       "Fernando de Goes and Katherine Breeden and Victor
                 Ostromoukhov and Mathieu Desbrun",
  title =        "Blue noise through optimal transport",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "171:1--171:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366190",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a fast, scalable algorithm to generate
                 high-quality blue noise point distributions of
                 arbitrary density functions. At its core is a novel
                 formulation of the recently-introduced concept of
                 capacity-constrained Voronoi tessellation as an optimal
                 transport problem. This insight leads to a continuous
                 formulation able to enforce the capacity constraints
                 exactly, unlike previous work. We exploit the
                 variational nature of this formulation to design an
                 efficient optimization technique of point distributions
                 via constrained minimization in the space of power
                 diagrams. Our mathematical, algorithmic, and practical
                 contributions lead to high-quality blue noise point
                 sets with improved spectral and spatial properties.",
  acknowledgement = ack-nhfb,
  articleno =    "171",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kilgard:2012:GAP,
  author =       "Mark J. Kilgard and Jeff Bolz",
  title =        "{GPU}-accelerated path rendering",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "172:1--172:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366191",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "For thirty years, resolution-independent 2D standards
                 (e.g. PostScript, SVG) have depended on CPU-based
                 algorithms for the filling and stroking of paths.
                 Advances in graphics hardware have largely ignored
                 accelerating resolution-independent 2D graphics
                 rendered from paths. We introduce a two-step ``Stencil,
                 then Cover'' (StC) programming interface. Our GPU-based
                 approach builds upon existing techniques for curve
                 rendering using the stencil buffer, but we explicitly
                 decouple in our programming interface the stencil step
                 to determine a path's filled or stroked coverage from
                 the subsequent cover step to rasterize conservative
                 geometry intended to test and reset the coverage
                 determinations of the first step while shading color
                 samples within the path. Our goals are completeness,
                 correctness, quality, and performance---yet we go
                 further to unify path rendering with OpenGL's
                 established 3D and shading pipeline. We have built and
                 productized our approach to accelerate path rendering
                 as an OpenGL extension.",
  acknowledgement = ack-nhfb,
  articleno =    "172",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Boye:2012:VSF,
  author =       "Simon Boy{\'e} and Pascal Barla and Ga{\"e}l
                 Guennebaud",
  title =        "A vectorial solver for free-form vector gradients",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "173:1--173:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366192",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The creation of free-form vector drawings has been
                 greatly improved in recent years with techniques based
                 on (bi)-harmonic interpolation. Such methods offer the
                 best trade-off between sparsity (keeping the number of
                 control points small) and expressivity (achieving
                 complex shapes and gradients). In this paper, we
                 introduce a vectorial solver for the computation of
                 free-form vector gradients. Based on Finite Element
                 Methods (FEM), its key feature is to output a low-level
                 vector representation suitable for very fast GPU
                 accelerated rasterization and close-form evaluation.
                 This intermediate representation is hidden from the
                 user: it is dynamically updated using FEM during
                 drawing when control points are edited. Since it is
                 output-insensitive, our approach enables novel
                 possibilities for (bi)-harmonic vector drawings such as
                 instancing, layering, deformation, texture and
                 environment mapping. Finally, in this paper we also
                 generalize and extend the set of drawing possibilities.
                 In particular, we show how to locally control vector
                 gradients.",
  acknowledgement = ack-nhfb,
  articleno =    "173",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kuster:2012:GCH,
  author =       "Claudia Kuster and Tiberiu Popa and Jean-Charles Bazin
                 and Craig Gotsman and Markus Gross",
  title =        "Gaze correction for home video conferencing",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "174:1--174:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366193",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Effective communication using current video
                 conferencing systems is severely hindered by the lack
                 of eye contact caused by the disparity between the
                 locations of the subject and the camera. While this
                 problem has been partially solved for high-end
                 expensive video conferencing systems, it has not been
                 convincingly solved for consumer-level setups. We
                 present a gaze correction approach based on a single
                 Kinect sensor that preserves both the integrity and
                 expressiveness of the face as well as the fidelity of
                 the scene as a whole, producing nearly artifact-free
                 imagery. Our method is suitable for mainstream home
                 video conferencing: it uses inexpensive consumer
                 hardware, achieves real-time performance and requires
                 just a simple and short setup. Our approach is based on
                 the observation that for our application it is
                 sufficient to synthesize only the corrected face. Thus
                 we render a gaze-corrected 3D model of the scene and,
                 with the aid of a face tracker, transfer the
                 gaze-corrected facial portion in a seamless manner onto
                 the original image.",
  acknowledgement = ack-nhfb,
  articleno =    "174",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhong:2012:DAV,
  author =       "Fan Zhong and Xueying Qin and Qunsheng Peng and
                 Xiangxu Meng",
  title =        "Discontinuity-aware video object cutout",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "175:1--175:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366194",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Existing video object cutout systems can only deal
                 with limited cases. They usually require detailed user
                 interactions to segment real-life videos, which often
                 suffer from both inseparable statistics (similar
                 appearance between foreground and background) and
                 temporal discontinuities (e.g. large movements,
                 newly-exposed regions following disocclusion or
                 topology change). In this paper, we present an
                 efficient video cutout system to meet this challenge. A
                 novel directional classifier is proposed to handle
                 temporal discontinuities robustly, and then multiple
                 classifiers are incorporated to cover a variety of
                 cases. The outputs of these classifiers are integrated
                 via another classifier, which is learnt from real
                 examples. The foreground matte is solved by a coherent
                 matting procedure, and remaining errors can be removed
                 easily by additive spatio-temporal local editing.
                 Experiments demonstrate that our system performs more
                 robustly and more intelligently than existing systems
                 in dealing with various input types, thus saving a lot
                 of user labor and time.",
  acknowledgement = ack-nhfb,
  articleno =    "175",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yucer:2012:TIM,
  author =       "Kaan Y{\"u}cer and Alec Jacobson and Alexander Hornung
                 and Olga Sorkine",
  title =        "Transfusive image manipulation",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "176:1--176:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366195",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for consistent automatic transfer
                 of edits applied to one image to many other images of
                 the same object or scene. By introducing novel,
                 content-adaptive weight functions we enhance the
                 non-rigid alignment framework of Lucas--Kanade to
                 robustly handle changes of view point, illumination and
                 non-rigid deformations of the subjects. Our weight
                 functions are content-aware and possess high-order
                 smoothness, enabling to define high-quality image
                 warping with a low number of parameters using
                 spatially-varying weighted combinations of affine
                 deformations. Optimizing the warp parameters leads to
                 subpixel-accurate alignment while maintaining
                 computation efficiency. Our method allows users to
                 perform precise, localized edits such as simultaneous
                 painting on multiple images in real-time, relieving
                 them from tedious and repetitive manual reapplication
                 to each individual image.",
  acknowledgement = ack-nhfb,
  articleno =    "176",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2012:AHM,
  author =       "Yufei Li and Yang Liu and Weiwei Xu and Wenping Wang
                 and Baining Guo",
  title =        "All-hex meshing using singularity-restricted field",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "177:1--177:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366196",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Decomposing a volume into high-quality hexahedral
                 cells is a challenging task in geometric modeling and
                 computational geometry. Inspired by the use of cross
                 field in quad meshing and the CubeCover approach in hex
                 meshing, we present a complete all-hex meshing
                 framework based on singularity-restricted field that is
                 essential to induce a valid all-hex structure. Given a
                 volume represented by a tetrahedral mesh, we first
                 compute a boundary-aligned 3D frame field inside it,
                 then convert the frame field to be
                 singularity-restricted by our effective topological
                 operations. In our all-hex meshing framework, we apply
                 the CubeCover method to achieve the volume
                 parametrization. For reducing degenerate elements
                 appearing in the volume parametrization, we also
                 propose novel tetrahedral split operations to
                 preprocess singularity-restricted frame fields.
                 Experimental results show that our algorithm generates
                 high-quality all-hex meshes from a variety of 3D
                 volumes robustly and efficiently.",
  acknowledgement = ack-nhfb,
  articleno =    "177",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bessmeltsev:2012:DDQ,
  author =       "Mikhail Bessmeltsev and Caoyu Wang and Alla Sheffer
                 and Karan Singh",
  title =        "Design-driven quadrangulation of closed {$3$D}
                 curves",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "178:1--178:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366197",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel, design-driven, approach to
                 quadrangulation of closed 3D curves created by
                 sketch-based or other curve modeling systems. Unlike
                 the multitude of approaches for quad-remeshing of
                 existing surfaces, we rely solely on the input curves
                 to both conceive and construct the quad-mesh of an
                 artist imagined surface bounded by them. We observe
                 that viewers complete the intended shape by envisioning
                 a dense network of smooth, gradually changing,
                 flow-lines that interpolates the input curves.
                 Components of the network bridge pairs of input curve
                 segments with similar orientation and shape. Our
                 algorithm mimics this behavior. It first segments the
                 input closed curves into pairs of matching segments,
                 defining dominant flow line sequences across the
                 surface. It then interpolates the input curves by a
                 network of quadrilateral cycles whose iso-lines define
                 the desired flow line network. We proceed to
                 interpolate these networks with all-quad meshes that
                 convey designer intent. We evaluate our results by
                 showing convincing quadrangulations of complex and
                 diverse curve networks with concave, non-planar cycles,
                 and validate our approach by comparing our results to
                 artist generated interpolating meshes.",
  acknowledgement = ack-nhfb,
  articleno =    "178",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2012:FGR,
  author =       "Hui Huang and Minglun Gong and Daniel Cohen-Or and
                 Yaobin Ouyang and Fuwen Tan and Hao Zhang",
  title =        "Field-guided registration for feature-conforming shape
                 composition",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "179:1--179:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366198",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an automatic shape composition method to
                 fuse two shape parts which may not overlap and possibly
                 contain sharp features, a scenario often encountered
                 when modeling man-made objects. At the core of our
                 method is a novel field-guided approach to
                 automatically align two input parts in a
                 feature-conforming manner. The key to our field-guided
                 shape registration is a natural continuation of one
                 part into the ambient field as a means to introduce an
                 overlap with the distant part, which then allows a
                 surface-to-field registration. The ambient vector field
                 we compute is feature-conforming; it characterizes a
                 piecewise smooth field which respects and naturally
                 extrapolates the surface features. Once the two parts
                 are aligned, gap filling is carried out by spline
                 interpolation between matching feature curves followed
                 by piecewise smooth least-squares surface
                 reconstruction. We apply our algorithm to obtain
                 feature-conforming shape composition on a variety of
                 models and demonstrate generality of the method with
                 results on parts with or without overlap and with or
                 without salient features.",
  acknowledgement = ack-nhfb,
  articleno =    "179",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shen:2012:SRP,
  author =       "Chao-Hui Shen and Hongbo Fu and Kang Chen and Shi-Min
                 Hu",
  title =        "Structure recovery by part assembly",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "180:1--180:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366199",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a technique that allows quick
                 conversion of acquired low-quality data from
                 consumer-level scanning devices to high-quality 3D
                 models with labeled semantic parts and meanwhile their
                 assembly reasonably close to the underlying geometry.
                 This is achieved by a novel structure recovery approach
                 that is essentially local to global and bottom up,
                 enabling the creation of new structures by assembling
                 existing labeled parts with respect to the acquired
                 data. We demonstrate that using only a small-scale
                 shape repository, our part assembly approach is able to
                 faithfully recover a variety of high-level structures
                 from only a single-view scan of man-made objects
                 acquired by the Kinect system, containing a highly
                 noisy, incomplete 3D point cloud and a corresponding
                 RGB image.",
  acknowledgement = ack-nhfb,
  articleno =    "180",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2012:MSP,
  author =       "Kai Xu and Hao Zhang and Wei Jiang and Ramsay Dyer and
                 Zhiquan Cheng and Ligang Liu and Baoquan Chen",
  title =        "Multi-scale partial intrinsic symmetry detection",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "181:1--181:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366200",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an algorithm for multi-scale partial
                 intrinsic symmetry detection over 2D and 3D shapes,
                 where the scale of a symmetric region is defined by
                 intrinsic distances between symmetric points over the
                 region. To identify prominent symmetric regions which
                 overlap and vary in form and scale, we decouple scale
                 extraction and symmetry extraction by performing two
                 levels of clustering. First, significant symmetry
                 scales are identified by clustering sample point pairs
                 from an input shape. Since different point pairs can
                 share a common point, shape regions covered by points
                 in different scale clusters can overlap. We introduce
                 the symmetry scale matrix (SSM), where each entry
                 estimates the likelihood two point pairs belong to
                 symmetries at the same scale. The pair-to-pair symmetry
                 affinity is computed based on a pair signature which
                 encodes scales. We perform spectral clustering using
                 the SSM to obtain the scale clusters. Then for all
                 points belonging to the same scale cluster, we perform
                 the second-level spectral clustering, based on a novel
                 point-to-point symmetry affinity measure, to extract
                 partial symmetries at that scale. We demonstrate our
                 algorithm on complex shapes possessing rich symmetries
                 at multiple scales.",
  acknowledgement = ack-nhfb,
  articleno =    "181",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Luo:2012:PAW,
  author =       "Sheng-Jie Luo and I-Chao Shen and Bing-Yu Chen and
                 Wen-Huang Cheng and Yung-Yu Chuang",
  title =        "Perspective-aware warping for seamless stereoscopic
                 image cloning",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "182:1--182:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366201",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a novel technique for seamless
                 stereoscopic image cloning, which performs both shape
                 adjustment and color blending such that the
                 stereoscopic composite is seamless in both the
                 perceived depth and color appearance. The core of the
                 proposed method is an iterative disparity adaptation
                 process which alternates between two steps: disparity
                 estimation, which re-estimates the disparities in the
                 gradient domain so that the disparities are continuous
                 across the boundary of the cloned region; and
                 perspective-aware warping, which locally re-adjusts the
                 shape and size of the cloned region according to the
                 estimated disparities. This process guarantees not only
                 depth continuity across the boundary but also models
                 local perspective projection in accordance with the
                 disparities, leading to more natural stereoscopic
                 composites. The proposed method allows for easy cloning
                 of objects with intricate silhouettes and vague
                 boundaries because it does not require precise
                 segmentation of the objects. Several challenging cases
                 are demonstrated to show that our method generates more
                 compelling results compared to methods with only global
                 shape adjustment.",
  acknowledgement = ack-nhfb,
  articleno =    "182",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Niu:2012:EWS,
  author =       "Yuzhen Niu and Wu-Chi Feng and Feng Liu",
  title =        "Enabling warping on stereoscopic images",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "183:1--183:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366202",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Warping is one of the basic image processing
                 techniques. Directly applying existing monocular image
                 warping techniques to stereoscopic images is
                 problematic as it often introduces vertical disparities
                 and damages the original disparity distribution. In
                 this paper, we show that these problems can be solved
                 by appropriately warping both the disparity map and the
                 two images of a stereoscopic image. We accordingly
                 develop a technique for extending existing image
                 warping algorithms to stereoscopic images. This
                 technique divides stereoscopic image warping into three
                 steps. Our method first applies the user-specified
                 warping to one of the two images. Our method then
                 computes the target disparity map according to the user
                 specified warping. The target disparity map is
                 optimized to preserve the perceived 3D shape of image
                 content after image warping. Our method finally warps
                 the other image using a spatially-varying warping
                 method guided by the target disparity map. Our
                 experiments show that our technique enables existing
                 warping methods to be effectively applied to
                 stereoscopic images, ranging from parametric global
                 warping to non-parametric spatially-varying warping.",
  acknowledgement = ack-nhfb,
  articleno =    "183",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Didyk:2012:LCA,
  author =       "Piotr Didyk and Tobias Ritschel and Elmar Eisemann and
                 Karol Myszkowski and Hans-Peter Seidel and Wojciech
                 Matusik",
  title =        "A luminance-contrast-aware disparity model and
                 applications",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "184:1--184:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366203",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Binocular disparity is one of the most important depth
                 cues used by the human visual system. Recently
                 developed stereo-perception models allow us to
                 successfully manipulate disparity in order to improve
                 viewing comfort, depth discrimination as well as stereo
                 content compression and display. Nonetheless, all
                 existing models neglect the substantial influence of
                 luminance on stereo perception. Our work is the first
                 to account for the interplay of luminance contrast
                 (magnitude/frequency) and disparity and our model
                 predicts the human response to complex stereo-luminance
                 images. Besides improving existing disparity-model
                 applications (e.g., difference metrics or compression),
                 our approach offers new possibilities, such as joint
                 luminance contrast and disparity manipulation or the
                 optimization of auto-stereoscopic content. We validate
                 our results in a user study, which also reveals the
                 advantage of considering luminance contrast and its
                 significant impact on disparity manipulation
                 techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "184",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2012:COA,
  author =       "Fu-Chung Huang and Douglas Lanman and Brian A. Barsky
                 and Ramesh Raskar",
  title =        "Correcting for optical aberrations using multilayer
                 displays",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "185:1--185:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366204",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Optical aberrations of the human eye are currently
                 corrected using eyeglasses, contact lenses, or surgery.
                 We describe a fourth option: modifying the composition
                 of displayed content such that the perceived image
                 appears in focus, after passing through an eye with
                 known optical defects. Prior approaches synthesize
                 pre-filtered images by deconvolving the content by the
                 point spread function of the aberrated eye. Such
                 methods have not led to practical applications, due to
                 severely reduced contrast and ringing artifacts. We
                 address these limitations by introducing multilayer
                 pre-filtering, implemented using stacks of
                 semi-transparent, light-emitting layers. By optimizing
                 the layer positions and the partition of spatial
                 frequencies between layers, contrast is improved and
                 ringing artifacts are eliminated. We assess design
                 constraints for multilayer displays; autostereoscopic
                 light field displays are identified as a preferred,
                 thin form factor architecture, allowing synthetic
                 layers to be displaced in response to viewer movement
                 and refractive errors. We assess the benefits of
                 multilayer pre-filtering versus prior light field
                 pre-distortion methods, showing pre-filtering works
                 within the constraints of current display resolutions.
                 We conclude by analyzing benefits and limitations using
                 a prototype multilayer LCD.",
  acknowledgement = ack-nhfb,
  articleno =    "185",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Papas:2012:MLR,
  author =       "Marios Papas and Thomas Houit and Derek Nowrouzezahrai
                 and Markus Gross and Wojciech Jarosz",
  title =        "The magic lens: refractive steganography",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "186:1--186:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366205",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an automatic approach to design and
                 manufacture passive display devices based on optical
                 hidden image decoding. Motivated by classical
                 steganography techniques we construct Magic Lenses,
                 composed of refractive lenslet arrays, to reveal hidden
                 images when placed over potentially unstructured
                 printed or displayed source images. We determine the
                 refractive geometry of these surfaces by formulating
                 and efficiently solving an inverse light transport
                 problem, taking into account additional constraints
                 imposed by the physical manufacturing processes. We
                 fabricate several variants on the basic magic lens idea
                 including using a single source image to encode several
                 hidden images which are only revealed when the lens is
                 placed at prescribed orientations on the source image
                 or viewed from different angles. We also present an
                 important special case, the universal lens, that forms
                 an injection mapping from the lens surface to the
                 source image grid, allowing it to be used with
                 arbitrary source images. We use this type of lens to
                 generate hidden animation sequences. We validate our
                 simulation results with many real-world manufactured
                 magic lenses, and experiment with two separate
                 manufacturing processes.",
  acknowledgement = ack-nhfb,
  articleno =    "186",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Valgaerts:2012:LBF,
  author =       "Levi Valgaerts and Chenglei Wu and Andr{\'e}s Bruhn
                 and Hans-Peter Seidel and Christian Theobalt",
  title =        "Lightweight binocular facial performance capture under
                 uncontrolled lighting",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "187:1--187:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366206",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recent progress in passive facial performance capture
                 has shown impressively detailed results on highly
                 articulated motion. However, most methods rely on
                 complex multi-camera set-ups, controlled lighting or
                 fiducial markers. This prevents them from being used in
                 general environments, outdoor scenes, during live
                 action on a film set, or by freelance animators and
                 everyday users who want to capture their digital
                 selves. In this paper, we therefore propose a
                 lightweight passive facial performance capture approach
                 that is able to reconstruct high-quality dynamic facial
                 geometry from only a single pair of stereo cameras. Our
                 method succeeds under uncontrolled and time-varying
                 lighting, and also in outdoor scenes. Our approach
                 builds upon and extends recent image-based scene flow
                 computation, lighting estimation and shading-based
                 refinement algorithms. It integrates them into a
                 pipeline that is specifically tailored towards facial
                 performance reconstruction from challenging binocular
                 footage under uncontrolled lighting. In an experimental
                 evaluation, the strong capabilities of our method
                 become explicit: We achieve detailed and
                 spatio-temporally coherent results for expressive
                 facial motion in both indoor and outdoor scenes ---
                 even from low quality input images recorded with a
                 hand-held consumer stereo camera. We believe that our
                 approach is the first to capture facial performances of
                 such high quality from a single stereo rig and we
                 demonstrate that it brings facial performance capture
                 out of the studio, into the wild, and within the reach
                 of everybody.",
  acknowledgement = ack-nhfb,
  articleno =    "187",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wei:2012:ARF,
  author =       "Xiaolin Wei and Peizhao Zhang and Jinxiang Chai",
  title =        "Accurate realtime full-body motion capture using a
                 single depth camera",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "188:1--188:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366207",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a fast, automatic method for accurately
                 capturing full-body motion data using a single depth
                 camera. At the core of our system lies a realtime
                 registration process that accurately reconstructs 3D
                 human poses from single monocular depth images, even in
                 the case of significant occlusions. The idea is to
                 formulate the registration problem in a Maximum A
                 Posteriori (MAP) framework and iteratively register a
                 3D articulated human body model with monocular depth
                 cues via linear system solvers. We integrate depth
                 data, silhouette information, full-body geometry,
                 temporal pose priors, and occlusion reasoning into a
                 unified MAP estimation framework. Our 3D tracking
                 process, however, requires manual initialization and
                 recovery from failures. We address this challenge by
                 combining 3D tracking with 3D pose detection. This
                 combination not only automates the whole process but
                 also significantly improves the robustness and accuracy
                 of the system. Our whole algorithm is highly parallel
                 and is therefore easily implemented on a GPU. We
                 demonstrate the power of our approach by capturing a
                 wide range of human movements in real time and achieve
                 state-of-the-art accuracy in our comparison against
                 alternative systems such as Kinect [2012].",
  acknowledgement = ack-nhfb,
  articleno =    "188",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jorg:2012:DDF,
  author =       "Sophie J{\"o}rg and Jessica Hodgins and Alla
                 Safonova",
  title =        "Data-driven finger motion synthesis for gesturing
                 characters",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "189:1--189:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366208",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Capturing the body movements of actors to create
                 animations for movies, games, and VR applications has
                 become standard practice, but finger motions are
                 usually added manually as a tedious post-processing
                 step. In this paper, we present a surprisingly simple
                 method to automate this step for gesturing and
                 conversing characters. In a controlled environment, we
                 carefully captured and post-processed finger and body
                 motions from multiple actors. To augment the body
                 motions of virtual characters with plausible and
                 detailed finger movements, our method selects finger
                 motion segments from the resulting database taking into
                 account the similarity of the arm motions and the
                 smoothness of consecutive finger motions. We
                 investigate which parts of the arm motion best
                 discriminate gestures with leave-one-out
                 cross-validation and use the result as a metric to
                 select appropriate finger motions. Our approach
                 provides good results for a number of examples with
                 different gesture types and is validated in a
                 perceptual experiment.",
  acknowledgement = ack-nhfb,
  articleno =    "189",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guy:2012:SSM,
  author =       "Stephen J. Guy and Jur van den Berg and Wenxi Liu and
                 Rynson Lau and Ming C. Lin and Dinesh Manocha",
  title =        "A statistical similarity measure for aggregate crowd
                 dynamics",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "190:1--190:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366209",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an information-theoretic method to measure
                 the similarity between a given set of observed,
                 real-world data and visual simulation technique for
                 aggregate crowd motions of a complex system consisting
                 of many individual agents. This metric uses a two-step
                 process to quantify a simulator's ability to reproduce
                 the collective behaviors of the whole system, as
                 observed in the recorded real-world data. First,
                 Bayesian inference is used to estimate the simulation
                 states which best correspond to the observed data, then
                 a maximum likelihood estimator is used to approximate
                 the prediction errors. This process is iterated using
                 the EM-algorithm to produce a robust, statistical
                 estimate of the magnitude of the prediction error as
                 measured by its entropy (smaller is better). This
                 metric serves as a simulator-to-data similarity
                 measurement. We evaluated the metric in terms of
                 robustness to sensor noise, consistency across
                 different datasets and simulation methods, and
                 correlation to perceptual metrics.",
  acknowledgement = ack-nhfb,
  articleno =    "190",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hachisuka:2012:PSE,
  author =       "Toshiya Hachisuka and Jacopo Pantaleoni and Henrik
                 Wann Jensen",
  title =        "A path space extension for robust light transport
                 simulation",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "191:1--191:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366210",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new sampling space for light transport
                 paths that makes it possible to describe Monte Carlo
                 path integration and photon density estimation in the
                 same framework. A key contribution of our paper is the
                 introduction of vertex perturbations, which extends the
                 space of paths with loosely coupled connections. The
                 new framework enables the computation of path
                 probabilities in the same space under the same measure,
                 which allows us to use multiple importance sampling to
                 combine Monte Carlo path integration and photon density
                 estimation. The resulting algorithm, unified path
                 sampling, can robustly render complex combinations and
                 glossy surfaces and caustics that are problematic for
                 existing light transport simulation methods.",
  acknowledgement = ack-nhfb,
  articleno =    "191",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Georgiev:2012:LTS,
  author =       "Iliyan Georgiev and Jaroslav Kriv{\'a}nek and
                 Tom{\'a}s Davidovic and Philipp Slusallek",
  title =        "Light transport simulation with vertex connection and
                 merging",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "192:1--192:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366211",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Developing robust light transport simulation
                 algorithms that are capable of dealing with arbitrary
                 input scenes remains an elusive challenge. Although
                 efficient global illumination algorithms exist, an
                 acceptable approximation error in a reasonable amount
                 of time is usually only achieved for specific types of
                 input scenes. To address this problem, we present a
                 reformulation of photon mapping as a bidirectional path
                 sampling technique for Monte Carlo light transport
                 simulation. The benefit of our new formulation is
                 twofold. First, it makes it possible, for the first
                 time, to explain in a formal manner the relative
                 efficiency of photon mapping and bidirectional path
                 tracing, which have so far been considered conceptually
                 incompatible solutions to the light transport problem.
                 Second, it allows for a seamless integration of the two
                 methods into a more robust combined rendering algorithm
                 via multiple importance sampling. A progressive version
                 of this algorithm is consistent and efficiently handles
                 a wide variety of lighting conditions, ranging from
                 direct illumination, diffuse and glossy
                 inter-reflections, to specular-diffuse-specular light
                 transport. Our analysis shows that this algorithm
                 inherits the high asymptotic performance from
                 bidirectional path tracing for most light path types,
                 while benefiting from the efficiency of photon mapping
                 for specular-diffuse-specular lighting effects.",
  acknowledgement = ack-nhfb,
  articleno =    "192",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schwarzhaupt:2012:PHB,
  author =       "Jorge Schwarzhaupt and Henrik Wann Jensen and Wojciech
                 Jarosz",
  title =        "Practical {Hessian}-based error control for irradiance
                 caching",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "193:1--193:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366212",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces a new error metric for
                 irradiance caching that significantly outperforms the
                 classic Split-Sphere heuristic. Our new error metric
                 builds on recent work using second order gradients
                 (Hessians) as a principled error bound for the
                 irradiance. We add occlusion information to the Hessian
                 computation, which greatly improves the accuracy of the
                 Hessian in complex scenes, and this makes it possible
                 for the first time to use a radiometric error metric
                 for irradiance caching. We enhance the metric making it
                 based on the relative error in the irradiance as well
                 as robust in the presence of black occluders. The
                 resulting error metric is efficient to compute,
                 numerically robust, supports elliptical error bounds
                 and arbitrary hemispherical sample distributions, and
                 unlike the Split-Sphere heuristic it is not necessary
                 to arbitrarily clamp the computed error thresholds. Our
                 results demonstrate that the new error metric
                 outperforms existing error metrics based on the
                 Split-Sphere model and occlusion-unaware Hessians.",
  acknowledgement = ack-nhfb,
  articleno =    "193",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2012:SBO,
  author =       "Tzu-Mao Li and Yu-Ting Wu and Yung-Yu Chuang",
  title =        "{SURE}-based optimization for adaptive sampling and
                 reconstruction",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "194:1--194:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366213",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We apply Stein's Unbiased Risk Estimator (SURE) to
                 adaptive sampling and reconstruction to reduce noise in
                 Monte Carlo rendering. SURE is a general unbiased
                 estimator for mean squared error (MSE) in statistics.
                 With SURE, we are able to estimate error for an
                 arbitrary reconstruction kernel, enabling us to use
                 more effective kernels rather than being restricted to
                 the symmetric ones used in previous work. It also
                 allows us to allocate more samples to areas with higher
                 estimated MSE. Adaptive sampling and reconstruction can
                 therefore be processed within an optimization
                 framework. We also propose an efficient and
                 memory-friendly approach to reduce the impact of noisy
                 geometry features where there is depth of field or
                 motion blur. Experiments show that our method produces
                 images with less noise and crisper details than
                 previous methods.",
  acknowledgement = ack-nhfb,
  articleno =    "194",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rousselle:2012:ARN,
  author =       "Fabrice Rousselle and Claude Knaus and Matthias
                 Zwicker",
  title =        "Adaptive rendering with non-local means filtering",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "195:1--195:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366214",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel approach for image space adaptive
                 sampling and filtering in Monte Carlo rendering. We use
                 an iterative scheme composed of three steps. First, we
                 adaptively distribute samples in the image plane.
                 Second, we denoise the image using a non-linear filter.
                 Third, we estimate the residual per-pixel error of the
                 filtered rendering, and the error estimate guides the
                 sample distribution in the next iteration. The
                 effectiveness of our approach hinges on the use of a
                 state of the art image denoising technique, which we
                 extend to an adaptive rendering framework. A key idea
                 is to split the Monte Carlo samples into two buffers.
                 This improves denoising performance and facilitates
                 variance and error estimation. Our method relies only
                 on the Monte Carlo samples, allowing us to handle
                 arbitrary light transport and lens effects. In
                 addition, it is robust to high noise levels and complex
                 image content. We compare our approach to a state of
                 the art adaptive rendering technique based on adaptive
                 bandwidth selection and demonstrate substantial
                 improvements in terms of both numerical error and
                 visual quality. Our framework is easy to implement on
                 top of standard Monte Carlo renderers and it incurs
                 little computational overhead.",
  acknowledgement = ack-nhfb,
  articleno =    "195",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kavan:2012:EID,
  author =       "Ladislav Kavan and Olga Sorkine",
  title =        "Elasticity-inspired deformers for character
                 articulation",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "196:1--196:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366215",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Current approaches to skeletally-controlled character
                 articulation range from real-time, closed-form skinning
                 methods to offline, physically-based simulation. In
                 this paper, we seek a closed-form skinning method that
                 approximates nonlinear elastic deformations well while
                 remaining very fast. Our contribution is two-fold: (1)
                 we optimize skinning weights for the standard linear
                 and dual quaternion skinning techniques so that the
                 resulting deformations minimize an elastic energy
                 function. We observe that this is not sufficient to
                 match the visual quality of the original elastic
                 deformations and therefore, we develop (2) a new
                 skinning method based on the concept of joint-based
                 deformers. We propose a specific deformer which is
                 visually similar to nonlinear variational deformation
                 methods. Our final algorithm is fully automatic and
                 requires little or no input from the user other than a
                 rest-pose mesh and a skeleton. The runtime complexity
                 requires minimal memory and computational overheads
                 compared to linear blend skinning, while producing
                 higher quality deformations than both linear and dual
                 quaternion skinning.",
  acknowledgement = ack-nhfb,
  articleno =    "196",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Patterson:2012:SCN,
  author =       "Taylor Patterson and Nathan Mitchell and Eftychios
                 Sifakis",
  title =        "Simulation of complex nonlinear elastic bodies using
                 lattice deformers",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "197:1--197:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366216",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Lattice deformers are a popular option for modeling
                 the behavior of elastic bodies as they avoid the need
                 for conforming mesh generation, and their regular
                 structure offers significant opportunities for
                 performance optimizations. Our work expands the scope
                 of current lattice-based elastic deformers, adding
                 support for a number of important simulation features.
                 We accommodate complex nonlinear, optionally
                 anisotropic materials while using an economical
                 one-point quadrature scheme. Our formulation fully
                 accommodates near-incompressibility by enforcing
                 accurate nonlinear constraints, supports implicit
                 integration for large time steps, and is not
                 susceptible to locking or poor conditioning of the
                 discrete equations. Additionally, we increase the
                 accuracy of our solver by employing a novel high-order
                 quadrature scheme on lattice cells overlapping with the
                 model boundary, which are treated at sub-cell
                 precision. Finally, we detail how this accurate
                 boundary treatment can be implemented at a minimal
                 computational premium over the cost of a voxel-accurate
                 discretization. We demonstrate our method in the
                 simulation of complex musculoskeletal human models.",
  acknowledgement = ack-nhfb,
  articleno =    "197",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Borosan:2012:RAR,
  author =       "P{\'e}ter Boros{\'a}n and Ming Jin and Doug DeCarlo
                 and Yotam Gingold and Andrew Nealen",
  title =        "{RigMesh}: automatic rigging for part-based shape
                 modeling and deformation",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "198:1--198:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366217",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The creation of a 3D model is only the first stage of
                 the 3D character animation pipeline. Once a model has
                 been created, and before it can be animated, it must be
                 rigged. Manual rigging is laborious, and automatic
                 rigging approaches are far from real-time and do not
                 allow for incremental updates. This is a hindrance in
                 the real world, where the shape of a model is often
                 revised after rigging has been performed. In this
                 paper, we introduce algorithms and a user-interface for
                 sketch-based 3D modeling that unify the modeling and
                 rigging stages of the 3D character animation pipeline.
                 Our algorithms create a rig for each sketched part in
                 real-time, and update the rig as parts are merged or
                 cut. As a result, users can freely pose and animate
                 their shapes and characters while rapidly iterating on
                 the base shape. The rigs are compatible with the
                 state-of-the-art character animation pipeline; they
                 consist of a low-dimensional skeleton along with skin
                 weights identifying the surface with bones of the
                 skeleton.",
  acknowledgement = ack-nhfb,
  articleno =    "198",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Le:2012:SSD,
  author =       "Binh Huy Le and Zhigang Deng",
  title =        "Smooth skinning decomposition with rigid bones",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "199:1--199:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366218",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces the Smooth Skinning
                 Decomposition with Rigid Bones (SSDR), an automated
                 algorithm to extract the linear blend skinning (LBS)
                 from a set of example poses. The SSDR model can
                 effectively approximate the skin deformation of nearly
                 articulated models as well as highly deformable models
                 by a low number of rigid bones and a sparse, convex
                 bone-vertex weight map. Formulated as a constrained
                 optimization problem where the least squared error of
                 the reconstructed vertices by LBS is minimized, the
                 SSDR model can be solved by a block coordinate
                 descent-based algorithm to iteratively update the
                 weight map and the bone transformations. By employing
                 the sparseness and convex constraints on the weight
                 map, the SSDR model can be used for traditional
                 skinning decomposition tasks such as animation
                 compression and hardware-accelerated rendering.
                 Moreover, by imposing the orthogonal constraints on the
                 bone rotation matrices (rigid bones), the SSDR model
                 can also be applied in motion editing, skeleton
                 extraction, and collision detection tasks. Through
                 qualitative and quantitative evaluations, we show the
                 SSDR model can measurably outperform the
                 state-of-the-art skinning decomposition schemes in
                 terms of accuracy and applicability.",
  acknowledgement = ack-nhfb,
  articleno =    "199",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Boyadzhiev:2012:UGW,
  author =       "Ivaylo Boyadzhiev and Kavita Bala and Sylvain Paris
                 and Fr{\'e}do Durand",
  title =        "User-guided white balance for mixed lighting
                 conditions",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "200:1--200:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366219",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Proper white balance is essential in photographs to
                 eliminate color casts due to illumination. The
                 single-light case is hard to solve automatically but
                 relatively easy for humans. Unfortunately, many scenes
                 contain multiple light sources such as an indoor scene
                 with a window, or when a flash is used in a
                 tungsten-lit room. The light color can then vary on a
                 per-pixel basis and the problem becomes challenging at
                 best, even with advanced image editing tools. We
                 propose a solution to the ill-posed mixed light white
                 balance problem, based on user guidance. Users scribble
                 on a few regions that should have the same color,
                 indicate one or more regions of neutral color, and
                 select regions where the current color looks correct.
                 We first expand the provided scribble groups to more
                 regions using pixel similarity and a robust voting
                 scheme. We formulate the spatially varying white
                 balance problem as a sparse data interpolation problem
                 in which the user scribbles and their extensions form
                 constraints. We demonstrate that our approach can
                 produce satisfying results on a variety of scenes with
                 intuitive scribbles and without any knowledge about the
                 lights.",
  acknowledgement = ack-nhfb,
  articleno =    "200",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Reinhard:2012:CIA,
  author =       "Erik Reinhard and Tania Pouli and Timo Kunkel and Ben
                 Long and Anders Ballestad and Gerwin Damberg",
  title =        "Calibrated image appearance reproduction",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "201:1--201:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366220",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Managing the appearance of images across different
                 display environments is a difficult problem,
                 exacerbated by the proliferation of high dynamic range
                 imaging technologies. Tone reproduction is often
                 limited to luminance adjustment and is rarely
                 calibrated against psychophysical data, while color
                 appearance modeling addresses color reproduction in a
                 calibrated manner, albeit over a limited luminance
                 range. Only a few image appearance models bridge the
                 gap, borrowing ideas from both areas. Our take on scene
                 reproduction reduces computational complexity with
                 respect to the state-of-the-art, and adds a spatially
                 varying model of lightness perception. The predictive
                 capabilities of the model are validated against all
                 psychophysical data known to us, and visual comparisons
                 show accurate and robust reproduction for challenging
                 high dynamic range scenes.",
  acknowledgement = ack-nhfb,
  articleno =    "201",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Laffont:2012:CII,
  author =       "Pierre-Yves Laffont and Adrien Bousseau and Sylvain
                 Paris and Fr{\'e}do Durand and George Drettakis",
  title =        "Coherent intrinsic images from photo collections",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "202:1--202:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366221",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "An intrinsic image is a decomposition of a photo into
                 an illumination layer and a reflectance layer, which
                 enables powerful editing such as the alteration of an
                 object's material independently of its illumination.
                 However, decomposing a single photo is highly
                 under-constrained and existing methods require user
                 assistance or handle only simple scenes. In this paper,
                 we compute intrinsic decompositions using several
                 images of the same scene under different viewpoints and
                 lighting conditions. We use multi-view stereo to
                 automatically reconstruct 3D points and normals from
                 which we derive relationships between reflectance
                 values at different locations, across multiple views
                 and consequently different lighting conditions. We use
                 robust estimation to reliably identify reflectance
                 ratios between pairs of points. From these, we infer
                 constraints for our optimization and enforce a coherent
                 solution across multiple views and illuminations. Our
                 results demonstrate that this constrained optimization
                 yields high-quality and coherent intrinsic
                 decompositions of complex scenes. We illustrate how
                 these decompositions can be used for image-based
                 illumination transfer and transitions between views
                 with consistent lighting.",
  acknowledgement = ack-nhfb,
  articleno =    "202",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sen:2012:RPB,
  author =       "Pradeep Sen and Nima Khademi Kalantari and Maziar
                 Yaesoubi and Soheil Darabi and Dan B. Goldman and Eli
                 Shechtman",
  title =        "Robust patch-based {HDR} reconstruction of dynamic
                 scenes",
  journal =      j-TOG,
  volume =       "31",
  number =       "6",
  pages =        "203:1--203:??",
  month =        nov,
  year =         "2012",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2366145.2366222",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 15 16:10:28 MST 2012",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "High dynamic range (HDR) imaging from a set of
                 sequential exposures is an easy way to capture
                 high-quality images of static scenes, but suffers from
                 artifacts for scenes with significant motion. In this
                 paper, we propose a new approach to HDR reconstruction
                 that draws information from all the exposures but is
                 more robust to camera/scene motion than previous
                 techniques. Our algorithm is based on a novel
                 patch-based energy-minimization formulation that
                 integrates alignment and reconstruction in a joint
                 optimization through an equation we call the HDR image
                 synthesis equation. This allows us to produce an HDR
                 result that is aligned to one of the exposures yet
                 contains information from all of them. We present
                 results that show considerable improvement over
                 previous approaches.",
  acknowledgement = ack-nhfb,
  articleno =    "203",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ren:2013:EGP,
  author =       "Zhimin Ren and Hengchin Yeh and Ming C. Lin",
  title =        "Example-guided physically based modal sound
                 synthesis",
  journal =      j-TOG,
  volume =       "32",
  number =       "1",
  pages =        "1:1--1:16",
  month =        jan,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2421636.2421637",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 13 17:47:26 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Linear modal synthesis methods have often been used to
                 generate sounds for rigid bodies. One of the key
                 challenges in widely adopting such techniques is the
                 lack of automatic determination of satisfactory
                 material parameters that recreate realistic audio
                 quality of sounding materials. We introduce a novel
                 method using prerecorded audio clips to estimate
                 material parameters that capture the inherent quality
                 of recorded sounding materials. Our method extracts
                 perceptually salient features from audio examples.
                 Based on psychoacoustic principles, we design a
                 parameter estimation algorithm using an optimization
                 framework and these salient features to guide the
                 search of the best material parameters for modal
                 synthesis. We also present a method that compensates
                 for the differences between the real-world recording
                 and sound synthesized using solely linear modal
                 synthesis models to create the final synthesized audio.
                 The resulting audio generated from this sound synthesis
                 pipeline well preserves the same sense of material as a
                 recorded audio example. Moreover, both the estimated
                 material parameters and the residual compensation
                 naturally transfer to virtual objects of different
                 sizes and shapes, while the synthesized sounds vary
                 accordingly. A perceptual study shows the results of
                 this system compare well with real-world recordings in
                 terms of material perception.",
  acknowledgement = ack-nhfb,
  articleno =    "1",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nielsen:2013:SWA,
  author =       "Michael B. Nielsen and Andreas S{\"o}derstr{\"o}m and
                 Robert Bridson",
  title =        "Synthesizing waves from animated height fields",
  journal =      j-TOG,
  volume =       "32",
  number =       "1",
  pages =        "2:1--2:9",
  month =        jan,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2421636.2421638",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 13 17:47:26 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Computer animated ocean waves for feature films are
                 typically carefully choreographed to match the vision
                 of the director and to support the telling of the
                 story. The rough shape of these waves is established in
                 the previsualization (previs) stage, where artists use
                 a variety of modeling tools with fast feedback to
                 obtain the desired look. This poses a challenge to the
                 effects artists who must subsequently match the
                 locked-down look of the previs waves with high-quality
                 simulated or synthesized waves, adding the detail
                 necessary for the final shot. We propose a set of
                 automated techniques for synthesizing Fourier-based
                 ocean waves that match a previs input, allowing artists
                 to quickly enhance the input wave animation with
                 additional higher-frequency detail that moves
                 consistently with the coarse waves, tweak the wave
                 shapes to flatten troughs and sharpen peaks if desired
                 (as is characteristic of deep water waves), and compute
                 a physically reasonable velocity field of the water
                 analytically. These properties are demonstrated with
                 several examples, including a previs scene from a
                 visual effects production environment.",
  acknowledgement = ack-nhfb,
  articleno =    "2",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yeh:2013:STP,
  author =       "Yi-Ting Yeh and Katherine Breeden and Lingfeng Yang
                 and Matthew Fisher and Pat Hanrahan",
  title =        "Synthesis of tiled patterns using factor graphs",
  journal =      j-TOG,
  volume =       "32",
  number =       "1",
  pages =        "3:1--3:13",
  month =        jan,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2421636.2421639",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 13 17:47:26 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Patterns with pleasing structure are common in art,
                 video games, and virtual worlds. We describe a method
                 for synthesizing new patterns of tiles on a regular
                 grid that are similar in appearance to a set of example
                 patterns. Exemplars are used both to specify valid tile
                 arrangements and to emphasize multi-tile structures. We
                 model a pattern as a probabilistic graphical model
                 called a factor graph. Factors represent the hard
                 logical constraints between tiles, the soft statistical
                 relationships that determine style, and the local
                 dependencies between tiles at neighboring sites. We
                 describe a simple method for learning factor functions
                 from a small exemplar. We then synthesize new patterns
                 through a stochastic search method that is inspired by
                 MC-SAT. Efficient synthesis is challenging because of
                 the combination of hard and soft constraints. Our
                 synthesis algorithm, called BlockSS, scales linearly
                 with the number of tiles and the hardness of the
                 problem. We use our technique to model building
                 facades, cities, and decorative patterns.",
  acknowledgement = ack-nhfb,
  articleno =    "3",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Noris:2013:TDV,
  author =       "Gioacchino Noris and Alexander Hornung and Robert W.
                 Sumner and Maryann Simmons and Markus Gross",
  title =        "Topology-driven vectorization of clean line drawings",
  journal =      j-TOG,
  volume =       "32",
  number =       "1",
  pages =        "4:1--4:11",
  month =        jan,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2421636.2421640",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 13 17:47:26 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Vectorization provides a link between raster scans of
                 pencil-and-paper drawings and modern digital processing
                 algorithms that require accurate vector
                 representations. Even when input drawings are comprised
                 of clean, crisp lines, inherent ambiguities near
                 junctions make vectorization deceptively difficult. As
                 a consequence, current vectorization approaches often
                 fail to faithfully capture the junctions of drawn
                 strokes. We propose a vectorization algorithm
                 specialized for clean line drawings that analyzes the
                 drawing's topology in order to overcome junction
                 ambiguities. A gradient-based pixel clustering
                 technique facilitates topology computation. This
                 topological information is exploited during centerline
                 extraction by a new ``reverse drawing'' procedure that
                 reconstructs all possible drawing states prior to the
                 creation of a junction and then selects the most likely
                 stroke configuration. For cases where the automatic
                 result does not match the artist's interpretation, our
                 drawing analysis enables an efficient user interface to
                 easily adjust the junction location. We demonstrate
                 results on professional examples and evaluate the
                 vectorization quality with quantitative comparison to
                 hand-traced centerlines as well as the results of
                 leading commercial algorithms.",
  acknowledgement = ack-nhfb,
  articleno =    "4",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yu:2013:RSP,
  author =       "Jihun Yu and Greg Turk",
  title =        "Reconstructing surfaces of particle-based fluids using
                 anisotropic kernels",
  journal =      j-TOG,
  volume =       "32",
  number =       "1",
  pages =        "5:1--5:12",
  month =        jan,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2421636.2421641",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 13 17:47:26 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this article we present a novel surface
                 reconstruction method for particle-based fluid
                 simulators such as Smoothed Particle Hydrodynamics. In
                 particle-based simulations, fluid surfaces are usually
                 defined as a level set of an implicit function. We
                 formulate the implicit function as a sum of anisotropic
                 smoothing kernels, and the direction of anisotropy at a
                 particle is determined by performing Principal
                 Component Analysis (PCA) over the neighboring
                 particles. In addition, we perform a smoothing step
                 that repositions the centers of these smoothing
                 kernels. Since these anisotropic smoothing kernels
                 capture the local particle distributions more
                 accurately, our method has advantages over existing
                 methods in representing smooth surfaces, thin streams,
                 and sharp features of fluids. Our method is fast, easy
                 to implement, and our results demonstrate a significant
                 improvement in the quality of reconstructed surfaces as
                 compared to existing methods.",
  acknowledgement = ack-nhfb,
  articleno =    "5",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Arikan:2013:SOB,
  author =       "Murat Arikan and Michael Schw{\"a}rzler and Simon
                 Fl{\"o}ry and Michael Wimmer and Stefan Maierhofer",
  title =        "{O}-snap: Optimization-based snapping for modeling
                 architecture",
  journal =      j-TOG,
  volume =       "32",
  number =       "1",
  pages =        "6:1--6:15",
  month =        jan,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2421636.2421642",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 13 17:47:26 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this article, we introduce a novel reconstruction
                 and modeling pipeline to create polygonal models from
                 unstructured point clouds. We propose an automatic
                 polygonal reconstruction that can then be interactively
                 refined by the user. An initial model is automatically
                 created by extracting a set of RANSAC-based locally
                 fitted planar primitives along with their boundary
                 polygons, and then searching for local adjacency
                 relations among parts of the polygons. The extracted
                 set of adjacency relations is enforced to snap polygon
                 elements together, while simultaneously fitting to the
                 input point cloud and ensuring the planarity of the
                 polygons. This optimization-based snapping algorithm
                 may also be interleaved with user interaction. This
                 allows the user to sketch modifications with coarse and
                 loose 2D strokes, as the exact alignment of the
                 polygons is automatically performed by the snapping.
                 The generated models are coarse, offer simple editing
                 possibilities by design, and are suitable for
                 interactive 3D applications like games, virtual
                 environments, etc. The main innovation in our approach
                 lies in the tight coupling between interactive input
                 and automatic optimization, as well as in an algorithm
                 that robustly discovers the set of adjacency
                 relations.",
  acknowledgement = ack-nhfb,
  articleno =    "6",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Spencer:2013:PPR,
  author =       "Ben Spencer and Mark W. Jones",
  title =        "Progressive photon relaxation",
  journal =      j-TOG,
  volume =       "32",
  number =       "1",
  pages =        "7:1--7:11",
  month =        jan,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2421636.2421643",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 13 17:47:26 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a novel algorithm for progressively
                 removing noise from view-independent photon maps while
                 simultaneously minimizing residual bias. Our method
                 refines a primal set of photons using data from
                 multiple successive passes to estimate the incident
                 flux local to each photon. We show how this information
                 can be used to guide a relaxation step with the goal of
                 enforcing a constant, per-photon flux. Using a
                 reformulation of the radiance estimate, we demonstrate
                 how the resulting blue noise photon distribution yields
                 a radiance reconstruction in which error is
                 significantly reduced. Our approach has an open-ended
                 runtime of the same order as unbiased and
                 asymptotically consistent rendering methods, converging
                 over time to a stable result. We demonstrate its
                 effectiveness at storing caustic illumination within a
                 view-independent framework and at a fidelity visually
                 comparable to reference images rendered using
                 progressive photon mapping.",
  acknowledgement = ack-nhfb,
  articleno =    "7",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bao:2013:PFV,
  author =       "Fan Bao and Michael Schwarz and Peter Wonka",
  title =        "Procedural facade variations from a single layout",
  journal =      j-TOG,
  volume =       "32",
  number =       "1",
  pages =        "8:1--8:13",
  month =        jan,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2421636.2421644",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 13 17:47:26 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a framework to generate many variations
                 of a facade design that look similar to a given facade
                 layout. Starting from an input image, the facade is
                 hierarchically segmented and labeled with a collection
                 of manual and automatic tools. The user can then model
                 constraints that should be maintained in any variation
                 of the input facade design. Subsequently, facade
                 variations are generated for different facade sizes,
                 where multiple variations can be produced for a certain
                 size. Computing such new facade variations has many
                 unique challenges, and we propose a new algorithm based
                 on interleaving heuristic search and quadratic
                 programming. In contrast to most previous work, we
                 focus on the generation of new design variations and
                 not on the automatic analysis of the input's structure.
                 Adding a modeling step with the user in the loop
                 ensures that our results routinely are of high
                 quality.",
  acknowledgement = ack-nhfb,
  articleno =    "8",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2013:EAP,
  author =       "Hui Huang and Shihao Wu and Minglun Gong and Daniel
                 Cohen-Or and Uri Ascher and Hao (Richard) Zhang",
  title =        "Edge-aware point set resampling",
  journal =      j-TOG,
  volume =       "32",
  number =       "1",
  pages =        "9:1--9:12",
  month =        jan,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2421636.2421645",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 13 17:47:26 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Points acquired by laser scanners are not
                 intrinsically equipped with normals, which are
                 essential to surface reconstruction and point set
                 rendering using surfels. Normal estimation is
                 notoriously sensitive to noise. Near sharp features,
                 the computation of noise-free normals becomes even more
                 challenging due to the inherent undersampling problem
                 at edge singularities. As a result, common edge-aware
                 consolidation techniques such as bilateral smoothing
                 may still produce erroneous normals near the edges. We
                 propose a resampling approach to process a noisy and
                 possibly outlier-ridden point set in an edge-aware
                 manner. Our key idea is to first resample away from the
                 edges so that reliable normals can be computed at the
                 samples, and then based on reliable data, we
                 progressively resample the point set while approaching
                 the edge singularities. We demonstrate that our
                 Edge-Aware Resampling (EAR) algorithm is capable of
                 producing consolidated point sets with noise-free
                 normals and clean preservation of sharp features. We
                 also show that EAR leads to improved performance of
                 edge-aware reconstruction methods and point set
                 rendering techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "9",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kimmel:2013:SAC,
  author =       "Bradley W. Kimmel and Gladimir V. G. Baranoski and T.
                 F. Chen and Daniel Yim and Erik Miranda",
  title =        "Spectral appearance changes induced by light
                 exposure",
  journal =      j-TOG,
  volume =       "32",
  number =       "1",
  pages =        "10:1--10:13",
  month =        jan,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2421636.2421646",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 13 17:47:26 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The fading of materials due to light exposure over
                 time is a major contributor to the overall aged
                 appearance of man-made objects. Although much attention
                 has been devoted to the modeling of aging and
                 weathering phenomena over the last decade,
                 comparatively little attention has been paid to fading
                 effects. In this article, we present a theoretical
                 framework for the physically based simulation of
                 time-dependent spectral changes induced by absorbed
                 radiation. This framework relies on the general
                 volumetric radiative transfer theory, and it employs a
                 physicochemical approach to account for variations in
                 the absorptive properties of colorants. Employing this
                 framework, a layered fading model that can be readily
                 integrated into existing rendering systems is developed
                 using the Kubelka--Munk theory. We evaluate its
                 correctness through comparisons of measured and
                 simulated fading results. Finally, we demonstrate the
                 effectiveness of this model through renderings
                 depicting typical fading scenarios.",
  acknowledgement = ack-nhfb,
  articleno =    "10",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hasan:2013:IAE,
  author =       "Milovs Hasan and Ravi Ramamoorthi",
  title =        "Interactive albedo editing in path-traced volumetric
                 materials",
  journal =      j-TOG,
  volume =       "32",
  number =       "2",
  pages =        "11:1--11:11",
  month =        apr,
  year =         "2013",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed May 1 16:31:09 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Materials such as clothing or carpets, or complex
                 assemblies of small leaves, flower petals, or mosses,
                 do not fit well into either BRDF or BSSRDF models.
                 Their appearance is a complex combination of
                 reflection, transmission, scattering, shadowing, and
                 inter-reflection. This complexity can be handled by
                 simulating the full volumetric light transport within
                 these materials by Monte Carlo algorithms, but there is
                 no easy way to construct the necessary distributions of
                 local material properties that would lead to the
                 desired global appearance. In this article, we consider
                 one way to alleviate the problem: an editing algorithm
                 that enables a material designer to set the local
                 (single-scattering) albedo coefficients interactively,
                 and see an immediate update of the emergent appearance
                 in the image. This is a difficult problem, since the
                 function from materials to pixel values is neither
                 linear nor low-order polynomial. We combine the
                 following two ideas to achieve high-dimensional
                 heterogeneous edits: precomputing the homogeneous
                 mapping of albedo to intensity, and a large Jacobian
                 matrix, which encodes the derivatives of each image
                 pixel with respect to each albedo coefficient.
                 Combining these two datasets leads to an interactive
                 editing algorithm with a very good visual match to a
                 fully path-traced ground truth.",
  acknowledgement = ack-nhfb,
  articleno =    "11",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gourmel:2013:GBI,
  author =       "Olivier Gourmel and Loic Barthe and Marie-Paule Cani
                 and Brian Wyvill and Adrien Bernhardt and Mathias
                 Paulin and Herbert Grasberger",
  title =        "A gradient-based implicit blend",
  journal =      j-TOG,
  volume =       "32",
  number =       "2",
  pages =        "12:1--12:12",
  month =        apr,
  year =         "2013",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed May 1 16:31:09 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a new family of binary composition
                 operators that solves four major problems of
                 constructive implicit modeling: suppressing bulges when
                 two shapes merge, avoiding unwanted blending at a
                 distance, ensuring that the resulting shape keeps the
                 topology of the union, and enabling sharp details to be
                 added without being blown up. The key idea is that
                 field functions should not only be combined based on
                 their values, but also on their gradients. We implement
                 this idea through a family of $ C^\infty $ composition
                 operators evaluated on the GPU for efficiency, and
                 illustrate it by applications to constructive modeling
                 and animation.",
  acknowledgement = ack-nhfb,
  articleno =    "12",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bando:2013:NIB,
  author =       "Yosuke Bando and Henry Holtzman and Ramesh Raskar",
  title =        "Near-invariant blur for depth and {$2$D} motion via
                 time-varying light field analysis",
  journal =      j-TOG,
  volume =       "32",
  number =       "2",
  pages =        "13:1--13:15",
  month =        apr,
  year =         "2013",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed May 1 16:31:09 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recently, several camera designs have been proposed
                 for either making defocus blur invariant to scene depth
                 or making motion blur invariant to object motion. The
                 benefit of such invariant capture is that no depth or
                 motion estimation is required to remove the resultant
                 spatially uniform blur. So far, the techniques have
                 been studied separately for defocus and motion blur,
                 and object motion has been assumed 1D (e.g.,
                 horizontal). This article explores a more general
                 capture method that makes both defocus blur and motion
                 blur nearly invariant to scene depth and in-plane 2D
                 object motion. We formulate the problem as capturing a
                 time-varying light field through a time-varying light
                 field modulator at the lens aperture, and perform 5D
                 (4D light field + 1D time) analysis of all the existing
                 computational cameras for defocus/motion-only
                 deblurring and their hybrids. This leads to a
                 surprising conclusion that focus sweep, previously
                 known as a depth-invariant capture method that moves
                 the plane of focus through a range of scene depth
                 during exposure, is near-optimal both in terms of depth
                 and 2D motion invariance and in terms of high-frequency
                 preservation for certain combinations of depth and
                 motion ranges. Using our prototype camera, we
                 demonstrate joint defocus and motion deblurring for
                 moving scenes with depth variation.",
  acknowledgement = ack-nhfb,
  articleno =    "13",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sadeghi:2013:PMA,
  author =       "Iman Sadeghi and Oleg Bisker and Joachim de Deken and
                 Henrik Wann Jensen",
  title =        "A practical microcylinder appearance model for cloth
                 rendering",
  journal =      j-TOG,
  volume =       "32",
  number =       "2",
  pages =        "14:1--14:12",
  month =        apr,
  year =         "2013",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed May 1 16:31:09 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article introduces a practical shading model for
                 cloth that can simulate both anisotropic highlights as
                 well as the complex color shifts seen in cloth made of
                 different colored threads. Our model is based on
                 extensive Bidirectional Reflectance Distribution
                 Function (BRDF) measurements of several cloth samples.
                 We have also measured the scattering profile of several
                 different individual cloth threads. Based on these
                 measurements, we derived an empirical shading model
                 capable of predicting the light scattering profile of a
                 variety of threads. From individual threads, we
                 synthesized a woven cloth model, which provides an
                 intuitive description of the layout of the constituent
                 threads as well as their tangent directions. Our model
                 is physically plausible, accounting for shadowing and
                 masking by the threads. We validate our model by
                 comparing predicted and measured light scattering
                 values and show how it can reproduce the appearance of
                 many cloth and thread types, including silk, velvet,
                 linen, and polyester. The model is robust, easy to use,
                 and can simulate the appearance of complex highlights
                 and color shifts that cannot be fully handled by
                 existing models.",
  acknowledgement = ack-nhfb,
  articleno =    "14",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2013:CPT,
  author =       "Theodore Kim and Jerry Tessendorf and Nils
                 Th{\"u}rey",
  title =        "Closest point turbulence for liquid surfaces",
  journal =      j-TOG,
  volume =       "32",
  number =       "2",
  pages =        "15:1--15:13",
  month =        apr,
  year =         "2013",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed May 1 16:31:09 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a method of increasing the apparent spatial
                 resolution of an existing liquid simulation. Previous
                 approaches to this ``up-resing'' problem have focused
                 on increasing the turbulence of the underlying velocity
                 field. Motivated by measurements in the free surface
                 turbulence literature, we observe that past certain
                 frequencies, it is sufficient to perform a wave
                 simulation directly on the liquid surface, and
                 construct a reduced-dimensional surface-only
                 simulation. We sidestep the considerable problem of
                 generating a surface parameterization by employing an
                 embedding technique known as the Closest Point Method
                 (CPM) that operates directly on a 3D extension field.
                 The CPM requires 3D operators, and we show that for
                 surface operators with no natural 3D generalization, it
                 is possible to construct a viable operator using the
                 inverse Abel transform. We additionally propose a fast,
                 frozen core closest point transform, and an advection
                 method for the extension field that reduces smearing
                 considerably. Finally, we propose two turbulence
                 coupling methods that seed the high-resolution wave
                 simulation in visually expected regions.",
  acknowledgement = ack-nhfb,
  articleno =    "15",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kaplanyan:2013:APP,
  author =       "Anton S. Kaplanyan and Carsten Dachsbacher",
  title =        "Adaptive progressive photon mapping",
  journal =      j-TOG,
  volume =       "32",
  number =       "2",
  pages =        "16:1--16:13",
  month =        apr,
  year =         "2013",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed May 1 16:31:09 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article introduces a novel locally adaptive
                 progressive photon mapping technique which optimally
                 balances noise and bias in rendered images to minimize
                 the overall error. It is the result of an analysis of
                 the radiance estimation in progressive photon mapping.
                 As a first step, we establish a connection to the field
                 of recursive estimation and regression in statistics
                 and derive the optimal estimation parameters for the
                 asymptotic convergence of existing approaches. Next, we
                 show how to reformulate photon mapping as a spatial
                 regression in the measurement equation of light
                 transport. This reformulation allows us to derive a
                 novel data-driven bandwidth selection technique for
                 estimating a pixel's measurement. The proposed
                 technique possesses attractive convergence properties
                 with finite numbers of samples, which is important for
                 progressive rendering, and it also provides better
                 results for quasi-converged images. Our results show
                 the practical benefits of using our adaptive method.",
  acknowledgement = ack-nhfb,
  articleno =    "16",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Clausen:2013:SLS,
  author =       "Pascal Clausen and Martin Wicke and Jonathan R.
                 Shewchuk and James F. O'Brien",
  title =        "Simulating liquids and solid-liquid interactions with
                 {Lagrangian} meshes",
  journal =      j-TOG,
  volume =       "32",
  number =       "2",
  pages =        "17:1--17:15",
  month =        apr,
  year =         "2013",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed May 1 16:31:09 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article describes a Lagrangian finite element
                 method that simulates the behavior of liquids and
                 solids in a unified framework. Local mesh improvement
                 operations maintain a high-quality tetrahedral
                 discretization even as the mesh is advected by fluid
                 flow. We conserve volume and momentum, locally and
                 globally, by assigning to each element an independent
                 rest volume and adjusting it to correct for deviations
                 during remeshing and collisions. Incompressibility is
                 enforced with per-node pressure values, and extra
                 degrees of freedom are selectively inserted to prevent
                 pressure locking. Topological changes in the domain are
                 explicitly treated with local mesh splitting and
                 merging. Our method models surface tension with an
                 implicit formulation based on surface energies computed
                 on the boundary of the volume mesh. With this method we
                 can model elastic, plastic, and liquid materials in a
                 single mesh, with no need for explicit coupling. We
                 also model heat diffusion and thermoelastic effects,
                 which allow us to simulate phase changes. We
                 demonstrate these capabilities in several fluid
                 simulations at scales from millimeters to meters,
                 including simulations of melting caused by external or
                 thermoelastic heating.",
  acknowledgement = ack-nhfb,
  articleno =    "17",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bousseau:2013:GPP,
  author =       "Adrien Bousseau and James P. O'Shea and Fr{\'e}do
                 Durand and Ravi Ramamoorthi and Maneesh Agrawala",
  title =        "Gloss perception in painterly and cartoon rendering",
  journal =      j-TOG,
  volume =       "32",
  number =       "2",
  pages =        "18:1--18:13",
  month =        apr,
  year =         "2013",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed May 1 16:31:09 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Depictions with traditional media such as painting and
                 drawing represent scene content in a stylized manner.
                 It is unclear, however, how well stylized images depict
                 scene properties like shape, material, and lighting. In
                 this article, we describe the first study of material
                 perception in stylized images (specifically painting
                 and cartoon) and use nonphotorealistic rendering
                 algorithms to evaluate how such stylization alters the
                 perception of gloss. Our study reveals a compression of
                 the range of representable gloss in stylized images so
                 that shiny materials appear more diffuse in painterly
                 rendering, while diffuse materials appear shinier in
                 cartoon images. From our measurements we estimate the
                 function that maps realistic gloss parameters to their
                 perception in a stylized rendering. This mapping allows
                 users of NPR algorithms to predict the perception of
                 gloss in their images. The inverse of this function
                 exaggerates gloss properties to make the contrast
                 between materials in a stylized image more faithful. We
                 have conducted our experiment both in a lab and on a
                 crowdsourcing Web site. While crowdsourcing allows us
                 to quickly design our pilot study, a lab experiment
                 provides more control on how subjects perform the task.
                 We provide a detailed comparison of the results
                 obtained with the two approaches and discuss their
                 advantages and drawbacks for studies like ours.",
  acknowledgement = ack-nhfb,
  articleno =    "18",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mehra:2013:WBS,
  author =       "Ravish Mehra and Nikunj Raghuvanshi and Lakulish
                 Antani and Anish Chandak and Sean Curtis and Dinesh
                 Manocha",
  title =        "Wave-based sound propagation in large open scenes
                 using an equivalent source formulation",
  journal =      j-TOG,
  volume =       "32",
  number =       "2",
  pages =        "19:1--19:13",
  month =        apr,
  year =         "2013",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed May 1 16:31:09 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel approach for wave-based sound
                 propagation suitable for large, open spaces spanning
                 hundreds of meters, with a small memory footprint. The
                 scene is decomposed into disjoint rigid objects. The
                 free-field acoustic behavior of each object is captured
                 by a compact per-object transfer function relating the
                 amplitudes of a set of incoming equivalent sources to
                 outgoing equivalent sources. Pairwise acoustic
                 interactions between objects are computed analytically
                 to yield compact inter-object transfer functions. The
                 global sound field accounting for all orders of
                 interaction is computed using these transfer functions.
                 The runtime system uses fast summation over the
                 outgoing equivalent source amplitudes for all objects
                 to auralize the sound field for a moving listener in
                 real time. We demonstrate realistic acoustic effects
                 such as diffraction, low-passed sound behind
                 obstructions, focusing, scattering, high-order
                 reflections, and echoes on a variety of scenes.",
  acknowledgement = ack-nhfb,
  articleno =    "19",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Berger:2013:BSR,
  author =       "Matthew Berger and Joshua A. Levine and Luis Gustavo
                 Nonato and Gabriel Taubin and Claudio T. Silva",
  title =        "A benchmark for surface reconstruction",
  journal =      j-TOG,
  volume =       "32",
  number =       "2",
  pages =        "20:1--20:17",
  month =        apr,
  year =         "2013",
  CODEN =        "ATGRDF",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed May 1 16:31:09 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a benchmark for the evaluation and
                 comparison of algorithms which reconstruct a surface
                 from point cloud data. Although a substantial amount of
                 effort has been dedicated to the problem of surface
                 reconstruction, a comprehensive means of evaluating
                 this class of algorithms is noticeably absent. We
                 propose a simple pipeline for measuring surface
                 reconstruction algorithms, consisting of three main
                 phases: surface modeling, sampling, and evaluation. We
                 use implicit surfaces for modeling shapes which are
                 capable of representing details of varying size and
                 sharp features. From these implicit surfaces, we
                 produce point clouds by synthetically generating range
                 scans which resemble realistic scan data produced by an
                 optical triangulation scanner. We validate our
                 synthetic sampling scheme by comparing against scan
                 data produced by a commercial optical laser scanner,
                 where we scan a 3D-printed version of the original
                 surface. Last, we perform evaluation by comparing the
                 output reconstructed surface to a dense uniformly
                 distributed sampling of the implicit surface. We
                 decompose our benchmark into two distinct sets of
                 experiments. The first set of experiments measures
                 reconstruction against point clouds of complex shapes
                 sampled under a wide variety of conditions. Although
                 these experiments are quite useful for comparison, they
                 lack a fine-grain analysis. To complement this, the
                 second set of experiments measures specific properties
                 of surface reconstruction, in terms of sampling
                 characteristics and surface features. Together, these
                 experiments depict a detailed examination of the state
                 of surface reconstruction algorithms.",
  acknowledgement = ack-nhfb,
  articleno =    "20",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Scher:2013:TDN,
  author =       "Steven Scher and Jing Liu and Rajan Vaish and Prabath
                 Gunawardane and James Davis",
  title =        "{$3$D+$2$DTV}: {$3$D} displays with no ghosting for
                 viewers without glasses",
  journal =      j-TOG,
  volume =       "32",
  number =       "3",
  pages =        "21:1--21:10",
  month =        jun,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2487228.2487229",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 1 18:40:05 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "3D displays are increasingly popular in consumer and
                 commercial applications. Many such displays show 3D
                 images to viewers wearing special glasses, while
                 showing an incomprehensible double image to viewers
                 without glasses. We demonstrate a simple method that
                 provides those with glasses a 3D experience, while
                 viewers without glasses see a 2D image without
                 artifacts. In addition to separate left and right
                 images in each frame, we add a third image, invisible
                 to those with glasses. In the combined view seen by
                 those without glasses, this cancels the right image,
                 leaving only the left. If the left and right images are
                 of equal brightness, this approach results in low
                 contrast for viewers without glasses. Allowing
                 differential brightness between the left and right
                 images improves 2D contrast. We observe experimentally
                 that: (1) viewers without glasses prefer our 3D+2DTV to
                 a standard 3DTV, (2) viewers with glasses maintain a
                 strong 3D percept, even when one eye is significantly
                 darker than the other, and (3) sequential-stereo
                 display viewers with glasses experience a depth
                 illusion caused by the Pulfrich effect, but it is small
                 and innocuous. Our technique is applicable to displays
                 using either active shutter glasses or passive glasses.
                 Our prototype uses active shutter glasses and a
                 polarizer.",
  acknowledgement = ack-nhfb,
  articleno =    "21",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fan:2013:ELS,
  author =       "Ye Fan and Joshua Litven and David I. W. Levin and
                 Dinesh K. Pai",
  title =        "{Eulerian-on-Lagrangian} simulation",
  journal =      j-TOG,
  volume =       "32",
  number =       "3",
  pages =        "22:1--22:9",
  month =        jun,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2487228.2487230",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 1 18:40:05 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe an Eulerian-on-Lagrangian solid simulator
                 that reduces or eliminates many of the problems
                 experienced by fully Eulerian methods but retains their
                 advantages. Our method does not require the
                 construction of an explicit object discretization and
                 the fixed nature of the simulation mesh avoids tangling
                 during large deformations. By introducing Lagrangian
                 modes to the simulation we enable unbounded simulation
                 domains and reduce the time-step restrictions which can
                 plague Eulerian simulations. Our method features a new
                 solver that can resolve contact between multiple
                 objects while simultaneously distributing motion
                 between the Lagrangian and Eulerian modes in a
                 least-squares fashion. Our method successfully bridges
                 the gap between Lagrangian and Eulerian simulation
                 methodologies without having to abandon either one.",
  acknowledgement = ack-nhfb,
  articleno =    "22",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Deng:2013:UIS,
  author =       "Chongyang Deng and Weiyin Ma",
  title =        "A unified interpolatory subdivision scheme for
                 quadrilateral meshes",
  journal =      j-TOG,
  volume =       "32",
  number =       "3",
  pages =        "23:1--23:11",
  month =        jun,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2487228.2487231",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 1 18:40:05 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "For approximating subdivision schemes, there are
                 several unified frameworks for effectively constructing
                 subdivision surfaces generalizing splines of an
                 arbitrary degree. In this article, we present a similar
                 unified framework for interpolatory subdivision
                 schemes. We first decompose the $ 2 n $-point
                 interpolatory curve subdivision scheme into repeated
                 local operations. By extending the repeated local
                 operations to quadrilateral meshes, an efficient
                 algorithm can be further derived for interpolatory
                 surface subdivision. Depending on the number n of
                 repeated local operations, the continuity of the limit
                 curve or surface can be of an arbitrary order $ C^L $,
                 except in the surface case at a limited number of
                 extraordinary vertices where $ C^1 $ continuity with
                 bounded curvature is obtained. Boundary rules built
                 upon repeated local operations are also presented.",
  acknowledgement = ack-nhfb,
  articleno =    "23",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Garcia:2013:CMM,
  author =       "Francisco Gonz{\'a}lez Garc{\'\i}a and Teresa
                 Paradinas and Narc{\'\i}s Coll and Gustavo Patow",
  title =        "{*Cages}: a multilevel, multi-cage-based system for
                 mesh deformation",
  journal =      j-TOG,
  volume =       "32",
  number =       "3",
  pages =        "24:1--24:13",
  month =        jun,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2487228.2487232",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 1 18:40:05 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Cage-based deformation has been one of the main
                 approaches for mesh deformation in recent years, with a
                 lot of interesting and active research. The main
                 advantages of cage-based deformation techniques are
                 their simplicity, relative flexibility, and speed.
                 However, to date there has been no widely accepted
                 solution that provides both user control at different
                 levels of detail and high-quality deformations. We
                 present *Cages (star-cages), a significant step forward
                 with respect to traditional single-cage coordinate
                 systems, and which allows the usage of multiple cages
                 enclosing the model for easier manipulation while still
                 preserving the smoothness of the mesh in the
                 transitions between them. The proposed deformation
                 scheme is extremely flexible and versatile, allowing
                 the usage of heterogeneous sets of coordinates and
                 different levels of deformation, ranging from a
                 whole-model deformation to a very localized one. This
                 locality allows faster evaluation and a reduced memory
                 footprint, and as a result outperforms single-cage
                 approaches in flexibility, speed, and memory
                 requirements for complex editing operations.",
  acknowledgement = ack-nhfb,
  articleno =    "24",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Heck:2013:BNS,
  author =       "Daniel Heck and Thomas Schl{\"o}mer and Oliver
                 Deussen",
  title =        "Blue noise sampling with controlled aliasing",
  journal =      j-TOG,
  volume =       "32",
  number =       "3",
  pages =        "25:1--25:12",
  month =        jun,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2487228.2487233",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 1 18:40:05 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this article we revisit the problem of blue noise
                 sampling with a strong focus on the spectral properties
                 of the sampling patterns. Starting from the observation
                 that oscillations in the power spectrum of a sampling
                 pattern can cause aliasing artifacts in the resulting
                 images, we synthesize two new types of blue noise
                 patterns: step blue noise with a power spectrum in the
                 form of a step function and single-peak blue noise with
                 a wide zero-region and no oscillations except for a
                 single peak. We study the mathematical relationship of
                 the radial power spectrum to a spatial statistic known
                 as the radial distribution function to determine which
                 power spectra can actually be realized and to construct
                 the corresponding point sets. Finally, we show that
                 both proposed sampling patterns effectively prevent
                 structured aliasing at low sampling rates and perform
                 well at high sampling rates.",
  acknowledgement = ack-nhfb,
  articleno =    "25",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Niessner:2013:ADM,
  author =       "Matthias Nie{\ss}ner and Charles Loop",
  title =        "Analytic displacement mapping using hardware
                 tessellation",
  journal =      j-TOG,
  volume =       "32",
  number =       "3",
  pages =        "26:1--26:9",
  month =        jun,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2487228.2487234",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 1 18:40:05 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Displacement mapping is ideal for modern GPUs since it
                 enables high-frequency geometric surface detail on
                 models with low memory I/O. However, problems such as
                 texture seams, normal recomputation, and undersampling
                 artifacts have limited its adoption. We provide a
                 comprehensive solution to these problems by introducing
                 a smooth analytic displacement function. Coefficients
                 are stored in a GPU-friendly tile-based texture format,
                 and a multiresolution mip hierarchy of this function is
                 formed. We propose a novel level-of-detail scheme by
                 computing per-vertex adaptive tessellation factors and
                 select the appropriate prefiltered mip levels of the
                 displacement function. Our method obviates the need for
                 a precomputed normal map since normals are directly
                 derived from the displacements. Thus, we are able to
                 perform authoring and rendering simultaneously without
                 typical displacement map extraction from a dense
                 triangle mesh. This not only is more flexible than the
                 traditional combination of discrete displacements and
                 normal maps, but also provides faster runtime due to
                 reduced memory I/O.",
  acknowledgement = ack-nhfb,
  articleno =    "26",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Museth:2013:VHR,
  author =       "Ken Museth",
  title =        "{VDB}: High-resolution sparse volumes with dynamic
                 topology",
  journal =      j-TOG,
  volume =       "32",
  number =       "3",
  pages =        "27:1--27:22",
  month =        jun,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2487228.2487235",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 1 18:40:05 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We have developed a novel hierarchical data structure
                 for the efficient representation of sparse,
                 time-varying volumetric data discretized on a 3D grid.
                 Our ``VDB'', so named because it is a Volumetric,
                 Dynamic grid that shares several characteristics with
                 B+trees, exploits spatial coherency of time-varying
                 data to separately and compactly encode data values and
                 grid topology. VDB models a virtually infinite 3D index
                 space that allows for cache-coherent and fast data
                 access into sparse volumes of high resolution. It
                 imposes no topology restrictions on the sparsity of the
                 volumetric data, and it supports fast (average O (1))
                 random access patterns when the data are inserted,
                 retrieved, or deleted. This is in contrast to most
                 existing sparse volumetric data structures, which
                 assume either static or manifold topology and require
                 specific data access patterns to compensate for slow
                 random access. Since the VDB data structure is
                 fundamentally hierarchical, it also facilitates
                 adaptive grid sampling, and the inherent acceleration
                 structure leads to fast algorithms that are well-suited
                 for simulations. As such, VDB has proven useful for
                 several applications that call for large, sparse,
                 animated volumes, for example, level set dynamics and
                 cloud modeling. In this article, we showcase some of
                 these algorithms and compare VDB with existing,
                 state-of-the-art data structures.",
  acknowledgement = ack-nhfb,
  articleno =    "27",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kee:2013:EPM,
  author =       "Eric Kee and James O'Brien and Hany Farid",
  title =        "Exposing photo manipulation with inconsistent
                 shadows",
  journal =      j-TOG,
  volume =       "32",
  number =       "3",
  pages =        "28:1--28:12",
  month =        jun,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2487228.2487236",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 1 18:40:05 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe a geometric technique to detect physically
                 inconsistent arrangements of shadows in an image. This
                 technique combines multiple constraints from cast and
                 attached shadows to constrain the projected location of
                 a point light source. The consistency of the shadows is
                 posed as a linear programming problem. A feasible
                 solution indicates that the collection of shadows is
                 physically plausible, while a failure to find a
                 solution provides evidence of photo tampering.",
  acknowledgement = ack-nhfb,
  articleno =    "28",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kazhdan:2013:SPS,
  author =       "Michael Kazhdan and Hugues Hoppe",
  title =        "Screened {Poisson} surface reconstruction",
  journal =      j-TOG,
  volume =       "32",
  number =       "3",
  pages =        "29:1--29:13",
  month =        jun,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2487228.2487237",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 1 18:40:05 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Poisson surface reconstruction creates watertight
                 surfaces from oriented point sets. In this work we
                 extend the technique to explicitly incorporate the
                 points as interpolation constraints. The extension can
                 be interpreted as a generalization of the underlying
                 mathematical framework to a screened Poisson equation.
                 In contrast to other image and geometry processing
                 techniques, the screening term is defined over a sparse
                 set of points rather than over the full domain. We show
                 that these sparse constraints can nonetheless be
                 integrated efficiently. Because the modified linear
                 system retains the same finite-element discretization,
                 the sparsity structure is unchanged, and the system can
                 still be solved using a multigrid approach. Moreover we
                 present several algorithmic improvements that together
                 reduce the time complexity of the solver to linear in
                 the number of points, thereby enabling faster,
                 higher-quality surface reconstructions.",
  acknowledgement = ack-nhfb,
  articleno =    "29",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chaurasia:2013:DSL,
  author =       "Gaurav Chaurasia and Sylvain Duchene and Olga
                 Sorkine-Hornung and George Drettakis",
  title =        "Depth synthesis and local warps for plausible
                 image-based navigation",
  journal =      j-TOG,
  volume =       "32",
  number =       "3",
  pages =        "30:1--30:12",
  month =        jun,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2487228.2487238",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 1 18:40:05 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Modern camera calibration and multiview stereo
                 techniques enable users to smoothly navigate between
                 different views of a scene captured using standard
                 cameras. The underlying automatic 3D reconstruction
                 methods work well for buildings and regular structures
                 but often fail on vegetation, vehicles, and other
                 complex geometry present in everyday urban scenes.
                 Consequently, missing depth information makes
                 Image-Based Rendering (IBR) for such scenes very
                 challenging. Our goal is to provide plausible
                 free-viewpoint navigation for such datasets. To do
                 this, we introduce a new IBR algorithm that is robust
                 to missing or unreliable geometry, providing plausible
                 novel views even in regions quite far from the input
                 camera positions. We first oversegment the input
                 images, creating superpixels of homogeneous color
                 content which often tends to preserve depth
                 discontinuities. We then introduce a depth synthesis
                 approach for poorly reconstructed regions based on a
                 graph structure on the oversegmentation and appropriate
                 traversal of the graph. The superpixels augmented with
                 synthesized depth allow us to define a local
                 shape-preserving warp which compensates for inaccurate
                 depth. Our rendering algorithm blends the warped
                 images, and generates plausible image-based novel views
                 for our challenging target scenes. Our results
                 demonstrate novel view synthesis in real time for
                 multiple challenging scenes with significant depth
                 complexity, providing a convincing immersive navigation
                 experience.",
  acknowledgement = ack-nhfb,
  articleno =    "30",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Belcour:2013:CTE,
  author =       "Laurent Belcour and Cyril Soler and Kartic Subr and
                 Nicolas Holzschuch and Fredo Durand",
  title =        "{$5$D} covariance tracing for efficient defocus and
                 motion blur",
  journal =      j-TOG,
  volume =       "32",
  number =       "3",
  pages =        "31:1--31:18",
  month =        jun,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2487228.2487239",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jul 1 18:40:05 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The rendering of effects such as motion blur and
                 depth-of-field requires costly 5D integrals. We
                 accelerate their computation through adaptive sampling
                 and reconstruction based on the prediction of the
                 anisotropy and bandwidth of the integrand. For this, we
                 develop a new frequency analysis of the 5D temporal
                 light-field, and show that first-order motion can be
                 handled through simple changes of coordinates in 5D. We
                 further introduce a compact representation of the
                 spectrum using the covariance matrix and Gaussian
                 approximations. We derive update equations for the 5 $
                 \times $ 5 covariance matrices for each atomic light
                 transport event, such as transport, occlusion, BRDF,
                 texture, lens, and motion. The focus on atomic
                 operations makes our work general, and removes the need
                 for special-case formulas. We present a new rendering
                 algorithm that computes 5D covariance matrices on the
                 image plane by tracing paths through the scene,
                 focusing on the single-bounce case. This allows us to
                 reduce sampling rates when appropriate and perform
                 reconstruction of images with complex depth-of-field
                 and motion blur effects.",
  acknowledgement = ack-nhfb,
  articleno =    "31",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sheffer:2013:ECH,
  author =       "Alla Sheffer",
  title =        "An efficient computation of handle and tunnel loops
                 via {Reeb} graphs",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "32:1--32:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2462017",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A special family of non-trivial loops on a surface
                 called handle and tunnel loops associates closely to
                 geometric features of ``handles'' and ``tunnels''
                 respectively in a 3D model. The identification of these
                 handle and tunnel loops can benefit a broad range of
                 applications from topology simplification/repair, and
                 surface parameterization, to feature and shape
                 recognition. Many of the existing efficient algorithms
                 for computing non-trivial loops cannot be used to
                 compute these special type of loops. The two algorithms
                 known for computing handle and tunnel loops provably
                 have a serious drawback that they both require a
                 tessellation of the interior and exterior spaces
                 bounded by the surface. Computing such a tessellation
                 of three dimensional space around the surface is a
                 non-trivial task and can be quite expensive.
                 Furthermore, such a tessellation may need to refine the
                 surface mesh, thus causing the undesirable side-effect
                 of outputting the loops on an altered surface mesh. In
                 this paper, we present an efficient algorithm to
                 compute a basis for handle and tunnel loops without
                 requiring any 3D tessellation. This saves time
                 considerably for large meshes making the algorithm
                 scalable while computing the loops on the original
                 input mesh and not on some refined version of it. We
                 use the concept of the Reeb graph which together with
                 several key theoretical insights on linking number
                 provide an initial set of loops that provably
                 constitute a handle and a tunnel basis. We further
                 develop a novel strategy to tighten these handle and
                 tunnel basis loops to make them geometrically relevant.
                 We demonstrate the efficiency and effectiveness of our
                 algorithm as well as show its robustness against noise,
                 and other anomalies in the input.",
  acknowledgement = ack-nhfb,
  articleno =    "32",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jacobson:2013:RIO,
  author =       "Alec Jacobson and Ladislav Kavan and Olga
                 Sorkine-Hornung",
  title =        "Robust inside-outside segmentation using generalized
                 winding numbers",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "33:1--33:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461916",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Solid shapes in computer graphics are often
                 represented with boundary descriptions, e.g. triangle
                 meshes, but animation, physically-based simulation, and
                 geometry processing are more realistic and accurate
                 when explicit volume representations are available.
                 Tetrahedral meshes which exactly contain (interpolate)
                 the input boundary description are desirable but
                 difficult to construct for a large class of input
                 meshes. Character meshes and CAD models are often
                 composed of many connected components with numerous
                 self-intersections, non-manifold pieces, and open
                 boundaries, precluding existing meshing algorithms. We
                 propose an automatic algorithm handling all of these
                 issues, resulting in a compact discretization of the
                 input's inner volume. We only require reasonably
                 consistent orientation of the input triangle mesh. By
                 generalizing the winding number for arbitrary triangle
                 meshes, we define a function that is a perfect
                 segmentation for watertight input and is well-behaved
                 otherwise. This function guides a graphcut segmentation
                 of a constrained Delaunay tessellation (CDT), providing
                 a minimal description that meets the boundary exactly
                 and may be fed as input to existing tools to achieve
                 element quality. We highlight our robustness on a
                 number of examples and show applications of solving
                 PDEs, volumetric texturing and elastic simulation.",
  acknowledgement = ack-nhfb,
  articleno =    "33",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bernstein:2013:PHH,
  author =       "Gilbert Louis Bernstein and Chris Wojtan",
  title =        "Putting holes in holey geometry: topology change for
                 arbitrary surfaces",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "34:1--34:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2462027",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a method for computing topology
                 changes for triangle meshes in an interactive geometric
                 modeling environment. Most triangle meshes in practice
                 do not exhibit desirable geometric properties, so we
                 develop a solution that is independent of standard
                 assumptions and robust to geometric errors.
                 Specifically, we provide the first method for topology
                 change applicable to arbitrary non-solid, non-manifold,
                 non-closed, self-intersecting surfaces. We prove that
                 this new method for topology change produces the
                 expected conventional results when applied to solid
                 (closed, manifold, non-self-intersecting)
                 surfaces---that is, we prove a backwards-compatibility
                 property relative to prior work. Beyond solid surfaces,
                 we present empirical evidence that our method remains
                 tolerant to a variety of surface aberrations through
                 the incorporation of a novel error correction scheme.
                 Finally, we demonstrate how topology change applied to
                 non-solid objects enables wholly new and useful
                 behaviors.",
  acknowledgement = ack-nhfb,
  articleno =    "34",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Denning:2013:MDM,
  author =       "Jonathan D. Denning and Fabio Pellacini",
  title =        "{MeshGit}: diffing and merging meshes for polygonal
                 modeling",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "35:1--35:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461942",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents MeshGit, a practical algorithm for
                 diffing and merging polygonal meshes typically used in
                 subdivision modeling workflows. Inspired by version
                 control for text editing, we introduce the mesh edit
                 distance as a measure of the dissimilarity between
                 meshes. This distance is defined as the minimum cost of
                 matching the vertices and faces of one mesh to those of
                 another. We propose an iterative greedy algorithm to
                 approximate the mesh edit distance, which scales well
                 with model complexity, providing a practical solution
                 to our problem. We translate the mesh correspondence
                 into a set of mesh editing operations that transforms
                 the first mesh into the second. The editing operations
                 can be displayed directly to provide a meaningful
                 visual difference between meshes. For merging, we
                 compute the difference between two versions and their
                 common ancestor, as sets of editing operations. We
                 robustly detect conflicting operations, automatically
                 apply non-conflicting edits, and allow the user to
                 choose how to merge the conflicting edits. We evaluate
                 MeshGit by diffing and merging a variety of meshes and
                 find it to work well for all.",
  acknowledgement = ack-nhfb,
  articleno =    "35",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Boyadzhiev:2013:UAI,
  author =       "Ivaylo Boyadzhiev and Sylvain Paris and Kavita Bala",
  title =        "User-assisted image compositing for photographic
                 lighting",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "36:1--36:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461973",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Good lighting is crucial in photography and can make
                 the difference between a great picture and a discarded
                 image. Traditionally, professional photographers work
                 in a studio with many light sources carefully set up,
                 with the goal of getting a near-final image at exposure
                 time, with post-processing mostly focusing on aspects
                 orthogonal to lighting. Recently, a new workflow has
                 emerged for architectural and commercial photography,
                 where photographers capture several photos from a fixed
                 viewpoint with a moving light source. The objective is
                 not to produce the final result immediately, but rather
                 to capture useful data that are later processed, often
                 significantly, in photo editing software to create the
                 final well-lit image. This new workflow is flexible,
                 requires less manual setup, and works well for
                 time-constrained shots. But dealing with several tens
                 of unorganized layers is painstaking, requiring hours
                 to days of manual effort, as well as advanced photo
                 editing skills. Our objective in this paper is to make
                 the compositing step easier. We describe a set of
                 optimizations to assemble the input images to create a
                 few basis lights that correspond to common goals
                 pursued by photographers, e.g., accentuating edges and
                 curved regions. We also introduce modifiers that
                 capture standard photographic tasks, e.g., to alter the
                 lights to soften highlights and shadows, akin to
                 umbrellas and soft boxes. Our experiments with novice
                 and professional users show that our approach allows
                 them to quickly create satisfying results, whereas
                 working with unorganized images requires considerably
                 more time. Casual users particularly benefit from our
                 approach since coping with a large number of layers is
                 daunting for them and requires significant
                 experience.",
  acknowledgement = ack-nhfb,
  articleno =    "36",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lin:2013:PCN,
  author =       "Sharon Lin and Daniel Ritchie and Matthew Fisher and
                 Pat Hanrahan",
  title =        "Probabilistic color-by-numbers: suggesting pattern
                 colorizations using factor graphs",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "37:1--37:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461988",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a probabilistic factor graph model for
                 automatically coloring 2D patterns. The model is
                 trained on example patterns to statistically capture
                 their stylistic properties. It incorporates terms for
                 enforcing both color compatibility and spatial
                 arrangements of colors that are consistent with the
                 training examples. Using Markov Chain Monte Carlo, the
                 model can be sampled to generate a diverse set of new
                 colorings for a target pattern. This general
                 probabilistic framework allows users to guide the
                 generated suggestions via conditional inference or
                 additional soft constraints. We demonstrate results on
                 a variety of coloring tasks, and we evaluate the model
                 through a perceptual study in which participants judged
                 sampled colorings to be significantly preferable to
                 other automatic baselines.",
  acknowledgement = ack-nhfb,
  articleno =    "37",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{HaCohen:2013:OCC,
  author =       "Yoav HaCohen and Eli Shechtman and Dan B. Goldman and
                 Dani Lischinski",
  title =        "Optimizing color consistency in photo collections",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "38:1--38:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461997",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "With dozens or even hundreds of photos in today's
                 digital photo albums, editing an entire album can be a
                 daunting task. Existing automatic tools operate on
                 individual photos without ensuring consistency of
                 appearance between photographs that share content. In
                 this paper, we present a new method for consistent
                 editing of photo collections. Our method automatically
                 enforces consistent appearance of images that share
                 content without any user input. When the user does make
                 changes to selected images, these changes automatically
                 propagate to other images in the collection, while
                 still maintaining as much consistency as possible. This
                 makes it possible to interactively adjust an entire
                 photo album in a consistent manner by manipulating only
                 a few images. Our method operates by efficiently
                 constructing a graph with edges linking photo pairs
                 that share content. Consistent appearance of connected
                 photos is achieved by globally optimizing a quadratic
                 cost function over the entire graph, treating
                 user-specified edits as constraints in the
                 optimization. The optimization is fast enough to
                 provide interactive visual feedback to the user. We
                 demonstrate the usefulness of our approach using a
                 number of personal and professional photo collections,
                 as well as internet collections.",
  acknowledgement = ack-nhfb,
  articleno =    "38",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bonneel:2013:EBV,
  author =       "Nicolas Bonneel and Kalyan Sunkavalli and Sylvain
                 Paris and Hanspeter Pfister",
  title =        "Example-based video color grading",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "39:1--39:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461939",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In most professional cinema productions, the color
                 palette of the movie is painstakingly adjusted by a
                 team of skilled colorists --- through a process
                 referred to as color grading --- to achieve a certain
                 visual look. The time and expertise required to grade a
                 video makes it difficult for amateurs to manipulate the
                 colors of their own video clips. In this work, we
                 present a method that allows a user to transfer the
                 color palette of a model video clip to their own video
                 sequence. We estimate a per-frame color transform that
                 maps the color distributions in the input video
                 sequence to that of the model video clip. Applying this
                 transformation naively leads to artifacts such as
                 bleeding and flickering. Instead, we propose a novel
                 differential-geometry-based scheme that interpolates
                 these transformations in a manner that minimizes their
                 curvature, similarly to curvature flows. In addition,
                 we automatically determine a set of keyframes that best
                 represent this interpolated transformation curve, and
                 can be used subsequently, to manually refine the color
                 grade. We show how our method can successfully transfer
                 color palettes between videos for a range of visual
                 styles and a number of input video clips.",
  acknowledgement = ack-nhfb,
  articleno =    "39",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bouaziz:2013:OMR,
  author =       "Sofien Bouaziz and Yangang Wang and Mark Pauly",
  title =        "Online modeling for realtime facial animation",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "40:1--40:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461976",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new algorithm for realtime face tracking
                 on commodity RGB-D sensing devices. Our method requires
                 no user-specific training or calibration, or any other
                 form of manual assistance, thus enabling a range of new
                 applications in performance-based facial animation and
                 virtual interaction at the consumer level. The key
                 novelty of our approach is an optimization algorithm
                 that jointly solves for a detailed 3D expression model
                 of the user and the corresponding dynamic tracking
                 parameters. Realtime performance and robust
                 computations are facilitated by a novel subspace
                 parameterization of the dynamic facial expression
                 space. We provide a detailed evaluation that shows that
                 our approach significantly simplifies the performance
                 capture workflow, while achieving accurate facial
                 tracking for realtime applications.",
  acknowledgement = ack-nhfb,
  articleno =    "40",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cao:2013:SRR,
  author =       "Chen Cao and Yanlin Weng and Stephen Lin and Kun
                 Zhou",
  title =        "{$3$D} shape regression for real-time facial
                 animation",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "41:1--41:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2462012",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a real-time performance-driven facial
                 animation system based on 3D shape regression. In this
                 system, the 3D positions of facial landmark points are
                 inferred by a regressor from 2D video frames of an
                 ordinary web camera. From these 3D points, the pose and
                 expressions of the face are recovered by fitting a
                 user-specific blendshape model to them. The main
                 technical contribution of this work is the 3D
                 regression algorithm that learns an accurate,
                 user-specific face alignment model from an easily
                 acquired set of training data, generated from images of
                 the user performing a sequence of predefined facial
                 poses and expressions. Experiments show that our system
                 can accurately recover 3D face shapes even for fast
                 motions, non-frontal faces, and exaggerated
                 expressions. In addition, some capacity to handle
                 partial occlusions and changing lighting conditions is
                 demonstrated.",
  acknowledgement = ack-nhfb,
  articleno =    "41",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2013:RFA,
  author =       "Hao Li and Jihun Yu and Yuting Ye and Chris Bregler",
  title =        "Realtime facial animation with on-the-fly
                 correctives",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "42:1--42:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2462019",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a real-time and calibration-free facial
                 performance capture framework based on a sensor with
                 video and depth input. In this framework, we develop an
                 adaptive PCA model using shape correctives that adjust
                 on-the-fly to the actor's expressions through
                 incremental PCA-based learning. Since the fitting of
                 the adaptive model progressively improves during the
                 performance, we do not require an extra capture or
                 training session to build this model. As a result, the
                 system is highly deployable and easy to use: it can
                 faithfully track any individual, starting from just a
                 single face scan of the subject in a neutral pose. Like
                 many real-time methods, we use a linear subspace to
                 cope with incomplete input data and fast motion. To
                 boost the training of our tracking model with reliable
                 samples, we use a well-trained 2D facial feature
                 tracker on the input video and an efficient mesh
                 deformation algorithm to snap the result of the
                 previous step to high frequency details in visible
                 depth map regions. We show that the combination of
                 dense depth maps and texture features around eyes and
                 lips is essential in capturing natural dialogues and
                 nuanced actor-specific emotions. We demonstrate that
                 using an adaptive PCA model not only improves the
                 fitting accuracy for tracking but also increases the
                 expressiveness of the retargeted character.",
  acknowledgement = ack-nhfb,
  articleno =    "42",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2013:VBH,
  author =       "Yangang Wang and Jianyuan Min and Jianjie Zhang and
                 Yebin Liu and Feng Xu and Qionghai Dai and Jinxiang
                 Chai",
  title =        "Video-based hand manipulation capture through
                 composite motion control",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "43:1--43:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2462000",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper describes a new method for acquiring
                 physically realistic hand manipulation data from
                 multiple video streams. The key idea of our approach is
                 to introduce a composite motion control to
                 simultaneously model hand articulation, object
                 movement, and subtle interaction between the hand and
                 object. We formulate video-based hand manipulation
                 capture in an optimization framework by maximizing the
                 consistency between the simulated motion and the
                 observed image data. We search an optimal motion
                 control that drives the simulation to best match the
                 observed image data. We demonstrate the effectiveness
                 of our approach by capturing a wide range of
                 high-fidelity dexterous manipulation data. We show the
                 power of our recovered motion controllers by adapting
                 the captured motion data to new objects with different
                 properties. The system achieves superior performance
                 against alternative methods such as marker-based motion
                 capture and kinematic hand motion tracking.",
  acknowledgement = ack-nhfb,
  articleno =    "43",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Velten:2013:FPC,
  author =       "Andreas Velten and Di Wu and Adrian Jarabo and Belen
                 Masia and Christopher Barsi and Chinmaya Joshi and
                 Everett Lawson and Moungi Bawendi and Diego Gutierrez
                 and Ramesh Raskar",
  title =        "Femto-photography: capturing and visualizing the
                 propagation of light",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "44:1--44:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461928",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present femto-photography, a novel imaging
                 technique to capture and visualize the propagation of
                 light. With an effective exposure time of 1.85
                 picoseconds (ps) per frame, we reconstruct movies of
                 ultrafast events at an equivalent resolution of about
                 one half trillion frames per second. Because cameras
                 with this shutter speed do not exist, we re-purpose
                 modern imaging hardware to record an ensemble average
                 of repeatable events that are synchronized to a streak
                 sensor, in which the time of arrival of light from the
                 scene is coded in one of the sensor's spatial
                 dimensions. We introduce reconstruction methods that
                 allow us to visualize the propagation of femtosecond
                 light pulses through macroscopic scenes; at such fast
                 resolution, we must consider the notion of
                 time-unwarping between the camera's and the world's
                 space-time coordinate systems to take into account
                 effects associated with the finite speed of light. We
                 apply our femto-photography technique to visualizations
                 of very different scenes, which allow us to observe the
                 rich dynamics of time-resolved light transport effects,
                 including scattering, specular reflections, diffuse
                 interreflections, diffraction, caustics, and subsurface
                 scattering. Our work has potential applications in
                 artistic, educational, and scientific visualizations;
                 industrial imaging to analyze material properties; and
                 medical imaging to reconstruct subsurface elements. In
                 addition, our time-resolved technique may motivate new
                 forms of computational photography.",
  acknowledgement = ack-nhfb,
  articleno =    "44",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Heide:2013:LBT,
  author =       "Felix Heide and Matthias B. Hullin and James Gregson
                 and Wolfgang Heidrich",
  title =        "Low-budget transient imaging using photonic mixer
                 devices",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "45:1--45:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461945",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Transient imaging is an exciting a new imaging
                 modality that can be used to understand light
                 propagation in complex environments, and to capture and
                 analyze scene properties such as the shape of hidden
                 objects or the reflectance properties of surfaces.
                 Unfortunately, research in transient imaging has so far
                 been hindered by the high cost of the required
                 instrumentation, as well as the fragility and
                 difficulty to operate and calibrate devices such as
                 femtosecond lasers and streak cameras. In this paper,
                 we explore the use of photonic mixer devices (PMD),
                 commonly used in inexpensive time-of-flight cameras, as
                 alternative instrumentation for transient imaging. We
                 obtain a sequence of differently modulated images with
                 a PMD sensor, impose a model for local light/object
                 interaction, and use an optimization procedure to infer
                 transient images given the measurements and model. The
                 resulting method produces transient images at a cost
                 several orders of magnitude below existing methods,
                 while simultaneously simplifying and speeding up the
                 capture process.",
  acknowledgement = ack-nhfb,
  articleno =    "45",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Marwah:2013:CLF,
  author =       "Kshitij Marwah and Gordon Wetzstein and Yosuke Bando
                 and Ramesh Raskar",
  title =        "Compressive light field photography using overcomplete
                 dictionaries and optimized projections",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "46:1--46:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461914",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Light field photography has gained a significant
                 research interest in the last two decades; today,
                 commercial light field cameras are widely available.
                 Nevertheless, most existing acquisition approaches
                 either multiplex a low-resolution light field into a
                 single 2D sensor image or require multiple photographs
                 to be taken for acquiring a high-resolution light
                 field. We propose a compressive light field camera
                 architecture that allows for higher-resolution light
                 fields to be recovered than previously possible from a
                 single image. The proposed architecture comprises three
                 key components: light field atoms as a sparse
                 representation of natural light fields, an optical
                 design that allows for capturing optimized 2D light
                 field projections, and robust sparse reconstruction
                 methods to recover a 4D light field from a single coded
                 2D projection. In addition, we demonstrate a variety of
                 other applications for light field atoms and sparse
                 coding, including 4D light field compression and
                 denoising.",
  acknowledgement = ack-nhfb,
  articleno =    "46",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Manakov:2013:RCA,
  author =       "Alkhazur Manakov and John F. Restrepo and Oliver Klehm
                 and Ramon Heged{\"u}s and Elmar Eisemann and Hans-Peter
                 Seidel and Ivo Ihrke",
  title =        "A reconfigurable camera add-on for high dynamic range,
                 multispectral, polarization, and light-field imaging",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "47:1--47:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461937",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a non-permanent add-on that enables
                 plenoptic imaging with standard cameras. Our design is
                 based on a physical copying mechanism that multiplies a
                 sensor image into a number of identical copies that
                 still carry the plenoptic information of interest. Via
                 different optical filters, we can then recover the
                 desired information. A minor modification of the design
                 also allows for aperture sub-sampling and, hence,
                 light-field imaging. As the filters in our design are
                 exchangeable, a reconfiguration for different imaging
                 purposes is possible. We show in a prototype setup that
                 high dynamic range, multispectral, polarization, and
                 light-field imaging can be achieved with our design.",
  acknowledgement = ack-nhfb,
  articleno =    "47",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Casati:2013:SSC,
  author =       "Romain Casati and Florence Bertails-Descoubes",
  title =        "Super space clothoids",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "48:1--48:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461962",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Thin elastic filaments in real world such as vine
                 tendrils, hair ringlets or curled ribbons often depict
                 a very smooth, curved shape that low-order rod models
                 --- e.g., segment-based rods --- fail to reproduce
                 accurately and compactly. In this paper, we push
                 forward the investigation of high-order models for
                 thin, inextensible elastic rods by building the
                 dynamics of a {$ G^2 $}-continuous piecewise 3D
                 clothoid: a smooth space curve with piecewise affine
                 curvature. With the aim of precisely integrating the
                 rod kinematic problem, for which no closed-form
                 solution exists, we introduce a dedicated integration
                 scheme based on power series expansions. It turns out
                 that our algorithm reaches machine precision orders of
                 magnitude faster compared to classical numerical
                 integrators. This property, nicely preserved under
                 simple algebraic and differential operations, allows us
                 to compute all spatial terms of the rod kinematics and
                 dynamics in both an efficient and accurate way.
                 Combined with a semi-implicit time-stepping scheme, our
                 method leads to the efficient and robust simulation of
                 arbitrary curly filaments that exhibit rich, visually
                 pleasing configurations and motion. Our approach was
                 successfully applied to generate various scenarios such
                 as the unwinding of a curled ribbon as well as the
                 aesthetic animation of spiral-like hair or the
                 fascinating growth of twining plants.",
  acknowledgement = ack-nhfb,
  articleno =    "48",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2013:TSE,
  author =       "Duo Li and Shinjiro Sueda and Debanga R. Neog and
                 Dinesh K. Pai",
  title =        "Thin skin elastodynamics",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "49:1--49:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2462008",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel approach for simulating thin
                 hyperelastic skin. Real human skin is only a few
                 millimeters thick. It can stretch and slide over
                 underlying body structures such as muscles, bones, and
                 tendons, revealing rich details of a moving character.
                 Simulating such skin is challenging because it is in
                 close contact with the body and shares its geometry.
                 Despite major advances in simulating elastodynamics of
                 cloth and soft bodies for computer graphics, such
                 methods are difficult to use for simulating thin skin
                 due to the need to deal with non-conforming meshes,
                 collision detection, and contact response. We propose a
                 novel Eulerian representation of skin that avoids all
                 the difficulties of constraining the skin to lie on the
                 body surface by working directly on the surface itself.
                 Skin is modeled as a 2D hyperelastic membrane with
                 arbitrary topology, which makes it easy to cover an
                 entire character or object. Unlike most Eulerian
                 simulations, we do not require a regular grid and can
                 use triangular meshes to model body and skin geometry.
                 The method is easy to implement, and can use low
                 resolution meshes to animate high-resolution details
                 stored in texture-like maps. Skin movement is driven by
                 the animation of body shape prescribed by an artist or
                 by another simulation, and so it can be easily added as
                 a post-processing stage to an existing animation
                 pipeline. We provide several examples simulating human
                 and animal skin, and skin-tight clothes.",
  acknowledgement = ack-nhfb,
  articleno =    "49",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Remillard:2013:ETS,
  author =       "Olivier R{\'e}millard and Paul G. Kry",
  title =        "Embedded thin shells for wrinkle simulation",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "50:1--50:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2462018",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new technique for simulating high
                 resolution surface wrinkling deformations of composite
                 objects consisting of a soft interior and a harder
                 skin. We combine high resolution thin shells with
                 coarse finite element lattices and define frequency
                 based constraints that allow the formation of wrinkles
                 with properties matching those predicted by the
                 physical parameters of the composite object. Our
                 two-way coupled model produces the expected wrinkling
                 behavior without the computational expense of a large
                 number of volumetric elements to model deformations
                 under the surface. We use C$^1$ quadratic shape
                 functions for the interior deformations, allowing very
                 coarse resolutions to model the overall global
                 deformation efficiently, while avoiding visual
                 artifacts of wrinkling at discretization boundaries. We
                 demonstrate that our model produces wrinkle wavelengths
                 that match both theoretical predictions and high
                 resolution volumetric simulations. We also show example
                 applications in simulating wrinkles on passive objects,
                 such as furniture, and for wrinkles on faces in
                 character animation.",
  acknowledgement = ack-nhfb,
  articleno =    "50",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Narain:2013:FCA,
  author =       "Rahul Narain and Tobias Pfaff and James F. O'Brien",
  title =        "Folding and crumpling adaptive sheets",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "51:1--51:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2462010",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a technique for simulating plastic
                 deformation in sheets of thin materials, such as
                 crumpled paper, dented metal, and wrinkled cloth. Our
                 simulation uses a framework of adaptive mesh refinement
                 to dynamically align mesh edges with folds and creases.
                 This framework allows efficient modeling of sharp
                 features and avoids bend locking that would be
                 otherwise caused by stiff in-plane behavior. By using
                 an explicit plastic embedding space we prevent
                 remeshing from causing shape diffusion. We include
                 several examples demonstrating that the resulting
                 method realistically simulates the behavior of thin
                 sheets as they fold and crumple.",
  acknowledgement = ack-nhfb,
  articleno =    "51",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Busaryev:2013:AFS,
  author =       "Oleksiy Busaryev and Tamal K. Dey and Huamin Wang",
  title =        "Adaptive fracture simulation of multi-layered thin
                 plates",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "52:1--52:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461920",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The fractures of thin plates often exhibit complex
                 physical behaviors in the real world. In particular,
                 fractures caused by tearing are different from
                 fractures caused by in-plane motions. In this paper, we
                 study how to make thin-plate fracture animations more
                 realistic from three perspectives. We propose a stress
                 relaxation method, which is applied to avoid shattering
                 artifacts after generating each fracture cut. We
                 formulate a fracture-aware remeshing scheme based on
                 constrained Delaunay triangulation, to adaptively
                 provide more fracture details. Finally, we use our
                 multi-layered model to simulate complex fracture
                 behaviors across thin layers. Our experiment shows that
                 the system can efficiently and realistically simulate
                 the fractures of multi-layered thin plates.",
  acknowledgement = ack-nhfb,
  articleno =    "52",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zitnick:2013:HBU,
  author =       "C. Lawrence Zitnick",
  title =        "Handwriting beautification using token means",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "53:1--53:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461985",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we propose a general purpose approach
                 to handwriting beautification using online input from a
                 stylus. Given a sample of writings, drawings, or
                 sketches from the same user, our method improves a
                 user's strokes in real-time as they are drawn. Our
                 approach relies on one main insight. The appearance of
                 the average of multiple instances of the same written
                 word or shape is better than most of the individual
                 instances. We utilize this observation using a
                 two-stage approach. First, we propose an efficient
                 real-time method for finding matching sets of stroke
                 samples called tokens in a potentially large database
                 of writings from a user. Second, we refine the user's
                 most recently written strokes by averaging them with
                 the matching tokens. Our approach works without
                 handwriting recognition, and does not require a
                 database of predefined letters, words, or shapes. Our
                 results show improved results for a wide range of
                 writing styles and drawings.",
  acknowledgement = ack-nhfb,
  articleno =    "53",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Limpaecher:2013:RTD,
  author =       "Alex Limpaecher and Nicolas Feltman and Adrien
                 Treuille and Michael Cohen",
  title =        "Real-time drawing assistance through crowdsourcing",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "54:1--54:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2462016",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a new method for the large-scale collection
                 and analysis of drawings by using a mobile game
                 specifically designed to collect such data. Analyzing
                 this crowdsourced drawing database, we build a
                 spatially varying model of artistic consensus at the
                 stroke level. We then present a surprisingly simple
                 stroke-correction method which uses our artistic
                 consensus model to improve strokes in real-time.
                 Importantly, our auto-corrections run interactively and
                 appear nearly invisible to the user while seamlessly
                 preserving artistic intent. Closing the loop, the game
                 itself serves as a platform for large-scale evaluation
                 of the effectiveness of our stroke correction
                 algorithm.",
  acknowledgement = ack-nhfb,
  articleno =    "54",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Berger:2013:SAP,
  author =       "Itamar Berger and Ariel Shamir and Moshe Mahler and
                 Elizabeth Carter and Jessica Hodgins",
  title =        "Style and abstraction in portrait sketching",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "55:1--55:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461964",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We use a data-driven approach to study both style and
                 abstraction in sketching of a human face. We gather and
                 analyze data from a number of artists as they sketch a
                 human face from a reference photograph. To achieve
                 different levels of abstraction in the sketches,
                 decreasing time limits were imposed --- from four and a
                 half minutes to fifteen seconds. We analyzed the data
                 at two levels: strokes and geometric shape. In each, we
                 create a model that captures both the style of the
                 different artists and the process of abstraction. These
                 models are then used for a portrait sketch synthesis
                 application. Starting from a novel face photograph, we
                 can synthesize a sketch in the various artistic styles
                 and in different levels of abstraction.",
  acknowledgement = ack-nhfb,
  articleno =    "55",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shao:2013:ICS,
  author =       "Tianjia Shao and Wilmot Li and Kun Zhou and Weiwei Xu
                 and Baining Guo and Niloy J. Mitra",
  title =        "Interpreting concept sketches",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "56:1--56:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2462003",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Concept sketches are popularly used by designers to
                 convey pose and function of products. Understanding
                 such sketches, however, requires special skills to form
                 a mental 3D representation of the product geometry by
                 linking parts across the different sketches and
                 imagining the intermediate object configurations.
                 Hence, the sketches can remain inaccessible to many,
                 especially non-designers. We present a system to
                 facilitate easy interpretation and exploration of
                 concept sketches. Starting from crudely specified
                 incomplete geometry, often inconsistent across the
                 different views, we propose a globally-coupled analysis
                 to extract part correspondence and inter-part junction
                 information that best explain the different sketch
                 views. The user can then interactively explore the
                 abstracted object to gain better understanding of the
                 product functions. Our key technical contribution is
                 performing shape analysis without access to any
                 coherent 3D geometric model by reasoning in the space
                 of inter-part relations. We evaluate our system on
                 various concept sketches obtained from popular product
                 design books and websites.",
  acknowledgement = ack-nhfb,
  articleno =    "56",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2013:SLD,
  author =       "Yongjin Kim and Yunjin Lee and Henry Kang and
                 Seungyong Lee",
  title =        "Stereoscopic {$3$D} line drawing",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "57:1--57:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2462001",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper discusses stereoscopic 3D imaging based on
                 line drawing of 3D shapes. We describe the major issues
                 and challenges in generating stereoscopic 3D effects
                 using lines only, with a couple of relatively simple
                 approaches called each-eye-based and center-eye-based.
                 Each of these methods has its shortcomings, such as
                 binocular rivalry and inaccurate lines. We explain why
                 and how these problems occur, then describe the concept
                 of stereo-coherent lines and an algorithm to extract
                 them from 3D shapes. We also propose a simple method to
                 stylize stereo lines that ensures the stereo coherence
                 of stroke textures across binocular views. The proposed
                 method provides viewers with unique visual experience
                 of watching 2D drawings popping out of the screen like
                 3D.",
  acknowledgement = ack-nhfb,
  articleno =    "57",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vangorp:2013:PPD,
  author =       "Peter Vangorp and Christian Richardt and Emily A.
                 Cooper and Gaurav Chaurasia and Martin S. Banks and
                 George Drettakis",
  title =        "Perception of perspective distortions in image-based
                 rendering",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "58:1--58:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461971",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Image-based rendering (IBR) creates realistic images
                 by enriching simple geometries with photographs, e.g.,
                 mapping the photograph of a building fa{\c{c}}ade onto
                 a plane. However, as soon as the viewer moves away from
                 the correct viewpoint, the image in the retina becomes
                 distorted, sometimes leading to gross misperceptions of
                 the original geometry. Two hypotheses from vision
                 science state how viewers perceive such image
                 distortions, one claiming that they can compensate for
                 them (and therefore perceive scene geometry reasonably
                 correctly), and one claiming that they cannot
                 compensate (and therefore can perceive rather
                 significant distortions). We modified the latter
                 hypothesis so that it extends to street-level IBR. We
                 then conducted a rigorous experiment that measured the
                 magnitude of perceptual distortions that occur with IBR
                 for fa{\c{c}}ade viewing. We also conducted a rating
                 experiment that assessed the acceptability of the
                 distortions. The results of the two experiments were
                 consistent with one another. They showed that viewers'
                 percepts are indeed distorted, but not as severely as
                 predicted by the modified vision science hypothesis.
                 From our experimental results, we develop a predictive
                 model of distortion for street-level IBR, which we use
                 to provide guidelines for acceptability of virtual
                 views and for capture camera density. We perform a
                 confirmatory study to validate our predictions, and
                 illustrate their use with an application that guides
                 users in IBR navigation to stay in regions where
                 virtual views yield acceptable perceptual
                 distortions.",
  acknowledgement = ack-nhfb,
  articleno =    "58",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Knoppel:2013:GOD,
  author =       "Felix Kn{\"o}ppel and Keenan Crane and Ulrich Pinkall
                 and Peter Schr{\"o}der",
  title =        "Globally optimal direction fields",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "59:1--59:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2462005",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for constructing smooth
                 $n$-direction fields (line fields, cross fields, etc.)
                 on surfaces that is an order of magnitude faster than
                 state-of-the-art methods, while still producing fields
                 of equal or better quality. Fields produced by the
                 method are globally optimal in the sense that they
                 minimize a simple, well-defined quadratic smoothness
                 energy over all possible configurations of
                 singularities (number, location, and index). The method
                 is fully automatic and can optionally produce fields
                 aligned with a given guidance field such as principal
                 curvature directions. Computationally the smoothest
                 field is found via a sparse eigenvalue problem
                 involving a matrix similar to the cotan-Laplacian. When
                 a guidance field is present, finding the optimal field
                 amounts to solving a single linear system.",
  acknowledgement = ack-nhfb,
  articleno =    "59",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Panozzo:2013:WAS,
  author =       "Daniele Panozzo and Ilya Baran and Olga Diamanti and
                 Olga Sorkine-Hornung",
  title =        "Weighted averages on surfaces",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "60:1--60:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461935",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We consider the problem of generalizing affine
                 combinations in Euclidean spaces to triangle meshes:
                 computing weighted averages of points on surfaces. We
                 address both the forward problem, namely computing an
                 average of given anchor points on the mesh with given
                 weights, and the inverse problem, which is computing
                 the weights given anchor points and a target point.
                 Solving the forward problem on a mesh enables
                 applications such as splines on surfaces, Laplacian
                 smoothing and remeshing. Combining the forward and
                 inverse problems allows us to define a correspondence
                 mapping between two different meshes based on provided
                 corresponding point pairs, enabling texture transfer,
                 compatible remeshing, morphing and more. Our algorithm
                 solves a single instance of a forward or an inverse
                 problem in a few microseconds. We demonstrate that
                 anchor points in the above applications can be
                 added/removed and moved around on the meshes at
                 interactive frame rates, giving the user an immediate
                 result as feedback.",
  acknowledgement = ack-nhfb,
  articleno =    "60",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Crane:2013:RFC,
  author =       "Keenan Crane and Ulrich Pinkall and Peter
                 Schr{\"o}der",
  title =        "Robust fairing via conformal curvature flow",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "61:1--61:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461986",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a formulation of Willmore flow for
                 triangulated surfaces that permits extraordinarily
                 large time steps and naturally preserves the quality of
                 the input mesh. The main insight is that Willmore flow
                 becomes remarkably stable when expressed in curvature
                 space --- we develop the precise conditions under which
                 curvature is allowed to evolve. The practical outcome
                 is a highly efficient algorithm that naturally
                 preserves texture and does not require remeshing during
                 the flow. We apply this algorithm to surface fairing,
                 geometric modeling, and construction of constant mean
                 curvature (CMC) surfaces. We also present a new
                 algorithm for length-preserving flow on planar curves,
                 which provides a valuable analogy for the surface
                 case.",
  acknowledgement = ack-nhfb,
  articleno =    "61",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2013:SFR,
  author =       "Theodore Kim and John Delaney",
  title =        "Subspace fluid re-simulation",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "62:1--62:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461987",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new subspace integration method that is
                 capable of efficiently adding and subtracting dynamics
                 from an existing high-resolution fluid simulation. We
                 show how to analyze the results of an existing
                 high-resolution simulation, discover an efficient
                 reduced approximation, and use it to quickly
                 ``re-simulate'' novel variations of the original
                 dynamics. Prior subspace methods have had difficulty
                 re-simulating the original input dynamics because they
                 lack efficient means of handling semi-Lagrangian
                 advection methods. We show that multi-dimensional
                 cubature schemes can be applied to this and other
                 advection methods, such as MacCormack advection. The
                 remaining pressure and diffusion stages can be written
                 as a single matrix-vector multiply, so as with previous
                 subspace methods, no matrix inversion is needed at
                 runtime. We additionally propose a novel importance
                 sampling-based fitting algorithm that asymptotically
                 accelerates the precomputation stage, and show that the
                 Iterated Orthogonal Projection method can be used to
                 elegantly incorporate moving internal boundaries into a
                 subspace simulation. In addition to efficiently
                 producing variations of the original input, our method
                 can produce novel, abstract fluid motions that we have
                 not seen from any other solver.",
  acknowledgement = ack-nhfb,
  articleno =    "62",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhu:2013:NGS,
  author =       "Bo Zhu and Wenlong Lu and Matthew Cong and Byungmoon
                 Kim and Ronald Fedkiw",
  title =        "A new grid structure for domain extension",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "63:1--63:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461999",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an efficient grid structure that extends a
                 uniform grid to create a significantly larger far-field
                 grid by dynamically extending the cells surrounding a
                 fine uniform grid while still maintaining fine
                 resolution about the regions of interest. The far-field
                 grid preserves almost every computational advantage of
                 uniform grids including cache coherency, regular
                 subdivisions for parallelization, simple data layout,
                 the existence of efficient numerical discretizations
                 and algorithms for solving partial differential
                 equations, etc. This allows fluid simulations to cover
                 large domains that are often infeasible to enclose with
                 sufficient resolution using a uniform grid, while still
                 effectively capturing fine scale details in regions of
                 interest using dynamic adaptivity.",
  acknowledgement = ack-nhfb,
  articleno =    "63",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{He:2013:MDM,
  author =       "Lei He and Scott Schaefer",
  title =        "Mesh denoising via {$ L_0 $} minimization",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "64:1--64:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461965",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an algorithm for denoising triangulated
                 models based on {$ L_0 $} minimization. Our method
                 maximizes the flat regions of the model and gradually
                 removes noise while preserving sharp features. As part
                 of this process, we build a discrete differential
                 operator for arbitrary triangle meshes that is robust
                 with respect to degenerate triangulations. We compare
                 our method versus other anisotropic denoising
                 algorithms and demonstrate that our method is more
                 robust and produces good results even in the presence
                 of high noise.",
  acknowledgement = ack-nhfb,
  articleno =    "64",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2013:MSP,
  author =       "Hui Huang and Shihao Wu and Daniel Cohen-Or and
                 Minglun Gong and Hao Zhang and Guiqing Li and Baoquan
                 Chen",
  title =        "{$ L_1 $}-medial skeleton of point cloud",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "65:1--65:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461913",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce {$ L_1 $}-medial skeleton as a curve
                 skeleton representation for 3D point cloud data. The {$
                 L_1 $}-median is well-known as a robust global center
                 of an arbitrary set of points. We make the key
                 observation that adapting {$ L_1 $}-medians locally to
                 a point set representing a 3D shape gives rise to a
                 one-dimensional structure, which can be seen as a
                 localized center of the shape. The primary advantage of
                 our approach is that it does not place strong
                 requirements on the quality of the input point cloud
                 nor on the geometry or topology of the captured shape.
                 We develop a {$ L_1 $}-medial skeleton construction
                 algorithm, which can be directly applied to an
                 unoriented raw point scan with significant noise,
                 outliers, and large areas of missing data. We
                 demonstrate {$ L_1 $}-medial skeletons extracted from
                 raw scans of a variety of shapes, including those
                 modeling high-genus 3D objects, plant-like structures,
                 and curve networks.",
  acknowledgement = ack-nhfb,
  articleno =    "65",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lin:2013:SDR,
  author =       "Hui Lin and Jizhou Gao and Yu Zhou and Guiliang Lu and
                 Mao Ye and Chenxi Zhang and Ligang Liu and Ruigang
                 Yang",
  title =        "Semantic decomposition and reconstruction of
                 residential scenes from {LiDAR} data",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "66:1--66:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461969",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a complete system to semantically decompose
                 and reconstruct 3D models from point clouds. Different
                 than previous urban modeling approaches, our system is
                 designed for residential scenes, which consist of
                 mainly low-rise buildings that do not exhibit the
                 regularity and repetitiveness as high-rise buildings in
                 downtown areas. Our system first automatically labels
                 the input into distinctive categories using supervised
                 learning techniques. Based on the semantic labels,
                 objects in different categories are reconstructed with
                 domain-specific knowledge. In particular, we present a
                 novel building modeling scheme that aims to decompose
                 and fit the building point cloud into basic blocks that
                 are block-wise symmetric and convex. This building
                 representation and its reconstruction algorithm are
                 flexible, efficient, and robust to missing data. We
                 demonstrate the effectiveness of our system on various
                 datasets and compare our building modeling scheme with
                 other state-of-the-art reconstruction algorithms to
                 show its advantage in terms of both quality and
                 speed.",
  acknowledgement = ack-nhfb,
  articleno =    "66",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nielsen:2013:TCA,
  author =       "Michael B. Nielsen and Ole {\O}sterby",
  title =        "A two-continua approach to {Eulerian} simulation of
                 water spray",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "67:1--67:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461918",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Physics based simulation of the dynamics of water
                 spray --- water droplets dispersed in air --- is a
                 means to increase the visual plausibility of computer
                 graphics modeled phenomena such as waterfalls, water
                 jets and stormy seas. Spray phenomena are frequently
                 encountered by the visual effects industry and often
                 challenge state of the art methods. Current spray
                 simulation pipelines typically employ a combination of
                 Lagrangian (particle) and Eulerian (volumetric) methods
                 --- the Eulerian methods being used for parts of the
                 spray where individual droplets are not apparent.
                 However, existing Eulerian methods in computer graphics
                 are based on gas solvers that will for example exhibit
                 hydrostatic equilibrium in certain scenarios where the
                 air is expected to rise and the water droplets fall. To
                 overcome this problem, we propose to simulate spray in
                 the Eulerian domain as a two-way coupled two-continua
                 of air and water phases co-existing at each point in
                 space. The fundamental equations originate in applied
                 physics and we present a number of contributions that
                 make Eulerian two-continua spray simulation feasible
                 for computer graphics applications. The contributions
                 include a Poisson equation that fits into the operator
                 splitting methodology as well as (semi-)implicit
                 discretizations of droplet diffusion and the drag force
                 with improved stability properties. As shown by several
                 examples, our approach allows us to more faithfully
                 capture the dynamics of spray than previous Eulerian
                 methods.",
  acknowledgement = ack-nhfb,
  articleno =    "67",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bojsen-Hansen:2013:LST,
  author =       "Morten Bojsen-Hansen and Chris Wojtan",
  title =        "Liquid surface tracking with error compensation",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "68:1--68:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461991",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Our work concerns the combination of an Eulerian
                 liquid simulation with a high-resolution surface
                 tracker (e.g. the level set method or a Lagrangian
                 triangle mesh). The naive application of a
                 high-resolution surface tracker to a low-resolution
                 velocity field can produce many visually disturbing
                 physical and topological artifacts that limit their use
                 in practice. We address these problems by defining an
                 error function which compares the current state of the
                 surface tracker to the set of physically valid surface
                 states. By reducing this error with a gradient descent
                 technique, we introduce a novel physics-based surface
                 fairing method. Similarly, by treating this error
                 function as a potential energy, we derive a new surface
                 correction force that mimics the vortex sheet
                 equations. We demonstrate our results with both level
                 set and mesh-based surface trackers.",
  acknowledgement = ack-nhfb,
  articleno =    "68",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{vanKaick:2013:CHA,
  author =       "Oliver van Kaick and Kai Xu and Hao Zhang and Yanzhen
                 Wang and Shuyang Sun and Ariel Shamir and Daniel
                 Cohen-Or",
  title =        "Co-hierarchical analysis of shape structures",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "69:1--69:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461924",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce an unsupervised co-hierarchical analysis
                 of a set of shapes, aimed at discovering their
                 hierarchical part structures and revealing relations
                 between geometrically dissimilar yet functionally
                 equivalent shape parts across the set. The core problem
                 is that of representative co-selection. For each shape
                 in the set, one representative hierarchy (tree) is
                 selected from among many possible interpretations of
                 the hierarchical structure of the shape. Collectively,
                 the selected tree representatives maximize the
                 within-cluster structural similarity among them. We
                 develop an iterative algorithm for representative
                 co-selection. At each step, a novel cluster-and-select
                 scheme is applied to a set of candidate trees for all
                 the shapes. The tree-to-tree distance for clustering
                 caters to structural shape analysis by focusing on
                 spatial arrangement of shape parts, rather than their
                 geometric details. The final set of representative
                 trees are unified to form a structural co-hierarchy. We
                 demonstrate co-hierarchical analysis on families of
                 man-made shapes exhibiting high degrees of geometric
                 and finer-scale structural variabilities.",
  acknowledgement = ack-nhfb,
  articleno =    "69",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2013:LPB,
  author =       "Vladimir G. Kim and Wilmot Li and Niloy J. Mitra and
                 Siddhartha Chaudhuri and Stephen DiVerdi and Thomas
                 Funkhouser",
  title =        "Learning part-based templates from large collections
                 of {$3$D} shapes",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "70:1--70:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461933",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "As large repositories of 3D shape collections continue
                 to grow, understanding the data, especially encoding
                 the inter-model similarity and their variations, is of
                 central importance. For example, many data-driven
                 approaches now rely on access to semantic segmentation
                 information, accurate inter-model point-to-point
                 correspondence, and deformation models that
                 characterize the model collections. Existing
                 approaches, however, are either supervised requiring
                 manual labeling; or employ super-linear matching
                 algorithms and thus are unsuited for analyzing large
                 collections spanning many thousands of models. We
                 propose an automatic algorithm that starts with an
                 initial template model and then jointly optimizes for
                 part segmentation, point-to-point surface
                 correspondence, and a compact deformation model to best
                 explain the input model collection. As output, the
                 algorithm produces a set of probabilistic part-based
                 templates that groups the original models into clusters
                 of models capturing their styles and variations. We
                 evaluate our algorithm on several standard datasets and
                 demonstrate its scalability by analyzing much larger
                 collections of up to thousands of shapes.",
  acknowledgement = ack-nhfb,
  articleno =    "70",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2013:QOC,
  author =       "Shi-Sheng Huang and Ariel Shamir and Chao-Hui Shen and
                 Hao Zhang and Alla Sheffer and Shi-Min Hu and Daniel
                 Cohen-Or",
  title =        "Qualitative organization of collections of shapes via
                 quartet analysis",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "71:1--71:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461954",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for organizing a heterogeneous
                 collection of 3D shapes for overview and exploration.
                 Instead of relying on quantitative distances, which may
                 become unreliable between dissimilar shapes, we
                 introduce a qualitative analysis which utilizes
                 multiple distance measures but only in cases where the
                 measures can be reliably compared. Our analysis is
                 based on the notion of quartets, each defined by two
                 pairs of shapes, where the shapes in each pair are
                 close to each other, but far apart from the shapes in
                 the other pair. Combining the information from many
                 quartets computed across a shape collection using
                 several distance measures, we create a hierarchical
                 structure we call categorization tree of the shape
                 collection. This tree satisfies the topological
                 (qualitative) constraints imposed by the quartets
                 creating an effective organization of the shapes. We
                 present categorization trees computed on various
                 collections of shapes and compare them to ground truth
                 data from human categorization. We further introduce
                 the concept of degree of separation chart for every
                 shape in the collection and show the effectiveness of
                 using it for interactive shapes exploration.",
  acknowledgement = ack-nhfb,
  articleno =    "71",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rustamov:2013:MBE,
  author =       "Raif M. Rustamov and Maks Ovsjanikov and Omri Azencot
                 and Mirela Ben-Chen and Fr{\'e}d{\'e}ric Chazal and
                 Leonidas Guibas",
  title =        "Map-based exploration of intrinsic shape differences
                 and variability",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "72:1--72:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461959",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We develop a novel formulation for the notion of shape
                 differences, aimed at providing detailed information
                 about the location and nature of the differences or
                 distortions between the two shapes being compared. Our
                 difference operator, derived from a shape map, is much
                 more informative than just a scalar global shape
                 similarity score, rendering it useful in a variety of
                 applications where more refined shape comparisons are
                 necessary. The approach is intrinsic and is based on a
                 linear algebraic framework, allowing the use of many
                 common linear algebra tools (e.g, SVD, PCA) for
                 studying a matrix representation of the operator.
                 Remarkably, the formulation allows us not only to
                 localize shape differences on the shapes involved, but
                 also to compare shape differences across pairs of
                 shapes, and to analyze the variability in entire shape
                 collections based on the differences between the
                 shapes. Moreover, while we use a map or correspondence
                 to define each shape difference, consistent
                 correspondences between the shapes are not necessary
                 for comparing shape differences, although they can be
                 exploited if available. We give a number of
                 applications of shape differences, including
                 parameterizing the intrinsic variability in a shape
                 collection, exploring shape collections using local
                 variability at different scales, performing shape
                 analogies, and aligning shape collections.",
  acknowledgement = ack-nhfb,
  articleno =    "72",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2013:SRH,
  author =       "Changil Kim and Henning Zimmer and Yael Pritch and
                 Alexander Sorkine-Hornung and Markus Gross",
  title =        "Scene reconstruction from high spatio-angular
                 resolution light fields",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "73:1--73:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461926",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper describes a method for scene reconstruction
                 of complex, detailed environments from 3D light fields.
                 Densely sampled light fields in the order of 10$^9$
                 light rays allow us to capture the real world in
                 unparalleled detail, but efficiently processing this
                 amount of data to generate an equally detailed
                 reconstruction represents a significant challenge to
                 existing algorithms. We propose an algorithm that
                 leverages coherence in massive light fields by breaking
                 with a number of established practices in image-based
                 reconstruction. Our algorithm first computes reliable
                 depth estimates specifically around object boundaries
                 instead of interior regions, by operating on individual
                 light rays instead of image patches. More homogeneous
                 interior regions are then processed in a fine-to-coarse
                 procedure rather than the standard coarse-to-fine
                 approaches. At no point in our method is any form of
                 global optimization performed. This allows our
                 algorithm to retain precise object contours while still
                 ensuring smooth reconstructions in less detailed areas.
                 While the core reconstruction method handles general
                 unstructured input, we also introduce a sparse
                 representation and a propagation scheme for reliable
                 depth estimates which make our algorithm particularly
                 effective for 3D input, enabling fast and memory
                 efficient processing of ``Gigaray light fields'' on a
                 standard GPU. We show dense 3D reconstructions of
                 highly detailed scenes, enabling applications such as
                 automatic segmentation and image-based rendering, and
                 provide an extensive evaluation and comparison to
                 existing image-based reconstruction techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "73",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bradley:2013:IBR,
  author =       "Derek Bradley and Derek Nowrouzezahrai and Paul
                 Beardsley",
  title =        "Image-based reconstruction and synthesis of dense
                 foliage",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "74:1--74:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461952",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Flora is an element in many computer-generated scenes.
                 But trees, bushes and plants have complex geometry and
                 appearance, and are difficult to model manually. One
                 way to address this is to capture models directly from
                 the real world. Existing techniques have focused on
                 extracting macro structure such as the branching
                 structure of trees, or the structure of broad-leaved
                 plants with a relatively small number of surfaces. This
                 paper presents a finer scale technique to demonstrate
                 for the first time the processing of densely leaved
                 foliage --- computation of 3D structure, plus
                 extraction of statistics for leaf shape and the
                 configuration of neighboring leaves. Our method starts
                 with a mesh of a single exemplar leaf of the target
                 foliage. Using a small number of images, point cloud
                 data is obtained from multi-view stereo, and the
                 exemplar leaf mesh is fitted non-rigidly to the point
                 cloud over several iterations. In addition, our method
                 learns a statistical model of leaf shape and appearance
                 during the reconstruction phase, and a model of the
                 transformations between neighboring leaves. This
                 information is useful in two ways --- to augment and
                 increase leaf density in reconstructions of captured
                 foliage, and to synthesize new foliage that conforms to
                 a user-specified layout and density. The result of our
                 technique is a dense set of captured leaves with
                 realistic appearance, and a method for leaf synthesis.
                 Our approach excels at reconstructing plants and bushes
                 that are primarily defined by dense leaves and is
                 demonstrated with multiple examples.",
  acknowledgement = ack-nhfb,
  articleno =    "74",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chai:2013:DHM,
  author =       "Menglei Chai and Lvdi Wang and Yanlin Weng and
                 Xiaogang Jin and Kun Zhou",
  title =        "Dynamic hair manipulation in images and videos",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "75:1--75:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461990",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a single-view hair modeling
                 technique for generating visually and physically
                 plausible 3D hair models with modest user interaction.
                 By solving an unambiguous 3D vector field explicitly
                 from the image and adopting an iterative hair
                 generation algorithm, we can create hair models that
                 not only visually match the original input very well
                 but also possess physical plausibility (e.g., having
                 strand roots fixed on the scalp and preserving the
                 length and continuity of real strands in the image as
                 much as possible). The latter property enables us to
                 manipulate hair in many new ways that were previously
                 very difficult with a single image, such as dynamic
                 simulation or interactive hair shape editing. We
                 further extend the modeling approach to handle simple
                 video input, and generate dynamic 3D hair models. This
                 allows users to manipulate hair in a video or transfer
                 styles from images to videos.",
  acknowledgement = ack-nhfb,
  articleno =    "75",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Luo:2013:SAH,
  author =       "Linjie Luo and Hao Li and Szymon Rusinkiewicz",
  title =        "Structure-aware hair capture",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "76:1--76:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2462026",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Existing hair capture systems fail to produce strands
                 that reflect the structures of real-world hairstyles.
                 We introduce a system that reconstructs coherent and
                 plausible wisps aware of the underlying hair structures
                 from a set of still images without any special
                 lighting. Our system first discovers locally coherent
                 wisp structures in the reconstructed point cloud and
                 the 3D orientation field, and then uses a novel graph
                 data structure to reason about both the connectivity
                 and directions of the local wisp structures in a global
                 optimization. The wisps are then completed and used to
                 synthesize hair strands which are robust against
                 occlusion and missing data and plausible for animation
                 and simulation. We show reconstruction results for a
                 variety of complex hairstyles including curly, wispy,
                 and messy hair.",
  acknowledgement = ack-nhfb,
  articleno =    "76",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liao:2013:AVL,
  author =       "Zicheng Liao and Neel Joshi and Hugues Hoppe",
  title =        "Automated video looping with progressive dynamism",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "77:1--77:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461950",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Given a short video we create a representation that
                 captures a spectrum of looping videos with varying
                 levels of dynamism, ranging from a static image to a
                 highly animated loop. In such a progressively dynamic
                 video, scene liveliness can be adjusted interactively
                 using a slider control. Applications include background
                 images and slideshows, where the desired level of
                 activity may depend on personal taste or mood. The
                 representation also provides a segmentation of the
                 scene into independently looping regions, enabling
                 interactive local adjustment over dynamism. For a
                 landscape scene, this control might correspond to
                 selective animation and deanimation of grass motion,
                 water ripples, and swaying trees. Converting arbitrary
                 video to looping content is a challenging research
                 problem. Unlike prior work, we explore an optimization
                 in which each pixel automatically determines its own
                 looping period. The resulting nested segmentation of
                 static and dynamic scene regions forms an extremely
                 compact representation.",
  acknowledgement = ack-nhfb,
  articleno =    "77",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2013:BCP,
  author =       "Shuaicheng Liu and Lu Yuan and Ping Tan and Jian Sun",
  title =        "Bundled camera paths for video stabilization",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "78:1--78:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461995",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel video stabilization method which
                 models camera motion with a bundle of (multiple) camera
                 paths. The proposed model is based on a mesh-based,
                 spatially-variant motion representation and an
                 adaptive, space-time path optimization. Our motion
                 representation allows us to fundamentally handle
                 parallax and rolling shutter effects while it does not
                 require long feature trajectories or sparse 3D
                 reconstruction. We introduce the
                 'as-similar-as-possible' idea to make motion estimation
                 more robust. Our space-time path smoothing adaptively
                 adjusts smoothness strength by considering
                 discontinuities, cropping size and geometrical
                 distortion in a unified optimization framework. The
                 evaluation on a large variety of consumer videos
                 demonstrates the merits of our method.",
  acknowledgement = ack-nhfb,
  articleno =    "78",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{He:2013:RPI,
  author =       "Kaiming He and Huiwen Chang and Jian Sun",
  title =        "Rectangling panoramic images via warping",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "79:1--79:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2462004",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Stitched panoramic images mostly have irregular
                 boundaries. Artists and common users generally prefer
                 rectangular boundaries, which can be obtained through
                 cropping or image completion techniques. In this paper,
                 we present a content-aware warping algorithm that
                 generates rectangular images from stitched panoramic
                 images. Our algorithm consists of two steps. The first
                 local step is mesh-free and preliminarily warps the
                 image into a rectangle. With a grid mesh placed on this
                 rectangle, the second global step optimizes the mesh to
                 preserve shapes and straight lines. In various
                 experiments we demonstrate that the results of our
                 approach are often visually plausible, and the
                 introduced distortion is often unnoticeable.",
  acknowledgement = ack-nhfb,
  articleno =    "79",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wadhwa:2013:PBV,
  author =       "Neal Wadhwa and Michael Rubinstein and Fr{\'e}do
                 Durand and William T. Freeman",
  title =        "Phase-based video motion processing",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "80:1--80:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461966",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a technique to manipulate small movements
                 in videos based on an analysis of motion in
                 complex-valued image pyramids. Phase variations of the
                 coefficients of a complex-valued steerable pyramid over
                 time correspond to motion, and can be temporally
                 processed and amplified to reveal imperceptible
                 motions, or attenuated to remove distracting changes.
                 This processing does not involve the computation of
                 optical flow, and in comparison to the previous
                 Eulerian Video Magnification method it supports larger
                 amplification factors and is significantly less
                 sensitive to noise. These improved capabilities broaden
                 the set of applications for motion processing in
                 videos. We demonstrate the advantages of this approach
                 on synthetic and natural video sequences, and explore
                 applications in scientific analysis, visualization and
                 video enhancement.",
  acknowledgement = ack-nhfb,
  articleno =    "80",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Prevost:2013:MIS,
  author =       "Romain Pr{\'e}vost and Emily Whiting and Sylvain
                 Lefebvre and Olga Sorkine-Hornung",
  title =        "Make it stand: balancing shapes for {$3$D}
                 fabrication",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "81:1--81:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461957",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Imbalance suggests a feeling of dynamism and movement
                 in static objects. It is therefore not surprising that
                 many 3D models stand in impossibly balanced
                 configurations. As long as the models remain in a
                 computer this is of no consequence: the laws of physics
                 do not apply. However, fabrication through 3D printing
                 breaks the illusion: printed models topple instead of
                 standing as initially intended. We propose to assist
                 users in producing novel, properly balanced designs by
                 interactively deforming an existing model. We formulate
                 balance optimization as an energy minimization,
                 improving stability by modifying the volume of the
                 object, while preserving its surface details. This
                 takes place during interactive editing: the user
                 cooperates with our optimizer towards the end result.
                 We demonstrate our method on a variety of models. With
                 our technique, users can produce fabricated objects
                 that stand in one or more surprising poses without
                 requiring glue or heavy pedestals.",
  acknowledgement = ack-nhfb,
  articleno =    "81",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Skouras:2013:CDA,
  author =       "M{\'e}lina Skouras and Bernhard Thomaszewski and
                 Stelian Coros and Bernd Bickel and Markus Gross",
  title =        "Computational design of actuated deformable
                 characters",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "82:1--82:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461979",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for fabrication-oriented design of
                 actuated deformable characters that allows a user to
                 automatically create physical replicas of digitally
                 designed characters using rapid manufacturing
                 technologies. Given a deformable character and a set of
                 target poses as input, our method computes a small set
                 of actuators along with their locations on the surface
                 and optimizes the internal material distribution such
                 that the resulting character exhibits the desired
                 deformation behavior. We approach this problem with a
                 dedicated algorithm that combines finite-element
                 analysis, sparse regularization, and constrained
                 optimization. We validate our pipeline on a set of two-
                 and three-dimensional example characters and present
                 results in simulation and physically-fabricated
                 prototypes.",
  acknowledgement = ack-nhfb,
  articleno =    "82",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Coros:2013:CDM,
  author =       "Stelian Coros and Bernhard Thomaszewski and Gioacchino
                 Noris and Shinjiro Sueda and Moira Forberg and Robert
                 W. Sumner and Wojciech Matusik and Bernd Bickel",
  title =        "Computational design of mechanical characters",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "83:1--83:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461953",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an interactive design system that allows
                 non-expert users to create animated mechanical
                 characters. Given an articulated character as input,
                 the user iteratively creates an animation by sketching
                 motion curves indicating how different parts of the
                 character should move. For each motion curve, our
                 framework creates an optimized mechanism that
                 reproduces it as closely as possible. The resulting
                 mechanisms are attached to the character and then
                 connected to each other using gear trains, which are
                 created in a semi-automated fashion. The mechanical
                 assemblies generated with our system can be driven with
                 a single input driver, such as a hand-operated crank or
                 an electric motor, and they can be fabricated using
                 rapid prototyping devices. We demonstrate the
                 versatility of our approach by designing a wide range
                 of mechanical characters, several of which we
                 manufactured using 3D printing. While our pipeline is
                 designed for characters driven by planar mechanisms,
                 significant parts of it extend directly to non-planar
                 mechanisms, allowing us to create characters with
                 compelling 3D motions.",
  acknowledgement = ack-nhfb,
  articleno =    "83",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhao:2013:IAS,
  author =       "Yili Zhao and Jernej Barbic",
  title =        "Interactive authoring of simulation-ready plants",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "84:1--84:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461961",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Physically based simulation can produce quality motion
                 of plants, but requires an authoring stage to convert
                 plant ``polygon soup'' triangle meshes to a format
                 suitable for physically based simulation. We give a
                 system that can author complex simulation-ready plants
                 in a manner of minutes. Our system decomposes the plant
                 geometry, establishes a hierarchy, builds and connects
                 simulation meshes, and detects instances. It scales to
                 anatomically realistic geometry of adult plants, is
                 robust to non-manifold input geometry, gaps between
                 branches or leaves, free-flying leaves not connected to
                 any branch, spurious geometry, and plant
                 self-collisions in the input configuration. We
                 demonstrate the results using a FEM model reduction
                 simulator that can compute large-deformation dynamics
                 of complex plants at interactive rates, subject to user
                 forces, gravity or randomized wind. We also provide
                 plant fracture (with pre-specified patterns), inverse
                 kinematics to easily pose plants, as well as
                 interactive design of plant material properties. We
                 authored and simulated over 100 plants from diverse
                 climates and geographic regions, including broadleaf
                 (deciduous) trees and conifers, bushes and flowers. Our
                 largest simulations involve anatomically realistic
                 adult trees with hundreds of branches and over 100,000
                 leaves.",
  acknowledgement = ack-nhfb,
  articleno =    "84",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Berthouzoz:2013:PSP,
  author =       "Floraine Berthouzoz and Akash Garg and Danny M.
                 Kaufman and Eitan Grinspun and Maneesh Agrawala",
  title =        "Parsing sewing patterns into {$3$D} garments",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "85:1--85:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461975",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present techniques for automatically parsing
                 existing sewing patterns and converting them into 3D
                 garment models. Our parser takes a sewing pattern in
                 PDF format as input and starts by extracting the set of
                 panels and styling elements (e.g. darts, pleats and
                 hemlines) contained in the pattern. It then applies a
                 combination of machine learning and integer programming
                 to infer how the panels must be stitched together to
                 form the garment. Our system includes an interactive
                 garment simulator that takes the parsed result and
                 generates the corresponding 3D model. Our fully
                 automatic approach correctly parses 68\% of the sewing
                 patterns in our collection. Most of the remaining
                 patterns contain only a few errors that can be quickly
                 corrected within the garment simulator. Finally we
                 present two applications that take advantage of our
                 collection of parsed sewing patterns. Our garment
                 hybrids application lets users smoothly interpolate
                 multiple garments in the 2D space of patterns. Our
                 sketch-based search application allows users to
                 navigate the pattern collection by drawing the shape of
                 panels.",
  acknowledgement = ack-nhfb,
  articleno =    "85",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Stanton:2013:NPG,
  author =       "Matt Stanton and Yu Sheng and Martin Wicke and
                 Federico Perazzi and Amos Yuen and Srinivasa Narasimhan
                 and Adrien Treuille",
  title =        "Non-polynomial {Galerkin} projection on deforming
                 meshes",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "86:1--86:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2462006",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper extends Galerkin projection to a large
                 class of non-polynomial functions typically encountered
                 in graphics. We demonstrate the broad applicability of
                 our approach by applying it to two strikingly different
                 problems: fluid simulation and radiosity rendering,
                 both using deforming meshes. Standard Galerkin
                 projection cannot efficiently approximate these
                 phenomena. Our approach, by contrast, enables the
                 compact representation and approximation of these
                 complex non-polynomial systems, including quotients and
                 roots of polynomials. We rely on representing each
                 function to be model-reduced as a composition of tensor
                 products, matrix inversions, and matrix roots. Once a
                 function has been represented in this form, it can be
                 easily model-reduced, and its reduced form can be
                 evaluated with time and memory costs dependent only on
                 the dimension of the reduced space.",
  acknowledgement = ack-nhfb,
  articleno =    "86",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2013:NEP,
  author =       "Doyub Kim and Woojong Koh and Rahul Narain and Kayvon
                 Fatahalian and Adrien Treuille and James F. O'Brien",
  title =        "Near-exhaustive precomputation of secondary cloth
                 effects",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "87:1--87:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2462020",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The central argument against data-driven methods in
                 computer graphics rests on the curse of dimensionality:
                 it is intractable to precompute ``everything'' about a
                 complex space. In this paper, we challenge that
                 assumption by using several thousand CPU-hours to
                 perform a massive exploration of the space of secondary
                 clothing effects on a character animated through a
                 large motion graph. Our system continually explores the
                 phase space of cloth dynamics, incrementally
                 constructing a secondary cloth motion graph that
                 captures the dynamics of the system. We find that it is
                 possible to sample the dynamical space to a low visual
                 error tolerance and that secondary motion graphs
                 containing tens of gigabytes of raw mesh data can be
                 compressed down to only tens of megabytes. These
                 results allow us to capture the effect of
                 high-resolution, off-line cloth simulation for a rich
                 space of character motion and deliver it efficiently as
                 part of an interactive application.",
  acknowledgement = ack-nhfb,
  articleno =    "87",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2013:MFA,
  author =       "Zhili Chen and Renguo Feng and Huamin Wang",
  title =        "Modeling friction and air effects between cloth and
                 deformable bodies",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "88:1--88:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461941",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Real-world cloth exhibits complex behaviors when it
                 contacts deformable bodies. In this paper, we study how
                 to improve the simulation of cloth-body interactions
                 from three perspectives: collision, friction, and air
                 pressure. We propose an efficient and robust algorithm
                 to detect the collisions between cloth and deformable
                 bodies, using the surface traversal technique. We
                 develop a friction measurement device and we use it to
                 capture frictional data from real-world experiments.
                 The derived friction model can realistically handle
                 complex friction properties of cloth, including
                 anisotropy and nonlinearity. To produce pressure
                 effects caused by the air between cloth and deformable
                 bodies, we define an air mass field on the cloth layer
                 and we use real-world air permeability data to animate
                 it over time. Our results demonstrate the efficiency
                 and accuracy of our system in simulating objects with a
                 three-layer structure (i.e., a cloth layer, an air
                 layer, and an inner body layer), such as pillows,
                 comforters, down jackets, and stuffed toys.",
  acknowledgement = ack-nhfb,
  articleno =    "88",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wilkie:2013:FRD,
  author =       "David Wilkie and Jason Sewall and Ming Lin",
  title =        "Flow reconstruction for data-driven traffic
                 animation",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "89:1--89:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2462021",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "'Virtualized traffic' reconstructs and displays
                 continuous traffic flows from discrete spatio-temporal
                 traffic sensor data or procedurally generated control
                 input to enhance a sense of immersion in a dynamic
                 virtual environment. In this paper, we introduce a fast
                 technique to reconstruct traffic flows from in-road
                 sensor measurements or procedurally generated data for
                 interactive 3D visual applications. Our algorithm
                 estimates the full state of the traffic flow from
                 sparse sensor measurements (or procedural input) using
                 a statistical inference method and a continuum traffic
                 model. This estimated state then drives an agent-based
                 traffic simulator to produce a 3D animation of vehicle
                 traffic that statistically matches the original traffic
                 conditions. Unlike existing traffic simulation and
                 animation techniques, our method produces a full 3D
                 rendering of individual vehicles as part of continuous
                 traffic flows given discrete spatio-temporal sensor
                 measurements. Instead of using a color map to indicate
                 traffic conditions, users could visualize and fly over
                 the reconstructed traffic in real time over a large
                 digital cityscape.",
  acknowledgement = ack-nhfb,
  articleno =    "89",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ma:2013:DET,
  author =       "Chongyang Ma and Li-Yi Wei and Sylvain Lefebvre and
                 Xin Tong",
  title =        "Dynamic element textures",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "90:1--90:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461921",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many natural phenomena consist of geometric elements
                 with dynamic motions characterized by small scale
                 repetitions over large scale structures, such as
                 particles, herds, threads, and sheets. Due to their
                 ubiquity, controlling the appearance and behavior of
                 such phenomena is important for a variety of graphics
                 applications. However, such control is often
                 challenging; the repetitive elements are often too
                 numerous for manual edit, while their overall
                 structures are often too versatile for fully automatic
                 computation. We propose a method that facilitates easy
                 and intuitive controls at both scales: high-level
                 structures through spatial-temporal output constraints
                 (e.g. overall shape and motion of the output domain),
                 and low-level details through small input exemplars
                 (e.g. element arrangements and movements). These
                 controls are suitable for manual specification, while
                 the corresponding geometric and dynamic repetitions are
                 suitable for automatic computation. Our system takes
                 such user controls as inputs, and generates as outputs
                 the corresponding repetitions satisfying the controls.
                 Our method, which we call dynamic element textures,
                 aims to produce such controllable repetitions through a
                 combination of constrained optimization (satisfying
                 controls) and data driven computation (synthesizing
                 details). We use spatial-temporal samples as the core
                 representation for dynamic geometric elements. We
                 propose analysis algorithms for decomposing small scale
                 repetitions from large scale themes, as well as
                 synthesis algorithms for generating outputs satisfying
                 user controls. Our method is general, producing a range
                 of artistic effects that previously required disparate
                 and specialized techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "90",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Panozzo:2013:DUM,
  author =       "Daniele Panozzo and Philippe Block and Olga
                 Sorkine-Hornung",
  title =        "Designing unreinforced masonry models",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "91:1--91:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461958",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a complete design pipeline that allows
                 non-expert users to design and analyze masonry
                 structures without any structural knowledge. We
                 optimize the force layouts both geometrically and
                 topologically, finding a self-supported structure that
                 is as close as possible to a given target surface. The
                 generated structures are tessellated into hexagonal
                 blocks with a pattern that prevents sliding failure.
                 The models can be used in physically plausible virtual
                 environments or 3D printed and assembled without
                 reinforcements.",
  acknowledgement = ack-nhfb,
  articleno =    "91",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2013:CSS,
  author =       "Yang Liu and Hao Pan and John Snyder and Wenping Wang
                 and Baining Guo",
  title =        "Computing self-supporting surfaces by regular
                 triangulation",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "92:1--92:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461927",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Masonry structures must be compressively
                 self-supporting; designing such surfaces forms an
                 important topic in architecture as well as a
                 challenging problem in geometric modeling. Under
                 certain conditions, a surjective mapping exists between
                 a power diagram, defined by a set of 2D vertices and
                 associated weights, and the reciprocal diagram that
                 characterizes the force diagram of a discrete
                 self-supporting network. This observation lets us
                 define a new and convenient parameterization for the
                 space of self-supporting networks. Based on it and the
                 discrete geometry of this design space, we present
                 novel geometry processing methods including surface
                 smoothing and remeshing which significantly reduce the
                 magnitude of force densities and homogenize their
                 distribution.",
  acknowledgement = ack-nhfb,
  articleno =    "92",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{deGoes:2013:ESM,
  author =       "Fernando de Goes and Pierre Alliez and Houman Owhadi
                 and Mathieu Desbrun",
  title =        "On the equilibrium of simplicial masonry structures",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "93:1--93:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461932",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel approach for the analysis and
                 design of self-supporting simplicial masonry
                 structures. A finite-dimensional formulation of their
                 compressive stress field is derived, offering a new
                 interpretation of thrust networks through numerical
                 homogenization theory. We further leverage geometric
                 properties of the resulting force diagram to identify a
                 set of reduced coordinates characterizing the
                 equilibrium of simplicial masonry. We finally derive
                 computational form-finding tools that improve over
                 previous work in efficiency, accuracy, and
                 scalability.",
  acknowledgement = ack-nhfb,
  articleno =    "93",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Song:2013:RFS,
  author =       "Peng Song and Chi-Wing Fu and Prashant Goswami and
                 Jianmin Zheng and Niloy J. Mitra and Daniel Cohen-Or",
  title =        "Reciprocal frame structures made easy",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "94:1--94:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461915",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A reciprocal frame (RF) is a self-supported
                 three-dimensional structure made up of three or more
                 sloping rods, which form a closed circuit, namely an
                 RF-unit. Large RF-structures built as complex grillages
                 of one or a few similar RF-units have an intrinsic
                 beauty derived from their inherent self-similar and
                 highly symmetric patterns. Designing RF-structures that
                 span over large domains is an intricate and complex
                 task. In this paper, we present an interactive
                 computational tool for designing RF-structures over a
                 3D guiding surface, focusing on the aesthetic aspect of
                 the design. There are three key contributions in this
                 work. First, we draw an analogy between RF-structures
                 and plane tiling with regular polygons, and develop a
                 computational scheme to generate coherent
                 RF-tessellations from simple grammar rules. Second, we
                 employ a conformal mapping to lift the 2D tessellation
                 over a 3D guiding surface, allowing a real-time preview
                 and efficient exploration of wide ranges of RF design
                 parameters. Third, we devise an optimization method to
                 guarantee the collinearity of contact joints along each
                 rod, while preserving the geometric properties of the
                 RF-structure. Our tool not only supports the design of
                 wide variety of RF pattern classes and their
                 variations, but also allows preview and refinement
                 through interactive controls.",
  acknowledgement = ack-nhfb,
  articleno =    "94",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lehtinen:2013:GDM,
  author =       "Jaakko Lehtinen and Tero Karras and Samuli Laine and
                 Miika Aittala and Fr{\'e}do Durand and Timo Aila",
  title =        "Gradient-domain {Metropolis} light transport",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "95:1--95:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461943",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a novel Metropolis rendering algorithm
                 that directly computes image gradients, and
                 reconstructs the final image from the gradients by
                 solving a Poisson equation. The reconstruction is aided
                 by a low-fidelity approximation of the image computed
                 during gradient sampling. As an extension of path-space
                 Metropolis light transport, our algorithm is well
                 suited for difficult transport scenarios. We
                 demonstrate that our method outperforms the
                 state-of-the-art in several well-known test scenes.
                 Additionally, we analyze the spectral properties of
                 gradient-domain sampling, and compare it to the
                 traditional image-domain sampling.",
  acknowledgement = ack-nhfb,
  articleno =    "95",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mehta:2013:AAF,
  author =       "Soham Uday Mehta and Brandon Wang and Ravi Ramamoorthi
                 and Fredo Durand",
  title =        "Axis-aligned filtering for interactive
                 physically-based diffuse indirect lighting",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "96:1--96:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461947",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce an algorithm for interactive rendering of
                 physically-based global illumination, based on a novel
                 frequency analysis of indirect lighting. Our method
                 combines adaptive sampling by Monte Carlo ray or path
                 tracing, using a standard GPU-accelerated raytracer,
                 with real-time reconstruction of the resulting noisy
                 images. Our theoretical analysis assumes diffuse
                 indirect lighting, with general Lambertian and specular
                 receivers. In practice, we demonstrate accurate
                 interactive global illumination with diffuse and
                 moderately glossy objects, at 1-3 fps. We show
                 mathematically that indirect illumination is a
                 structured signal in the Fourier domain, with inherent
                 band-limiting due to the BRDF and geometry terms. We
                 extend previous work on sheared and axis-aligned
                 filtering for motion blur and shadows, to develop an
                 image-space filtering method for interreflections. Our
                 method enables 5--8X reduced sampling rates and wall
                 clock times, and converges to ground truth as more
                 samples are added. To develop our theory, we overcome
                 important technical challenges---unlike previous work,
                 there is no light source to serve as a band-limit in
                 indirect lighting, and we also consider non-parallel
                 geometry of receiver and reflecting surfaces, without
                 first-order approximations.",
  acknowledgement = ack-nhfb,
  articleno =    "96",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Takayama:2013:SBG,
  author =       "Kenshi Takayama and Daniele Panozzo and Alexander
                 Sorkine-Hornung and Olga Sorkine-Hornung",
  title =        "Sketch-based generation and editing of quad meshes",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "97:1--97:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461955",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Coarse quad meshes are the preferred representation
                 for animating characters in movies and video games. In
                 these scenarios, artists want explicit control over the
                 edge flows and the singularities of the quad mesh.
                 Despite the significant advances in recent years,
                 existing automatic quad remeshing algorithms are not
                 yet able to achieve the quality of manually created
                 remeshings. We present an interactive system for manual
                 quad remeshing that provides the user with a high
                 degree of control while avoiding the tediousness
                 involved in existing manual tools. With our
                 sketch-based interface the user constructs a quad mesh
                 by defining patches consisting of individual quads. The
                 desired edge flow is intuitively specified by the
                 sketched patch boundaries, and the mesh topology can be
                 adjusted by varying the number of edge subdivisions at
                 patch boundaries. Our system automatically inserts
                 singularities inside patches if necessary, while
                 providing the user with direct control of their
                 topological and geometrical locations. We developed a
                 set of novel user interfaces that assist the user in
                 constructing a curve network representing such patch
                 boundaries. The effectiveness of our system is
                 demonstrated through a user evaluation with
                 professional artists. Our system is also useful for
                 editing automatically generated quad meshes.",
  acknowledgement = ack-nhfb,
  articleno =    "97",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bommes:2013:IGM,
  author =       "David Bommes and Marcel Campen and Hans-Christian Ebke
                 and Pierre Alliez and Leif Kobbelt",
  title =        "Integer-grid maps for reliable quad meshing",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "98:1--98:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2462014",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Quadrilateral remeshing approaches based on global
                 parametrization enable many desirable mesh properties.
                 Two of the most important ones are (1) high regularity
                 due to explicit control over irregular vertices and (2)
                 smooth distribution of distortion achieved by convex
                 variational formulations. Apart from these strengths,
                 state-of-the-art techniques suffer from limited
                 reliability on real-world input data, i.e. the
                 determined map might have degeneracies like (local)
                 non-injectivities and consequently often cannot be used
                 directly to generate a quadrilateral mesh. In this
                 paper we propose a novel convex Mixed-Integer Quadratic
                 Programming (MIQP) formulation which ensures by
                 construction that the resulting map is within the class
                 of so called Integer-Grid Maps that are guaranteed to
                 imply a quad mesh. In order to overcome the NP-hardness
                 of MIQP and to be able to remesh typical input
                 geometries in acceptable time we propose two additional
                 problem specific optimizations: a complexity reduction
                 algorithm and singularity separating conditions. While
                 the former decouples the dimension of the MIQP search
                 space from the input complexity of the triangle mesh
                 and thus is able to dramatically speed up the
                 computation without inducing inaccuracies, the latter
                 improves the continuous relaxation, which is crucial
                 for the success of modern MIQP optimizers. Our
                 experiments show that the reliability of the resulting
                 algorithm does not only annihilate the main drawback of
                 parametrization based quad-remeshing but moreover
                 enables the global search for high-quality coarse quad
                 layouts --- a difficult task solely tackled by greedy
                 methodologies before.",
  acknowledgement = ack-nhfb,
  articleno =    "98",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhong:2013:PBA,
  author =       "Zichun Zhong and Xiaohu Guo and Wenping Wang and Bruno
                 L{\'e}vy and Feng Sun and Yang Liu and Weihua Mao",
  title =        "Particle-based anisotropic surface meshing",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "99:1--99:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461946",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces a particle-based approach for
                 anisotropic surface meshing. Given an input polygonal
                 mesh endowed with a Riemannian metric and a specified
                 number of vertices, the method generates a
                 metric-adapted mesh. The main idea consists of mapping
                 the anisotropic space into a higher dimensional
                 isotropic one, called ``embedding space''. The vertices
                 of the mesh are generated by uniformly sampling the
                 surface in this higher dimensional embedding space, and
                 the sampling is further regularized by optimizing an
                 energy function with a quasi-Newton algorithm. All the
                 computations can be re-expressed in terms of the dot
                 product in the embedding space, and the Jacobian
                 matrices of the mappings that connect different spaces.
                 This transform makes it unnecessary to explicitly
                 represent the coordinates in the embedding space, and
                 also provides all necessary expressions of energy and
                 forces for efficient computations. Through energy
                 optimization, it naturally leads to the desired
                 anisotropic particle distributions in the original
                 space. The triangles are then generated by computing
                 the Restricted Anisotropic Voronoi Diagram and its dual
                 Delaunay triangulation. We compare our results
                 qualitatively and quantitatively with the
                 state-of-the-art in anisotropic surface meshing on
                 several examples, using the standard measurement
                 criteria.",
  acknowledgement = ack-nhfb,
  articleno =    "99",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Barringer:2013:AAA,
  author =       "Rasmus Barringer and Tomas Akenine-M{\"o}ller",
  title =        "{A 4}: asynchronous adaptive anti-aliasing using
                 shared memory",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "100:1--100:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2462015",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Edge aliasing continues to be one of the most
                 prominent problems in real-time graphics, e.g., in
                 games. We present a novel algorithm that uses shared
                 memory between the GPU and the CPU so that these two
                 units can work in concert to solve the edge aliasing
                 problem rapidly. Our system renders the scene as usual
                 on the GPU with one sample per pixel. At the same time,
                 our novel edge aliasing algorithm is executed
                 asynchronously on the CPU. First, a sparse set of
                 important pixels is created. This set may include
                 pixels with geometric silhouette edges, discontinuities
                 in the frame buffer, and pixels/polygons under
                 user-guided artistic control. After that, the CPU runs
                 our sparse rasterizer and fragment shader, which is
                 parallel and SIMD:ified, and directly accesses shared
                 resources (e.g., render targets created by the GPU).
                 Our system can render a scene with shadow mapping with
                 adaptive anti-aliasing with 16 samples per important
                 pixel faster than the GPU with 8 samples per pixel
                 using multi-sampling anti-aliasing. Since our system
                 consists of an extensive code base, it will be released
                 to the public for exploration and usage.",
  acknowledgement = ack-nhfb,
  articleno =    "100",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kampe:2013:HRS,
  author =       "Viktor K{\"a}mpe and Erik Sintorn and Ulf Assarsson",
  title =        "High resolution sparse voxel {DAGs}",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "101:1--101:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2462024",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We show that a binary voxel grid can be represented
                 orders of magnitude more efficiently than using a
                 sparse voxel octree (SVO) by generalising the tree to a
                 directed acyclic graph (DAG). While the SVO allows for
                 efficient encoding of empty regions of space, the DAG
                 additionally allows for efficient encoding of identical
                 regions of space, as nodes are allowed to share
                 pointers to identical subtrees. We present an efficient
                 bottom-up algorithm that reduces an SVO to a minimal
                 DAG, which can be applied even in cases where the
                 complete SVO would not fit in memory. In all tested
                 scenes, even the highly irregular ones, the number of
                 nodes is reduced by one to three orders of magnitude.
                 While the DAG requires more pointers per node, the
                 memory cost for these is quickly amortized and the
                 memory consumption of the DAG is considerably smaller,
                 even when compared to an ideal SVO without pointers.
                 Meanwhile, our sparse voxel DAG requires no
                 decompression and can be traversed very efficiently. We
                 demonstrate this by ray tracing hard and soft shadows,
                 ambient occlusion, and primary rays in extremely high
                 resolution DAGs at speeds that are on par with, or even
                 faster than, state-of-the-art voxel and triangle GPU
                 ray tracing.",
  acknowledgement = ack-nhfb,
  articleno =    "101",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Stomakhin:2013:MPM,
  author =       "Alexey Stomakhin and Craig Schroeder and Lawrence Chai
                 and Joseph Teran and Andrew Selle",
  title =        "A material point method for snow simulation",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "102:1--102:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461948",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Snow is a challenging natural phenomenon to visually
                 simulate. While the graphics community has previously
                 considered accumulation and rendering of snow,
                 animation of snow dynamics has not been fully
                 addressed. Additionally, existing techniques for solids
                 and fluids have difficulty producing convincing snow
                 results. Specifically, wet or dense snow that has both
                 solid- and fluid-like properties is difficult to
                 handle. Consequently, this paper presents a novel snow
                 simulation method utilizing a user-controllable
                 elasto-plastic constitutive model integrated with a
                 hybrid Eulerian/Lagrangian Material Point Method. The
                 method is continuum based and its hybrid nature allows
                 us to use a regular Cartesian grid to automate
                 treatment of self-collision and fracture. It also
                 naturally allows us to derive a grid-based
                 semi-implicit integration scheme that has conditioning
                 independent of the number of Lagrangian particles. We
                 demonstrate the power of our method with a variety of
                 snow phenomena including complex character
                 interactions.",
  acknowledgement = ack-nhfb,
  articleno =    "102",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ando:2013:HAL,
  author =       "Ryoichi Ando and Nils Th{\"u}rey and Chris Wojtan",
  title =        "Highly adaptive liquid simulations on tetrahedral
                 meshes",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "103:1--103:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461982",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a new method for efficiently simulating
                 liquid with extreme amounts of spatial adaptivity. Our
                 method combines several key components to drastically
                 speed up the simulation of large-scale fluid phenomena:
                 We leverage an alternative Eulerian tetrahedral mesh
                 discretization to significantly reduce the complexity
                 of the pressure solve while increasing the robustness
                 with respect to element quality and removing the
                 possibility of locking. Next, we enable subtle
                 free-surface phenomena by deriving novel second-order
                 boundary conditions consistent with our discretization.
                 We couple this discretization with a spatially adaptive
                 Fluid-Implicit Particle (FLIP) method, enabling
                 efficient, robust, minimally-dissipative simulations
                 that can undergo sharp changes in spatial resolution
                 while minimizing artifacts. Along the way, we provide a
                 new method for generating a smooth and detailed surface
                 from a set of particles with variable sizes. Finally,
                 we explore several new sizing functions for determining
                 spatially adaptive simulation resolutions, and we show
                 how to couple them to our simulator. We combine each of
                 these elements to produce a simulation algorithm that
                 is capable of creating animations at high maximum
                 resolutions while avoiding common pitfalls like
                 inaccurate boundary conditions and inefficient
                 computation.",
  acknowledgement = ack-nhfb,
  articleno =    "103",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Macklin:2013:PBF,
  author =       "Miles Macklin and Matthias M{\"u}ller",
  title =        "Position based fluids",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "104:1--104:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461984",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In fluid simulation, enforcing incompressibility is
                 crucial for realism; it is also computationally
                 expensive. Recent work has improved efficiency, but
                 still requires time-steps that are impractical for
                 real-time applications. In this work we present an
                 iterative density solver integrated into the Position
                 Based Dynamics framework (PBD). By formulating and
                 solving a set of positional constraints that enforce
                 constant density, our method allows similar
                 incompressibility and convergence to modern smoothed
                 particle hydro-dynamic (SPH) solvers, but inherits the
                 stability of the geometric, position based dynamics
                 method, allowing large time steps suitable for
                 real-time applications. We incorporate an artificial
                 pressure term that improves particle distribution,
                 creates surface tension, and lowers the neighborhood
                 requirements of traditional SPH. Finally, we address
                 the issue of energy loss by applying vorticity
                 confinement as a velocity post process.",
  acknowledgement = ack-nhfb,
  articleno =    "104",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Myles:2013:CDC,
  author =       "Ashish Myles and Denis Zorin",
  title =        "Controlled-distortion constrained global
                 parametrization",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "105:1--105:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461970",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The quality of a global parametrization is determined
                 by a number of factors, including amount of distortion,
                 number of singularities (cones), and alignment with
                 features and boundaries. Placement of cones plays a
                 decisive role in determining the overall distortion of
                 the parametrization; at the same time, feature and
                 boundary alignment also affect the cone placement. A
                 number of methods were proposed for automatic choice of
                 cone positions, either based on singularities of
                 cross-fields and emphasizing alignment, or based on
                 distortion optimization. In this paper we describe a
                 method for placing cones for seamless global
                 parametrizations with alignment constraints. We use a
                 close relation between variation-minimizing
                 cross-fields and related 1-forms and conformal maps,
                 and demonstrate how it leads to a constrained
                 optimization problem formulation. We show for
                 boundary-aligned parametrizations metric distortion may
                 be reduced by cone chains, sometimes to an arbitrarily
                 small value, and the trade-off between the distortion
                 and the number of cones can be controlled by a
                 regularization term. Constrained parametrizations
                 computed using our method have significantly lower
                 distortion compared to the state-of-the art field-based
                 method, yet maintain feature and boundary alignment. In
                 the most extreme cases, parametrization collapse due to
                 alignment constraints is eliminated.",
  acknowledgement = ack-nhfb,
  articleno =    "105",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aigerman:2013:IBD,
  author =       "Noam Aigerman and Yaron Lipman",
  title =        "Injective and bounded distortion mappings in {$3$D}",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "106:1--106:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461931",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce an efficient algorithm for producing
                 provably injective mappings of tetrahedral meshes with
                 strict bounds on their tetrahedra aspect-ratio
                 distortion. The algorithm takes as input a simplicial
                 map (e.g., produced by some common deformation or
                 volumetric parameterization technique) and projects it
                 on the space of injective and bounded-distortion
                 simplicial maps. Namely, finds a similar map that is
                 both bijective and bounded-distortion. As far as we are
                 aware, this is the first algorithm to produce injective
                 or bounded-distortion simplicial maps of tetrahedral
                 meshes. The construction of the algorithm was made
                 possible due to a novel closed-form solution to the
                 problem of finding the closest orientation-preserving
                 bounded-distortion matrix to an arbitrary matrix in
                 three (and higher) dimensions. The algorithm is shown
                 to have quadratic convergence, usually not requiring
                 more than a handful of iterations to converge.
                 Furthermore, it is readily generalized to simplicial
                 maps of any dimension, including mixed dimensions.
                 Finally, it can deal with different distortion spaces,
                 such as bounded isometric distortion. During
                 experiments we found the algorithm useful for producing
                 bijective and bounded-distortion volume
                 parameterizations and deformations of tetrahedral
                 meshes, and improving tetrahedral meshes, increasing
                 the tetrahedra quality produced by state-of-the-art
                 techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "106",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Harmon:2013:SIL,
  author =       "David Harmon and Denis Zorin",
  title =        "Subspace integration with local deformations",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "107:1--107:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461922",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Subspace techniques greatly reduce the cost of
                 nonlinear simulation by approximating deformations with
                 a small custom basis. In order to represent the
                 deformations well (in terms of a global metric), the
                 basis functions usually have global support, and cannot
                 capture localized deformations. While reduced-space
                 basis functions can be localized to some extent,
                 capturing truly local deformations would still require
                 a very large number of precomputed basis functions,
                 significantly degrading both precomputation and online
                 performance. We present an efficient approach to
                 handling local deformations that cannot be predicted,
                 most commonly arising from contact and collisions, by
                 augmenting the subspace basis with custom functions
                 derived from analytic solutions to static loading
                 problems. We also present a new cubature scheme
                 designed to facilitate fast computation of the
                 necessary runtime quantities while undergoing a
                 changing basis. Our examples yield a two order of
                 magnitude speedup over full-coordinate simulations,
                 striking a desirable balance between runtime speeds and
                 expressive ability.",
  acknowledgement = ack-nhfb,
  articleno =    "107",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2013:PSI,
  author =       "Renjie Chen and Ofir Weber and Daniel Keren and Mirela
                 Ben-Chen",
  title =        "Planar shape interpolation with bounded distortion",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "108:1--108:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461983",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Planar shape interpolation is widely used in computer
                 graphics applications. Despite a wealth of
                 interpolation methods, there is currently no approach
                 that produces shapes with a bounded amount of
                 distortion with respect to the input. As a result,
                 existing interpolation methods may produce shapes that
                 are significantly different than the input and can
                 suffer from fold-overs and other visual artifacts,
                 making them less useful in many practical scenarios. We
                 introduce a novel shape interpolation scheme designed
                 specifically to produce results with a bounded amount
                 of conformal (angular) distortion. Our method is based
                 on an elegant continuous mathematical formulation and
                 provides several appealing properties such as existence
                 and uniqueness of the solution as well as smoothness in
                 space and time domains. We further present a
                 discretization and an efficient practical algorithm to
                 compute the interpolant and demonstrate its usability
                 and good convergence behavior on a wide variety of
                 input shapes. The method is simple to implement and
                 understand. We compare our method to state-of-the-art
                 interpolation methods and demonstrate its superiority
                 in various cases.",
  acknowledgement = ack-nhfb,
  articleno =    "108",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tunwattanapong:2013:ARS,
  author =       "Borom Tunwattanapong and Graham Fyffe and Paul Graham
                 and Jay Busch and Xueming Yu and Abhijeet Ghosh and
                 Paul Debevec",
  title =        "Acquiring reflectance and shape from continuous
                 spherical harmonic illumination",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "109:1--109:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461944",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel technique for acquiring the
                 geometry and spatially-varying reflectance properties
                 of 3D objects by observing them under continuous
                 spherical harmonic illumination conditions. The
                 technique is general enough to characterize either
                 entirely specular or entirely diffuse materials, or any
                 varying combination across the surface of the object.
                 We employ a novel computational illumination setup
                 consisting of a rotating arc of controllable LEDs which
                 sweep out programmable spheres of incident illumination
                 during 1-second exposures. We illuminate the object
                 with a succession of spherical harmonic illumination
                 conditions, as well as photographed environmental
                 lighting for validation. From the response of the
                 object to the harmonics, we can separate diffuse and
                 specular reflections, estimate world-space diffuse and
                 specular normals, and compute anisotropic roughness
                 parameters for each view of the object. We then use the
                 maps of both diffuse and specular reflectance to form
                 correspondences in a multiview stereo algorithm, which
                 allows even highly specular surfaces to be corresponded
                 across views. The algorithm yields a complete 3D model
                 and a set of merged reflectance maps. We use this
                 technique to digitize the shape and reflectance of a
                 variety of objects difficult to acquire with other
                 techniques and present validation renderings which
                 match well to photographs in similar lighting.",
  acknowledgement = ack-nhfb,
  articleno =    "109",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aittala:2013:PSC,
  author =       "Miika Aittala and Tim Weyrich and Jaakko Lehtinen",
  title =        "Practical {SVBRDF} capture in the frequency domain",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "110:1--110:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461978",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Spatially-varying reflectance and small geometric
                 variations play a vital role in the appearance of
                 real-world surfaces. Consequently, robust, automatic
                 capture of such models is highly desirable; however,
                 current systems require either specialized hardware,
                 long capture times, user intervention, or rely heavily
                 on heuristics. We describe an acquisition setup that
                 utilizes only portable commodity hardware (an LCD
                 display, an SLR camera) and contains no moving parts.
                 In particular, a laptop screen can be used for
                 illumination. Our setup, aided by a carefully
                 constructed image formation model, automatically
                 produces realistic spatially-varying reflectance
                 parameters over a wide range of materials from diffuse
                 to almost mirror-like specular surfaces, while
                 requiring relatively few photographs. We believe our
                 system is the first to offer such generality, while
                 requiring only standard office equipment and no user
                 intervention or parameter tuning. Our results exhibit a
                 good qualitative match to photographs taken under novel
                 viewing and lighting conditions for a range of
                 materials.",
  acknowledgement = ack-nhfb,
  articleno =    "110",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bell:2013:ORA,
  author =       "Sean Bell and Paul Upchurch and Noah Snavely and
                 Kavita Bala",
  title =        "{OpenSurfaces}: a richly annotated catalog of surface
                 appearance",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "111:1--111:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2462002",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The appearance of surfaces in real-world scenes is
                 determined by the materials, textures, and context in
                 which the surfaces appear. However, the datasets we
                 have for visualizing and modeling rich surface
                 appearance in context, in applications such as home
                 remodeling, are quite limited. To help address this
                 need, we present OpenSurfaces, a rich, labeled database
                 consisting of thousands of examples of surfaces
                 segmented from consumer photographs of interiors, and
                 annotated with material parameters (reflectance,
                 material names), texture information (surface normals,
                 rectified textures), and contextual information (scene
                 category, and object names). Retrieving usable surface
                 information from uncalibrated Internet photo
                 collections is challenging. We use human annotations
                 and present a new methodology for segmenting and
                 annotating materials in Internet photo collections
                 suitable for crowdsourcing (e.g., through Amazon's
                 Mechanical Turk). Because of the noise and variability
                 inherent in Internet photos and novice annotators,
                 designing this annotation engine was a key challenge;
                 we present a multi-stage set of annotation tasks with
                 quality checks and validation. We demonstrate the use
                 of this database in proof-of-concept applications
                 including surface retexturing and material and image
                 browsing, and discuss future uses. OpenSurfaces is a
                 public resource available at
                 http://opensurfaces.cs.cornell.edu/.",
  acknowledgement = ack-nhfb,
  articleno =    "111",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhou:2013:DSR,
  author =       "Qian-Yi Zhou and Vladlen Koltun",
  title =        "Dense scene reconstruction with points of interest",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "112:1--112:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461919",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an approach to detailed reconstruction of
                 complex real-world scenes with a handheld commodity
                 range sensor. The user moves the sensor freely through
                 the environment and images the scene. An offline
                 registration and integration pipeline produces a
                 detailed scene model. To deal with the complex sensor
                 trajectories required to produce detailed
                 reconstructions with a consumer-grade sensor, our
                 pipeline detects points of interest in the scene and
                 preserves detailed geometry around them while a global
                 optimization distributes residual registration errors
                 through the environment. Our results demonstrate that
                 detailed reconstructions of complex scenes can be
                 obtained with a consumer-grade camera.",
  acknowledgement = ack-nhfb,
  articleno =    "112",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2013:SRTa,
  author =       "Jiawen Chen and Dennis Bautembach and Shahram Izadi",
  title =        "Scalable real-time volumetric surface reconstruction",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "113:1--113:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461940",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We address the fundamental challenge of scalability
                 for real-time volumetric surface reconstruction
                 methods. We design a memory efficient, hierarchical
                 data structure for commodity graphics hardware, which
                 supports live reconstruction of large-scale scenes with
                 fine geometric details. Our sparse data structure fuses
                 overlapping depth maps from a moving depth camera into
                 a single volumetric representation, from which detailed
                 surface models are extracted. Our hierarchy losslessly
                 streams data bidirectionally between GPU and host,
                 allowing for unbounded reconstructions. Our pipeline,
                 comprised of depth map post-processing, camera pose
                 estimation, volumetric fusion, surface extraction, and
                 streaming, runs entirely in real-time. We
                 experimentally demonstrate that a shallow hierarchy
                 with relatively large branching factors yields the best
                 memory/speed tradeoff, consuming an order of magnitude
                 less memory than a regular grid. We compare an
                 implementation of our data structure to existing
                 methods and demonstrate higher-quality reconstructions
                 on a variety of large-scale scenes, all captured in
                 real-time.",
  acknowledgement = ack-nhfb,
  articleno =    "113",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wong:2013:RVB,
  author =       "Sai-Keung Wong and Wen-Chieh Lin and Chun-Hung Hung
                 and Yi-Jheng Huang and Shing-Yeu Lii",
  title =        "Radial view based culling for continuous
                 self-collision detection of skeletal models",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "114:1--114:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461951",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel radial-view-based culling method
                 for continuous self-collision detection (CSCD) of
                 skeletal models. Our method targets closed triangular
                 meshes used to represent the surface of a model. It can
                 be easily integrated with bounding volume hierarchies
                 (BVHs) and used as the first stage for culling
                 non-colliding triangle pairs. A mesh is decomposed into
                 clusters with respect to a set of observer primitives
                 (i.e., observer points and line segments) on the
                 skeleton of the mesh so that each cluster is associated
                 with an observer primitive. One BVH is then built for
                 each cluster. At the runtime stage, a radial view test
                 is performed from the observer primitive of each
                 cluster to check its collision state. Every pair of
                 clusters is also checked for collisions. We evaluated
                 our method on various models and compared its
                 performance with prior methods. Experimental results
                 show that our method reduces the number of the bounding
                 volume overlapping tests and the number of potentially
                 colliding triangle pairs, thereby improving the overall
                 process of CSCD.",
  acknowledgement = ack-nhfb,
  articleno =    "114",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Muller:2013:RTD,
  author =       "Matthias M{\"u}ller and Nuttapong Chentanez and
                 Tae-Yong Kim",
  title =        "Real time dynamic fracture with volumetric approximate
                 convex decompositions",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "115:1--115:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461934",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a new fast, robust and controllable method
                 to simulate the dynamic destruction of large and
                 complex objects in real time. The common method for
                 fracture simulation in computer games is to
                 pre-fracture models and replace objects by their
                 pre-computed parts at run-time. This popular method is
                 computationally cheap but has the disadvantages that
                 the fracture pattern does not align with the impact
                 location and that the number of hierarchical fracture
                 levels is fixed. Our method allows dynamic fracturing
                 of large objects into an unlimited number of pieces
                 fast enough to be used in computer games. We represent
                 visual meshes by volumetric approximate convex
                 decompositions (VACD) and apply user-defined fracture
                 patterns dependent on the impact location. The method
                 supports partial fracturing meaning that fracture
                 patterns can be applied locally at multiple locations
                 of an object. We propose new methods for computing a
                 VACD, for approximate convex hull construction and for
                 detecting islands in the convex decomposition after
                 partial destruction in order to determine support
                 structures.",
  acknowledgement = ack-nhfb,
  articleno =    "115",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lukac:2013:PFT,
  author =       "Michal Luk{\'a}c and Jakub Fiser and Jean-Charles
                 Bazin and Ondrej Jamriska and Alexander Sorkine-Hornung
                 and Daniel S{\'y}kora",
  title =        "Painting by feature: texture boundaries for
                 example-based image creation",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "116:1--116:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461956",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper we propose a reinterpretation of the
                 brush and the fill tools for digital image painting.
                 The core idea is to provide an intuitive approach that
                 allows users to paint in the visual style of arbitrary
                 example images. Rather than a static library of colors,
                 brushes, or fill patterns, we offer users entire images
                 as their palette, from which they can select arbitrary
                 contours or textures as their brush or fill tool in
                 their own creations. Compared to previous example-based
                 techniques related to the painting-by-numbers paradigm
                 we propose a new strategy where users can generate
                 salient texture boundaries by our randomized
                 graph-traversal algorithm and apply a content-aware
                 fill to transfer textures into the delimited regions.
                 This workflow allows users of our system to intuitively
                 create visually appealing images that better preserve
                 the visual richness and fluidity of arbitrary example
                 images. We demonstrate the potential of our approach in
                 various applications including interactive image
                 creation, editing and vector image stylization.",
  acknowledgement = ack-nhfb,
  articleno =    "116",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lu:2013:RPE,
  author =       "Jingwan Lu and Connelly Barnes and Stephen DiVerdi and
                 Adam Finkelstein",
  title =        "{RealBrush}: painting with examples of physical
                 media",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "117:1--117:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461998",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Conventional digital painting systems rely on
                 procedural rules and physical simulation to render
                 paint strokes. We present an interactive, data-driven
                 painting system that uses scanned images of real
                 natural media to synthesize both new strokes and
                 complex stroke interactions, obviating the need for
                 physical simulation. First, users capture images of
                 real media, including examples of isolated strokes,
                 pairs of overlapping strokes, and smudged strokes.
                 Online, the user inputs a new stroke path, and our
                 system synthesizes its 2D texture appearance with
                 optional smearing or smudging when strokes overlap. We
                 demonstrate high-fidelity paintings that closely
                 resemble the captured media style, and also
                 quantitatively evaluate our synthesis quality via user
                 studies.",
  acknowledgement = ack-nhfb,
  articleno =    "117",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lopez-Moreno:2013:DSM,
  author =       "Jorge Lopez-Moreno and Stefan Popov and Adrien
                 Bousseau and Maneesh Agrawala and George Drettakis",
  title =        "Depicting stylized materials with vector shade trees",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "118:1--118:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461972",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Vector graphics represent images with compact,
                 editable and scalable primitives. Skillful vector
                 artists employ these primitives to produce vivid
                 depictions of material appearance and lighting.
                 However, such stylized imagery often requires building
                 complex multi-layered combinations of colored fills and
                 gradient meshes. We facilitate this task by introducing
                 vector shade trees that bring to vector graphics the
                 flexibility of modular shading representations as known
                 in the 3D rendering community. In contrast to
                 traditional shade trees that combine pixel and vertex
                 shaders, our shade nodes encapsulate the creation and
                 blending of vector primitives that vector artists
                 routinely use. We propose a set of basic shade nodes
                 that we design to respect the traditional guidelines on
                 material depiction described in drawing books and
                 tutorials. We integrate our representation as an Adobe
                 Illustrator plug-in that allows even inexperienced
                 users to take a line drawing, apply a few clicks and
                 obtain a fully colored illustration. More experienced
                 artists can easily refine the illustration, adding more
                 details and visual features, while using all the vector
                 drawing tools they are already familiar with. We
                 demonstrate the power of our representation by quickly
                 generating illustrations of complex objects and
                 materials.",
  acknowledgement = ack-nhfb,
  articleno =    "118",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Benard:2013:SAE,
  author =       "Pierre B{\'e}nard and Forrester Cole and Michael Kass
                 and Igor Mordatch and James Hegarty and Martin
                 Sebastian Senn and Kurt Fleischer and Davide Pesare and
                 Katherine Breeden",
  title =        "Stylizing animation by example",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "119:1--119:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461929",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Skilled artists, using traditional media or modern
                 computer painting tools, can create a variety of
                 expressive styles that are very appealing in still
                 images, but have been unsuitable for animation. The key
                 difficulty is that existing techniques lack adequate
                 temporal coherence to animate these styles effectively.
                 Here we augment the range of practical animation styles
                 by extending the guided texture synthesis method of
                 Image Analogies [Hertzmann et al. 2001] to create
                 temporally coherent animation sequences. To make the
                 method art directable, we allow artists to paint
                 portions of keyframes that are used as constraints. The
                 in-betweens calculated by our method maintain stylistic
                 continuity and yet change no more than necessary over
                 time.",
  acknowledgement = ack-nhfb,
  articleno =    "119",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gunther:2013:OOL,
  author =       "Tobias G{\"u}nther and Christian R{\"o}ssl and Holger
                 Theisel",
  title =        "Opacity optimization for {$3$D} line fields",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "120:1--120:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461930",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "For the visualization of dense line fields, the
                 careful selection of lines to be rendered is a vital
                 aspect. In this paper, we present a global line
                 selection approach that is based on an optimization
                 process. Starting with an initial set of lines that
                 covers the domain, all lines are rendered with a
                 varying opacity, which is subject to the minimization
                 of a bounded-variable least-squares problem. The
                 optimization strives to keep a balance between
                 information presentation and occlusion avoidance. This
                 way, we obtain view-dependent opacities of the line
                 segments, allowing a real-time free navigation while
                 minimizing the danger of missing important structures
                 in the visualization. We compare our technique with
                 existing local and greedy approaches and apply it to
                 data sets in flow visualization, medical imaging,
                 physics, and computer graphics.",
  acknowledgement = ack-nhfb,
  articleno =    "120",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2013:LAI,
  author =       "Hao Zhang and Kai Xu and Wei Jiang and Jinjie Lin and
                 Daniel Cohen-Or and Baoquan Chen",
  title =        "Layered analysis of irregular facades via symmetry
                 maximization",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "121:1--121:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461923",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an algorithm for hierarchical and layered
                 analysis of irregular facades, seeking a high-level
                 understanding of facade structures. By introducing
                 layering into the analysis, we no longer view a facade
                 as a flat structure, but allow it to be structurally
                 separated into depth layers, enabling more compact and
                 natural interpretations of building facades.
                 Computationally, we perform a symmetry-driven search
                 for an optimal hierarchical decomposition defined by
                 split and layering operations applied to an input
                 facade. The objective is symmetry maximization, i.e.,
                 to maximize the sum of symmetry of the substructures
                 resulting from recursive decomposition. To this end, we
                 propose a novel integral symmetry measure, which
                 behaves well at both ends of the symmetry spectrum by
                 accounting for all partial symmetries in a discrete
                 structure. Our analysis results in a structural
                 representation, which can be utilized for structural
                 editing and exploration of building facades.",
  acknowledgement = ack-nhfb,
  articleno =    "121",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bao:2013:GEG,
  author =       "Fan Bao and Dong-Ming Yan and Niloy J. Mitra and Peter
                 Wonka",
  title =        "Generating and exploring good building layouts",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "122:1--122:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461977",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Good building layouts are required to conform to
                 regulatory guidelines, while meeting certain quality
                 measures. While different methods can sample the space
                 of such good layouts, there exists little support for a
                 user to understand and systematically explore the
                 samples. Starting from a discrete set of good layouts,
                 we analytically characterize the local shape space of
                 good layouts around each initial layout, compactly
                 encode these spaces, and link them to support
                 transitions across the different local spaces. We
                 represent such transitions in the form of a portal
                 graph. The user can then use the portal graph, along
                 with the family of local shape spaces, to globally and
                 locally explore the space of good building layouts. We
                 use our framework on a variety of different test
                 scenarios to showcase an intuitive design, navigation,
                 and exploration interface.",
  acknowledgement = ack-nhfb,
  articleno =    "122",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2013:SSB,
  author =       "Kun Xu and Kang Chen and Hongbo Fu and Wei-Lun Sun and
                 Shi-Min Hu",
  title =        "Sketch2Scene: sketch-based co-retrieval and
                 co-placement of {$3$D} models",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "123:1--123:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461968",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This work presents Sketch2Scene, a framework that
                 automatically turns a freehand sketch drawing inferring
                 multiple scene objects to semantically valid, well
                 arranged scenes of 3D models. Unlike the existing works
                 on sketch-based search and composition of 3D models,
                 which typically process individual sketched objects one
                 by one, our technique performs co-retrieval and
                 co-placement of 3D relevant models by jointly
                 processing the sketched objects. This is enabled by
                 summarizing functional and spatial relationships among
                 models in a large collection of 3D scenes as structural
                 groups. Our technique greatly reduces the amount of
                 user intervention needed for sketch-based modeling of
                 3D scenes and fits well into the traditional production
                 pipeline involving concept design followed by 3D
                 modeling. A pilot study indicates that it is promising
                 to use our technique as an alternative but more
                 efficient tool of standard 3D modeling for 3D scene
                 construction.",
  acknowledgement = ack-nhfb,
  articleno =    "123",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Le:2013:TLS,
  author =       "Binh Huy Le and Zhigang Deng",
  title =        "Two-layer sparse compression of dense-weight blend
                 skinning",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "124:1--124:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461949",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Weighted linear interpolation has been widely used in
                 many skinning techniques including linear blend
                 skinning, dual quaternion blend skinning, and cage
                 based deformation. To speed up performance, these
                 skinning models typically employ a sparseness
                 constraint, in which each 3D model vertex has a small
                 fixed number of non-zero weights. However, the
                 sparseness constraint also imposes certain limitations
                 to skinning models and their various applications. This
                 paper introduces an efficient two-layer sparse
                 compression technique to substantially reduce the
                 computational cost of a dense-weight skinning model,
                 with insignificant loss of its visual quality. It can
                 directly work on dense skinning weights or use
                 example-based skinning decomposition to further improve
                 its accuracy. Experiments and comparisons demonstrate
                 that the introduced sparse compression model can
                 significantly outperform state of the art weight
                 reduction algorithms, as well as skinning decomposition
                 algorithms with a sparseness constraint.",
  acknowledgement = ack-nhfb,
  articleno =    "124",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vaillant:2013:ISR,
  author =       "Rodolphe Vaillant and Lo{\"\i}c Barthe and Ga{\"e}l
                 Guennebaud and Marie-Paule Cani and Damien Rohmer and
                 Brian Wyvill and Olivier Gourmel and Mathias Paulin",
  title =        "Implicit skinning: real-time skin deformation with
                 contact modeling",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "125:1--125:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461960",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Geometric skinning techniques, such as smooth blending
                 or dual-quaternions, are very popular in the industry
                 for their high performances, but fail to mimic
                 realistic deformations. Other methods make use of
                 physical simulation or control volume to better capture
                 the skin behavior, yet they cannot deliver real-time
                 feedback. In this paper, we present the first purely
                 geometric method handling skin contact effects and
                 muscular bulges in real-time. The insight is to exploit
                 the advanced composition mechanism of volumetric,
                 implicit representations for correcting the results of
                 geometric skinning techniques. The mesh is first
                 approximated by a set of implicit surfaces. At each
                 animation step, these surfaces are combined in
                 real-time and used to adjust the position of mesh
                 vertices, starting from their smooth skinning position.
                 This deformation step is done without any loss of
                 detail and seamlessly handles contacts between skin
                 parts. As it acts as a post-process, our method fits
                 well into the standard animation pipeline. Moreover, it
                 requires no intensive computation step such as
                 collision detection, and therefore provides real-time
                 performances.",
  acknowledgement = ack-nhfb,
  articleno =    "125",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2013:CMV,
  author =       "Xian-Ying Li and Tao Ju and Shi-Min Hu",
  title =        "Cubic mean value coordinates",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "126:1--126:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461917",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new method for interpolating both
                 boundary values and gradients over a 2D polygonal
                 domain. Despite various previous efforts, it remains
                 challenging to define a closed-form interpolant that
                 produces natural-looking functions while allowing
                 flexible control of boundary constraints. Our method
                 builds on an existing transfinite interpolant over a
                 continuous domain, which in turn extends the classical
                 mean value interpolant. We re-derive the interpolant
                 from the mean value property of biharmonic functions,
                 and prove that the interpolant indeed matches the
                 gradient constraints when the boundary is piece-wise
                 linear. We then give closed-form formula (as
                 generalized barycentric coordinates) for boundary
                 constraints represented as polynomials up to degree 3
                 (for values) and 1 (for normal derivatives) over each
                 polygon edge. We demonstrate the flexibility and
                 efficiency of our coordinates in two novel
                 applications, smooth image deformation using curved
                 cage networks and adaptive simplification of gradient
                 meshes.",
  acknowledgement = ack-nhfb,
  articleno =    "126",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sun:2013:LSS,
  author =       "Xin Sun and Kun Zhou and Jie Guo and Guofu Xie and
                 Jingui Pan and Wencheng Wang and Baining Guo",
  title =        "Line segment sampling with blue-noise properties",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "127:1--127:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2462023",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Line segment sampling has recently been adopted in
                 many rendering algorithms for better handling of a wide
                 range of effects such as motion blur, defocus blur and
                 scattering media. A question naturally raised is how to
                 generate line segment samples with good properties that
                 can effectively reduce variance and aliasing artifacts
                 observed in the rendering results. This paper studies
                 this problem and presents a frequency analysis of line
                 segment sampling. The analysis shows that the frequency
                 content of a line segment sample is equivalent to the
                 weighted frequency content of a point sample. The
                 weight introduces anisotropy that smoothly changes
                 among point samples, line segment samples and line
                 samples according to the lengths of the samples. Line
                 segment sampling thus makes it possible to achieve a
                 balance between noise (point sampling) and aliasing
                 (line sampling) under the same sampling rate. Based on
                 the analysis, we propose a line segment sampling scheme
                 to preserve blue-noise properties of samples which can
                 significantly reduce noise and aliasing artifacts in
                 reconstruction results. We demonstrate that our
                 sampling scheme improves the quality of depth-of-field
                 rendering, motion blur rendering, and temporal light
                 field reconstruction.",
  acknowledgement = ack-nhfb,
  articleno =    "127",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Subr:2013:FAS,
  author =       "Kartic Subr and Jan Kautz",
  title =        "{Fourier} analysis of stochastic sampling strategies
                 for assessing bias and variance in integration",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "128:1--128:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2462013",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Each pixel in a photorealistic, computer generated
                 picture is calculated by approximately integrating all
                 the light arriving at the pixel, from the virtual
                 scene. A common strategy to calculate these
                 high-dimensional integrals is to average the estimates
                 at stochastically sampled locations. The strategy with
                 which the sampled locations are chosen is of utmost
                 importance in deciding the quality of the
                 approximation, and hence rendered image. We derive
                 connections between the spectral properties of
                 stochastic sampling patterns and the first and second
                 order statistics of estimates of integration using the
                 samples. Our equations provide insight into the
                 assessment of stochastic sampling strategies for
                 integration. We show that the amplitude of the expected
                 Fourier spectrum of sampling patterns is a useful
                 indicator of the bias when used in numerical
                 integration. We deduce that estimator variance is
                 directly dependent on the variance of the sampling
                 spectrum over multiple realizations of the sampling
                 pattern. We then analyse Gaussian jittered sampling, a
                 simple variant of jittered sampling, that allows a
                 smooth trade-off of bias for variance in uniform
                 (regular grid) sampling. We verify our predictions
                 using spectral measurement, quantitative integration
                 experiments and qualitative comparisons of rendered
                 images.",
  acknowledgement = ack-nhfb,
  articleno =    "128",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schmidt:2013:PSM,
  author =       "Thorsten-Walther Schmidt and Jan Nov{\'a}k and
                 Johannes Meng and Anton S. Kaplanyan and Tim Reiner and
                 Derek Nowrouzezahrai and Carsten Dachsbacher",
  title =        "Path-space manipulation of physically-based light
                 transport",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "129:1--129:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461980",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Industry-quality content creation relies on tools for
                 lighting artists to quickly prototype, iterate, and
                 refine final renders. As industry-leading studios
                 quickly adopt physically-based rendering (PBR) across
                 their art generation pipelines, many existing tools
                 have become unsuitable as they address only simple
                 effects without considering underlying PBR concepts and
                 constraints. We present a novel light transport
                 manipulation technique that operates directly on
                 path-space solutions of the rendering equation. We
                 expose intuitive direct and indirect manipulation
                 approaches to edit complex effects such as
                 (multi-refracted) caustics, diffuse and glossy indirect
                 bounces, and direct/indirect shadows. With our sketch-
                 and object-space selection, all built atop a
                 parameterized regular expression engine, artists can
                 search and isolate shading effects to inspect and edit.
                 We classify and filter paths on the fly and visualize
                 the selected transport phenomena. We survey artists who
                 used our tool to manipulate complex phenomena on both
                 static and animated scenes.",
  acknowledgement = ack-nhfb,
  articleno =    "129",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ren:2013:GIR,
  author =       "Peiran Ren and Jiaping Wang and Minmin Gong and
                 Stephen Lin and Xin Tong and Baining Guo",
  title =        "Global illumination with radiance regression
                 functions",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "130:1--130:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2462009",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present radiance regression functions for fast
                 rendering of global illumination in scenes with dynamic
                 local light sources. A radiance regression function
                 (RRF) represents a non-linear mapping from local and
                 contextual attributes of surface points, such as
                 position, viewing direction, and lighting condition, to
                 their indirect illumination values. The RRF is obtained
                 from precomputed shading samples through regression
                 analysis, which determines a function that best fits
                 the shading data. For a given scene, the shading
                 samples are precomputed by an offline renderer. The key
                 idea behind our approach is to exploit the nonlinear
                 coherence of the indirect illumination data to make the
                 RRF both compact and fast to evaluate. We model the RRF
                 as a multilayer acyclic feed-forward neural network,
                 which provides a close functional approximation of the
                 indirect illumination and can be efficiently evaluated
                 at run time. To effectively model scenes with spatially
                 variant material properties, we utilize an augmented
                 set of attributes as input to the neural network RRF to
                 reduce the amount of inference that the network needs
                 to perform. To handle scenes with greater geometric
                 complexity, we partition the input space of the RRF
                 model and represent the subspaces with separate,
                 smaller RRFs that can be evaluated more rapidly. As a
                 result, the RRF model scales well to increasingly
                 complex scene geometry and material variation. Because
                 of its compactness and ease of evaluation, the RRF
                 model enables real-time rendering with full global
                 illumination effects, including changing caustics and
                 multiple-bounce high-frequency glossy
                 interreflections.",
  acknowledgement = ack-nhfb,
  articleno =    "130",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhao:2013:MFT,
  author =       "Shuang Zhao and Milos Hasan and Ravi Ramamoorthi and
                 Kavita Bala",
  title =        "Modular flux transfer: efficient rendering of
                 high-resolution volumes with repeated structures",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "131:1--131:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461938",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The highest fidelity images to date of complex
                 materials like cloth use extremely high-resolution
                 volumetric models. However, rendering such complex
                 volumetric media is expensive, with brute-force path
                 tracing often the only viable solution. Fortunately,
                 common volumetric materials (fabrics, finished wood,
                 synthesized solid textures) are structured, with
                 repeated patterns approximated by tiling a small number
                 of exemplar blocks. In this paper, we introduce a
                 precomputation-based rendering approach for such
                 volumetric media with repeated structures based on a
                 modular transfer formulation. We model each exemplar
                 block as a voxel grid and precompute voxel-to-voxel,
                 patch-to-patch, and patch-to-voxel flux transfer
                 matrices. At render time, when blocks are tiled to
                 produce a high-resolution volume, we accurately compute
                 low-order scattering, with modular flux transfer used
                 to approximate higher-order scattering. We achieve
                 speedups of up to 12$ \times $ over path tracing on
                 extremely complex volumes, with minimal loss of
                 quality. In addition, we demonstrate that our approach
                 outperforms photon mapping on these materials.",
  acknowledgement = ack-nhfb,
  articleno =    "131",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Heide:2013:AIS,
  author =       "Felix Heide and Gordon Wetzstein and Ramesh Raskar and
                 Wolfgang Heidrich",
  title =        "Adaptive image synthesis for compressive displays",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "132:1--132:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461925",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recent years have seen proposals for exciting new
                 computational display technologies that are compressive
                 in the sense that they generate high resolution images
                 or light fields with relatively few display parameters.
                 Image synthesis for these types of displays involves
                 two major tasks: sampling and rendering
                 high-dimensional target imagery, such as light fields
                 or time-varying light fields, as well as optimizing the
                 display parameters to provide a good approximation of
                 the target content. In this paper, we introduce an
                 adaptive optimization framework for compressive
                 displays that generates high quality images and light
                 fields using only a fraction of the total plenoptic
                 samples. We demonstrate the framework for a large set
                 of display technologies, including several types of
                 auto-stereoscopic displays, high dynamic range
                 displays, and high-resolution displays. We achieve
                 significant performance gains, and in some cases are
                 able to process data that would be infeasible with
                 existing methods.",
  acknowledgement = ack-nhfb,
  articleno =    "132",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tompkin:2013:CAL,
  author =       "James Tompkin and Simon Heinzle and Jan Kautz and
                 Wojciech Matusik",
  title =        "Content-adaptive lenticular prints",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "133:1--133:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2462011",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Lenticular prints are a popular medium for producing
                 automultiscopic glasses-free 3D images. The light field
                 emitted by such prints has a fixed spatial and angular
                 resolution. We increase both perceived angular and
                 spatial resolution by modifying the lenslet array to
                 better match the content of a given light field. Our
                 optimization algorithm analyzes the input light field
                 and computes an optimal lenslet size, shape, and
                 arrangement that best matches the input light field
                 given a set of output parameters. The resulting emitted
                 light field shows higher detail and smoother motion
                 parallax compared to fixed-size lens arrays. We
                 demonstrate our technique using rendered simulations
                 and by 3D printing lens arrays, and we validate our
                 approach in simulation with a user study.",
  acknowledgement = ack-nhfb,
  articleno =    "133",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sodhi:2013:AIT,
  author =       "Rajinder Sodhi and Ivan Poupyrev and Matthew Glisson
                 and Ali Israr",
  title =        "{AIREAL}: interactive tactile experiences in free
                 air",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "134:1--134:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2462007",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "AIREAL is a novel haptic technology that delivers
                 effective and expressive tactile sensations in free
                 air, without requiring the user to wear a physical
                 device. Combined with interactive computers graphics,
                 AIREAL enables users to feel virtual 3D objects,
                 experience free air textures and receive haptic
                 feedback on gestures performed in free space. AIREAL
                 relies on air vortex generation directed by an actuated
                 flexible nozzle to provide effective tactile feedback
                 with a 75 degrees field of view, and within an 8.5cm
                 resolution at 1 meter. AIREAL is a scalable,
                 inexpensive and practical free air haptic technology
                 that can be used in a broad range of applications,
                 including gaming, mobile applications, and gesture
                 interaction among many others. This paper reports the
                 details of the AIREAL design and control, experimental
                 evaluations of the device's performance, as well as an
                 exploration of the application space of free air haptic
                 displays. Although we used vortices, we believe that
                 the results reported are generalizable and will inform
                 the design of haptic displays based on alternative
                 principles of free air tactile actuation.",
  acknowledgement = ack-nhfb,
  articleno =    "134",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2013:SRTb,
  author =       "Desai Chen and David I. W. Levin and Piotr Didyk and
                 Pitchaya Sitthi-Amorn and Wojciech Matusik",
  title =        "{Spec2Fab}: a reducer-tuner model for translating
                 specifications to {$3$D} prints",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "135:1--135:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461994",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Multi-material 3D printing allows objects to be
                 composed of complex, heterogeneous arrangements of
                 materials. It is often more natural to define a
                 functional goal than to define the material composition
                 of an object. Translating these functional requirements
                 to fabricable 3D prints is still an open research
                 problem. Recently, several specific instances of this
                 problem have been explored (e.g., appearance or elastic
                 deformation), but they exist as isolated, monolithic
                 algorithms. In this paper, we propose an abstraction
                 mechanism that simplifies the design, development,
                 implementation, and reuse of these algorithms. Our
                 solution relies on two new data structures: a reducer
                 tree that efficiently parameterizes the space of
                 material assignments and a tuner network that describes
                 the optimization process used to compute material
                 arrangement. We provide an application programming
                 interface for specifying the desired object and for
                 defining parameters for the reducer tree and tuner
                 network. We illustrate the utility of our framework by
                 implementing several fabrication algorithms as well as
                 demonstrating the manufactured results.",
  acknowledgement = ack-nhfb,
  articleno =    "135",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vidimce:2013:OPP,
  author =       "Kiril Vidimce and Szu-Po Wang and Jonathan
                 Ragan-Kelley and Wojciech Matusik",
  title =        "{OpenFab}: a programmable pipeline for multi-material
                 fabrication",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "136:1--136:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461993",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "3D printing hardware is rapidly scaling up to output
                 continuous mixtures of multiple materials at increasing
                 resolution over ever larger print volumes. This poses
                 an enormous computational challenge: large
                 high-resolution prints comprise trillions of voxels and
                 petabytes of data and simply modeling and describing
                 the input with spatially varying material mixtures at
                 this scale is challenging. Existing 3D printing
                 software is insufficient; in particular, most software
                 is designed to support only a few million primitives,
                 with discrete material choices per object. We present
                 OpenFab, a programmable pipeline for synthesis of
                 multi-material 3D printed objects that is inspired by
                 RenderMan and modern GPU pipelines. The pipeline
                 supports procedural evaluation of geometric detail and
                 material composition, using shader-like fablets,
                 allowing models to be specified easily and efficiently.
                 We describe a streaming architecture for OpenFab; only
                 a small fraction of the final volume is stored in
                 memory and output is fed to the printer with little
                 startup delay. We demonstrate it on a variety of
                 multi-material objects.",
  acknowledgement = ack-nhfb,
  articleno =    "136",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhou:2013:WCS,
  author =       "Qingnan Zhou and Julian Panetta and Denis Zorin",
  title =        "Worst-case structural analysis",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "137:1--137:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461967",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Direct digital manufacturing is a set of rapidly
                 evolving technologies that provide easy ways to
                 manufacture highly customized and unique products. The
                 development pipeline for such products is radically
                 different from the conventional manufacturing pipeline:
                 3D geometric models are designed by users often with
                 little or no manufacturing experience, and sent
                 directly to the printer. Structural analysis on the
                 user side with conventional tools is often unfeasible
                 as it requires specialized training and software.
                 Trial-and-error, the most common approach, is
                 time-consuming and expensive. We present a method that
                 would identify structural problems in objects designed
                 for 3D printing based on geometry and material
                 properties only, without specific assumptions on loads
                 and manual load setup. We solve a constrained
                 optimization problem to determine the ``worst'' load
                 distribution for a shape that will cause high local
                 stress or large deformations. While in its general form
                 this optimization has a prohibitively high
                 computational cost, we demonstrate that an approximate
                 method makes it possible to solve the problem rapidly
                 for a broad range of printed models. We validate our
                 method both computationally and experimentally and
                 demonstrate that it has good predictive power for a
                 number of diverse 3D printed shapes.",
  acknowledgement = ack-nhfb,
  articleno =    "137",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Willis:2013:IFI,
  author =       "Karl D. D. Willis and Andrew D. Wilson",
  title =        "{InfraStructs}: fabricating information inside
                 physical objects for imaging in the terahertz region",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "138:1--138:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461936",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce InfraStructs, material-based tags that
                 embed information inside digitally fabricated objects
                 for imaging in the Terahertz region. Terahertz imaging
                 can safely penetrate many common materials, opening up
                 new possibilities for encoding hidden information as
                 part of the fabrication process. We outline the design,
                 fabrication, imaging, and data processing steps to
                 fabricate information inside physical objects.
                 Prototype tag designs are presented for location
                 encoding, pose estimation, object identification, data
                 storage, and authentication. We provide detailed
                 analysis of the constraints and performance
                 considerations for designing InfraStruct tags. Future
                 application scenarios range from production line
                 inventory, to customized game accessories, to mobile
                 robotics.",
  acknowledgement = ack-nhfb,
  articleno =    "138",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Doyle:2013:HUF,
  author =       "Michael J. Doyle and Colin Fowler and Michael Manzke",
  title =        "A hardware unit for fast {SAH}-optimised {BVH}
                 construction",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "139:1--139:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2462025",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Ray-tracing algorithms are known for producing highly
                 realistic images, but at a significant computational
                 cost. For this reason, a large body of research exists
                 on various techniques for accelerating these costly
                 algorithms. One approach to achieving superior
                 performance which has received comparatively little
                 attention is the design of specialised ray-tracing
                 hardware. The research that does exist on this topic
                 has consistently demonstrated that significant
                 performance and efficiency gains can be achieved with
                 dedicated microarchitectures. However, previous work on
                 hardware ray-tracing has focused almost entirely on the
                 traversal and intersection aspects of the pipeline. As
                 a result, the critical aspect of the management and
                 construction of acceleration data-structures remains
                 largely absent from the hardware literature. We propose
                 that a specialised microarchitecture for this purpose
                 could achieve considerable performance and efficiency
                 improvements over programmable platforms. To this end,
                 we have developed the first dedicated microarchitecture
                 for the construction of binned SAH BVHs. Cycle-accurate
                 simulations show that our design achieves significant
                 improvements in raw performance and in the bandwidth
                 required for construction, as well as large efficiency
                 gains in terms of performance per clock and die area
                 compared to manycore implementations. We conclude that
                 such a design would be useful in the context of a
                 heterogeneous graphics processor, and may help future
                 graphics processor designs to reduce predicted
                 technology-imposed utilisation limits.",
  acknowledgement = ack-nhfb,
  articleno =    "139",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Manson:2013:CCT,
  author =       "Josiah Manson and Scott Schaefer",
  title =        "Cardinality-constrained texture filtering",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "140:1--140:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461963",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method to create high-quality sampling
                 filters by combining a prescribed number of texels from
                 several resolutions in a mipmap. Our technique provides
                 fine control over the number of texels we read per
                 texture sample so that we can scale quality to match a
                 memory bandwidth budget. Our method also has a fixed
                 cost regardless of the filter we approximate, which
                 makes it feasible to approximate higher-quality filters
                 such as a L{\'a}nczos 2 filter in real-time rendering.
                 To find the best set of texels to represent a given
                 sampling filter and what weights to assign those
                 texels, we perform a cardinality-constrained
                 least-squares optimization of the most likely candidate
                 solutions and encode the results of the optimization in
                 a small table that is easily stored on the GPU. We
                 present results that show we accurately reproduce
                 filters using few texel reads and that both quality and
                 speed scale smoothly with available bandwidth. When
                 using four or more texels per sample, our image quality
                 exceeds that of trilinear interpolation.",
  acknowledgement = ack-nhfb,
  articleno =    "140",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Clarberg:2013:SBD,
  author =       "Petrik Clarberg and Robert Toth and Jacob Munkberg",
  title =        "A sort-based deferred shading architecture for
                 decoupled sampling",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "141:1--141:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2462022",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Stochastic sampling in time and over the lens is
                 essential to produce photo-realistic images, and it has
                 the potential to revolutionize real-time graphics. In
                 this paper, we take an architectural view of the
                 problem and propose a novel hardware architecture for
                 efficient shading in the context of stochastic
                 rendering. We replace previous caching mechanisms by a
                 sorting step to extract coherence, thereby ensuring
                 that only non-occluded samples are shaded. The memory
                 bandwidth is kept at a minimum by operating on tiles
                 and using new buffer compression methods. Our
                 architecture has several unique benefits not
                 traditionally associated with deferred shading. First,
                 shading is performed in primitive order, which enables
                 late shading of vertex attributes and avoids the need
                 to generate a G-buffer of pre-interpolated vertex
                 attributes. Second, we support state changes, e.g.,
                 change of shaders and resources in the deferred shading
                 pass, avoiding the need for a single {\"u}ber-shader.
                 We perform an extensive architectural simulation to
                 quantify the benefits of our algorithm on real
                 workloads.",
  acknowledgement = ack-nhfb,
  articleno =    "141",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Krishnan:2013:EPL,
  author =       "Dilip Krishnan and Raanan Fattal and Richard
                 Szeliski",
  title =        "Efficient preconditioning of {Laplacian} matrices for
                 computer graphics",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "142:1--142:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461992",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new multi-level preconditioning scheme
                 for discrete Poisson equations that arise in various
                 computer graphics applications such as colorization,
                 edge-preserving decomposition for two-dimensional
                 images, and geodesic distances and diffusion on
                 three-dimensional meshes. Our approach interleaves the
                 selection of fine-and coarse-level variables with the
                 removal of weak connections between potential
                 fine-level variables (sparsification) and the
                 compensation for these changes by strengthening nearby
                 connections. By applying these operations before each
                 elimination step and repeating the procedure
                 recursively on the resulting smaller systems, we obtain
                 a highly efficient multi-level preconditioning scheme
                 with linear time and memory requirements. Our
                 experiments demonstrate that our new scheme outperforms
                 or is comparable with other state-of-the-art methods,
                 both in terms of operation count and wall-clock time.
                 This speedup is achieved by the new method's ability to
                 reduce the condition number of irregular Laplacian
                 matrices as well as homogeneous systems. It can
                 therefore be used for a wide variety of computational
                 photography problems, as well as several 3D mesh
                 processing tasks, without the need to carefully match
                 the algorithm to the problem characteristics.",
  acknowledgement = ack-nhfb,
  articleno =    "142",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Genevaux:2013:TGU,
  author =       "Jean-David G{\'e}nevaux and {\'E}ric Galin and Eric
                 Gu{\'e}rin and Adrien Peytavie and Bedrich Benes",
  title =        "Terrain generation using procedural models based on
                 hydrology",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "143:1--143:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461996",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a framework that allows quick and intuitive
                 modeling of terrains using concepts inspired by
                 hydrology. The terrain is generated from a simple
                 initial sketch, and its generation is controlled by a
                 few parameters. Our terrain representation is both
                 analytic and continuous and can be rendered by using
                 varying levels of detail. The terrain data are stored
                 in a novel data structure: a construction tree whose
                 internal nodes define a combination of operations, and
                 whose leaves represent terrain features. The framework
                 uses rivers as modeling elements, and it first creates
                 a hierarchical drainage network that is represented as
                 a geometric graph over a given input domain. The
                 network is then analyzed to construct watersheds and to
                 characterize the different types and trajectories of
                 rivers. The terrain is finally generated by combining
                 procedural terrain and river patches with blending and
                 carving operators.",
  acknowledgement = ack-nhfb,
  articleno =    "143",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Levin:2013:FBH,
  author =       "Anat Levin and Daniel Glasner and Ying Xiong and
                 Fr{\'e}do Durand and William Freeman and Wojciech
                 Matusik and Todd Zickler",
  title =        "Fabricating {BRDFs} at high spatial resolution using
                 wave optics",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "144:1--144:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461981",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recent attempts to fabricate surfaces with custom
                 reflectance functions boast impressive angular
                 resolution, yet their spatial resolution is limited. In
                 this paper we present a method to construct spatially
                 varying reflectance at a high resolution of up to
                 220dpi, orders of magnitude greater than previous
                 attempts, albeit with a lower angular resolution. The
                 resolution of previous approaches is limited by the
                 machining, but more fundamentally, by the geometric
                 optics model on which they are built. Beyond a certain
                 scale geometric optics models break down and wave
                 effects must be taken into account. We present an
                 analysis of incoherent reflectance based on wave optics
                 and gain important insights into reflectance design. We
                 further suggest and demonstrate a practical method,
                 which takes into account the limitations of existing
                 micro-fabrication techniques such as photolithography
                 to design and fabricate a range of reflection effects,
                 based on wave interference.",
  acknowledgement = ack-nhfb,
  articleno =    "144",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lan:2013:BSA,
  author =       "Yanxiang Lan and Yue Dong and Fabio Pellacini and Xin
                 Tong",
  title =        "Bi-scale appearance fabrication",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "145:1--145:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461989",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Surfaces in the real world exhibit complex appearance
                 due to spatial variations in both their reflectance and
                 local shading frames (i.e. the local coordinate system
                 defined by the normal and tangent direction). For
                 opaque surfaces, existing fabrication solutions can
                 reproduce well only the spatial variations of isotropic
                 reflectance. In this paper, we present a system for
                 fabricating surfaces with desired spatially-varying
                 reflectance, including anisotropic ones, and local
                 shading frames. We approximate each input reflectance,
                 rotated by its local frame, as a small patch of
                 oriented facets coated with isotropic glossy inks. By
                 assigning different ink combinations to facets with
                 different orientations, this bi-scale material can
                 reproduce a wider variety of reflectance than the
                 printer gamut, including anisotropic materials. By
                 orienting the facets appropriately, we control the
                 local shading frame. We propose an algorithm to
                 automatically determine the optimal facets orientations
                 and ink combinations that best approximate a given
                 input appearance, while obeying manufacturing
                 constraints on both geometry and ink gamut. We
                 fabricate the resulting surface with commercially
                 available hardware, a 3D printer to fabricate the
                 facets and a flatbed UV printer to coat them with inks.
                 We validate our method by fabricating a variety of
                 isotropic and anisotropic materials with rich
                 variations in normals and tangents.",
  acknowledgement = ack-nhfb,
  articleno =    "145",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Papas:2013:FTM,
  author =       "Marios Papas and Christian Regg and Wojciech Jarosz
                 and Bernd Bickel and Philip Jackson and Wojciech
                 Matusik and Steve Marschner and Markus Gross",
  title =        "Fabricating translucent materials using continuous
                 pigment mixtures",
  journal =      j-TOG,
  volume =       "32",
  number =       "4",
  pages =        "146:1--146:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2461912.2461974",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 13 11:43:20 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for practical physical
                 reproduction and design of homogeneous materials with
                 desired subsurface scattering. Our process uses a
                 collection of different pigments that can be suspended
                 in a clear base material. Our goal is to determine
                 pigment concentrations that best reproduce the
                 appearance and subsurface scattering of a given target
                 material. In order to achieve this task we first
                 fabricate a collection of material samples composed of
                 known mixtures of the available pigments with the base
                 material. We then acquire their reflectance profiles
                 using a custom-built measurement device. We use the
                 same device to measure the reflectance profile of a
                 target material. Based on the database of mappings from
                 pigment concentrations to reflectance profiles, we use
                 an optimization process to compute the concentration of
                 pigments to best replicate the target material
                 appearance. We demonstrate the practicality of our
                 method by reproducing a variety of different
                 translucent materials. We also present a tool that
                 allows the user to explore the range of achievable
                 appearances for a given set of pigments.",
  acknowledgement = ack-nhfb,
  articleno =    "146",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gkioulekas:2013:URP,
  author =       "Ioannis Gkioulekas and Bei Xiao and Shuang Zhao and
                 Edward H. Adelson and Todd Zickler and Kavita Bala",
  title =        "Understanding the role of phase function in
                 translucent appearance",
  journal =      j-TOG,
  volume =       "32",
  number =       "5",
  pages =        "147:1--147:19",
  month =        sep,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2516971.2516972",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Oct 30 12:11:09 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Multiple scattering contributes critically to the
                 characteristic translucent appearance of food, liquids,
                 skin, and crystals; but little is known about how it is
                 perceived by human observers. This article explores the
                 perception of translucency by studying the image
                 effects of variations in one factor of multiple
                 scattering: the phase function. We consider an expanded
                 space of phase functions created by linear combinations
                 of Henyey--Greenstein and von Mises--Fisher lobes, and
                 we study this physical parameter space using
                 computational data analysis and psychophysics. Our
                 study identifies a two-dimensional embedding of the
                 physical scattering parameters in a perceptually
                 meaningful appearance space. Through our analysis of
                 this space, we find uniform parameterizations of its
                 two axes by analytical expressions of moments of the
                 phase function, and provide an intuitive
                 characterization of the visual effects that can be
                 achieved at different parts of it. We show that our
                 expansion of the space of phase functions enlarges the
                 range of achievable translucent appearance compared to
                 traditional single-parameter phase function models. Our
                 findings highlight the important role phase function
                 can have in controlling translucent appearance, and
                 provide tools for manipulating its effect in material
                 design applications.",
  acknowledgement = ack-nhfb,
  articleno =    "147",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yan:2013:GPA,
  author =       "Dong-Ming Yan and Peter Wonka",
  title =        "Gap processing for adaptive maximal {Poisson}-disk
                 sampling",
  journal =      j-TOG,
  volume =       "32",
  number =       "5",
  pages =        "148:1--148:15",
  month =        sep,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2516971.2516973",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Oct 30 12:11:09 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this article, we study the generation of maximal
                 Poisson-disk sets with varying radii. First, we present
                 a geometric analysis of gaps in such disk sets. This
                 analysis is the basis for maximal and adaptive sampling
                 in Euclidean space and on manifolds. Second, we propose
                 efficient algorithms and data structures to detect gaps
                 and update gaps when disks are inserted, deleted,
                 moved, or when their radii are changed. We build on the
                 concepts of regular triangulations and the power
                 diagram. Third, we show how our analysis contributes to
                 the state-of-the-art in surface remeshing.",
  acknowledgement = ack-nhfb,
  articleno =    "148",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Heide:2013:HQC,
  author =       "Felix Heide and Mushfiqur Rouf and Matthias B. Hullin
                 and Bjorn Labitzke and Wolfgang Heidrich and Andreas
                 Kolb",
  title =        "High-quality computational imaging through simple
                 lenses",
  journal =      j-TOG,
  volume =       "32",
  number =       "5",
  pages =        "149:1--149:14",
  month =        sep,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2516971.2516974",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Oct 30 12:11:09 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Modern imaging optics are highly complex systems
                 consisting of up to two dozen individual optical
                 elements. This complexity is required in order to
                 compensate for the geometric and chromatic aberrations
                 of a single lens, including geometric distortion, field
                 curvature, wavelength-dependent blur, and color
                 fringing. In this article, we propose a set of
                 computational photography techniques that remove these
                 artifacts, and thus allow for postcapture correction of
                 images captured through uncompensated, simple optics
                 which are lighter and significantly less expensive.
                 Specifically, we estimate per-channel, spatially
                 varying point spread functions, and perform nonblind
                 deconvolution with a novel cross-channel term that is
                 designed to specifically eliminate color fringing.",
  acknowledgement = ack-nhfb,
  articleno =    "149",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Laga:2013:GCS,
  author =       "Hamid Laga and Michela Mortara and Michela Spagnuolo",
  title =        "Geometry and context for semantic correspondences and
                 functionality recognition in man-made {$3$D} shapes",
  journal =      j-TOG,
  volume =       "32",
  number =       "5",
  pages =        "150:1--150:16",
  month =        sep,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2516971.2516975",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Oct 30 12:11:09 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We address the problem of automatic recognition of
                 functional parts of man-made 3D shapes in the presence
                 of significant geometric and topological variations. We
                 observe that under such challenging circumstances, the
                 context of a part within a 3D shape provides important
                 cues for learning the semantics of shapes. We propose
                 to model the context as structural relationships
                 between shape parts and use them, in addition to part
                 geometry, as cues for functionality recognition. We
                 represent a 3D shape as a graph interconnecting parts
                 that share some spatial relationships. We model the
                 context of a shape part as walks in the graph.
                 Similarity between shape parts can then be defined as
                 the similarity between their contexts, which in turn
                 can be efficiently computed using graph kernels. This
                 formulation enables us to: (1) find part-wise semantic
                 correspondences between 3D shapes in a nonsupervised
                 manner and without relying on user-specified textual
                 tags, and (2) design classifiers that learn in a
                 supervised manner the functionality of the shape
                 components. We specifically show that the performance
                 of the proposed context-aware similarity measure in
                 finding part-wise correspondences outperforms
                 geometry-only-based techniques and that contextual
                 analysis is effective in dealing with shapes exhibiting
                 large geometric and topological variations.",
  acknowledgement = ack-nhfb,
  articleno =    "150",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ju:2013:DDC,
  author =       "Eunjung Ju and Jungdam Won and Jehee Lee and Byungkuk
                 Choi and Junyong Noh and Min Gyu Choi",
  title =        "Data-driven control of flapping flight",
  journal =      j-TOG,
  volume =       "32",
  number =       "5",
  pages =        "151:1--151:12",
  month =        sep,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2516971.2516976",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Oct 30 12:11:09 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a physically based controller that
                 simulates the flapping behavior of a bird in flight. We
                 recorded the motion of a dove using marker-based
                 optical motion capture and high-speed video cameras.
                 The bird flight data thus acquired allow us to
                 parameterize natural wingbeat cycles and provide the
                 simulated bird with reference trajectories to track in
                 physics simulation. Our controller simulates
                 articulated rigid bodies of a bird's skeleton and
                 deformable feathers to reproduce the aerodynamics of
                 bird flight. Motion capture from live birds is not as
                 easy as human motion capture because of the lack of
                 cooperation from subjects. Therefore, the flight data
                 we could acquire were limited. We developed a new
                 method to learn wingbeat controllers even from sparse,
                 biased observations of real bird flight. Our simulated
                 bird imitates life-like flapping of a flying bird while
                 actively maintaining its balance. The bird flight is
                 interactively controllable and resilient to external
                 disturbances.",
  acknowledgement = ack-nhfb,
  articleno =    "151",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Crane:2013:GHN,
  author =       "Keenan Crane and Clarisse Weischedel and Max
                 Wardetzky",
  title =        "Geodesics in heat: a new approach to computing
                 distance based on heat flow",
  journal =      j-TOG,
  volume =       "32",
  number =       "5",
  pages =        "152:1--152:11",
  month =        sep,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2516971.2516977",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Oct 30 12:11:09 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce the heat method for computing the
                 geodesic distance to a specified subset (e.g., point or
                 curve) of a given domain. The heat method is robust,
                 efficient, and simple to implement since it is based on
                 solving a pair of standard linear elliptic problems.
                 The resulting systems can be prefactored once and
                 subsequently solved in near-linear time. In practice,
                 distance is updated an order of magnitude faster than
                 with state-of-the-art methods, while maintaining a
                 comparable level of accuracy. The method requires only
                 standard differential operators and can hence be
                 applied on a wide variety of domains (grids, triangle
                 meshes, point clouds, etc.). We provide numerical
                 evidence that the method converges to the exact
                 distance in the limit of refinement; we also explore
                 smoothed approximations of distance suitable for
                 applications where greater regularity is required.",
  acknowledgement = ack-nhfb,
  articleno =    "152",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Maimone:2013:FCA,
  author =       "Andrew Maimone and Gordon Wetzstein and Matthew Hirsch
                 and Douglas Lanman and Ramesh Raskar and Henry Fuchs",
  title =        "Focus {$3$D}: Compressive accommodation display",
  journal =      j-TOG,
  volume =       "32",
  number =       "5",
  pages =        "153:1--153:13",
  month =        sep,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2503144",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Oct 30 12:11:09 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a glasses-free 3D display design with the
                 potential to provide viewers with nearly correct
                 accommodative depth cues, as well as motion parallax
                 and binocular cues. Building on multilayer attenuator
                 and directional backlight architectures, the proposed
                 design achieves the high angular resolution needed for
                 accommodation by placing spatial light modulators about
                 a large lens: one conjugate to the viewer's eye, and
                 one or more near the plane of the lens. Nonnegative
                 tensor factorization is used to compress a high angular
                 resolution light field into a set of masks that can be
                 displayed on a pair of commodity LCD panels. By
                 constraining the tensor factorization to preserve only
                 those light rays seen by the viewer, we effectively
                 steer narrow high-resolution viewing cones into the
                 user's eyes, allowing binocular disparity, motion
                 parallax, and the potential for nearly correct
                 accommodation over a wide field of view. We verify the
                 design experimentally by focusing a camera at different
                 depths about a prototype display, establish formal
                 upper bounds on the design's accommodation range and
                 diffraction-limited performance, and discuss practical
                 limitations that must be overcome to allow the device
                 to be used with human observers.",
  acknowledgement = ack-nhfb,
  articleno =    "153",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Patel:2013:ICS,
  author =       "Daniel Patel and Veronika Solt{\'e}szov{\'a} and Jan
                 Martin Nordbotten and Stefan Bruckner",
  title =        "Instant convolution shadows for volumetric detail
                 mapping",
  journal =      j-TOG,
  volume =       "32",
  number =       "5",
  pages =        "154:1--154:18",
  month =        sep,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2492684",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Oct 30 12:11:09 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this article, we present a method for rendering
                 dynamic scenes featuring translucent procedural
                 volumetric detail with all-frequency soft shadows being
                 cast from objects residing inside the view frustum. Our
                 approach is based on an approximation of physically
                 correct shadows from distant Gaussian area light
                 sources positioned behind the view plane, using
                 iterative convolution. We present a theoretical and
                 empirical analysis of this model and propose an
                 efficient class of convolution kernels which provide
                 high quality at interactive frame rates. Our GPU-based
                 implementation supports arbitrary volumetric detail
                 maps, requires no precomputation, and therefore allows
                 for real-time modification of all rendering
                 parameters.",
  acknowledgement = ack-nhfb,
  articleno =    "154",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2013:HPE,
  author =       "He Wang and Kirill A. Sidorov and Peter Sandilands and
                 Taku Komura",
  title =        "Harmonic parameterization by electrostatics",
  journal =      j-TOG,
  volume =       "32",
  number =       "5",
  pages =        "155:1--155:12",
  month =        sep,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2503177",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Oct 30 12:11:09 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this article, we introduce a method to apply ideas
                 from electrostatics to parameterize the open space
                 around an object. By simulating the object as a
                 virtually charged conductor, we can define an
                 object-centric coordinate system which we call Electric
                 Coordinates. It parameterizes the outer space of a
                 reference object in a way analogous to polar
                 coordinates. We also introduce a measure that
                 quantifies the extent to which an object is wrapped by
                 a surface. This measure can be computed as the electric
                 flux through the wrapping surface due to the electric
                 field around the charged conductor. The electrostatic
                 parameters, which comprise the Electric Coordinates and
                 flux, have several applications in computer graphics,
                 including: texturing, morphing, meshing, path planning
                 relative to a target object, mesh parameterization,
                 designing deformable objects, and computing coverage.
                 Our method works for objects of arbitrary geometry and
                 topology, and thus is applicable in a wide variety of
                 scenarios.",
  acknowledgement = ack-nhfb,
  articleno =    "155",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bassett:2013:AAP,
  author =       "Katie Bassett and Ilya Baran and Johannes Schmid and
                 Markus Gross and Robert W. Sumner",
  title =        "Authoring and animating painterly characters",
  journal =      j-TOG,
  volume =       "32",
  number =       "5",
  pages =        "156:1--156:12",
  month =        sep,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2484238",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Oct 30 12:11:09 MDT 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Artists explore the visual style of animated
                 characters through 2D concept art, since it affords
                 them a nearly unlimited degree of creative freedom.
                 Realizing the desired visual style, however, within the
                 3D character animation pipeline is often impossible,
                 since artists must work within the technical
                 limitations of the pipeline toolset. In order to expand
                 the range of possible visual styles for digital
                 characters, our research aims to incorporate the
                 expressiveness afforded by 2D concept painting into the
                 computer animation pipeline as a core component of
                 character authoring and animation. While prior 3D
                 painting methods focus on static geometry or simple
                 animations, we develop tools for the more difficult
                 task of character animation. Our system shows how 3D
                 stroke-based paintings can be deformed using standard
                 rigging tools. We also propose a configuration-space
                 keyframing algorithm for authoring stroke effects that
                 depend on scene variables such as character pose or
                 light position. During animation, our system supports
                 stroke-based temporal keyframing for one-off effects.
                 Our primary technical contribution is a novel
                 interpolation scheme for configuration-space keyframing
                 that ensures smooth, controllable results. We
                 demonstrate several characters authored with our system
                 that exhibit painted effects difficult to achieve with
                 traditional animation tools.",
  acknowledgement = ack-nhfb,
  articleno =    "156",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2013:AGP,
  author =       "Baoquan Chen",
  title =        "Analyzing growing plants from {$4$D} point cloud
                 data",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "157:1--157:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508368",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Studying growth and development of plants is of
                 central importance in botany. Current quantitative are
                 either limited to tedious and sparse manual
                 measurements, or coarse image-based 2D measurements.
                 Availability of cheap and portable 3D acquisition
                 devices has the potential to automate this process and
                 easily provide scientists with volumes of accurate
                 data, at a scale much beyond the realms of existing
                 methods. However, during their development, plants grow
                 new parts (e.g., vegetative buds) and bifurcate to
                 different components --- violating the central
                 incompressibility assumption made by existing
                 acquisition algorithms, which makes these algorithms
                 unsuited for analyzing growth. We introduce a framework
                 to study plant growth, particularly focusing on
                 accurate localization and tracking topological events
                 like budding and bifurcation. This is achieved by a
                 novel forward-backward analysis, wherein we track
                 robustly detected plant components back in time to
                 ensure correct spatio-temporal event detection using a
                 locally adapting threshold. We evaluate our approach on
                 several groups of time lapse scans, often ranging from
                 days to weeks, on a diverse set of plant species and
                 use the results to animate static virtual plants or
                 directly attach them to physical simulators.",
  acknowledgement = ack-nhfb,
  articleno =    "157",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Garrido:2013:RDD,
  author =       "Pablo Garrido and Levi Valgaert and Chenglei Wu and
                 Christian Theobalt",
  title =        "Reconstructing detailed dynamic face geometry from
                 monocular video",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "158:1--158:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508380",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Detailed facial performance geometry can be
                 reconstructed using dense camera and light setups in
                 controlled studios. However, a wide range of important
                 applications cannot employ these approaches, including
                 all movie productions shot from a single principal
                 camera. For post-production, these require dynamic
                 monocular face capture for appearance modification. We
                 present a new method for capturing face geometry from
                 monocular video. Our approach captures detailed,
                 dynamic, spatio-temporally coherent 3D face geometry
                 without the need for markers. It works under
                 uncontrolled lighting, and it successfully reconstructs
                 expressive motion including high-frequency face detail
                 such as folds and laugh lines. After simple manual
                 initialization, the capturing process is fully
                 automatic, which makes it versatile, lightweight and
                 easy-to-deploy. Our approach tracks accurate sparse 2D
                 features between automatically selected key frames to
                 animate a parametric blend shape model, which is
                 further refined in pose, expression and shape by
                 temporally coherent optical flow and photometric
                 stereo. We demonstrate performance capture results for
                 long and complex face sequences captured indoors and
                 outdoors, and we exemplify the relevance of our
                 approach as an enabling technology for model-based face
                 editing in movies and video, such as adding new facial
                 textures, as well as a step towards enabling everyone
                 to do facial performance capture with a single
                 affordable camera.",
  acknowledgement = ack-nhfb,
  articleno =    "158",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Derouet-Jourdan:2013:IDH,
  author =       "Alexandre Derouet-Jourdan and Florence
                 Bertails-Descoubes and Gilles Daviet and Jo{\"e}lle
                 Thollot",
  title =        "Inverse dynamic hair modeling with frictional
                 contact",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "159:1--159:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508398",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In the latest years, considerable progress has been
                 achieved for accurately acquiring the geometry of human
                 hair, thus largely improving the realism of virtual
                 characters. In parallel, rich physics-based simulators
                 have been successfully designed to capture the
                 intricate dynamics of hair due to contact and friction.
                 However, at the moment there exists no consistent
                 pipeline for converting a given hair geometry into a
                 realistic physics-based hair model. Current approaches
                 simply initialize the hair simulator with the input
                 geometry in the absence of external forces. This
                 results in an undesired sagging effect when the dynamic
                 simulation is started, which basically ruins all the
                 efforts put into the accurate design and/or capture of
                 the input hairstyle. In this paper we propose the first
                 method which consistently and robustly accounts for
                 surrounding forces---gravity and frictional contacts,
                 including hair self-contacts---when converting a
                 geometric hairstyle into a physics-based hair model.
                 Taking an arbitrary hair geometry as input together
                 with a corresponding body mesh, we interpret the hair
                 shape as a static equilibrium configuration of a hair
                 simulator, in the presence of gravity as well as
                 hair-body and hair-hair frictional contacts. Assuming
                 that hair parameters are homogeneous and lie in a
                 plausible range of physical values, we show that this
                 large underdetermined inverse problem can be formulated
                 as a well-posed constrained optimization problem, which
                 can be solved robustly and efficiently by leveraging
                 the frictional contact solver of the direct hair
                 simulator. Our method was successfully applied to the
                 animation of various hair geometries, ranging from
                 synthetic hairstyles manually designed by an artist to
                 the most recent human hair data automatically
                 reconstructed from capture.",
  acknowledgement = ack-nhfb,
  articleno =    "159",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2013:SPC,
  author =       "Chenglei Wu and Carsten Stoll and Levi Valgaerts and
                 Christian Theobalt",
  title =        "On-set performance capture of multiple actors with a
                 stereo camera",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "161:1--161:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508418",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "State-of-the-art marker-less performance capture
                 algorithms reconstruct detailed human skeletal motion
                 and space-time coherent surface geometry. Despite being
                 a big improvement over marker-based motion capture
                 methods, they are still rarely applied in practical VFX
                 productions as they require ten or more cameras and a
                 studio with controlled lighting or a green screen
                 background. If one was able to capture performances
                 directly on a general set using only the primary stereo
                 camera used for principal photography, many
                 possibilities would open up in virtual production and
                 previsualization, the creation of virtual actors, and
                 video editing during post-production. We describe a new
                 algorithm which works towards this goal. It is able to
                 track skeletal motion and detailed surface geometry of
                 one or more actors from footage recorded with a stereo
                 rig that is allowed to move. It succeeds in general
                 sets with uncontrolled background and uncontrolled
                 illumination, and scenes in which actors strike
                 non-frontal poses. It is one of the first performance
                 capture methods to exploit detailed BRDF information
                 and scene illumination for accurate pose tracking and
                 surface refinement in general scenes. It also relies on
                 a new foreground segmentation approach that combines
                 appearance, stereo, and pose tracking results to
                 segment out actors from the background. Appearance,
                 segmentation, and motion cues are combined in a new
                 pose optimization framework that is robust under
                 uncontrolled lighting, uncontrolled background and very
                 sparse camera views.",
  acknowledgement = ack-nhfb,
  articleno =    "161",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gkioulekas:2013:IVR,
  author =       "Ioannis Gkioulekas and Shuang Zhao and Kavita Bala and
                 Todd Zickler and Anat Levin",
  title =        "Inverse volume rendering with material dictionaries",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "162:1--162:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508377",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Translucent materials are ubiquitous, and simulating
                 their appearance requires accurate physical parameters.
                 However, physically-accurate parameters for scattering
                 materials are difficult to acquire. We introduce an
                 optimization framework for measuring bulk scattering
                 properties of homogeneous materials (phase function,
                 scattering coefficient, and absorption coefficient)
                 that is more accurate, and more applicable to a broad
                 range of materials. The optimization combines
                 stochastic gradient descent with Monte Carlo rendering
                 and a material dictionary to invert the radiative
                 transfer equation. It offers several advantages: (1) it
                 does not require isolating single-scattering events;
                 (2) it allows measuring solids and liquids that are
                 hard to dilute; (3) it returns parameters in
                 physically-meaningful units; and (4) it does not
                 restrict the shape of the phase function using
                 Henyey-Greenstein or any other low-parameter model. We
                 evaluate our approach by creating an acquisition setup
                 that collects images of a material slab under
                 narrow-beam RGB illumination. We validate results by
                 measuring prescribed nano-dispersions and showing that
                 recovered parameters match those predicted by
                 Lorenz-Mie theory. We also provide a table of RGB
                 scattering parameters for some common liquids and
                 solids, which are validated by simulating color images
                 in novel geometric configurations that match the
                 corresponding photographs with less than 5\% error.",
  acknowledgement = ack-nhfb,
  articleno =    "162",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2013:IBS,
  author =       "Hongzhi Wu and Julie Dorsey and Holly Rushmeier",
  title =        "Inverse bi-scale material design",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "163:1--163:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508394",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "One major shortcoming of existing bi-scale material
                 design systems is the lack of support for inverse
                 design: there is no way to directly edit the
                 large-scale appearance and then rapidly solve for the
                 small-scale details that approximate that look. Prior
                 work is either too slow to provide quick feedback, or
                 limited in the types of small-scale details that can be
                 handled. We present a novel computational framework for
                 inverse bi-scale material design. The key idea is to
                 convert the challenging inverse appearance computation
                 into efficient search in two precomputed large
                 libraries: one including a wide range of measured and
                 analytical materials, and the other procedurally
                 generated and height-map-based geometries. We
                 demonstrate a variety of editing operations, including
                 finding visually equivalent details that produce
                 similar large-scale appearance, which can be useful in
                 applications such as physical fabrication of
                 materials.",
  acknowledgement = ack-nhfb,
  articleno =    "163",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Georgiev:2013:JIS,
  author =       "Iliyan Georgiev and Jaroslav Kriv{\'a}nek and Toshiya
                 Hachisuka and Derek Nowrouzezahrai and Wojciech
                 Jarosz",
  title =        "Joint importance sampling of low-order volumetric
                 scattering",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "164:1--164:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508411",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Central to all Monte Carlo-based rendering algorithms
                 is the construction of light transport paths from the
                 light sources to the eye. Existing rendering approaches
                 sample path vertices incrementally when constructing
                 these light transport paths. The resulting probability
                 density is thus a product of the conditional densities
                 of each local sampling step, constructed without
                 explicit control over the form of the final joint
                 distribution of the complete path. We analyze why
                 current incremental construction schemes often lead to
                 high variance in the presence of participating media,
                 and reveal that such approaches are an unnecessary
                 legacy inherited from traditional surface-based
                 rendering algorithms. We devise joint importance
                 sampling of path vertices in participating media to
                 construct paths that explicitly account for the product
                 of all scattering and geometry terms along a sequence
                 of vertices instead of just locally at a single vertex.
                 This leads to a number of practical importance sampling
                 routines to explicitly construct single-and
                 double-scattering subpaths in
                 anisotropically-scattering media. We demonstrate the
                 benefit of our new sampling techniques, integrating
                 them into several path-based rendering algorithms such
                 as path tracing, bidirectional path tracing, and
                 many-light methods. We also use our sampling routines
                 to generalize deterministic shadow connections to
                 connection subpaths consisting of two or three random
                 decisions, to efficiently simulate higher-order
                 multiple scattering. Our algorithms significantly
                 reduce noise and increase performance in renderings
                 with both isotropic and highly anisotropic, low-order
                 scattering.",
  acknowledgement = ack-nhfb,
  articleno =    "164",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yeh:2013:WRC,
  author =       "Hengchin Yeh and Ravish Mehra and Zhimin Ren and
                 Lakulish Antani and Dinesh Manocha and Ming Lin",
  title =        "Wave-ray coupling for interactive sound propagation in
                 large complex scenes",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "165:1--165:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508420",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel hybrid approach that couples
                 geometric and numerical acoustic techniques for
                 interactive sound propagation in complex environments.
                 Our formulation is based on a combination of spatial
                 and frequency decomposition of the sound field. We use
                 numerical wave-based techniques to precompute the
                 pressure field in the near-object regions and geometric
                 propagation techniques in the far-field regions to
                 model sound propagation. We present a novel two-way
                 pressure coupling technique at the interface of
                 near-object and far-field regions. At runtime, the
                 impulse response at the listener position is computed
                 at interactive rates based on the stored pressure field
                 and interpolation techniques. Our system is able to
                 simulate high-fidelity acoustic effects such as
                 diffraction, scattering, low-pass filtering behind
                 obstruction, reverberation, and high-order reflections
                 in large, complex indoor and outdoor environments and
                 Half-Life 2 game engine. The pressure computation
                 requires orders of magnitude lower memory than standard
                 wave-based numerical techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "165",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Venkataraman:2013:PUT,
  author =       "Kartik Venkataraman and Dan Lelescu and Jacques
                 Duparr{\'e} and Andrew McMahon and Gabriel Molina and
                 Priyam Chatterjee and Robert Mullis and Shree Nayar",
  title =        "{PiCam}: an ultra-thin high performance monolithic
                 camera array",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "166:1--166:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508390",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present PiCam (Pelican Imaging Camera-Array), an
                 ultra-thin high performance monolithic camera array,
                 that captures light fields and synthesizes high
                 resolution images along with a range image (scene
                 depth) through integrated parallax detection and
                 superresolution. The camera is passive, supporting both
                 stills and video, low light capable, and small enough
                 to be included in the next generation of mobile devices
                 including smartphones. Prior works [Rander et al. 1997;
                 Yang et al. 2002; Zhang and Chen 2004; Tanida et al.
                 2001; Tanida et al. 2003; Duparr{\'e} et al. 2004] in
                 camera arrays have explored multiple facets of light
                 field capture --- from viewpoint synthesis, synthetic
                 refocus, computing range images, high speed video, and
                 micro-optical aspects of system miniaturization.
                 However, none of these have addressed the modifications
                 needed to achieve the strict form factor and image
                 quality required to make array cameras practical for
                 mobile devices. In our approach, we customize many
                 aspects of the camera array including lenses, pixels,
                 sensors, and software algorithms to achieve imaging
                 performance and form factor comparable to existing
                 mobile phone cameras. Our contributions to the
                 post-processing of images from camera arrays include a
                 cost function for parallax detection that integrates
                 across multiple color channels, and a regularized image
                 restoration (superresolution) process that takes into
                 account all the system degradations and adapts to a
                 range of practical imaging conditions. The registration
                 uncertainty from the parallax detection process is
                 integrated into a Maximum-a-Posteriori formulation that
                 synthesizes an estimate of the high resolution image
                 and scene depth. We conclude with some examples of our
                 array capabilities such as postcapture (still) refocus,
                 video refocus, view synthesis to demonstrate motion
                 parallax, 3D range images, and briefly address future
                 work.",
  acknowledgement = ack-nhfb,
  articleno =    "166",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kadambi:2013:CTF,
  author =       "Achuta Kadambi and Refael Whyte and Ayush Bhandari and
                 Lee Streeter and Christopher Barsi and Adrian
                 Dorrington and Ramesh Raskar",
  title =        "Coded time of flight cameras: sparse deconvolution to
                 address multipath interference and recover time
                 profiles",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "167:1--167:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508428",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Time of flight cameras produce real-time range maps at
                 a relatively low cost using continuous wave amplitude
                 modulation and demodulation. However, they are geared
                 to measure range (or phase) for a single reflected
                 bounce of light and suffer from systematic errors due
                 to multipath interference. We re-purpose the
                 conventional time of flight device for a new goal: to
                 recover per-pixel sparse time profiles expressed as a
                 sequence of impulses. With this modification, we show
                 that we can not only address multipath interference but
                 also enable new applications such as recovering depth
                 of near-transparent surfaces, looking through diffusers
                 and creating time-profile movies of sweeping light. Our
                 key idea is to formulate the forward amplitude
                 modulated light propagation as a convolution with
                 custom codes, record samples by introducing a simple
                 sequence of electronic time delays, and perform sparse
                 deconvolution to recover sequences of Diracs that
                 correspond to multipath returns. Applications to
                 computer vision include ranging of near-transparent
                 objects and subsurface imaging through diffusers. Our
                 low cost prototype may lead to new insights regarding
                 forward and inverse problems in light transport.",
  acknowledgement = ack-nhfb,
  articleno =    "167",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ebke:2013:QRQ,
  author =       "Hans-Christian Ebke and David Bommes and Marcel Campen
                 and Leif Kobbelt",
  title =        "{QEx}: robust quad mesh extraction",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "168:1--168:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508372",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The most popular and actively researched class of quad
                 remeshing techniques is the family of parametrization
                 based quad meshing methods. They all strive to generate
                 an integer-grid map, i.e. a parametrization of the
                 input surface into $ R^2 $ such that the canonical grid
                 of integer iso-lines forms a quad mesh when mapped back
                 onto the surface in $ R^3 $. An essential, albeit
                 broadly neglected aspect of these methods is the quad
                 extraction step, i.e. the materialization of an actual
                 quad mesh from the mere ``quad texture''. Quad (mesh)
                 extraction is often believed to be a trivial matter but
                 quite the opposite is true: numerous special cases,
                 ambiguities induced by numerical inaccuracies and
                 limited solver precision, as well as imperfections in
                 the maps produced by most methods (unless costly
                 countermeasures are taken) pose significant challenges
                 to the quad extractor. We present a method to sanitize
                 a provided parametrization such that it becomes
                 numerically consistent even in a limited precision
                 floating point representation. Based on this we are
                 able to provide a comprehensive and sound description
                 of how to perform quad extraction robustly and without
                 the need for any complex tolerance thresholds or
                 disambiguation rules. On top of that we develop a novel
                 strategy to cope with common local fold-overs in the
                 parametrization. This allows our method, dubbed QEx, to
                 generate all-quadrilateral meshes where otherwise
                 holes, non-quad polygons or no output at all would have
                 been produced. We thus enable the practical use of an
                 entire class of maps that was previously considered
                 defective. Since state of the art quad meshing methods
                 spend a significant share of their run time solely to
                 prevent local fold-overs, using our method it is now
                 possible to obtain quad meshes significantly quicker
                 than before. We also provide libQEx, an open source C++
                 reference implementation of our method and thus
                 significantly lower the bar to enter the field of quad
                 meshing.",
  acknowledgement = ack-nhfb,
  articleno =    "168",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Niessner:2013:RTR,
  author =       "Matthias Nie{\ss}ner and Michael Zollh{\"o}fer and
                 Shahram Izadi and Marc Stamminger",
  title =        "Real-time {$3$D} reconstruction at scale using voxel
                 hashing",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "169:1--169:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508374",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Online 3D reconstruction is gaining newfound interest
                 due to the availability of real-time consumer depth
                 cameras. The basic problem takes live overlapping depth
                 maps as input and incrementally fuses these into a
                 single 3D model. This is challenging particularly when
                 real-time performance is desired without trading
                 quality or scale. We contribute an online system for
                 large and fine scale volumetric reconstruction based on
                 a memory and speed efficient data structure. Our system
                 uses a simple spatial hashing scheme that compresses
                 space, and allows for real-time access and updates of
                 implicit surface data, without the need for a regular
                 or hierarchical grid data structure. Surface data is
                 only stored densely where measurements are observed.
                 Additionally, data can be streamed efficiently in or
                 out of the hash table, allowing for further scalability
                 during sensor motion. We show interactive
                 reconstructions of a variety of scenes, reconstructing
                 both fine-grained details and large scale environments.
                 We illustrate how all parts of our pipeline from depth
                 map pre-processing, camera pose estimation, depth map
                 fusion, and surface rendering are performed at
                 real-time rates on commodity graphics hardware. We
                 conclude with a comparison to current state-of-the-art
                 online systems, illustrating improved performance and
                 reconstruction quality.",
  acknowledgement = ack-nhfb,
  articleno =    "169",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ying:2013:SVG,
  author =       "Xiang Ying and Xiaoning Wang and Ying He",
  title =        "Saddle vertex graph {(SVG)}: a novel solution to the
                 discrete geodesic problem",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "170:1--170:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508379",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents the Saddle Vertex Graph (SVG), a
                 novel solution to the discrete geodesic problem. The
                 SVG is a sparse undirected graph that encodes complete
                 geodesic distance information: a geodesic path on the
                 mesh is equivalent to a shortest path on the SVG, which
                 can be solved efficiently using the shortest path
                 algorithm (e.g., Dijkstra algorithm). The SVG method
                 solves the discrete geodesic problem from a local
                 perspective. We have observed that the polyhedral
                 surface has some interesting and unique properties,
                 such as the fact that the discrete geodesic exhibits a
                 strong local structure, which is not available on the
                 smooth surfaces. The richer the details and complicated
                 geometry of the mesh, the stronger such local structure
                 will be. Taking advantage of the local nature, the SVG
                 algorithm breaks down the discrete geodesic problem
                 into significantly smaller sub-problems, and elegantly
                 enables information reuse. It does not require any
                 numerical solver, and is numerically stable and
                 insensitive to the mesh resolution and tessellation.
                 Users can intuitively specify a model-independent
                 parameter K, which effectively balances the SVG
                 complexity and the accuracy of the computed geodesic
                 distance. More importantly, the computed distance is
                 guaranteed to be a metric. The experimental results on
                 real-world models demonstrate significant improvement
                 to the existing approximate geodesic methods in terms
                 of both performance and accuracy.",
  acknowledgement = ack-nhfb,
  articleno =    "170",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Livesu:2013:PMG,
  author =       "Marco Livesu and Nicholas Vining and Alla Sheffer and
                 James Gregson and Riccardo Scateni",
  title =        "{PolyCut}: monotone graph-cuts for {PolyCube}
                 base-complex construction",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "171:1--171:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508388",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "PolyCubes, or orthogonal polyhedra, are useful as
                 parameterization base-complexes for various operations
                 in computer graphics. However, computing quality
                 PolyCube base-complexes for general shapes, providing a
                 good trade-off between mapping distortion and
                 singularity counts, remains a challenge. Our work
                 improves on the state-of-the-art in PolyCube
                 computation by adopting a graph-cut inspired approach.
                 We observe that, given an arbitrary input mesh, the
                 computation of a suitable PolyCube base-complex can be
                 formulated as associating, or labeling, each input mesh
                 triangle with one of six signed principal axis
                 directions. Most of the criteria for a desirable
                 PolyCube labeling can be satisfied using a multi-label
                 graph-cut optimization with suitable local unary and
                 pairwise terms. However, the highly constrained nature
                 of PolyCubes, imposed by the need to align each chart
                 with one of the principal axes, enforces additional
                 global constraints that the labeling must satisfy. To
                 enforce these constraints, we develop a constrained
                 discrete optimization technique, PolyCut, which embeds
                 a graph-cut multi-label optimization within a
                 hill-climbing local search framework that looks for
                 solutions that minimize the cut energy while satisfying
                 the global constraints. We further optimize our
                 generated PolyCube base-complexes through a combination
                 of distortion-minimizing deformation, followed by a
                 labeling update and a final PolyCube parameterization
                 step. Our PolyCut formulation captures the desired
                 properties of a PolyCube base-complex, balancing
                 parameterization distortion against singularity count,
                 and produces demonstrably better PolyCube
                 base-complexes then previous work.",
  acknowledgement = ack-nhfb,
  articleno =    "171",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kuang:2013:CRA,
  author =       "Zhengzheng Kuang and Bin Chan and Yizhou Yu and
                 Wenping Wang",
  title =        "A compact random-access representation for urban
                 modeling and rendering",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "172:1--172:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508424",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a highly memory-efficient representation
                 for modeling and rendering urban buildings composed
                 predominantly of rectangular block structures, which
                 can be used to completely or partially represent most
                 modern buildings. With the proposed representation, the
                 data size required for modeling most buildings is more
                 than two orders of magnitude less than using the
                 conventional mesh representation. In addition, it
                 substantially reduces the dependency on conventional
                 texture maps, which are not space-efficient for
                 defining visual details of building facades. The
                 proposed representation can be stored and transmitted
                 as images and can be rendered directly without any mesh
                 reconstruction. A ray-casting based shader has been
                 developed to render buildings thus represented on the
                 GPU with a high frame rate to support interactive
                 fly-by as well as street-level walk-through.
                 Comparisons with standard geometric representations and
                 recent urban modeling techniques indicate the proposed
                 representation performs well when viewed from a short
                 and long distance.",
  acknowledgement = ack-nhfb,
  articleno =    "172",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kopf:2013:CAI,
  author =       "Johannes Kopf and Ariel Shamir and Pieter Peers",
  title =        "Content-adaptive image downscaling",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "173:1--173:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508370",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces a novel content-adaptive image
                 downscaling method. The key idea is to optimize the
                 shape and locations of the downsampling kernels to
                 better align with local image features. Our
                 content-adaptive kernels are formed as a bilateral
                 combination of two Gaussian kernels defined over space
                 and color, respectively. This yields a continuum
                 ranging from smoothing to edge/detail preserving
                 kernels driven by image content. We optimize these
                 kernels to represent the input image well, by finding
                 an output image from which the input can be well
                 reconstructed. This is technically realized as an
                 iterative maximum-likelihood optimization using a
                 constrained variation of the Expectation-Maximization
                 algorithm. In comparison to previous downscaling
                 algorithms, our results remain crisper without
                 suffering from ringing artifacts. Besides natural
                 images, our algorithm is also effective for creating
                 pixel art images from vector graphics inputs, due to
                 its ability to keep linear features sharp and
                 connected.",
  acknowledgement = ack-nhfb,
  articleno =    "173",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2013:MGT,
  author =       "Hui Huang and Kangxue Yin and Minglun Gong and Dani
                 Lischinski and Daniel Cohen-Or and Uri Ascher and
                 Baoquan Chen",
  title =        "``Mind the gap'': tele-registration for
                 structure-driven image completion",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "174:1--174:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508373",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Concocting a plausible composition from several
                 non-overlapping image pieces, whose relative positions
                 are not fixed in advance and without having the benefit
                 of priors, can be a daunting task. Here we propose such
                 a method, starting with a set of sloppily pasted image
                 pieces with gaps between them. We first extract salient
                 curves that approach the gaps from non-tangential
                 directions, and use likely correspondences between
                 pairs of such curves to guide a novel tele-registration
                 method that simultaneously aligns all the pieces
                 together. A structure-driven image completion technique
                 is then proposed to fill the gaps, allowing the
                 subsequent employment of standard in-painting tools to
                 finish the job.",
  acknowledgement = ack-nhfb,
  articleno =    "174",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2013:NRM,
  author =       "Yiming Liu and Jue Wang and Sunghyun Cho and Adam
                 Finkelstein and Szymon Rusinkiewicz",
  title =        "A no-reference metric for evaluating the quality of
                 motion deblurring",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "175:1--175:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508391",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Methods to undo the effects of motion blur are the
                 subject of intense research, but evaluating and tuning
                 these algorithms has traditionally required either user
                 input or the availability of ground-truth images. We
                 instead develop a metric for automatically predicting
                 the perceptual quality of images produced by
                 state-of-the-art deblurring algorithms. The metric is
                 learned based on a massive user study, incorporates
                 features that capture common deblurring artifacts, and
                 does not require access to the original images (i.e.,
                 is ``noreference''). We show that it better matches
                 user-supplied rankings than previous approaches to
                 measuring quality, and that in most cases it
                 outperforms conventional full-reference
                 image-similarity measures. We demonstrate applications
                 of this metric to automatic selection of optimal
                 algorithms and parameters, and to generation of fused
                 images that combine multiple deblurring results.",
  acknowledgement = ack-nhfb,
  articleno =    "175",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Karacan:2013:SPI,
  author =       "Levent Karacan and Erkut Erdem and Aykut Erdem",
  title =        "Structure-preserving image smoothing via region
                 covariances",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "176:1--176:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508403",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recent years have witnessed the emergence of new image
                 smoothing techniques which have provided new insights
                 and raised new questions about the nature of this
                 well-studied problem. Specifically, these models
                 separate a given image into its structure and texture
                 layers by utilizing non-gradient based definitions for
                 edges or special measures that distinguish edges from
                 oscillations. In this study, we propose an alternative
                 yet simple image smoothing approach which depends on
                 covariance matrices of simple image features, aka the
                 region covariances. The use of second order statistics
                 as a patch descriptor allows us to implicitly capture
                 local structure and texture information and makes our
                 approach particularly effective for structure
                 extraction from texture. Our experimental results have
                 shown that the proposed approach leads to better image
                 decompositions as compared to the state-of-the-art
                 methods and preserves prominent edges and shading well.
                 Moreover, we also demonstrate the applicability of our
                 approach on some image editing and manipulation tasks
                 such as image abstraction, texture and detail
                 enhancement, image composition, inverse halftoning and
                 seam carving.",
  acknowledgement = ack-nhfb,
  articleno =    "176",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2013:CEP,
  author =       "Weiming Wang and Tuanfeng Y. Wang and Zhouwang Yang
                 and Ligang Liu and Xin Tong and Weihua Tong and
                 Jiansong Deng and Falai Chen and Xiuping Liu",
  title =        "Cost-effective printing of {$3$D} objects with
                 skin-frame structures",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "177:1--177:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508382",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "3D printers have become popular in recent years and
                 enable fabrication of custom objects for home users.
                 However, the cost of the material used in printing
                 remains high. In this paper, we present an automatic
                 solution to design a skin-frame structure for the
                 purpose of reducing the material cost in printing a
                 given 3D object. The frame structure is designed by an
                 optimization scheme which significantly reduces
                 material volume and is guaranteed to be physically
                 stable, geometrically approximate, and printable.
                 Furthermore, the number of struts is minimized by
                 solving an $ l_0 $ sparsity optimization. We formulate
                 it as a multi-objective programming problem and an
                 iterative extension of the preemptive algorithm is
                 developed to find a compromise solution. We demonstrate
                 the applicability and practicability of our solution by
                 printing various objects using both powder-type and
                 extrusion-type 3D printers. Our method is shown to be
                 more cost-effective than previous works.",
  acknowledgement = ack-nhfb,
  articleno =    "177",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Thiery:2013:SMS,
  author =       "Jean-Marc Thiery and {\'E}milie Guy and Tamy
                 Boubekeur",
  title =        "{Sphere-Meshes}: shape approximation using spherical
                 quadric error metrics",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "178:1--178:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508384",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Shape approximation algorithms aim at computing simple
                 geometric descriptions of dense surface meshes. Many
                 such algorithms are based on mesh decimation
                 techniques, generating coarse triangulations while
                 optimizing for a particular metric which models the
                 distance to the original shape. This approximation
                 scheme is very efficient when enough polygons are
                 allowed for the simplified model. However, as coarser
                 approximations are reached, the intrinsic piecewise
                 linear point interpolation which defines the decimated
                 geometry fails at capturing even simple structures. We
                 claim that when reaching such extreme simplification
                 levels, highly instrumental in shape analysis, the
                 approximating representation should explicitly and
                 progressively model the volumetric extent of the
                 original shape. In this paper, we propose
                 Sphere-Meshes, a new shape representation designed for
                 extreme approximations and substituting a sphere
                 interpolation for the classic point interpolation of
                 surface meshes. From a technical point-of-view, we
                 propose a new shape approximation algorithm, generating
                 a sphere-mesh at a prescribed level of detail from a
                 classical polygon mesh. We also introduce a new metric
                 to guide this approximation, the Spherical Quadric
                 Error Metric in {$ R^4 $}, whose minimizer finds the
                 sphere that best approximates a set of tangent planes
                 in the input and which is sensitive to surface
                 orientation, thus distinguishing naturally between the
                 inside and the outside of an object. We evaluate the
                 performance of our algorithm on a collection of models
                 covering a wide range of topological and geometric
                 structures and compare it against alternate methods.
                 Lastly, we propose an application to deformation
                 control where a sphere-mesh hierarchy is used as a
                 convenient rig for altering the input shape
                 interactively.",
  acknowledgement = ack-nhfb,
  articleno =    "178",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Neumann:2013:SLD,
  author =       "Thomas Neumann and Kiran Varanasi and Stephan Wenger
                 and Markus Wacker and Marcus Magnor and Christian
                 Theobalt",
  title =        "Sparse localized deformation components",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "179:1--179:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508417",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a method that extracts sparse and spatially
                 localized deformation modes from an animated mesh
                 sequence. To this end, we propose a new way to extend
                 the theory of sparse matrix decompositions to 3D mesh
                 sequence processing, and further contribute with an
                 automatic way to ensure spatial locality of the
                 decomposition in a new optimization framework. The
                 extracted dimensions often have an intuitive and clear
                 interpretable meaning. Our method optionally accepts
                 user-constraints to guide the process of discovering
                 the underlying latent deformation space. The
                 capabilities of our efficient, versatile, and
                 easy-to-implement method are extensively demonstrated
                 on a variety of data sets and application contexts. We
                 demonstrate its power for user friendly intuitive
                 editing of captured mesh animations, such as faces,
                 full body motion, cloth animations, and muscle
                 deformations. We further show its benefit for
                 statistical geometry processing and biomechanically
                 meaningful animation editing. It is further shown
                 qualitatively and quantitatively that our method
                 outperforms other unsupervised decomposition methods
                 and other animation parameterization approaches in the
                 above use cases.",
  acknowledgement = ack-nhfb,
  articleno =    "179",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhuang:2013:GEM,
  author =       "Yixin Zhuang and Ming Zou and Nathan Carr and Tao Ju",
  title =        "A general and efficient method for finding cycles in
                 {$3$D} curve networks",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "180:1--180:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508423",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Generating surfaces from 3D curve networks has been a
                 longstanding problem in computer graphics. Recent
                 attention to this area has resurfaced as a result of
                 new sketch based modeling systems. In this work we
                 present a new algorithm for finding cycles that bound
                 surface patches. Unlike prior art in this area, the
                 output of our technique is unrestricted, generating
                 both manifold and non-manifold geometry with arbitrary
                 genus. The novel insight behind our method is to
                 formulate our problem as finding local mappings at the
                 vertices and curves of our network, where each mapping
                 describes how incident curves are grouped into cycles.
                 This approach lends us the efficiency necessary to
                 present our system in an interactive design modeler,
                 whereby the user can adjust patch constraints and
                 change the manifold properties of curves while the
                 system automatically re-optimizes the solution.",
  acknowledgement = ack-nhfb,
  articleno =    "180",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yang:2013:UPL,
  author =       "Yong-Liang Yang and Jun Wang and Etienne Vouga and
                 Peter Wonka",
  title =        "Urban pattern: layout design by hierarchical domain
                 splitting",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "181:1--181:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508405",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a framework for generating street networks
                 and parcel layouts. Our goal is the generation of
                 high-quality layouts that can be used for urban
                 planning and virtual environments. We propose a
                 solution based on hierarchical domain splitting using
                 two splitting types: streamline-based splitting, which
                 splits a region along one or multiple streamlines of a
                 cross field, and template-based splitting, which warps
                 pre-designed templates to a region and uses the
                 interior geometry of the template as the splitting
                 lines. We combine these two splitting approaches into a
                 hierarchical framework, providing automatic and
                 interactive tools to explore the design space.",
  acknowledgement = ack-nhfb,
  articleno =    "181",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Akinci:2013:VST,
  author =       "Nadir Akinci and Gizem Akinci and Matthias Teschner",
  title =        "Versatile surface tension and adhesion for {SPH}
                 fluids",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "182:1--182:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508395",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Realistic handling of fluid-air and fluid-solid
                 interfaces in SPH is a challenging problem. The main
                 reason is that some important physical phenomena such
                 as surface tension and adhesion emerge as a result of
                 inter-molecular forces in a microscopic scale. This is
                 different from scalar fields such as fluid pressure,
                 which can be plausibly evaluated on a macroscopic scale
                 using particles. Although there exist techniques to
                 address this problem for some specific simulation
                 scenarios, there does not yet exist a general approach
                 to reproduce the variety of effects that emerge in
                 reality from fluid-air and fluid-solid interactions. In
                 order to address this problem, we present a new surface
                 tension force and a new adhesion force. Different from
                 the existing work, our surface tension force can handle
                 large surface tensions in a realistic way. This
                 property lets our approach handle challenging real
                 scenarios, such as water crown formation, various types
                 of fluid-solid interactions, and even droplet
                 simulations. Furthermore, it prevents particle
                 clustering at the free surface where inter-particle
                 pressure forces are incorrect. Our adhesion force
                 allows plausible two-way attraction of fluids and
                 solids and can be used to model different wetting
                 conditions. By using our forces, modeling surface
                 tension and adhesion effects do not require involved
                 techniques such as generating a ghost air phase or
                 surface tracking. The forces are applied to the
                 neighboring fluid-fluid and fluid-boundary particle
                 pairs in a symmetric way, which satisfies momentum
                 conservation. We demonstrate that combining both forces
                 allows simulating a variety of interesting effects in a
                 plausible way.",
  acknowledgement = ack-nhfb,
  articleno =    "182",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2013:STE,
  author =       "Yubo Zhang and Kwan-Liu Ma",
  title =        "Spatio-temporal extrapolation for fluid animation",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "183:1--183:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508401",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a novel spatio-temporal extrapolation
                 technique for fluid simulation designed to improve the
                 results without using higher resolution simulation
                 grids. In general, there are rigid demands associated
                 with pushing fluid animations to higher resolutions
                 given limited computational capabilities. This results
                 in tradeoffs between implementing high-order numerical
                 methods and increasing the resolution of the simulation
                 in space and time. For 3D problems, such challenges
                 rapidly become cost-ineffective. The extrapolation
                 method we present improves the flow features without
                 using higher resolution simulation grids. In this
                 paper, we show that simulation results from our
                 extrapolation are comparable to those from higher
                 resolution simulations. In addition, our method differs
                 from high-order numerical methods because it does not
                 depend on the equation or specific solver. We
                 demonstrate that it is easy to implement and can
                 significantly improve the fluid animation results.",
  acknowledgement = ack-nhfb,
  articleno =    "183",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pan:2013:ILL,
  author =       "Zherong Pan and Jin Huang and Yiying Tong and Changxi
                 Zheng and Hujun Bao",
  title =        "Interactive localized liquid motion editing",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "184:1--184:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508429",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "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. Either
                 way, the whole process is laborious and computationally
                 expensive. We introduce a novel method to provide
                 intuitive and interactive control of liquid simulation.
                 Our method enables a user to locally edit selected
                 keyframes and automatically propagates the editing in a
                 nearby temporal region using geometric deformation. We
                 formulate our local editing techniques as a small-scale
                 nonlinear optimization problem which can be solved
                 interactively. With this uniformed formulation, we
                 propose three editing metaphors, including (i)
                 sketching local fluid features using a few user
                 strokes, (ii) dragging a local fluid region, and (iii)
                 controlling a local shape with a small mesh patch.
                 Finally, we use the edited liquid animation to guide an
                 offline high-resolution simulation to recover more
                 surface details. We demonstrate the intuitiveness and
                 efficacy of our method in various practical
                 scenarios.",
  acknowledgement = ack-nhfb,
  articleno =    "184",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gerszewski:2013:PBA,
  author =       "Dan Gerszewski and Adam W. Bargteil",
  title =        "Physics-based animation of large-scale splashing
                 liquids",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "185:1--185:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508430",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Fluid simulation has been one of the greatest
                 successes of physics-based animation, generating
                 hundreds of research papers and a great many special
                 effects over the last fifteen years. However, the
                 animation of large-scale, splashing liquids remains
                 challenging. In this paper, we show that a novel
                 combination of unilateral incompressibility, mass-full
                 FLIP, and blurred boundaries is extremely well-suited
                 to the animation of large-scale, violent, splashing
                 liquids.",
  acknowledgement = ack-nhfb,
  articleno =    "185",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ceylan:2013:DFM,
  author =       "Duygu Ceylan and Wilmot Li and Niloy J. Mitra and
                 Maneesh Agrawala and Mark Pauly",
  title =        "Designing and fabricating mechanical automata from
                 mocap sequences",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "186:1--186:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508400",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Mechanical figures that mimic human motions continue
                 to entertain us and capture our imagination. Creating
                 such automata requires expertise in motion planning,
                 knowledge of mechanism design, and familiarity with
                 fabrication constraints. Thus, automaton design remains
                 restricted to only a handful of experts. We propose an
                 automatic algorithm that takes a motion sequence of a
                 humanoid character and generates the design for a
                 mechanical figure that approximates the input motion
                 when driven with a single input crank. Our approach has
                 two stages. The motion approximation stage computes a
                 motion that approximates the input sequence as closely
                 as possible while remaining compatible with the
                 geometric and motion constraints of the mechanical
                 parts in our design. Then, in the layout stage, we
                 solve for the sizing parameters and spatial layout of
                 all the elements, while respecting all fabrication and
                 assembly constraints. We apply our algorithm on a range
                 of input motions taken from motion capture databases.
                 We also fabricate two of our designs to demonstrate the
                 viability of our approach.",
  acknowledgement = ack-nhfb,
  articleno =    "186",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2013:SP,
  author =       "Hao Li and Etienne Vouga and Anton Gudym and Linjie
                 Luo and Jonathan T. Barron and Gleb Gusev",
  title =        "{$3$D} self-portraits",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "187:1--187:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508407",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We develop an automatic pipeline that allows ordinary
                 users to capture complete and fully textured 3D models
                 of themselves in minutes, using only a single Kinect
                 sensor, in the uncontrolled lighting environment of
                 their own home. Our method requires neither a turntable
                 nor a second operator, and is robust to the small
                 deformations and changes of pose that inevitably arise
                 during scanning. After the users rotate themselves with
                 the same pose for a few scans from different views, our
                 system stitches together the captured scans using
                 multi-view non-rigid registration, and produces
                 watertight final models. To ensure consistent
                 texturing, we recover the underlying albedo from each
                 scanned texture and generate seamless global textures
                 using Poisson blending. Despite the minimal
                 requirements we place on the hardware and users, our
                 method is suitable for full body capture of challenging
                 scenes that cannot be handled well using previous
                 methods, such as those involving loose clothing,
                 complex poses, and props.",
  acknowledgement = ack-nhfb,
  articleno =    "187",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ali-Hamadi:2013:AT,
  author =       "Dicko Ali-Hamadi and Tiantian Liu and Benjamin Gilles
                 and Ladislav Kavan and Fran{\c{c}}ois Faure and Olivier
                 Palombi and Marie-Paule Cani",
  title =        "Anatomy transfer",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "188:1--188:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508415",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Characters with precise internal anatomy are important
                 in film and visual effects, as well as in medical
                 applications. We propose the first semi-automatic
                 method for creating anatomical structures, such as
                 bones, muscles, viscera and fat tissues. This is done
                 by transferring a reference anatomical model from an
                 input template to an arbitrary target character, only
                 defined by its boundary representation (skin). The fat
                 distribution of the target character needs to be
                 specified. We can either infer this information from
                 MRI data, or allow the users to express their creative
                 intent through a new editing tool. The rest of our
                 method runs automatically: it first transfers the bones
                 to the target character, while maintaining their
                 structure as much as possible. The bone layer, along
                 with the target skin eroded using the fat thickness
                 information, are then used to define a volume where we
                 map the internal anatomy of the source model using
                 harmonic (Laplacian) deformation. This way, we are able
                 to quickly generate anatomical models for a large range
                 of target characters, while maintaining anatomical
                 constraints.",
  acknowledgement = ack-nhfb,
  articleno =    "188",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bermano:2013:APA,
  author =       "Amit Bermano and Philipp Br{\"u}schweiler and Anselm
                 Grundh{\"o}fer and Daisuke Iwai and Bernd Bickel and
                 Markus Gross",
  title =        "Augmenting physical avatars using projector-based
                 illumination",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "189:1--189:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508416",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Animated animatronic figures are a unique way to give
                 physical presence to a character. However, their
                 movement and expressions are often limited due to
                 mechanical constraints. In this paper, we propose a
                 complete process for augmenting physical avatars using
                 projector-based illumination, significantly increasing
                 their expressiveness. Given an input animation, the
                 system decomposes the motion into low-frequency motion
                 that can be physically reproduced by the animatronic
                 head and high-frequency details that are added using
                 projected shading. At the core is a spatio-temporal
                 optimization process that compresses the motion in
                 gradient space, ensuring faithful motion replay while
                 respecting the physical limitations of the system. We
                 also propose a complete multi-camera and projection
                 system, including a novel defocused projection and
                 subsurface scattering compensation scheme. The result
                 of our system is a highly expressive physical avatar
                 that features facial details and motion otherwise
                 unattainable due to physical constraints.",
  acknowledgement = ack-nhfb,
  articleno =    "189",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2013:FGS,
  author =       "Qi-Xing Huang and Hao Su and Leonidas Guibas",
  title =        "Fine-grained semi-supervised labeling of large shape
                 collections",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "190:1--190:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508364",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper we consider the problem of classifying
                 shapes within a given category (e.g., chairs) into
                 finer-grained classes (e.g., chairs with arms, rocking
                 chairs, swivel chairs). We introduce a multi-label
                 (i.e., shapes can belong to multiple classes)
                 semi-supervised approach that takes as input a large
                 shape collection of a given category with associated
                 sparse and noisy labels, and outputs cleaned and
                 complete labels for each shape. The key idea of the
                 proposed approach is to jointly learn a distance metric
                 for each class which captures the underlying geometric
                 similarity within that class, e.g., the distance metric
                 for swivel chairs evaluates the global geometric
                 resemblance of chair bases. We show how to achieve this
                 objective by first geometrically aligning the input
                 shapes, and then learning the class-specific distance
                 metrics by exploiting the feature consistency provided
                 by this alignment. The learning objectives consider
                 both labeled data and the mutual relations between the
                 distance metrics. Given the learned metrics, we apply a
                 graph-based semi-supervised classification technique to
                 generate the final classification results. In order to
                 evaluate the performance of our approach, we have
                 created a benchmark data set where each shape is
                 provided with a set of ground truth labels generated by
                 Amazon's Mechanical Turk users. The benchmark contains
                 a rich variety of shapes in a number of categories.
                 Experimental results show that despite this variety,
                 given very sparse and noisy initial labels, the new
                 method yields results that are superior to
                 state-of-the-art semi-supervised learning techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "190",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pan:2013:EPD,
  author =       "Jia Pan and Xinyu Zhang and Dinesh Manocha",
  title =        "Efficient penetration depth approximation using active
                 learning",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "191:1--191:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508305",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new method for efficiently approximating
                 the global penetration depth between two rigid objects
                 using machine learning techniques. Our approach
                 consists of two phases: offline learning and performing
                 run-time queries. In the learning phase, we precompute
                 an approximation of the contact space of a pair of
                 intersecting objects from a set of samples in the
                 configuration space. We use active and incremental
                 learning algorithms to accelerate the precomputation
                 and improve the accuracy. During the run-time phase,
                 our algorithm performs a nearest-neighbor query based
                 on translational or rotational distance metrics. The
                 run-time query has a small overhead and computes an
                 approximation to global penetration depth in a few
                 milliseconds. We use our algorithm for collision
                 response computations in Box2D or Bullet game physics
                 engines and complex 3D models and observe more than an
                 order of magnitude improvement over prior PD
                 computation techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "191",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2013:PAS,
  author =       "Yunhai Wang and Minglun Gong and Tianhua Wang and
                 Daniel Cohen-Or and Hao Zhang and Baoquan Chen",
  title =        "Projective analysis for {$3$D} shape segmentation",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "192:1--192:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508393",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce projective analysis for semantic
                 segmentation and labeling of 3D shapes. The analysis
                 treats an input 3D shape as a collection of 2D
                 projections, labels each projection by transferring
                 knowledge from existing labeled images, and
                 back-projects and fuses the labelings on the 3D shape.
                 The image-space analysis involves matching projected
                 binary images of 3D objects based on a novel bi-class
                 Hausdorff distance. The distance is topology-aware by
                 accounting for internal holes in the 2D figures and it
                 is applied to piecewise-linearly warped object
                 projections to compensate for part scaling and view
                 discrepancies. Projective analysis simplifies the
                 processing task by working in a lower-dimensional
                 space, circumvents the requirement of having complete
                 and well-modeled 3D shapes, and addresses the data
                 challenge for 3D shape analysis by leveraging the
                 massive available image data. A large and dense labeled
                 set ensures that the labeling of a given projected
                 image can be inferred from closely matched labeled
                 images. We demonstrate semantic labeling of imperfect
                 (e.g., incomplete or self-intersecting) 3D models which
                 would be otherwise difficult to analyze without taking
                 the projective analysis approach.",
  acknowledgement = ack-nhfb,
  articleno =    "192",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Russell:2013:WUO,
  author =       "Bryan C. Russell and Ricardo Martin-Brualla and Daniel
                 J. Butler and Steven M. Seitz and Luke Zettlemoyer",
  title =        "{$3$D} {Wikipedia}: using online text to automatically
                 label and navigate reconstructed geometry",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "193:1--193:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508425",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce an approach for analyzing Wikipedia and
                 other text, together with online photos, to produce
                 annotated 3D models of famous tourist sites. The
                 approach is completely automated, and leverages online
                 text and photo co-occurrences via Google Image Search.
                 It enables a number of new interactions, which we
                 demonstrate in a new 3D visualization tool. Text can be
                 selected to move the camera to the corresponding
                 objects, 3D bounding boxes provide anchors back to the
                 text describing them, and the overall narrative of the
                 text provides a temporal guide for automatically flying
                 through the scene to visualize the world as you read
                 about it. We show compelling results on several major
                 tourist sites.",
  acknowledgement = ack-nhfb,
  articleno =    "193",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hu:2013:IIE,
  author =       "Shi-Min Hu and Kun Xu and Li-Qian Ma and Bin Liu and
                 Bi-Ye Jiang and Jue Wang",
  title =        "Inverse image editing: recovering a semantic editing
                 history from a before-and-after image pair",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "194:1--194:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508371",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We study the problem of inverse image editing, which
                 recovers a semantically-meaningful editing history from
                 a source image and an edited copy. Our approach
                 supports a wide range of commonly-used editing
                 operations such as cropping, object insertion and
                 removal, linear and non-linear color transformations,
                 and spatially-varying adjustment brushes. Given an
                 input image pair, we first apply a dense correspondence
                 method between them to match edited image regions with
                 their sources. For each edited region, we determine
                 geometric and semantic appearance operations that have
                 been applied. Finally, we compute an optimal editing
                 path from the region-level editing operations, based on
                 predefined semantic constraints. The recovered history
                 can be used in various applications such as image
                 re-editing, edit transfer, and image revision control.
                 A user study suggests that the editing histories
                 generated from our system are semantically comparable
                 to the ones generated by artists.",
  acknowledgement = ack-nhfb,
  articleno =    "194",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2013:SEE,
  author =       "Tao Chen and Zhe Zhu and Ariel Shamir and Shi-Min Hu
                 and Daniel Cohen-Or",
  title =        "{$3$-Sweep}: extracting editable objects from a single
                 photo",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "195:1--195:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508378",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce an interactive technique for manipulating
                 simple 3D shapes based on extracting them from a single
                 photograph. Such extraction requires understanding of
                 the components of the shape, their projections, and
                 relations. These simple cognitive tasks for humans are
                 particularly difficult for automatic algorithms. Thus,
                 our approach combines the cognitive abilities of humans
                 with the computational accuracy of the machine to solve
                 this problem. Our technique provides the user the means
                 to quickly create editable 3D parts---human assistance
                 implicitly segments a complex object into its
                 components, and positions them in space. In our
                 interface, three strokes are used to generate a 3D
                 component that snaps to the shape's outline in the
                 photograph, where each stroke defines one dimension of
                 the component. The computer reshapes the component to
                 fit the image of the object in the photograph as well
                 as to satisfy various inferred geometric constraints
                 imposed by its global 3D structure. We show that with
                 this intelligent interactive modeling tool, the
                 daunting task of object extraction is made simple. Once
                 the 3D object has been extracted, it can be quickly
                 edited and placed back into photos or 3D scenes,
                 permitting object-driven photo editing tasks which are
                 impossible to perform in image-space. We show several
                 examples and present a user study illustrating the
                 usefulness of our technique.",
  acknowledgement = ack-nhfb,
  articleno =    "195",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hu:2013:PPB,
  author =       "Shi-Min Hu and Fang-Lue Zhang and Miao Wang and Ralph
                 R. Martin and Jue Wang",
  title =        "{PatchNet}: a patch-based image representation for
                 interactive library-driven image editing",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "196:1--196:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508381",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce PatchNets, a compact, hierarchical
                 representation describing structural and appearance
                 characteristics of image regions, for use in image
                 editing. In a PatchNet, an image region with coherent
                 appearance is summarized by a graph node, associated
                 with a single representative patch, while geometric
                 relationships between different regions are encoded by
                 labelled graph edges giving contextual information. The
                 hierarchical structure of a PatchNet allows a
                 coarse-to-fine description of the image. We show how
                 this PatchNet representation can be used as a basis for
                 interactive, library-driven, image editing. The user
                 draws rough sketches to quickly specify editing
                 constraints for the target image. The system then
                 automatically queries an image library to find
                 semantically-compatible candidate regions to meet the
                 editing goal. Contextual image matching is performed
                 using the PatchNet representation, allowing suitable
                 regions to be found and applied in a few seconds, even
                 from a library containing thousands of images.",
  acknowledgement = ack-nhfb,
  articleno =    "196",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2013:SCM,
  author =       "Li Xu and Qiong Yan and Jiaya Jia",
  title =        "A sparse control model for image and video editing",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "197:1--197:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508404",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "It is common that users draw strokes, as control
                 samples, to modify color, structure, or tone of a
                 picture. We discover inherent limitation of existing
                 methods for their implicit requirement on where and how
                 the strokes are drawn, and present a new system that is
                 principled on minimizing the amount of work put in user
                 interaction. Our method automatically determines the
                 influence of edit samples across the whole image
                 jointly considering spatial distance, sample location,
                 and appearance. It greatly reduces the number of
                 samples that are needed, while allowing for a decent
                 level of global and local manipulation of resulting
                 effects and reducing propagation ambiguity. Our method
                 is broadly beneficial to applications adjusting visual
                 content.",
  acknowledgement = ack-nhfb,
  articleno =    "197",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Baek:2013:WCP,
  author =       "Jongmin Baek and Dawid Pajak and Kihwan Kim and Kari
                 Pulli and Marc Levoy",
  title =        "{WYSIWYG} computational photography via viewfinder
                 editing",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "198:1--198:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508421",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Digital cameras with electronic viewfinders provide a
                 relatively faithful depiction of the final image,
                 providing a WYSIWYG experience. If, however, the image
                 is created from a burst of differently captured images,
                 or non-linear interactive edits significantly alter the
                 final outcome, then the photographer cannot directly
                 see the results, but instead must imagine the
                 post-processing effects. This paper explores the notion
                 of viewfinder editing, which makes the viewfinder more
                 accurately reflect the final image the user intends to
                 create. We allow the user to alter the local or global
                 appearance (tone, color, saturation, or focus) via
                 stroke-based input, and propagate the edits
                 spatiotemporally. The system then delivers a real-time
                 visualization of these modifications to the user, and
                 drives the camera control routines to select better
                 capture parameters.",
  acknowledgement = ack-nhfb,
  articleno =    "198",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kopf:2013:IBR,
  author =       "Johannes Kopf and Fabian Langguth and Daniel
                 Scharstein and Richard Szeliski and Michael Goesele",
  title =        "Image-based rendering in the gradient domain",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "199:1--199:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508369",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel image-based rendering algorithm for
                 handling complex scenes that may include reflective
                 surfaces. Our key contribution lies in treating the
                 problem in the gradient domain. We use a standard
                 technique to estimate scene depth, but assign depths to
                 image gradients rather than pixels. A novel view is
                 obtained by rendering the horizontal and vertical
                 gradients, from which the final result is reconstructed
                 through Poisson integration using an approximate
                 solution as a data term. Our algorithm is able to
                 handle general scenes including reflections and similar
                 effects without explicitly separating the scene into
                 reflective and transmissive parts, as required by
                 previous work. Our prototype renderer is fully
                 implemented on the GPU and runs in real time on
                 commodity hardware.",
  acknowledgement = ack-nhfb,
  articleno =    "199",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shih:2013:DDH,
  author =       "Yichang Shih and Sylvain Paris and Fr{\'e}do Durand
                 and William T. Freeman",
  title =        "Data-driven hallucination of different times of day
                 from a single outdoor photo",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "200:1--200:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508419",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce ``time hallucination'': synthesizing a
                 plausible image at a different time of day from an
                 input image. This challenging task often requires
                 dramatically altering the color appearance of the
                 picture. In this paper, we introduce the first
                 data-driven approach to automatically creating a
                 plausible-looking photo that appears as though it were
                 taken at a different time of day. The time of day is
                 specified by a semantic time label, such as ``night''.
                 Our approach relies on a database of time-lapse videos
                 of various scenes. These videos provide rich
                 information about the variations in color appearance of
                 a scene throughout the day. Our method transfers the
                 color appearance from videos with a similar scene as
                 the input photo. We propose a locally affine model
                 learned from the video for the transfer, allowing our
                 model to synthesize new color data while retaining
                 image details. We show that this model can hallucinate
                 a wide range of different times of day. The model
                 generates a large sparse linear system, which can be
                 solved by off-the-shelf solvers. We validate our
                 methods by synthesizing transforming photos of various
                 outdoor scenes to four times of interest: daytime, the
                 golden hour, the blue hour, and nighttime.",
  acknowledgement = ack-nhfb,
  articleno =    "200",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Granados:2013:ANM,
  author =       "Miguel Granados and Kwang In Kim and James Tompkin and
                 Christian Theobalt",
  title =        "Automatic noise modeling for ghost-free {HDR}
                 reconstruction",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "201:1--201:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508410",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "High dynamic range reconstruction of dynamic scenes
                 requires careful handling of dynamic objects to prevent
                 ghosting. However, in a recent review, Srikantha et al.
                 [2012] conclude that ``there is no single best method
                 and the selection of an approach depends on the user's
                 goal''. We attempt to solve this problem with a novel
                 approach that models the noise distribution of color
                 values. We estimate the likelihood that a pair of
                 colors in different images are observations of the same
                 irradiance, and we use a Markov random field prior to
                 reconstruct irradiance from pixels that are likely to
                 correspond to the same static scene object. Dynamic
                 content is handled by selecting a single low dynamic
                 range source image and hand-held capture is supported
                 through homography-based image alignment. Our
                 noise-based reconstruction method achieves better ghost
                 detection and removal than state-of-the-art methods for
                 cluttered scenes with large object displacements. As
                 such, our method is broadly applicable and helps move
                 the field towards a single method for dynamic scene HDR
                 reconstruction.",
  acknowledgement = ack-nhfb,
  articleno =    "201",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kalantari:2013:PBH,
  author =       "Nima Khademi Kalantari and Eli Shechtman and Connelly
                 Barnes and Soheil Darabi and Dan B. Goldman and Pradeep
                 Sen",
  title =        "Patch-based high dynamic range video",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "202:1--202:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508402",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Despite significant progress in high dynamic range
                 (HDR) imaging over the years, it is still difficult to
                 capture high-quality HDR video with a conventional,
                 off-the-shelf camera. The most practical way to do this
                 is to capture alternating exposures for every LDR frame
                 and then use an alignment method based on optical flow
                 to register the exposures together. However, this
                 results in objectionable artifacts whenever there is
                 complex motion and optical flow fails. To address this
                 problem, we propose a new approach for HDR
                 reconstruction from alternating exposure video
                 sequences that combines the advantages of optical flow
                 and recently introduced patch-based synthesis for HDR
                 images. We use patch-based synthesis to enforce
                 similarity between adjacent frames, increasing temporal
                 continuity. To synthesize visually plausible solutions,
                 we enforce constraints from motion estimation coupled
                 with a search window map that guides the patch-based
                 synthesis. This results in a novel reconstruction
                 algorithm that can produce high-quality HDR videos with
                 a standard camera. Furthermore, our method is able to
                 synthesize plausible texture and motion in fast-moving
                 regions, where either patch-based synthesis or optical
                 flow alone would exhibit artifacts. We present results
                 of our reconstructed HDR video sequences that are
                 superior to those produced by current approaches.",
  acknowledgement = ack-nhfb,
  articleno =    "202",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mordatch:2013:AHL,
  author =       "Igor Mordatch and Jack M. Wang and Emanuel Todorov and
                 Vladlen Koltun",
  title =        "Animating human lower limbs using contact-invariant
                 optimization",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "203:1--203:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508365",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a trajectory optimization approach to
                 animating human activities that are driven by the lower
                 body. Our approach is based on contact-invariant
                 optimization. We develop a simplified and generalized
                 formulation of contact-invariant optimization that
                 enables continuous optimization over contact timings.
                 This formulation is applied to a fully physical
                 humanoid model whose lower limbs are actuated by
                 musculotendon units. Our approach does not rely on
                 prior motion data or on task-specific controllers.
                 Motion is synthesized from first principles, given only
                 a detailed physical model of the body and spacetime
                 constraints. We demonstrate the approach on a variety
                 of activities, such as walking, running, jumping, and
                 kicking. Our approach produces walking motions that
                 quantitatively match ground-truth data, and predicts
                 aspects of human gait initiation, incline walking, and
                 locomotion in reduced gravity.",
  acknowledgement = ack-nhfb,
  articleno =    "203",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hoyet:2013:EDA,
  author =       "Ludovic Hoyet and Kenneth Ryall and Katja Zibrek and
                 Hwangpil Park and Jehee Lee and Jessica Hodgins and
                 Carol O'Sullivan",
  title =        "Evaluating the distinctiveness and attractiveness of
                 human motions on realistic virtual bodies",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "204:1--204:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508367",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recent advances in rendering and data-driven animation
                 have enabled the creation of compelling characters with
                 impressive levels of realism. While data-driven
                 techniques can produce animations that are extremely
                 faithful to the original motion, many challenging
                 problems remain because of the high complexity of human
                 motion. A better understanding of the factors that make
                 human motion recognizable and appealing would be of
                 great value in industries where creating a variety of
                 appealing virtual characters with realistic motion is
                 required. To investigate these issues, we captured
                 thirty actors walking, jogging and dancing, and applied
                 their motions to the same virtual character (one each
                 for the males and females). We then conducted a series
                 of perceptual experiments to explore the
                 distinctiveness and attractiveness of these human
                 motions, and whether characteristic motion features
                 transfer across an individual's different gaits.
                 Average faces are perceived to be less distinctive but
                 more attractive, so we explored whether this was also
                 true for body motion. We found that dancing motions
                 were most easily recognized and that distinctiveness in
                 one gait does not predict how recognizable the same
                 actor is when performing a different motion. As
                 hypothesized, average motions were always amongst the
                 least distinctive and most attractive. Furthermore, as
                 50\% of participants in the experiment were Caucasian
                 European and 50\% were Asian Korean, we found that the
                 latter were as good as or better at recognizing the
                 motions of the Caucasian actors than their European
                 counterparts, in particular for dancing males, whom
                 they also rated more highly for attractiveness.",
  acknowledgement = ack-nhfb,
  articleno =    "204",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guay:2013:LAI,
  author =       "Martin Guay and Marie-Paule Cani and R{\'e}mi
                 Ronfard",
  title =        "The line of action: an intuitive interface for
                 expressive character posing",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "205:1--205:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508397",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The line of action is a conceptual tool often used by
                 cartoonists and illustrators to help make their figures
                 more consistent and more dramatic. We often see the
                 expression of characters---may it be the dynamism of a
                 super hero, or the elegance of a fashion model---well
                 captured and amplified by a single aesthetic line.
                 Usually this line is laid down in early stages of the
                 drawing and used to describe the body's principal
                 shape. By focusing on this simple abstraction, the
                 person drawing can quickly adjust and refine the
                 overall pose of his or her character from a given
                 viewpoint. In this paper, we propose a mathematical
                 definition of the line of action (LOA), which allows us
                 to automatically align a 3D virtual character to a
                 user-specified LOA by solving an optimization problem.
                 We generalize this framework to other types of lines
                 found in the drawing literature, such as secondary
                 lines used to place arms. Finally, we show a wide range
                 of poses and animations that were rapidly created using
                 our system.",
  acknowledgement = ack-nhfb,
  articleno =    "205",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Geijtenbeek:2013:FMB,
  author =       "Thomas Geijtenbeek and Michiel van de Panne and A.
                 Frank van der Stappen",
  title =        "Flexible muscle-based locomotion for bipedal
                 creatures",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "206:1--206:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508399",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a muscle-based control method for simulated
                 bipeds in which both the muscle routing and control
                 parameters are optimized. This yields a generic
                 locomotion control method that supports a variety of
                 bipedal creatures. All actuation forces are the result
                 of 3D simulated muscles, and a model of neural delay is
                 included for all feedback paths. As a result, our
                 controllers generate torque patterns that incorporate
                 biomechanical constraints. The synthesized controllers
                 find different gaits based on target speed, can cope
                 with uneven terrain and external perturbations, and can
                 steer to target directions.",
  acknowledgement = ack-nhfb,
  articleno =    "206",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhao:2013:RRP,
  author =       "Wenping Zhao and Jianjie Zhang and Jianyuan Min and
                 Jinxiang Chai",
  title =        "Robust realtime physics-based motion control for human
                 grasping",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "207:1--207:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508412",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a robust physics-based motion
                 control system for realtime synthesis of human
                 grasping. Given an object to be grasped, our system
                 automatically computes physics-based motion control
                 that advances the simulation to achieve realistic
                 manipulation with the object. Our solution leverages
                 prerecorded motion data and physics-based simulation
                 for human grasping. We first introduce a data-driven
                 synthesis algorithm that utilizes large sets of
                 prerecorded motion data to generate realistic motions
                 for human grasping. Next, we present an online
                 physics-based motion control algorithm to transform the
                 synthesized kinematic motion into a physically
                 realistic one. In addition, we develop a performance
                 interface for human grasping that allows the user to
                 act out the desired grasping motion in front of a
                 single Kinect camera. We demonstrate the power of our
                 approach by generating physics-based motion control for
                 grasping objects with different properties such as
                 shapes, weights, spatial orientations, and frictions.
                 We show our physics-based motion control for human
                 grasping is robust to external perturbations and
                 changes in physical quantities.",
  acknowledgement = ack-nhfb,
  articleno =    "207",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vanhoey:2013:FMS,
  author =       "Kenneth Vanhoey and Basile Sauvage and
                 Fr{\'e}d{\'e}ric Larue and Jean-Michel Dischler",
  title =        "On-the-fly multi-scale infinite texturing from
                 example",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "208:1--208:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508383",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In computer graphics, rendering visually detailed
                 scenes is often achieved through texturing. We propose
                 a method for on-the-fly non-periodic infinite texturing
                 of surfaces based on a single image. Pattern repetition
                 is avoided by defining patches within each texture
                 whose content can be changed at runtime. In addition,
                 we consistently manage multi-scale using one input
                 image per represented scale. Undersampling artifacts
                 are avoided by accounting for fine-scale features while
                 colors are transferred between scales. Eventually, we
                 allow for relief-enhanced rendering and provide a tool
                 for intuitive creation of height maps. This is done
                 using an ad-hoc local descriptor that measures feature
                 self-similarity in order to propagate height values
                 provided by the user for a few selected texels only.
                 Thanks to the patch-based system, manipulated data are
                 compact and our texturing approach is easy to implement
                 on GPU. The multi-scale extension is capable of
                 rendering finely detailed textures in real-time.",
  acknowledgement = ack-nhfb,
  articleno =    "208",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2013:ASG,
  author =       "Kun Xu and Wei-Lun Sun and Zhao Dong and Dan-Yong Zhao
                 and Run-Dong Wu and Shi-Min Hu",
  title =        "Anisotropic spherical {Gaussians}",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "209:1--209:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508386",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel anisotropic Spherical Gaussian
                 (ASG) function, built upon the Bingham distribution
                 [Bingham 1974], which is much more effective and
                 efficient in representing anisotropic spherical
                 functions than Spherical Gaussians (SGs). In addition
                 to retaining many desired properties of SGs, ASGs are
                 also rotationally invariant and capable of representing
                 all-frequency signals. To further strengthen the
                 properties of ASGs, we have derived approximate
                 closed-form solutions for their integral, product and
                 convolution operators, whose errors are nearly
                 negligible, as validated by quantitative analysis.
                 Supported by all these operators, ASGs can be adapted
                 in existing SG-based applications to enhance their
                 scalability in handling anisotropic effects. To
                 demonstrate the accuracy and efficiency of ASGs in
                 practice, we have applied ASGs in two important
                 SG-based rendering applications and the experimental
                 results clearly reveal the merits of ASGs.",
  acknowledgement = ack-nhfb,
  articleno =    "209",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2013:GBC,
  author =       "Rui Wang and Yuchi Huo and Yazhen Yuan and Kun Zhou
                 and Wei Hua and Hujun Bao",
  title =        "{GPU}-based out-of-core many-lights rendering",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "210:1--210:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508413",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we present a GPU-based out-of-core
                 rendering approach under the many-lights rendering
                 framework. Many-lights rendering is an efficient and
                 scalable rendering framework for a large number of
                 lights. But when the data sizes of lights and geometry
                 are both beyond the in-core memory storage size, the
                 data management of these two out-of-core data becomes
                 critical and challenging. In our approach, we formulate
                 such a data management as a graph traversal
                 optimization problem that first builds out-of-core
                 lights and geometry data into a graph, and then guides
                 shading computations by finding a shortest path to
                 visit all vertices in the graph. Based on the proposed
                 data management, we develop a GPU-based out-of-GPU-core
                 rendering algorithm that manages data between the CPU
                 host memory and the GPU device memory. Two main steps
                 are taken in the algorithm: the out-of-core data
                 preparation to pack data into optimal data layouts for
                 the many-lights rendering, and the out-of-core shading
                 using graph-based data management. We demonstrate our
                 algorithm on scenes with out-of-core detailed geometry
                 and out-of-core lights. Results show that our approach
                 generates complex global illumination effects with
                 increased data access coherence and has one order of
                 magnitude performance gain over the CPU-based
                 approach.",
  acknowledgement = ack-nhfb,
  articleno =    "210",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dupuy:2013:LEA,
  author =       "Jonathan Dupuy and Eric Heitz and Jean-Claude Iehl and
                 Pierre Poulin and Fabrice Neyret and Victor
                 Ostromoukhov",
  title =        "Linear efficient antialiased displacement and
                 reflectance mapping",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "211:1--211:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508422",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present Linear Efficient Antialiased Displacement
                 and Reflectance (LEADR) mapping, a reflectance
                 filtering technique for displacement mapped surfaces.
                 Similarly to LEAN mapping, it employs two mipmapped
                 texture maps, which store the first two moments of the
                 displacement gradients. During rendering, the
                 projection of this data over a pixel is used to compute
                 a noncentered anisotropic Beckmann distribution using
                 only simple, linear filtering operations. The
                 distribution is then injected in a new, physically
                 based, rough surface microfacet BRDF model, that
                 includes masking and shadowing effects for both diffuse
                 and specular reflection under directional, point, and
                 environment lighting. Furthermore, our method is
                 compatible with animation and deformation, making it
                 extremely general and flexible. Combined with an
                 adaptive meshing scheme, LEADR mapping provides the
                 very first seamless and hardware-accelerated
                 multi-resolution representation for surfaces. In order
                 to demonstrate its effectiveness, we render highly
                 detailed production models in real time on a commodity
                 GPU, with quality matching supersampled ground-truth
                 images.",
  acknowledgement = ack-nhfb,
  articleno =    "211",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Miguel:2013:MEI,
  author =       "Eder Miguel and Rasmus Tamstorf and Derek Bradley and
                 Sara C. Schvartzman and Bernhard Thomaszewski and Bernd
                 Bickel and Wojciech Matusik and Steve Marschner and
                 Miguel A. Otaduy",
  title =        "Modeling and estimation of internal friction in
                 cloth",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "212:1--212:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508389",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Force-deformation measurements of cloth exhibit
                 significant hysteresis, and many researchers have
                 identified internal friction as the source of this
                 effect. However, it has not been incorporated into
                 computer animation models of cloth. In this paper, we
                 propose a model of internal friction based on an
                 augmented reparameterization of Dahl's model, and we
                 show that this model provides a good match to several
                 important features of cloth hysteresis even with a
                 minimal set of parameters. We also propose novel
                 parameter estimation procedures that are based on
                 simple and inexpensive setups and need only sparse
                 data, as opposed to the complex hardware and dense data
                 acquisition of previous methods. Finally, we provide an
                 algorithm for the efficient simulation of internal
                 friction, and we demonstrate it on simulation examples
                 that show disparate behavior with and without internal
                 friction.",
  acknowledgement = ack-nhfb,
  articleno =    "212",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{vonTycowicz:2013:ECR,
  author =       "Christoph von Tycowicz and Christian Schulz and
                 Hans-Peter Seidel and Klaus Hildebrandt",
  title =        "An efficient construction of reduced deformable
                 objects",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "213:1--213:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508392",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many efficient computational methods for physical
                 simulation are based on model reduction. We propose new
                 model reduction techniques for the approximation of
                 reduced forces and for the construction of reduced
                 shape spaces of deformable objects that accelerate the
                 construction of a reduced dynamical system, increase
                 the accuracy of the approximation, and simplify the
                 implementation of model reduction. Based on the
                 techniques, we introduce schemes for real-time
                 simulation of deformable objects and interactive
                 deformation-based editing of triangle or tet meshes. We
                 demonstrate the effectiveness of the new techniques in
                 different experiments with elastic solids and shells
                 and compare them to alternative approaches.",
  acknowledgement = ack-nhfb,
  articleno =    "213",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2013:FSM,
  author =       "Tiantian Liu and Adam W. Bargteil and James F. O'Brien
                 and Ladislav Kavan",
  title =        "Fast simulation of mass-spring systems",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "214:1--214:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508406",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe a scheme for time integration of
                 mass-spring systems that makes use of a solver based on
                 block coordinate descent. This scheme provides a fast
                 solution for classical linear (Hookean) springs. We
                 express the widely used implicit Euler method as an
                 energy minimization problem and introduce spring
                 directions as auxiliary unknown variables. The system
                 is globally linear in the node positions, and the
                 non-linear terms involving the directions are strictly
                 local. Because the global linear system does not depend
                 on run-time state, the matrix can be pre-factored,
                 allowing for very fast iterations. Our method converges
                 to the same final result as would be obtained by
                 solving the standard form of implicit Euler using
                 Newton's method. Although the asymptotic convergence of
                 Newton's method is faster than ours, the initial ratio
                 of work to error reduction with our method is much
                 faster than Newton's. For real-time visual
                 applications, where speed and stability are more
                 important than precision, we obtain visually acceptable
                 results at a total cost per timestep that is only a
                 fraction of that required for a single Newton
                 iteration. When higher accuracy is required, our
                 algorithm can be used to compute a good starting point
                 for subsequent Newton's iteration.",
  acknowledgement = ack-nhfb,
  articleno =    "214",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2013:SCS,
  author =       "Libin Liu and KangKang Yin and Bin Wang and Baining
                 Guo",
  title =        "Simulation and control of skeleton-driven soft body
                 characters",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "215:1--215:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508427",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper we present a physics-based framework for
                 simulation and control of human-like skeleton-driven
                 soft body characters. We couple the skeleton dynamics
                 and the soft body dynamics to enable two-way
                 interactions between the skeleton, the skin geometry,
                 and the environment. We propose a novel pose-based
                 plasticity model that extends the corotated linear
                 elasticity model to achieve large skin deformation
                 around joints. We further reconstruct controls from
                 reference trajectories captured from human subjects by
                 augmenting a sampling-based algorithm. We demonstrate
                 the effectiveness of our framework by results not
                 attainable with a simple combination of previous
                 methods.",
  acknowledgement = ack-nhfb,
  articleno =    "215",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2013:BBN,
  author =       "Jiating Chen and Xiaoyin Ge and Li-Yi Wei and Bin Wang
                 and Yusu Wang and Huamin Wang and Yun Fei and Kang-Lai
                 Qian and Jun-Hai Yong and Wenping Wang",
  title =        "Bilateral blue noise sampling",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "216:1--216:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508375",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Blue noise sampling is an important component in many
                 graphics applications, but existing techniques consider
                 mainly the spatial positions of samples, making them
                 less effective when handling problems with non-spatial
                 features. Examples include biological distribution in
                 which plant spacing is influenced by non-positional
                 factors such as tree type and size, photon mapping in
                 which photon flux and direction are not a direct
                 function of the attached surface, and point cloud
                 sampling in which the underlying surface is unknown a
                 priori. These scenarios can benefit from blue noise
                 sample distributions, but cannot be adequately handled
                 by prior art. Inspired by bilateral filtering, we
                 propose a bilateral blue noise sampling strategy. Our
                 key idea is a general formulation to modulate the
                 traditional sample distance measures, which are
                 determined by sample position in spatial domain, with a
                 similarity measure that considers arbitrary per sample
                 attributes. This modulation leads to the notion of
                 bilateral blue noise whose properties are influenced by
                 not only the uniformity of the sample positions but
                 also the similarity of the sample attributes. We
                 describe how to incorporate our modulation into various
                 sample analysis and synthesis methods, and demonstrate
                 applications in object distribution, photon density
                 estimation, and point cloud sub-sampling.",
  acknowledgement = ack-nhfb,
  articleno =    "216",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chu:2013:HQC,
  author =       "Hung-Kuo Chu and Chia-Sheng Chang and Ruen-Rone Lee
                 and Niloy J. Mitra",
  title =        "Halftone {QR} codes",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "217:1--217:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508408",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "QR code is a popular form of barcode pattern that is
                 ubiquitously used to tag information to products or for
                 linking advertisements. While, on one hand, it is
                 essential to keep the patterns machine-readable; on the
                 other hand, even small changes to the patterns can
                 easily render them unreadable. Hence, in absence of any
                 computational support, such QR codes appear as random
                 collections of black/white modules, and are often
                 visually unpleasant. We propose an approach to produce
                 high quality visual QR codes, which we call halftone QR
                 codes, that are still machine-readable. First, we build
                 a pattern readability function wherein we learn a
                 probability distribution of what modules can be
                 replaced by which other modules. Then, given a text
                 tag, we express the input image in terms of the learned
                 dictionary to encode the source text. We demonstrate
                 that our approach produces high quality results on a
                 range of inputs and under different distortion
                 effects.",
  acknowledgement = ack-nhfb,
  articleno =    "217",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Reinert:2013:IED,
  author =       "Bernhard Reinert and Tobias Ritschel and Hans-Peter
                 Seidel",
  title =        "Interactive by-example design of artistic packing
                 layouts",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "218:1--218:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508409",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose an approach to ``pack'' a set of
                 two-dimensional graphical primitives into a spatial
                 layout that follows artistic goals. We formalize this
                 process as projecting from a high-dimensional feature
                 space into a 2D layout. Our system does not expose the
                 control of this projection to the user in form of
                 sliders or similar interfaces. Instead, we infer the
                 desired layout of all primitives from interactive
                 placement of a small subset of example primitives. To
                 produce a pleasant distribution of primitives with
                 spatial extend, we propose a novel generalization of
                 Centroidal Voronoi Tesselation which equalizes the
                 distances between boundaries of nearby primitives.
                 Compared to previous primitive distribution approaches
                 our GPU implementation achieves both better fidelity
                 and asymptotically higher speed. A user study evaluates
                 the system's usability.",
  acknowledgement = ack-nhfb,
  articleno =    "218",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ilbery:2013:BDC,
  author =       "Peter Ilbery and Luke Kendall and Cyril Concolato and
                 Michael McCosker",
  title =        "Biharmonic diffusion curve images from boundary
                 elements",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "219:1--219:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508426",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "There is currently significant interest in freeform,
                 curve-based authoring of graphic images. In particular,
                 ``diffusion curves'' facilitate graphic image creation
                 by allowing an image designer to specify naturalistic
                 images by drawing curves and setting colour values
                 along either side of those curves. Recently, extensions
                 to diffusion curves based on the biharmonic equation
                 have been proposed which provide smooth interpolation
                 through specified colour values and allow image
                 designers to specify colour gradient constraints at
                 curves. We present a Boundary Element Method (BEM) for
                 rendering diffusion curve images with smooth
                 interpolation and gradient constraints, which generates
                 a solved boundary element image representation. The
                 diffusion curve image can be evaluated from the solved
                 representation using a novel and efficient line-by-line
                 approach. We also describe ``curve-aware'' upsampling,
                 in which a full resolution diffusion curve image can be
                 upsampled from a lower resolution image using formula
                 evaluated corrections near curves. The BEM solved image
                 representation is compact. It therefore offers
                 advantages in scenarios where solved image
                 representations are transmitted to devices for
                 rendering and where PDE solving at the device is
                 undesirable due to time or processing constraints.",
  acknowledgement = ack-nhfb,
  articleno =    "219",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lanman:2013:NEL,
  author =       "Douglas Lanman and David Luebke",
  title =        "Near-eye light field displays",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "220:1--220:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508366",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose near-eye light field displays that enable
                 thin, lightweight head-mounted displays (HMDs) capable
                 of presenting nearly correct convergence,
                 accommodation, binocular disparity, and retinal defocus
                 depth cues. Sharp images are depicted by out-of-focus
                 elements by synthesizing light fields corresponding to
                 virtual objects within a viewer's natural accommodation
                 range. We formally assess the capabilities of microlens
                 arrays to achieve practical near-eye light field
                 displays. Building on concepts shared with existing
                 integral imaging displays and light field cameras, we
                 optimize performance in the context of near-eye
                 viewing. We establish fundamental trade-offs between
                 the quantitative parameters of resolution, field of
                 view, and depth of field, as well as the ergonomic
                 parameters of form factor and ranges of allowed eye
                 movement. As with light field cameras, our design
                 supports continuous accommodation of the eye throughout
                 a finite depth of field; as a result, binocular
                 configurations provide a means to address the
                 accommodation-convergence conflict occurring with
                 existing stereoscopic displays. We construct a complete
                 prototype display system, comprising: a
                 custom-fabricated HMD using modified off-the-shelf
                 parts and real-time, GPU-accelerated light field
                 renderers (including a general ray tracing method and a
                 ``backward compatible'' rasterization method supporting
                 existing stereoscopic content). Through simulations and
                 experiments, we motivate near-eye light field displays
                 as thin, lightweight alternatives to conventional
                 near-eye displays.",
  acknowledgement = ack-nhfb,
  articleno =    "220",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Didyk:2013:JVE,
  author =       "Piotr Didyk and Pitchaya Sitthi-Amorn and William
                 Freeman and Fr{\'e}do Durand and Wojciech Matusik",
  title =        "Joint view expansion and filtering for automultiscopic
                 {$3$D} displays",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "221:1--221:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508376",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Multi-view autostereoscopic displays provide an
                 immersive, glasses-free 3D viewing experience, but they
                 require correctly filtered content from multiple
                 viewpoints. This, however, cannot be easily obtained
                 with current stereoscopic production pipelines. We
                 provide a practical solution that takes a stereoscopic
                 video as an input and converts it to multi-view and
                 filtered video streams that can be used to drive
                 multi-view autostereoscopic displays. The method
                 combines a phase-based video magnification and an
                 interperspective antialiasing into a single filtering
                 process. The whole algorithm is simple and can be
                 efficiently implemented on current GPUs to yield a near
                 real-time performance. Furthermore, the ability to
                 retarget disparity is naturally supported. Our method
                 is robust and works well for challenging video scenes
                 with defocus blur, motion blur, transparent materials,
                 and specularities. We show that our results are
                 superior when compared to the state-of-the-art
                 depth-based rendering methods. Finally, we showcase the
                 method in the context of a real-time 3D
                 videoconferencing system that requires only two
                 cameras.",
  acknowledgement = ack-nhfb,
  articleno =    "221",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Du:2013:MVC,
  author =       "Song-Pei Du and Belen Masia and Shi-Min Hu and Diego
                 Gutierrez",
  title =        "A metric of visual comfort for stereoscopic motion",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "222:1--222:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508387",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel metric of visual comfort for
                 stereoscopic motion, based on a series of systematic
                 perceptual experiments. We take into account disparity,
                 motion in depth, motion on the screen plane, and the
                 spatial frequency of luminance contrast. We further
                 derive a comfort metric to predict the comfort of short
                 stereoscopic videos. We validate it on both controlled
                 scenes and real videos available on the internet, and
                 show how all the factors we take into account, as well
                 as their interactions, affect viewing comfort. Last, we
                 propose various applications that can benefit from our
                 comfort measurements and metric.",
  acknowledgement = ack-nhfb,
  articleno =    "222",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2013:SCA,
  author =       "Xueting Liu and Xiangyu Mao and Xuan Yang and Linling
                 Zhang and Tien-Tsin Wong",
  title =        "Stereoscopizing cel animations",
  journal =      j-TOG,
  volume =       "32",
  number =       "6",
  pages =        "223:1--223:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508363.2508396",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 8 11:35:57 MST 2013",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "While hand-drawn cel animation is a world-wide popular
                 form of art and entertainment, introducing stereoscopic
                 effect into it remains difficult and costly, due to the
                 lack of physical clues. In this paper, we propose a
                 method to synthesize convincing stereoscopic cel
                 animations from ordinary 2D inputs, without
                 labor-intensive manual depth assignment nor 3D geometry
                 reconstruction. It is mainly automatic due to the need
                 of producing lengthy animation sequences, but with the
                 option of allowing users to adjust or constrain all
                 intermediate results. The system fits nicely into the
                 existing production flow of cel animation. By utilizing
                 the T-junction cue available in cartoons, we first
                 infer the initial, but not reliable, ordering of
                 regions. One of our major contributions is to resolve
                 the temporal inconsistency of ordering by formulating
                 it as a graph-cut problem. However, the resultant
                 ordering remains insufficient for generating convincing
                 stereoscopic effect, as ordering cannot be directly
                 used for depth assignment due to its discontinuous
                 nature. We further propose to synthesize the depth
                 through an optimization process with the ordering
                 formulated as constraints. This is our second major
                 contribution. The optimized result is the
                 spatiotemporally smooth depth for synthesizing
                 stereoscopic effect. Our method has been evaluated on a
                 wide range of cel animations and convincing
                 stereoscopic effect is obtained in all cases.",
  acknowledgement = ack-nhfb,
  articleno =    "223",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tang:2014:IGP,
  author =       "Min Tang and Young J. Kim",
  title =        "Interactive generalized penetration depth computation
                 for rigid and articulated models using object norm",
  journal =      j-TOG,
  volume =       "33",
  number =       "1",
  pages =        "1:1--1:15",
  month =        jan,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2517108",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 5 17:16:29 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel, real-time algorithm to accurately
                 approximate the generalized penetration depth (PD$_g$)
                 between two overlapping rigid or articulated models.
                 Given the high complexity of computing PD$_g$, our
                 algorithm approximates PD$_g$ based on iterative,
                 constrained optimization on the contact space, defined
                 by the overlapping objects. The main ingredient of our
                 algorithm is a novel and general formulation of
                 distance metric, the object norm, in a configuration
                 space for articulated models, and a compact closed-form
                 solution for it. Then, we perform constrained
                 optimization, by linearizing the contact constraint,
                 and minimizing the object norm under such a constraint.
                 In practice, our algorithm can compute locally optimal
                 PD$_g$ for rigid or articulated models consisting of
                 tens of thousands of triangles in tens of milliseconds.
                 We also suggest three applications using PD$_g$
                 computation: retraction-based motion planning,
                 physically-based animation, and data-driven grasping.",
  acknowledgement = ack-nhfb,
  articleno =    "1",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ceylan:2014:CSM,
  author =       "Duygu Ceylan and Niloy J. Mitra and Youyi Zheng and
                 Mark Pauly",
  title =        "Coupled structure-from-motion and {$3$D} symmetry
                 detection for urban facades",
  journal =      j-TOG,
  volume =       "33",
  number =       "1",
  pages =        "2:1--2:15",
  month =        jan,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2517348",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 5 17:16:29 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Repeated structures are ubiquitous in urban facades.
                 Such repetitions lead to ambiguity in establishing
                 correspondences across sets of unordered images. A
                 decoupled structure-from-motion reconstruction followed
                 by symmetry detection often produces errors: outputs
                 are either noisy and incomplete, or even worse, appear
                 to be valid but actually have a wrong number of
                 repeated elements. We present an optimization framework
                 for extracting repeated elements in images of urban
                 facades, while simultaneously calibrating the input
                 images and recovering the 3D scene geometry using a
                 graph-based global analysis. We evaluate the robustness
                 of the proposed scheme on a range of challenging
                 examples containing widespread repetitions and
                 nondistinctive features. These image sets are common
                 but cannot be handled well with state-of-the-art
                 methods. We show that the recovered symmetry
                 information along with the 3D geometry enables a range
                 of novel image editing operations that maintain
                 consistency across the images.",
  acknowledgement = ack-nhfb,
  articleno =    "2",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ebeida:2014:KDD,
  author =       "Mohamed S. Ebeida and Anjul Patney and Scott A.
                 Mitchell and Keith R. Dalbey and Andrew A. Davidson and
                 John D. Owens",
  title =        "$k$--$d$ {Darts}: {Sampling} by $k$-dimensional flat
                 searches",
  journal =      j-TOG,
  volume =       "33",
  number =       "1",
  pages =        "3:1--3:16",
  month =        jan,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2522528",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 5 17:16:29 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We formalize sampling a function using $k$--$d$ darts.
                 A $k$--$d$ Dart is a set of independent, mutually
                 orthogonal, $k$-dimensional hyperplanes called $k$--$d$
                 flats. A dart has $ d \choose k $ flats, aligned with
                 the coordinate axes for efficiency. We show $k$--$d$
                 darts are useful for exploring a function's properties,
                 such as estimating its integral, or finding an exemplar
                 above a threshold. We describe a recipe for converting
                 some algorithms from point sampling to $k$--$d$ dart
                 sampling, if the function can be evaluated along a
                 $k$--$d$ flat. We demonstrate that $k$--$d$ darts are
                 more efficient than point-wise samples in high
                 dimensions, depending on the characteristics of the
                 domain: for example, the subregion of interest has
                 small volume and evaluating the function along a flat
                 is not too expensive. We present three concrete
                 applications using line darts ($ 1 - d $ darts):
                 relaxed maximal Poisson-disk sampling, high-quality
                 rasterization of depth-of-field blur, and estimation of
                 the probability of failure from a response surface for
                 uncertainty quantification. Line darts achieve the same
                 output fidelity as point sampling in less time. For
                 Poisson-disk sampling, we use less memory, enabling the
                 generation of larger point distributions in higher
                 dimensions. Higher-dimensional darts provide greater
                 accuracy for a particular volume estimation problem.",
  acknowledgement = ack-nhfb,
  articleno =    "3",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tam:2014:DPR,
  author =       "Gary K. L. Tam and Ralph R. Martin and Paul L. Rosin
                 and Yu-Kun Lai",
  title =        "Diffusion pruning for rapidly and robustly selecting
                 global correspondences using local isometry",
  journal =      j-TOG,
  volume =       "33",
  number =       "1",
  pages =        "4:1--4:17",
  month =        jan,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2517967",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 5 17:16:29 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Finding correspondences between two surfaces is a
                 fundamental operation in various applications in
                 computer graphics and related fields. Candidate
                 correspondences can be found by matching local
                 signatures, but as they only consider local geometry,
                 many are globally inconsistent. We provide a novel
                 algorithm to prune a set of candidate correspondences
                 to those most likely to be globally consistent. Our
                 approach can handle articulated surfaces, and ones
                 related by a deformation which is globally
                 nonisometric, provided that the deformation is locally
                 approximately isometric. Our approach uses an efficient
                 diffusion framework, and only requires geodesic
                 distance calculations in small neighbourhoods, unlike
                 many existing techniques which require computation of
                 global geodesic distances. We demonstrate that, for
                 typical examples, our approach provides significant
                 improvements in accuracy, yet also reduces time and
                 memory costs by a factor of several hundred compared to
                 existing pruning techniques. Our method is furthermore
                 insensitive to holes, unlike many other methods.",
  acknowledgement = ack-nhfb,
  articleno =    "4",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Harary:2014:CBC,
  author =       "Gur Harary and Ayellet Tal and Eitan Grinspun",
  title =        "Context-based coherent surface completion",
  journal =      j-TOG,
  volume =       "33",
  number =       "1",
  pages =        "5:1--5:12",
  month =        jan,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2532548",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 5 17:16:29 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce an algorithm to synthesize missing
                 geometry for a given triangle mesh that has ``holes.''
                 Similarly to previous work, the algorithm is context
                 based in that it fills the hole by synthesizing
                 geometry that is similar to the remainder of the input
                 mesh. Our algorithm goes further to impose a coherence
                 objective. A synthesis is coherent if every local
                 neighborhood of the filled hole is similar to some
                 local neighborhood of the input mesh. This requirement
                 avoids undesired features such as can occur in
                 context-based completion. We demonstrate the
                 algorithm's ability to fill holes that were difficult
                 or impossible to fill in a compelling manner by earlier
                 approaches.",
  acknowledgement = ack-nhfb,
  articleno =    "5",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Song:2014:MSS,
  author =       "Ran Song and Yonghuai Liu and Ralph R. Martin and Paul
                 L. Rosin",
  title =        "Mesh saliency via spectral processing",
  journal =      j-TOG,
  volume =       "33",
  number =       "1",
  pages =        "6:1--6:17",
  month =        jan,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2530691",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 5 17:16:29 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel method for detecting mesh saliency,
                 a perceptually-based measure of the importance of a
                 local region on a 3D surface mesh. Our method
                 incorporates global considerations by making use of
                 spectral attributes of the mesh, unlike most existing
                 methods which are typically based on local geometric
                 cues. We first consider the properties of the
                 log-Laplacian spectrum of the mesh. Those frequencies
                 which show differences from expected behaviour capture
                 saliency in the frequency domain. Information about
                 these frequencies is considered in the spatial domain
                 at multiple spatial scales to localise the salient
                 features and give the final salient areas. The
                 effectiveness and robustness of our approach are
                 demonstrated by comparisons to previous approaches on a
                 range of test models. The benefits of the proposed
                 method are further evaluated in applications such as
                 mesh simplification, mesh segmentation, and scan
                 integration, where we show how incorporating mesh
                 saliency can provide improved results.",
  acknowledgement = ack-nhfb,
  articleno =    "6",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Michels:2014:EIS,
  author =       "Dominik L. Michels and Gerrit A. Sobottka and Andreas
                 G. Weber",
  title =        "Exponential integrators for stiff elastodynamic
                 problems",
  journal =      j-TOG,
  volume =       "33",
  number =       "1",
  pages =        "7:1--7:20",
  month =        jan,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2508462",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 5 17:16:29 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We investigate the application of exponential
                 integrators to stiff elastodynamic problems governed by
                 second-order differential equations. Classical explicit
                 numerical integration schemes have the shortcoming that
                 the stepsizes are limited by the highest frequency that
                 occurs within the solution spectrum of the governing
                 equations, while implicit methods suffer from an
                 inevitable and mostly uncontrollable artificial
                 viscosity that often leads to a nonphysical behavior.
                 In order to overcome these specific detriments, we
                 devise an appropriate class of exponential integrators
                 that solve the stiff part of the governing equations of
                 motion by employing a closed-form solution. As a
                 consequence, we are able to handle up to three orders
                 of magnitude larger time-steps as with conventional
                 implicit integrators and at the same time achieve a
                 tremendous increase in the overall long-term stability
                 due to a strict energy conservation. The advantageous
                 behavior of our approach is demonstrated on a broad
                 spectrum of complex deformable models like fibers,
                 textiles, and solids, including collision response,
                 friction, and damping.",
  acknowledgement = ack-nhfb,
  articleno =    "7",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Delbracio:2014:BMC,
  author =       "Mauricio Delbracio and Pablo Mus{\'e} and Antoni
                 Buades and Julien Chauvier and Nicholas Phelps and
                 Jean-Michel Morel",
  title =        "Boosting {Monte Carlo} rendering by ray histogram
                 fusion",
  journal =      j-TOG,
  volume =       "33",
  number =       "1",
  pages =        "8:1--8:15",
  month =        jan,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2532708",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 5 17:16:29 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article proposes a new multiscale filter
                 accelerating Monte Carlo renderer. Each pixel in the
                 image is characterized by the colors of the rays that
                 reach its surface. The proposed filter uses a
                 statistical distance to compare with each other the ray
                 color distributions associated with different pixels,
                 at each scale. Based on this distance, it decides
                 whether two pixels can share their rays or not. This
                 simple and easily reproducible algorithm provides a
                 psnr gain of 10 to 15 decibels, or equivalently
                 accelerates the rendering process by using 10 to 30
                 times fewer samples without observable bias. The
                 algorithm is consistent, does not assume a particular
                 noise model, and is immediately extendable to synthetic
                 movies. Being based on the ray color values only, it
                 can be combined with all rendering effects.",
  acknowledgement = ack-nhfb,
  articleno =    "8",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ying:2014:PCH,
  author =       "Xiang Ying and Shi-Qing Xin and Ying He",
  title =        "{Parallel Chen--Han (PCH)} algorithm for discrete
                 geodesics",
  journal =      j-TOG,
  volume =       "33",
  number =       "1",
  pages =        "9:1--9:11",
  month =        jan,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2534161",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 5 17:16:29 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In many graphics applications, the computation of
                 exact geodesic distance is very important. However, the
                 high computational cost of existing geodesic algorithms
                 means that they are not practical for large-scale
                 models or time-critical applications. To tackle this
                 challenge, we propose the Parallel Chen-Han (or PCH)
                 algorithm, which extends the classic Chen-Han (CH)
                 discrete geodesic algorithm to the parallel setting.
                 The original CH algorithm and its variant both lack a
                 parallel solution because the windows (a key data
                 structure that carries the shortest distance in the
                 wavefront propagation) are maintained in a strict order
                 or a tightly coupled manner, which means that only one
                 window is processed at a time. We propose dividing the
                 CH's sequential algorithm into four phases, window
                 selection, window propagation, data organization, and
                 events processing so that there is no data dependence
                 or conflicts in each phase and the operations within
                 each phase can be carried out in parallel. The proposed
                 PCH algorithm is able to propagate a large number of
                 windows simultaneously and independently. We also adopt
                 a simple yet effective strategy to control the total
                 number of windows. We implement the PCH algorithm on
                 modern GPUs (such as Nvidia GTX 580) and analyze the
                 performance in detail. The performance improvement
                 (compared to the sequential algorithms) is highly
                 consistent with GPU double-precision performance
                 (GFLOPS). Extensive experiments on real-world models
                 demonstrate an order of magnitude improvement in
                 execution time compared to the state-of-the-art.",
  acknowledgement = ack-nhfb,
  articleno =    "9",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2014:PAR,
  author =       "Kun Xu and Yan-Pei Cao and Li-Qian Ma and Zhao Dong
                 and Rui Wang and Shi-Min Hu",
  title =        "A practical algorithm for rendering interreflections
                 with all-frequency {BRDFs}",
  journal =      j-TOG,
  volume =       "33",
  number =       "1",
  pages =        "10:1--10:16",
  month =        jan,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2533687",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 5 17:16:29 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Algorithms for rendering interreflection (or indirect
                 illumination) effects often make assumptions about the
                 frequency range of the materials' reflectance
                 properties. For example, methods based on Virtual Point
                 Lights (VPLs) perform well for diffuse and semi-glossy
                 materials but not so for highly glossy or specular
                 materials; the situation is reversed for methods based
                 on ray tracing. In this article, we present a practical
                 algorithm for rendering interreflection effects with
                 all-frequency BRDFs. Our method builds upon a spherical
                 Gaussian representation of the BRDF, based on which a
                 novel mathematical development of the interreflection
                 equation is made. This allows us to efficiently compute
                 one-bounce interreflection from a triangle to a shading
                 point, by using an analytic formula combined with a
                 piecewise linear approximation. We show through
                 evaluation that this method is accurate for a wide
                 range of BRDFs. We further introduce a hierarchical
                 integration method to handle complex scenes (i.e., many
                 triangles) with bounded errors. Finally, we have
                 implemented the present algorithm on the GPU, achieving
                 rendering performance ranging from near interactive to
                 a few seconds per frame for various scenes with
                 different complexity.",
  acknowledgement = ack-nhfb,
  articleno =    "10",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cignoni:2014:FAM,
  author =       "Paolo Cignoni and Nico Pietroni and Luigi Malomo and
                 Roberto Scopigno",
  title =        "Field-aligned mesh joinery",
  journal =      j-TOG,
  volume =       "33",
  number =       "1",
  pages =        "11:1--11:12",
  month =        jan,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2537852",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 5 17:16:29 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Mesh joinery is an innovative method to produce
                 illustrative shape approximations suitable for
                 fabrication. Mesh joinery is capable of producing
                 complex fabricable structures in an efficient and
                 visually pleasing manner. We represent an input
                 geometry as a set of planar pieces arranged to compose
                 a rigid structure, by exploiting an efficient slit
                 mechanism. Since slices are planar, to fabricate them a
                 standard 2D cutting system is enough. We automatically
                 arrange slices according to a smooth cross-field
                 defined over the surface. Cross-fields allow
                 representing global features that characterize the
                 appearance of the shape. Slice placement conforms to
                 specific manufacturing constraints.",
  acknowledgement = ack-nhfb,
  articleno =    "11",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Peng:2014:EQ,
  author =       "Chi-Han Peng and Michael Barton and Caigui Jiang and
                 Peter Wonka",
  title =        "Exploring quadrangulations",
  journal =      j-TOG,
  volume =       "33",
  number =       "1",
  pages =        "12:1--12:13",
  month =        jan,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2541533",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Feb 5 17:16:29 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a framework for exploring topologically
                 unique quadrangulations of an input shape. First, the
                 input shape is segmented into surface patches. Second,
                 different topologies are enumerated and explored in
                 each patch. This is realized by an efficient
                 subdivision-based quadrangulation algorithm that can
                 exhaustively enumerate all mesh topologies within a
                 patch. To help users navigate the potentially huge
                 collection of variations, we propose tools to preview
                 and arrange the results. Furthermore, the requirement
                 that all patches need to be jointly quadrangulatable is
                 formulated as a linear integer program. Finally, we
                 apply the framework to shape-space exploration,
                 remeshing, and design to underline the importance of
                 topology exploration.",
  acknowledgement = ack-nhfb,
  articleno =    "12",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bermano:2014:FPE,
  author =       "Amit H. Bermano and Derek Bradley and Thabo Beeler and
                 Fabio Zund and Derek Nowrouzezahrai and Ilya Baran and
                 Olga Sorkine-Hornung and Hanspeter Pfister and Robert
                 W. Sumner and Bernd Bickel and Markus Gross",
  title =        "Facial performance enhancement using dynamic shape
                 space analysis",
  journal =      j-TOG,
  volume =       "33",
  number =       "2",
  pages =        "13:1--13:??",
  month =        mar,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2546276",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 15 17:31:25 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The facial performance of an individual is inherently
                 rich in subtle deformation and timing details. Although
                 these subtleties make the performance realistic and
                 compelling, they often elude both motion capture and
                 hand animation. We present a technique for adding
                 fine-scale details and expressiveness to low-resolution
                 art-directed facial performances, such as those created
                 manually using a rig, via marker-based capture, by
                 fitting a morphable model to a video, or through Kinect
                 reconstruction using recent faceshift technology. We
                 employ a high-resolution facial performance capture
                 system to acquire a representative performance of an
                 individual in which he or she explores the full range
                 of facial expressiveness. From the captured data, our
                 system extracts an expressiveness model that encodes
                 subtle spatial and temporal deformation details
                 specific to that particular individual. Once this model
                 has been built, these details can be transferred to
                 low-resolution art-directed performances. We
                 demonstrate results on various forms of input; after
                 our enhancement, the resulting animations exhibit the
                 same nuances and fine spatial details as the captured
                 performance, with optional temporal enhancement to
                 match the dynamics of the actor. Finally, we show that
                 our technique outperforms the current state-of-the-art
                 in example-based facial animation.",
  acknowledgement = ack-nhfb,
  articleno =    "13",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aubry:2014:PMA,
  author =       "Mathieu Aubry and Bryan C. Russell and Josef Sivic",
  title =        "Painting-to-{$3$D} model alignment via discriminative
                 visual elements",
  journal =      j-TOG,
  volume =       "33",
  number =       "2",
  pages =        "14:1--14:??",
  month =        mar,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2591009",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 15 17:31:25 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article describes a technique that can reliably
                 align arbitrary 2D depictions of an architectural site,
                 including drawings, paintings, and historical
                 photographs, with a 3D model of the site. This is a
                 tremendously difficult task, as the appearance and
                 scene structure in the 2D depictions can be very
                 different from the appearance and geometry of the 3D
                 model, for example, due to the specific rendering
                 style, drawing error, age, lighting, or change of
                 seasons. In addition, we face a hard search problem:
                 the number of possible alignments of the painting to a
                 large 3D model, such as a partial reconstruction of a
                 city, is huge. To address these issues, we develop a
                 new compact representation of complex 3D scenes. The 3D
                 model of the scene is represented by a small set of
                 discriminative visual elements that are automatically
                 learned from rendered views. Similar to object
                 detection, the set of visual elements, as well as the
                 weights of individual features for each element, are
                 learned in a discriminative fashion. We show that the
                 learned visual elements are reliably matched in 2D
                 depictions of the scene despite large variations in
                 rendering style (e.g., watercolor, sketch, historical
                 photograph) and structural changes (e.g., missing scene
                 parts, large occluders) of the scene. We demonstrate an
                 application of the proposed approach to automatic
                 rephotography to find an approximate viewpoint of
                 historical paintings and photographs with respect to a
                 3D model of the site. The proposed alignment procedure
                 is validated via a human user study on a new database
                 of paintings and sketches spanning several sites. The
                 results demonstrate that our algorithm produces
                 significantly better alignments than several baseline
                 methods.",
  acknowledgement = ack-nhfb,
  articleno =    "14",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guerrero:2014:EPU,
  author =       "Paul Guerrero and Stefan Jeschke and Michael Wimmer
                 and Peter Wonka",
  title =        "Edit propagation using geometric relationship
                 functions",
  journal =      j-TOG,
  volume =       "33",
  number =       "2",
  pages =        "15:1--15:??",
  month =        mar,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2591010",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 15 17:31:25 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a method for propagating edit operations in
                 2D vector graphics, based on geometric relationship
                 functions. These functions quantify the geometric
                 relationship of a point to a polygon, such as the
                 distance to the boundary or the direction to the
                 closest corner vertex. The level sets of the
                 relationship functions describe points with the same
                 relationship to a polygon. For a given query point, we
                 first determine a set of relationships to local
                 features, construct all level sets for these
                 relationships, and accumulate them. The maxima of the
                 resulting distribution are points with similar
                 geometric relationships. We show extensions to handle
                 mirror symmetries, and discuss the use of relationship
                 functions as local coordinate systems. Our method can
                 be applied, for example, to interactive floorplan
                 editing, and it is especially useful for large layouts,
                 where individual edits would be cumbersome. We
                 demonstrate populating 2D layouts with tens to hundreds
                 of objects by propagating relatively few edit
                 operations.",
  acknowledgement = ack-nhfb,
  articleno =    "15",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sykora:2014:IRB,
  author =       "Daniel S{\'y}kora and Ladislav Kavan and Martin
                 Cad{\'\i}k and Ondrej Jamriska and Alec Jacobson and
                 Brian Whited and Maryann Simmons and Olga
                 Sorkine-Hornung",
  title =        "Ink-and-ray: Bas-relief meshes for adding global
                 illumination effects to hand-drawn characters",
  journal =      j-TOG,
  volume =       "33",
  number =       "2",
  pages =        "16:1--16:??",
  month =        mar,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2591011",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 15 17:31:25 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new approach for generating global
                 illumination renderings of hand-drawn characters using
                 only a small set of simple annotations. Our system
                 exploits the concept of bas-relief sculptures, making
                 it possible to generate 3D proxies suitable for
                 rendering without requiring side-views or extensive
                 user input. We formulate an optimization process that
                 automatically constructs approximate geometry
                 sufficient to evoke the impression of a consistent 3D
                 shape. The resulting renders provide the richer
                 stylization capabilities of 3D global illumination
                 while still retaining the 2D hand-drawn look-and-feel.
                 We demonstrate our approach on a varied set of
                 hand-drawn images and animations, showing that even in
                 comparison to ground-truth renderings of full 3D
                 objects, our bas-relief approximation is able to
                 produce convincing global illumination effects,
                 including self-shadowing, glossy reflections, and
                 diffuse color bleeding.",
  acknowledgement = ack-nhfb,
  articleno =    "16",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ament:2014:RRT,
  author =       "Marco Ament and Christoph Bergmann and Daniel
                 Weiskopf",
  title =        "Refractive radiative transfer equation",
  journal =      j-TOG,
  volume =       "33",
  number =       "2",
  pages =        "17:1--17:??",
  month =        mar,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2557605",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 15 17:31:25 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a refractive radiative transfer equation
                 to the graphics community for the physically based
                 rendering of participating media that have a spatially
                 varying index of refraction. We review principles of
                 geometric nonlinear optics that are crucial to discuss
                 a more generic light transport equation. In particular,
                 we present an optical model that has an integral form
                 suitable for rendering. We show rigorously that the
                 continuous bending of light rays leads to a nonlinear
                 scaling of radiance. To obtain physically correct
                 results, we build on the concept of basic
                 radiance-known from discontinuous refraction-to
                 conserve energy in such complex media. Furthermore, the
                 generic model accounts for the reduction in the speed
                 of light due to the index of refraction to render
                 transient effects like the propagation of light echoes.
                 We solve the refractive volume rendering equation by
                 extending photon mapping with transient light transport
                 in a refractive, participating medium. We demonstrate
                 the impact of our approach on the correctness of
                 rendered images of media that are dominated by
                 spatially continuous refraction and multiple
                 scattering. Furthermore, our model enables us to render
                 visual effects like the propagation of light echoes or
                 time-of-flight imagery that cannot be produced with
                 previous approaches.",
  acknowledgement = ack-nhfb,
  articleno =    "17",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2014:DNF,
  author =       "Ruimin Wang and Zhouwang Yang and Ligang Liu and
                 Jiansong Deng and Falai Chen",
  title =        "Decoupling noise and features via weighted $
                 l_1$-analysis compressed sensing",
  journal =      j-TOG,
  volume =       "33",
  number =       "2",
  pages =        "18:1--18:??",
  month =        mar,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2557449",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 15 17:31:25 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many geometry processing applications are sensitive to
                 noise and sharp features. Although there are a number
                 of works on detecting noise and sharp features in the
                 literature, they are heuristic. On one hand,
                 traditional denoising methods use filtering operators
                 to remove noise, however, they may blur sharp features
                 and shrink the object. On the other hand, noise makes
                 detection of features, which relies on computation of
                 differential properties, unreliable and unstable.
                 Therefore, detecting noise and features on discrete
                 surfaces still remains challenging. In this article, we
                 present an approach for decoupling noise and features
                 on 3D shapes. Our approach consists of two phases. In
                 the first phase, a base mesh is estimated from the
                 input noisy data by a global Laplacian regularization
                 denoising scheme. The estimated base mesh is guaranteed
                 to asymptotically converge to the true underlying
                 surface with probability one as the sample size goes to
                 infinity. In the second phase, an l$_1$ -analysis
                 compressed sensing optimization is proposed to recover
                 sharp features from the residual between base mesh and
                 input mesh. This is based on our discovery that sharp
                 features can be sparsely represented in some coherent
                 dictionary which is constructed by the pseudo-inverse
                 matrix of the Laplacian of the shape. The features are
                 recovered from the residual in a progressive way.
                 Theoretical analysis and experimental results show that
                 our approach can reliably and robustly remove noise and
                 extract sharp features on 3D shapes.",
  acknowledgement = ack-nhfb,
  articleno =    "18",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Benard:2014:CSS,
  author =       "Pierre B{\'e}nard and Aaron Hertzmann and Michael
                 Kass",
  title =        "Computing smooth surface contours with accurate
                 topology",
  journal =      j-TOG,
  volume =       "33",
  number =       "2",
  pages =        "19:1--19:??",
  month =        mar,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2558307",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 15 17:31:25 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article introduces a method for accurately
                 computing the visible contours of a smooth 3D surface
                 for stylization. This is a surprisingly difficult
                 problem, and previous methods are prone to topological
                 errors, such as gaps in the outline. Our approach is to
                 generate, for each viewpoint, a new triangle mesh with
                 contours that are topologically equivalent and
                 geometrically close to those of the original smooth
                 surface. The contours of the mesh can then be rendered
                 with exact visibility. The core of the approach is
                 Contour Consistency, a way to prove topological
                 equivalence between the contours of two surfaces.
                 Producing a surface tessellation that satisfies this
                 property is itself challenging; to this end, we
                 introduce a type of triangle that ensures consistency
                 at the contour. We then introduce an iterative mesh
                 generation procedure, based on these ideas. This
                 procedure does not fully guarantee consistency, but
                 errors are not noticeable in our experiments. Our
                 algorithm can operate on any smooth input surface
                 representation; we use Catmull--Clark subdivision
                 surfaces in our implementation. We demonstrate results
                 computing contours of complex 3D objects, on which our
                 method eliminates the contour artifacts of other
                 methods.",
  acknowledgement = ack-nhfb,
  articleno =    "19",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sadri:2014:FCB,
  author =       "Bardia Sadri and Karan Singh",
  title =        "Flow-complex-based shape reconstruction from {$3$D}
                 curves",
  journal =      j-TOG,
  volume =       "33",
  number =       "2",
  pages =        "20:1--20:??",
  month =        mar,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2560328",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 15 17:31:25 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We address the problem of shape reconstruction from a
                 sparse unorganized collection of 3D curves, typically
                 generated by increasingly popular 3D curve sketching
                 applications. Experimentally, we observe that human
                 understanding of shape from connected 3D curves is
                 largely consistent, and informed by both topological
                 connectivity and geometry of the curves. We thus employ
                 the flow complex, a structure that captures aspects of
                 input topology and geometry, in a novel algorithm to
                 produce an intersection-free 3D triangulated shape that
                 interpolates the input 3D curves. Our approach is able
                 to triangulate highly nonplanar and concave curve
                 cycles, providing a robust 3D mesh and parametric
                 embedding for challenging 3D curve input. Our
                 evaluation is fourfold: we show our algorithm to match
                 designer-selected curve cycles for surfacing; we
                 produce user-acceptable shapes for a wide range of
                 curve inputs; we show our approach to be predictable
                 and robust to curve addition and deletion; we compare
                 our results to prior art.",
  acknowledgement = ack-nhfb,
  articleno =    "20",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jones:2014:DEP,
  author =       "Ben Jones and Stephen Ward and Ashok Jallepalli and
                 Joseph Perenia and Adam W. Bargteil",
  title =        "Deformation embedding for point-based elastoplastic
                 simulation",
  journal =      j-TOG,
  volume =       "33",
  number =       "2",
  pages =        "21:1--21:??",
  month =        mar,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2560795",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 15 17:31:25 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a straightforward, easy-to-implement,
                 point-based approach for animating elastoplastic
                 materials. The core idea of our approach is the
                 introduction of embedded space -the least-squares best
                 fit of the material's rest state into three dimensions.
                 Nearest-neighbor queries in the embedded space
                 efficiently update particle neighborhoods to account
                 for plastic flow. These queries are simpler and more
                 efficient than remeshing strategies employed in
                 mesh-based finite element methods. We also introduce a
                 new estimate for the volume of a particle, allowing
                 particle masses to vary spatially and temporally with
                 fixed density. Our approach can handle simultaneous
                 extreme elastic and plastic deformations. We
                 demonstrate our approach on a variety of examples that
                 exhibit a wide range of material behaviors.",
  acknowledgement = ack-nhfb,
  articleno =    "21",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhao:2014:ISU,
  author =       "Xi Zhao and He Wang and Taku Komura",
  title =        "Indexing {$3$D} Scenes Using the Interaction Bisector
                 Surface",
  journal =      j-TOG,
  volume =       "33",
  number =       "3",
  pages =        "22:1--22:??",
  month =        may,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2574860",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 9 12:26:19 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The spatial relationship between different objects
                 plays an important role in defining the context of
                 scenes. Most previous 3D classification and retrieval
                 methods take into account either the individual
                 geometry of the objects or simple relationships between
                 them such as the contacts or adjacencies. In this
                 article we propose a new method for the classification
                 and retrieval of 3D objects based on the Interaction
                 Bisector Surface (IBS), a subset of the Voronoi diagram
                 defined between objects. The IBS is a sophisticated
                 representation that describes topological relationships
                 such as whether an object is wrapped in, linked to, or
                 tangled with others, as well as geometric relationships
                 such as the distance between objects. We propose a
                 hierarchical framework to index scenes by examining
                 both the topological structure and the geometric
                 attributes of the IBS. The topology-based indexing can
                 compare spatial relations without being severely
                 affected by local geometric details of the object.
                 Geometric attributes can also be applied in comparing
                 the precise way in which the objects are interacting
                 with one another. Experimental results show that our
                 method is effective at relationship classification and
                 content-based relationship retrieval.",
  acknowledgement = ack-nhfb,
  articleno =    "22",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2014:NRS,
  author =       "Qixing Huang and Leonidas J. Guibas and Niloy J.
                 Mitra",
  title =        "Near-Regular Structure Discovery Using Linear
                 Programming",
  journal =      j-TOG,
  volume =       "33",
  number =       "3",
  pages =        "23:1--23:??",
  month =        may,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2535596",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 9 12:26:19 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Near-regular structures are common in manmade and
                 natural objects. Algorithmic detection of such
                 regularity greatly facilitates our understanding of
                 shape structures, leads to compact encoding of input
                 geometries, and enables efficient generation and
                 manipulation of complex patterns on both acquired and
                 synthesized objects. Such regularity manifests itself
                 both in the repetition of certain geometric elements,
                 as well as in the structured arrangement of the
                 elements. We cast the regularity detection problem as
                 an optimization and efficiently solve it using linear
                 programming techniques. Our optimization has a discrete
                 aspect, that is, the connectivity relationships among
                 the elements, as well as a continuous aspect, namely
                 the locations of the elements of interest. Both these
                 aspects are captured by our near-regular structure
                 extraction framework, which alternates between discrete
                 and continuous optimizations. We demonstrate the
                 effectiveness of our framework on a variety of problems
                 including near-regular structure extraction,
                 structure-preserving pattern manipulation, and
                 markerless correspondence detection. Robustness results
                 with respect to geometric and topological noise are
                 presented on synthesized, real-world, and also
                 benchmark datasets.",
  acknowledgement = ack-nhfb,
  articleno =    "23",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pereira:2014:CLR,
  author =       "Thiago Pereira and Szymon Rusinkiewicz and Wojciech
                 Matusik",
  title =        "Computational Light Routing: {$3$D} Printed Optical
                 Fibers for Sensing and Display",
  journal =      j-TOG,
  volume =       "33",
  number =       "3",
  pages =        "24:1--24:??",
  month =        may,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2602140",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 9 12:26:19 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Despite recent interest in digital fabrication, there
                 are still few algorithms that provide control over how
                 light propagates inside a solid object. Existing
                 methods either work only on the surface or restrict
                 themselves to light diffusion in volumes. We use
                 multi-material 3D printing to fabricate objects with
                 embedded optical fibers, exploiting total internal
                 reflection to guide light inside an object. We
                 introduce automatic fiber design algorithms together
                 with new manufacturing techniques to route light
                 between two arbitrary surfaces. Our implicit algorithm
                 optimizes light transmission by minimizing fiber
                 curvature and maximizing fiber separation while
                 respecting constraints such as fiber arrival angle. We
                 also discuss the influence of different printable
                 materials and fiber geometry on light propagation in
                 the volume and the light angular distribution when
                 exiting the fiber. Our methods enable new applications
                 such as surface displays of arbitrary shape,
                 touch-based painting of surfaces, and sensing a
                 hemispherical light distribution in a single shot.",
  acknowledgement = ack-nhfb,
  articleno =    "24",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2014:BCP,
  author =       "Jin Huang and Tengfei Jiang and Zeyun Shi and Yiying
                 Tong and Hujun Bao and Mathieu Desbrun",
  title =        "$ l_1$-Based Construction of Polycube Maps from
                 Complex Shapes",
  journal =      j-TOG,
  volume =       "33",
  number =       "3",
  pages =        "25:1--25:??",
  month =        may,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2602141",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 9 12:26:19 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Polycube maps of triangle meshes have proved useful in
                 a wide range of applications, including texture mapping
                 and hexahedral mesh generation. However, constructing
                 either fully automatically or with limited user control
                 a low-distortion polycube from a detailed surface
                 remains challenging in practice. We propose a
                 variational method for deforming an input triangle mesh
                 into a polycube shape through minimization of the $
                 l_1$-norm of the mesh normals, regularized via an
                 as-rigid-as-possible volumetric distortion energy.
                 Unlike previous work, our approach makes no assumption
                 on the orientation, or on the presence of features in
                 the input model. User-guided control over the resulting
                 polycube map is also offered to increase design
                 flexibility. We demonstrate the robustness, efficiency,
                 and controllability of our method on a variety of
                 examples, and explore applications in hexahedral
                 remeshing and quadrangulation.",
  acknowledgement = ack-nhfb,
  articleno =    "25",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lipman:2014:FMB,
  author =       "Yaron Lipman and Stav Yagev and Roi Poranne and David
                 W. Jacobs and Ronen Basri",
  title =        "Feature Matching with Bounded Distortion",
  journal =      j-TOG,
  volume =       "33",
  number =       "3",
  pages =        "26:1--26:??",
  month =        may,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2602142",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 9 12:26:19 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We consider the problem of finding a geometrically
                 consistent set of point matches between two images. We
                 assume that local descriptors have provided a set of
                 candidate matches, which may include many outliers. We
                 then seek the largest subset of these correspondences
                 that can be aligned perfectly using a nonrigid
                 deformation that exerts a bounded distortion. We
                 formulate this as a constrained optimization problem
                 and solve it using a constrained, iterative reweighted
                 least-squares algorithm. In each iteration of this
                 algorithm we solve a convex quadratic program obtaining
                 a globally optimal match over a subset of the bounded
                 distortion transformations. We further prove that a
                 sequence of such iterations converges monotonically to
                 a critical point of our objective function. We show
                 experimentally that this algorithm produces excellent
                 results on a number of test sets, in comparison to
                 several state-of-the-art approaches.",
  acknowledgement = ack-nhfb,
  articleno =    "26",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bargteil:2014:ADB,
  author =       "Adam W. Bargteil and Elaine Cohen",
  title =        "Animation of Deformable Bodies with Quadratic
                 {B{\'e}zier} Finite Elements",
  journal =      j-TOG,
  volume =       "33",
  number =       "3",
  pages =        "27:1--27:??",
  month =        may,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2567943",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 9 12:26:19 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this article, we investigate the use of quadratic
                 finite elements for graphical animation of deformable
                 bodies. We consider both integrating quadratic elements
                 with conventional linear elements to achieve a
                 computationally efficient adaptive-degree simulation
                 framework as well as wholly quadratic elements for the
                 simulation of nonlinear rest shapes. In both cases, we
                 adopt the B{\'e}zier basis functions and employ a
                 co-rotational linear strain formulation. As with linear
                 elements, the co-rotational formulation allows us to
                 precompute per-element stiffness matrices, resulting in
                 substantial computational savings. We present several
                 examples that demonstrate the advantages of quadratic
                 elements in general and our adaptive-degree system in
                 particular. Furthermore, we demonstrate, for the first
                 time in computer graphics, animations of volumetric
                 deformable bodies with nonlinear rest shapes.",
  acknowledgement = ack-nhfb,
  articleno =    "27",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{deGoes:2014:WTG,
  author =       "Fernando de Goes and Pooran Memari and Patrick Mullen
                 and Mathieu Desbrun",
  title =        "Weighted Triangulations for Geometry Processing",
  journal =      j-TOG,
  volume =       "33",
  number =       "3",
  pages =        "28:1--28:??",
  month =        may,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2602143",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 9 12:26:19 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this article we investigate the use of weighted
                 triangulations as discrete, augmented approximations of
                 surfaces for digital geometry processing. By
                 incorporating a scalar weight per mesh vertex, we
                 introduce a new notion of discrete metric that defines
                 an orthogonal dual structure for arbitrary triangle
                 meshes and thus extends weighted Delaunay
                 triangulations to surface meshes. We also present
                 alternative characterizations of this primal-dual
                 structure (through combinations of angles, areas, and
                 lengths) and, in the process, uncover closed-form
                 expressions of mesh energies that were previously known
                 in implicit form only. Finally, we demonstrate how
                 weighted triangulations provide a faster and more
                 robust approach to a series of geometry processing
                 applications, including the generation of well-centered
                 meshes, self-supporting surfaces, and sphere packing.",
  acknowledgement = ack-nhfb,
  articleno =    "28",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Davidovic:2014:PLT,
  author =       "Tom{\'a}s Davidovic and Jaroslav Kriv{\'a}nek and
                 Milos Hasan and Philipp Slusallek",
  title =        "Progressive Light Transport Simulation on the {GPU}:
                 Survey and Improvements",
  journal =      j-TOG,
  volume =       "33",
  number =       "3",
  pages =        "29:1--29:??",
  month =        may,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2602144",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 9 12:26:19 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Graphics Processing Units (GPUs) recently became
                 general enough to enable implementation of a variety of
                 light transport algorithms. However, the efficiency of
                 these GPU implementations has received relatively
                 little attention in the research literature and no
                 systematic study on the topic exists to date. The goal
                 of our work is to fill this gap. Our main contribution
                 is a comprehensive and in-depth investigation of the
                 efficiency of the GPU implementation of a number of
                 classic as well as more recent progressive light
                 transport simulation algorithms. We present several
                 improvements over the state-of-the-art. In particular,
                 our light vertex cache, a new approach to mapping
                 connections of subpath vertices in bidirectional path
                 tracing on the GPU, outperforms the existing
                 implementations by 30--60\%. We also describe a first
                 GPU implementation of the recently introduced vertex
                 connection and merging algorithm [Georgiev et al.
                 2012], showing that even relatively complex light
                 transport algorithms can be efficiently mapped on the
                 GPU. With the implementation of many of the
                 state-of-the-art algorithms within a single system at
                 our disposal, we present a unique direct comparison and
                 analysis of their relative performance.",
  acknowledgement = ack-nhfb,
  articleno =    "29",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ray:2014:RPT,
  author =       "Nicolas Ray and Dmitry Sokolov",
  title =        "Robust Polylines Tracing for {$N$}-Symmetry Direction
                 Field on Triangulated Surfaces",
  journal =      j-TOG,
  volume =       "33",
  number =       "3",
  pages =        "30:1--30:??",
  month =        may,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2602145",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 9 12:26:19 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We are proposing an algorithm for tracing polylines
                 that are oriented by a direction field defined on a
                 triangle mesh. The challenge is to ensure that two such
                 polylines cannot cross or merge. This property is
                 fundamental for mesh segmentation and is impossible to
                 enforce with existing algorithms. The core of our
                 contribution is to determine how polylines cross each
                 triangle. Our solution is inspired by EdgeMaps where
                 each triangle boundary is decomposed into inflow and
                 outflow intervals such that each inflow interval is
                 mapped onto an outflow interval. To cross a triangle,
                 we find the inflow interval that contains the entry
                 point, and link it to the corresponding outflow
                 interval, with the same barycentric coordinate. To
                 ensure that polylines cannot merge or cross, we
                 introduce a new direction field representation, we
                 resolve the inflow/outflow interval pairing with a
                 guaranteed combinatorial algorithm, and propagate the
                 barycentric positions with arbitrary precision number
                 representation. Using these techniques, two streamlines
                 crossing the same triangle cannot merge or cross, but
                 only locally overlap when all streamline extremities
                 are located on the same edge. Cross-free and merge-free
                 polylines can be traced on the mesh by iteratively
                 crossing triangles. Vector field singularities and
                 polyline/vertex crossing are characterized and
                 consistently handled.",
  acknowledgement = ack-nhfb,
  articleno =    "30",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yue:2014:PBC,
  author =       "Yonghao Yue and Kei Iwasaki and Bing-Yu Chen and
                 Yoshinori Dobashi and Tomoyuki Nishita",
  title =        "{Poisson}-Based Continuous Surface Generation for
                 Goal-Based Caustics",
  journal =      j-TOG,
  volume =       "33",
  number =       "3",
  pages =        "31:1--31:??",
  month =        may,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2580946",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 9 12:26:19 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a technique for computing the shape of a
                 transparent object that can generate user-defined
                 caustic patterns. The surface of the object generated
                 using our method is smooth. Thanks to this property,
                 the resulting caustic pattern is smooth, natural, and
                 highly detailed compared to the results obtained using
                 previous methods. Our method consists of two processes.
                 First, we use a differential geometry approach to
                 compute a smooth mapping between the distributions of
                 the incident light and the light reaching the screen.
                 Second, we utilize this mapping to compute the surface
                 of the object. We solve Poisson's equation to compute
                 both the mapping and the surface of the object.",
  acknowledgement = ack-nhfb,
  articleno =    "31",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Karsch:2014:ASI,
  author =       "Kevin Karsch and Kalyan Sunkavalli and Sunil Hadap and
                 Nathan Carr and Hailin Jin and Rafael Fonte and Michael
                 Sittig and David Forsyth",
  title =        "Automatic Scene Inference for {$3$D} Object
                 Compositing",
  journal =      j-TOG,
  volume =       "33",
  number =       "3",
  pages =        "32:1--32:??",
  month =        may,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2602146",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 9 12:26:19 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a user-friendly image editing system that
                 supports a drag-and-drop object insertion (where the
                 user merely drags objects into the image, and the
                 system automatically places them in 3D and relights
                 them appropriately), postprocess illumination editing,
                 and depth-of-field manipulation. Underlying our system
                 is a fully automatic technique for recovering a
                 comprehensive 3D scene model (geometry, illumination,
                 diffuse albedo, and camera parameters) from a single,
                 low dynamic range photograph. This is made possible by
                 two novel contributions: an illumination inference
                 algorithm that recovers a full lighting model of the
                 scene (including light sources that are not directly
                 visible in the photograph), and a depth estimation
                 algorithm that combines data-driven depth transfer with
                 geometric reasoning about the scene layout. A user
                 study shows that our system produces perceptually
                 convincing results, and achieves the same level of
                 realism as techniques that require significant user
                 interaction.",
  acknowledgement = ack-nhfb,
  articleno =    "32",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nehab:2014:EGE,
  author =       "Diego Nehab and Andr{\'e} Maximo and Rodolfo S. Lima
                 and Hugues Hoppe",
  title =        "Errata for {GPU}-Efficient Recursive Filtering and
                 Summed-Area Tables",
  journal =      j-TOG,
  volume =       "33",
  number =       "3",
  pages =        "33:1--33:??",
  month =        may,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2600860",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 9 12:26:19 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  note =         "See \cite{Nehab:2011:GER}.",
  acknowledgement = ack-nhfb,
  articleno =    "33",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wimmer:2014:MRS,
  author =       "Michael Wimmer",
  title =        "Meta-representation of shape families",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "34:1--34:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601185",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a meta-representation that represents the
                 essence of a family of shapes. The meta-representation
                 learns the configurations of shape parts that are
                 common across the family, and encapsulates this
                 knowledge with a system of geometric distributions that
                 encode relative arrangements of parts. Thus, instead of
                 predefined priors, what characterizes a shape family is
                 directly learned from the set of input shapes. The
                 meta-representation is constructed from a set of
                 co-segmented shapes with known correspondence. It can
                 then be used in several applications where we seek to
                 preserve the identity of the shapes as members of the
                 family. We demonstrate applications of the
                 meta-representation in exploration of shape
                 repositories, where interesting shape configurations
                 can be examined in the set; guided editing, where
                 models can be edited while maintaining their familial
                 traits; and coupled editing, where several shapes can
                 be collectively deformed by directly manipulating the
                 distributions in the meta-representation. We evaluate
                 the efficacy of the proposed representation on a
                 variety of shape collections.",
  acknowledgement = ack-nhfb,
  articleno =    "34",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2014:OHS,
  author =       "Kai Xu and Rui Ma and Hao Zhang and Chenyang Zhu and
                 Ariel Shamir and Daniel Cohen-Or and Hui Huang",
  title =        "Organizing heterogeneous scene collections through
                 contextual focal points",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "35:1--35:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601109",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce focal points for characterizing,
                 comparing, and organizing collections of complex and
                 heterogeneous data and apply the concepts and
                 algorithms developed to collections of 3D indoor
                 scenes. We represent each scene by a graph of its
                 constituent objects and define focal points as
                 representative substructures in a scene collection. To
                 organize a heterogeneous scene collection, we cluster
                 the scenes based on a set of extracted focal points:
                 scenes in a cluster are closely connected when viewed
                 from the perspective of the representative focal points
                 of that cluster. The key concept of representativity
                 requires that the focal points occur frequently in the
                 cluster and that they result in a compact cluster.
                 Hence, the problem of focal point extraction is
                 intermixed with the problem of clustering groups of
                 scenes based on their representative focal points. We
                 present a co-analysis algorithm which interleaves
                 frequent pattern mining and subspace clustering to
                 extract a set of contextual focal points which guide
                 the clustering of the scene collection. We demonstrate
                 advantages of focal-centric scene comparison and
                 organization over existing approaches, particularly in
                 dealing with hybrid scenes, scenes consisting of
                 elements which suggest membership in different semantic
                 categories.",
  acknowledgement = ack-nhfb,
  articleno =    "35",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2014:FMN,
  author =       "Qixing Huang and Fan Wang and Leonidas Guibas",
  title =        "Functional map networks for analyzing and exploring
                 large shape collections",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "36:1--36:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601111",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The construction of networks of maps among shapes in a
                 collection enables a variety of applications in
                 data-driven geometry processing. A key task in network
                 construction is to make the maps consistent with each
                 other. This consistency constraint, when properly
                 defined, leads not only to a concise representation of
                 such networks, but more importantly, it serves as a
                 strong regularizer for correcting and improving noisy
                 initial maps computed between pairs of shapes in
                 isolation. Up-to-now, however, the consistency
                 constraint has only been fully formulated for
                 point-based maps or for shape collections that are
                 fully similar. In this paper, we introduce a framework
                 for computing consistent functional maps within
                 heterogeneous shape collections. In such collections
                 not all shapes share the same structure --- different
                 types of shared structure may be present within
                 different (but possibly overlapping) sub-collections.
                 Unlike point-based maps, functional maps can encode
                 similarities at multiple levels of detail (points or
                 parts), and thus are particularly suitable for coping
                 with such diversity within a shape collection. We show
                 how to rigorously formulate the consistency constraint
                 in the functional map setting. The formulation leads to
                 a powerful tool for computing consistent functional
                 maps, and also for discovering shared structures, such
                 as meaningful shape parts. We also show how to adapt
                 the procedure for handling very large-scale shape
                 collections. Experimental results on benchmark datasets
                 show that the proposed framework significantly improves
                 upon state-of-the-art data-driven techniques. We
                 demonstrate the usefulness of the framework in shape
                 co-segmentation and various shape exploration tasks.",
  acknowledgement = ack-nhfb,
  articleno =    "36",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Su:2014:EID,
  author =       "Hao Su and Qixing Huang and Niloy J. Mitra and Yangyan
                 Li and Leonidas Guibas",
  title =        "Estimating image depth using shape collections",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "37:1--37:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601159",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Images, while easy to acquire, view, publish, and
                 share, they lack critical depth information. This poses
                 a serious bottleneck for many image manipulation,
                 editing, and retrieval tasks. In this paper we consider
                 the problem of adding depth to an image of an object,
                 effectively 'lifting' it back to 3D, by exploiting a
                 collection of aligned 3D models of related objects. Our
                 key insight is that, even when the imaged object is not
                 contained in the shape collection, the network of
                 shapes implicitly characterizes a shape-specific
                 deformation subspace that regularizes the problem and
                 enables robust diffusion of depth information from the
                 shape collection to the input image. We evaluate our
                 fully automatic approach on diverse and challenging
                 input images, validate the results against Kinect depth
                 readings, and demonstrate several imaging applications
                 including depth-enhanced image editing and image
                 relighting.",
  acknowledgement = ack-nhfb,
  articleno =    "37",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Raghuvanshi:2014:PWF,
  author =       "Nikunj Raghuvanshi and John Snyder",
  title =        "Parametric wave field coding for precomputed sound
                 propagation",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "38:1--38:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601184",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The acoustic wave field in a complex scene is a
                 chaotic 7D function of time and the positions of source
                 and listener, making it difficult to compress and
                 interpolate. This hampers precomputed approaches which
                 tabulate impulse responses (IRs) to allow immersive,
                 real-time sound propagation in static scenes. We code
                 the field of time-varying IRs in terms of a few
                 perceptual parameters derived from the IR's energy
                 decay. The resulting parameter fields are spatially
                 smooth and compressed using a lossless scheme similar
                 to PNG. We show that this encoding removes two of the
                 seven dimensions, making it possible to handle large
                 scenes such as entire game maps within 100MB of memory.
                 Run-time decoding is fast, taking 100 $ \mu $ s per
                 source. We introduce an efficient and scalable method
                 for convolutionally rendering acoustic parameters that
                 generates artifact-free audio even for fast motion and
                 sudden changes in reverberance. We demonstrate
                 convincing spatially-varying effects in complex scenes
                 including occlusion/obstruction and reverberation, in
                 our system integrated with Unreal Engine 3$^{TM}$.",
  acknowledgement = ack-nhfb,
  articleno =    "38",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schissler:2014:HOD,
  author =       "Carl Schissler and Ravish Mehra and Dinesh Manocha",
  title =        "High-order diffraction and diffuse reflections for
                 interactive sound propagation in large environments",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "39:1--39:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601216",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present novel algorithms for modeling interactive
                 diffuse reflections and higher-order diffraction in
                 large-scale virtual environments. Our formulation is
                 based on ray-based sound propagation and is directly
                 applicable to complex geometric datasets. We use an
                 incremental approach that combines radiosity and path
                 tracing techniques to iteratively compute diffuse
                 reflections. We also present algorithms for
                 wavelength-dependent simplification and visibility
                 graph computation to accelerate higher-order
                 diffraction at runtime. The overall system can generate
                 plausible sound effects at interactive rates in large,
                 dynamic scenes that have multiple sound sources. We
                 highlight the performance in complex indoor and outdoor
                 environments and observe an order of magnitude
                 performance improvement over previous methods.",
  acknowledgement = ack-nhfb,
  articleno =    "39",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Langlois:2014:ECM,
  author =       "Timothy R. Langlois and Steven S. An and Kelvin K. Jin
                 and Doug L. James",
  title =        "Eigenmode compression for modal sound models",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "40:1--40:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601177",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose and evaluate a method for significantly
                 compressing modal sound models, thereby making them far
                 more practical for audiovisual applications. The dense
                 eigenmode matrix, needed to compute the sound model's
                 response to contact forces, can consume tens to
                 thousands of megabytes depending on mesh resolution and
                 mode count. Our eigenmode compression pipeline is based
                 on non-linear optimization of Moving Least Squares
                 (MLS) approximations. Enhanced compression is achieved
                 by exploiting symmetry both within and between
                 eigenmodes, and by adaptively assigning per-mode error
                 levels based on human perception of the far-field
                 pressure amplitudes. Our method provides smooth
                 eigenmode approximations, and efficient random access.
                 We demonstrate that, in many cases, hundredfold
                 compression ratios can be achieved without audible
                 degradation of the rendered sound.",
  acknowledgement = ack-nhfb,
  articleno =    "40",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Langlois:2014:IFA,
  author =       "Timothy R. Langlois and Doug L. James",
  title =        "Inverse-{Foley} animation: synchronizing rigid-body
                 motions to sound",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "41:1--41:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601178",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we introduce Inverse-Foley Animation, a
                 technique for optimizing rigid-body animations so that
                 contact events are synchronized with input sound
                 events. A precomputed database of randomly sampled
                 rigid-body contact events is used to build a
                 contact-event graph, which can be searched to determine
                 a plausible sequence of contact events synchronized
                 with the input sound's events. To more easily find
                 motions with matching contact times, we allow
                 transitions between simulated contact events using a
                 motion blending formulation based on modified contact
                 impulses. We fine tune synchronization by slightly
                 retiming ballistic motions. Given a sound, our system
                 can synthesize synchronized motions using graphs built
                 with hundreds of thousands of precomputed motions, and
                 millions of contact events. Our system is easy to use,
                 and has been used to plan motions for hundreds of
                 sounds, and dozens of rigid-body models.",
  acknowledgement = ack-nhfb,
  articleno =    "41",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2014:CHF,
  author =       "Feng Xu and Jinxiang Chai and Yilong Liu and Xin
                 Tong",
  title =        "Controllable high-fidelity facial performance
                 transfer",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "42:1--42:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601210",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recent technological advances in facial capture have
                 made it possible to acquire high-fidelity 3D facial
                 performance data with stunningly high spatial-temporal
                 resolution. Current methods for facial expression
                 transfer, however, are often limited to large-scale
                 facial deformation. This paper introduces a novel
                 facial expression transfer and editing technique for
                 high-fidelity facial performance data. The key idea of
                 our approach is to decompose high-fidelity facial
                 performances into high-level facial feature lines,
                 large-scale facial deformation and fine-scale motion
                 details and transfer them appropriately to reconstruct
                 the retargeted facial animation in an efficient
                 optimization framework. The system also allows the user
                 to quickly modify and control the retargeted facial
                 sequences in the spatial-temporal domain. We
                 demonstrate the power of our approach by transferring
                 and editing high-fidelity facial animation data from
                 high-resolution source models to a wide range of target
                 models, including both human faces and non-human faces
                 such as ``monster'' and ``dog''.",
  acknowledgement = ack-nhfb,
  articleno =    "42",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cao:2014:DDE,
  author =       "Chen Cao and Qiming Hou and Kun Zhou",
  title =        "Displaced dynamic expression regression for real-time
                 facial tracking and animation",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "43:1--43:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601204",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a fully automatic approach to real-time
                 facial tracking and animation with a single video
                 camera. Our approach does not need any calibration for
                 each individual user. It learns a generic regressor
                 from public image datasets, which can be applied to any
                 user and arbitrary video cameras to infer accurate 2D
                 facial landmarks as well as the 3D facial shape from 2D
                 video frames. The inferred 2D landmarks are then used
                 to adapt the camera matrix and the user identity to
                 better match the facial expressions of the current
                 user. The regression and adaptation are performed in an
                 alternating manner. With more and more facial
                 expressions observed in the video, the whole process
                 converges quickly with accurate facial tracking and
                 animation. In experiments, our approach demonstrates a
                 level of robustness and accuracy on par with
                 state-of-the-art techniques that require a
                 time-consuming calibration step for each individual
                 user, while running at 28 fps on average. We consider
                 our approach to be an attractive solution for wide
                 deployment in consumer-level applications.",
  acknowledgement = ack-nhfb,
  articleno =    "43",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Beeler:2014:RSF,
  author =       "Thabo Beeler and Derek Bradley",
  title =        "Rigid stabilization of facial expressions",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "44:1--44:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601182",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Facial scanning has become the industry-standard
                 approach for creating digital doubles in movies and
                 video games. This involves capturing an actor while
                 they perform different expressions that span their
                 range of facial motion. Unfortunately, the scans
                 typically contain a superposition of the desired
                 expression on top of un-wanted rigid head movement. In
                 order to extract true expression deformations, it is
                 essential to factor out the rigid head movement for
                 each expression, a process referred to as rigid
                 stabilization. In order to achieve production-quality
                 in industry, face stabilization is usually performed
                 through a tedious and error-prone manual process. In
                 this paper we present the first automatic face
                 stabilization method that achieves professional-quality
                 results on large sets of facial expressions. Since
                 human faces can undergo a wide range of deformation,
                 there is not a single point on the skin surface that
                 moves rigidly with the underlying skull. Consequently,
                 computing the rigid transformation from direct
                 observation, a common approach in previous methods, is
                 error prone and leads to inaccurate results. Instead,
                 we propose to indirectly stabilize the expressions by
                 explicitly aligning them to an estimate of the
                 underlying skull using anatomically-motivated
                 constraints. We show that the proposed method not only
                 outperforms existing techniques but is also on par with
                 manual stabilization, yet requires less than a second
                 of computation time.",
  acknowledgement = ack-nhfb,
  articleno =    "44",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Calderon:2014:PM,
  author =       "St{\'e}phane Calderon and Tamy Boubekeur",
  title =        "Point morphology",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "45:1--45:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601130",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a complete morphological analysis
                 framework for 3D point clouds. Starting from an
                 unorganized point set sampling a surface, we propose
                 morphological operators in the form of projections,
                 allowing to sample erosions, dilations, closings and
                 openings of an object without any explicit mesh
                 structure. Our framework supports structuring elements
                 with arbitrary shape, accounts robustly for geometric
                 and morphological sharp features, remains efficient at
                 large scales and comes together with a specific
                 adaptive sampler. Based on this meshless framework, we
                 propose applications which benefit from the non-linear
                 nature of morphological analysis and can be expressed
                 as simple sequences of our operators, including medial
                 axis sampling, hysteresis shape filtering and
                 geometry-preserving topological simplification.",
  acknowledgement = ack-nhfb,
  articleno =    "45",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fuhrmann:2014:FSS,
  author =       "Simon Fuhrmann and Michael Goesele",
  title =        "Floating scale surface reconstruction",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "46:1--46:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601163",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Any sampled point acquired from a real-world geometric
                 object or scene represents a finite surface area and
                 not just a single surface point. Samples therefore have
                 an inherent scale, very valuable information that has
                 been crucial for high quality reconstructions. We
                 introduce a new method for surface reconstruction from
                 oriented, scale-enabled sample points which operates on
                 large, redundant and potentially noisy point sets. The
                 approach draws upon a simple yet efficient mathematical
                 formulation to construct an implicit function as the
                 sum of compactly supported basis functions. The
                 implicit function has spatially continuous ``floating''
                 scale and can be readily evaluated without any
                 preprocessing. The final surface is extracted as the
                 zero-level set of the implicit function. One of the key
                 properties of the approach is that it is virtually
                 parameter-free even for complex, mixed-scale datasets.
                 In addition, our method is easy to implement, scalable
                 and does not require any global operations. We evaluate
                 our method on a wide range of datasets for which it
                 compares favorably to popular classic and current
                 methods.",
  acknowledgement = ack-nhfb,
  articleno =    "46",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Preiner:2014:CPF,
  author =       "Reinhold Preiner and Oliver Mattausch and Murat Arikan
                 and Renato Pajarola and Michael Wimmer",
  title =        "Continuous projection for fast {$ L_1 $}
                 reconstruction",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "47:1--47:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601172",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "With better and faster acquisition devices comes a
                 demand for fast robust reconstruction algorithms, but
                 no $ L_1$-based technique has been fast enough for
                 online use so far. In this paper, we present a novel
                 continuous formulation of the weighted locally optimal
                 projection (WLOP) operator based on a Gaussian mixture
                 describing the input point density. Our method is up to
                 7 times faster than an optimized GPU implementation of
                 WLOP, and achieves interactive frame rates for
                 moderately sized point clouds. We give a comprehensive
                 quality analysis showing that our continuous operator
                 achieves a generally higher reconstruction quality than
                 its discrete counterpart. Additionally, we show how to
                 apply our continuous formulation to spherical mixtures
                 of normal directions, to also achieve a fast robust
                 normal reconstruction.",
  acknowledgement = ack-nhfb,
  articleno =    "47",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ijiri:2014:FMX,
  author =       "Takashi Ijiri and Shin Yoshizawa and Hideo Yokota and
                 Takeo Igarashi",
  title =        "Flower modeling via {X}-ray computed tomography",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "48:1--48:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601124",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a novel three dimensional (3D)
                 flower modeling technique that utilizes an X-ray
                 computed tomography (CT) system and real-world flowers.
                 Although a CT system provides volume data that captures
                 the internal structures of flowers, it is difficult to
                 accurately segment them into regions of particular
                 organs and model them as smooth surfaces because a
                 flower consists of thin organs that contact one
                 another. We thus introduce a semi-automatic modeling
                 technique that is based on a new active contour model
                 with energy functionals designed for flower CT. Our key
                 idea is to approximate flower components by two
                 important primitives, a shaft and a sheet. Based on our
                 active contour model, we also provide novel user
                 interfaces and a numerical scheme to fit these
                 primitives so as to reconstruct realistic thin flower
                 organs efficiently. To demonstrate the feasibility of
                 our technique, we provide various flower models
                 reconstructed from CT volumes.",
  acknowledgement = ack-nhfb,
  articleno =    "48",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wampler:2014:GLS,
  author =       "Kevin Wampler and Zoran Popovi{\'c} and Jovan
                 Popovi{\'c}",
  title =        "Generalizing locomotion style to new animals with
                 inverse optimal regression",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "49:1--49:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601192",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a technique for analyzing a set of animal
                 gaits to predict the gait of a new animal from its
                 shape alone. This method works on a wide range of
                 bipeds and quadrupeds, and adapts the motion style to
                 the size and shape of the animal. We achieve this by
                 combining inverse optimization with sparse data
                 interpolation. Starting with a set of reference walking
                 gaits extracted from sagittal plane video footage, we
                 first use inverse optimization to learn physically
                 motivated parameters describing the style of each of
                 these gaits. Given a new animal, we estimate the
                 parameters describing its gait with sparse data
                 interpolation, then solve a forward optimization
                 problem to synthesize the final gait. To improve the
                 realism of the results, we introduce a novel algorithm
                 called joint inverse optimization which learns coherent
                 patterns in motion style from a database of example
                 animal-gait pairs. We quantify the predictive
                 performance of our model by comparing its synthesized
                 gaits to ground truth walking motions for a range of
                 different animals. We also apply our method to the
                 prediction of gaits for dinosaurs and other extinct
                 creatures.",
  acknowledgement = ack-nhfb,
  articleno =    "49",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tan:2014:LBS,
  author =       "Jie Tan and Yuting Gu and C. Karen Liu and Greg Turk",
  title =        "Learning bicycle stunts",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "50:1--50:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601121",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a general approach for simulating and
                 controlling a human character that is riding a bicycle.
                 The two main components of our system are offline
                 learning and online simulation. We simulate the bicycle
                 and the rider as an articulated rigid body system. The
                 rider is controlled by a policy that is optimized
                 through offline learning. We apply policy search to
                 learn the optimal policies, which are parameterized
                 with splines or neural networks for different bicycle
                 maneuvers. We use Neuroevolution of Augmenting Topology
                 (NEAT) to optimize both the parametrization and the
                 parameters of our policies. The learned controllers are
                 robust enough to withstand large perturbations and
                 allow interactive user control. The rider not only
                 learns to steer and to balance in normal riding
                 situations, but also learns to perform a wide variety
                 of stunts, including wheelie, endo, bunny hop, front
                 wheel pivot and back hop.",
  acknowledgement = ack-nhfb,
  articleno =    "50",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hamalainen:2014:OMS,
  author =       "Perttu H{\"a}m{\"a}l{\"a}inen and Sebastian Eriksson
                 and Esa Tanskanen and Ville Kyrki and Jaakko Lehtinen",
  title =        "Online motion synthesis using sequential {Monte
                 Carlo}",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "51:1--51:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601218",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a Model-Predictive Control (MPC) system for
                 online synthesis of interactive and physically valid
                 character motion. Our system enables a complex (36-DOF)
                 3D human character model to balance in a given pose,
                 dodge projectiles, and improvise a get up strategy if
                 forced to lose balance, all in a dynamic and
                 unpredictable environment. Such contact-rich,
                 predictive and reactive motions have previously only
                 been generated offline or using a handcrafted state
                 machine or a dataset of reference motions, which our
                 system does not require. For each animation frame, our
                 system generates trajectories of character control
                 parameters for the near future --- a few seconds ---
                 using Sequential Monte Carlo sampling. Our main
                 technical contribution is a multimodal, tree-based
                 sampler that simultaneously explores multiple different
                 near-term control strategies represented as parameter
                 splines. The strategies represented by each sample are
                 evaluated in parallel using a causal physics engine.
                 The best strategy, as determined by an objective
                 function measuring goal achievement, fluidity of
                 motion, etc., is used as the control signal for the
                 current frame, but maintaining multiple hypotheses is
                 crucial for adapting to dynamically changing
                 environments.",
  acknowledgement = ack-nhfb,
  articleno =    "51",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tsoli:2014:BLS,
  author =       "Aggeliki Tsoli and Naureen Mahmood and Michael J.
                 Black",
  title =        "Breathing life into shape: capturing, modeling and
                 animating {$3$D} human breathing",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "52:1--52:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601225",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Modeling how the human body deforms during breathing
                 is important for the realistic animation of lifelike 3D
                 avatars. We learn a model of body shape deformations
                 due to breathing for different breathing types and
                 provide simple animation controls to render lifelike
                 breathing regardless of body shape. We capture and
                 align high-resolution 3D scans of 58 human subjects. We
                 compute deviations from each subject's mean shape
                 during breathing, and study the statistics of such
                 shape changes for different genders, body shapes, and
                 breathing types. We use the volume of the registered
                 scans as a proxy for lung volume and learn a novel
                 non-linear model relating volume and breathing type to
                 3D shape deformations and pose changes. We then augment
                 a SCAPE body model so that body shape is determined by
                 identity, pose, and the parameters of the breathing
                 model. These parameters provide an intuitive interface
                 with which animators can synthesize 3D human avatars
                 with realistic breathing motions. We also develop a
                 novel interface for animating breathing using a
                 spirometer, which measures the changes in breathing
                 volume of a ``breath actor''.",
  acknowledgement = ack-nhfb,
  articleno =    "52",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sun:2014:FMR,
  author =       "Timothy Sun and Papoj Thamjaroenporn and Changxi
                 Zheng",
  title =        "Fast multipole representation of diffusion curves and
                 points",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "53:1--53:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601187",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/bibnet/subjects/fastmultipole.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a new algorithm for random-access
                 evaluation of diffusion curve images (DCIs) using the
                 fast multipole method. Unlike all previous methods, our
                 algorithm achieves real-time performance for
                 rasterization and texture-mapping DCIs of up to
                 millions of curves. After precomputation, computing the
                 color at a single pixel takes nearly constant time. We
                 also incorporate Gaussian radial basis functions into
                 our fast multipole representation using the fast Gauss
                 transform. The fast multipole representation is not
                 only a data structure for fast color evaluation, but
                 also a framework for vector graphics analogues of
                 bitmap editing operations. We exhibit this capability
                 by devising new tools for fast diffusion curve Poisson
                 cloning and composition with masks.",
  acknowledgement = ack-nhfb,
  articleno =    "53",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Su:2014:EST,
  author =       "Qingkun Su and Wing Ho Andy Li and Jue Wang and Hongbo
                 Fu",
  title =        "{EZ}-sketching: three-level optimization for
                 error-tolerant image tracing",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "54:1--54:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601202",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new image-guided drawing interface called
                 EZ-Sketching, which uses a tracing paradigm and
                 automatically corrects sketch lines roughly traced over
                 an image by analyzing and utilizing the image features
                 being traced. While previous edge snapping methods aim
                 at optimizing individual strokes, we show that a
                 co-analysis of multiple roughly placed nearby strokes
                 better captures the user's intent. We formulate
                 automatic sketch improvement as a three-level
                 optimization problem and present an efficient solution
                 to it. EZ-Sketching can tolerate errors from various
                 sources such as indirect control and inherently
                 inaccurate input, and works well for sketching on touch
                 devices with small screens using fingers. Our user
                 study confirms that the drawings our approach helped
                 generate show closer resemblance to the traced images,
                 and are often aesthetically more pleasing.",
  acknowledgement = ack-nhfb,
  articleno =    "54",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lessig:2014:CTS,
  author =       "Christian Lessig and Mathieu Desbrun and Eugene
                 Fiume",
  title =        "A constructive theory of sampling for image synthesis
                 using reproducing kernel bases",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "55:1--55:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601149",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Sampling a scene by tracing rays and reconstructing an
                 image from such pointwise samples is fundamental to
                 computer graphics. To improve the efficacy of these
                 computations, we propose an alternative theory of
                 sampling. In contrast to traditional formulations for
                 image synthesis, which appeal to nonconstructive Dirac
                 deltas, our theory employs constructive reproducing
                 kernels for the correspondence between continuous
                 functions and pointwise samples. Conceptually, this
                 allows us to obtain a common mathematical formulation
                 of almost all existing numerical techniques for image
                 synthesis. Practically, it enables novel sampling based
                 numerical techniques designed for light transport that
                 provide considerably improved performance per sample.
                 We exemplify the practical benefits of our formulation
                 with three applications: pointwise transport of color
                 spectra, projection of the light energy density into
                 spherical harmonics, and approximation of the shading
                 equation from a photon map. Experimental results verify
                 the utility of our sampling formulation, with lower
                 numerical error rates and enhanced visual quality
                 compared to existing techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "55",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wachtel:2014:FTB,
  author =       "Florent Wachtel and Adrien Pilleboue and David
                 Coeurjolly and Katherine Breeden and Gurprit Singh and
                 Ga{\"e}l Cathelin and Fernando de Goes and Mathieu
                 Desbrun and Victor Ostromoukhov",
  title =        "Fast tile-based adaptive sampling with user-specified
                 {Fourier} spectra",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "56:1--56:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601107",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a fast tile-based method for adaptive
                 two-dimensional sampling with user-specified spectral
                 properties. At the core of our approach is a
                 deterministic, hierarchical construction of
                 self-similar, equi-area, tri-hex tiles whose centroids
                 have a spatial distribution free of spurious spectral
                 peaks. A lookup table of sample points, computed
                 offline using any existing point set optimizer to shape
                 the samples' Fourier spectrum, is then used to populate
                 the tiles. The result is a linear-time, adaptive, and
                 high-quality sampling of arbitrary density functions
                 that conforms to the desired spectral distribution,
                 achieving a speed improvement of several orders of
                 magnitude over current spectrum-controlled sampling
                 methods.",
  acknowledgement = ack-nhfb,
  articleno =    "56",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mehta:2014:FAA,
  author =       "Soham Uday Mehta and JiaXian Yao and Ravi Ramamoorthi
                 and Fredo Durand",
  title =        "Factored axis-aligned filtering for rendering multiple
                 distribution effects",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "57:1--57:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601113",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Monte Carlo (MC) ray-tracing for photo-realistic
                 rendering often requires hours to render a single image
                 due to the large sampling rates needed for convergence.
                 Previous methods have attempted to filter sparsely
                 sampled MC renders but these methods have high
                 reconstruction overheads. Recent work has shown fast
                 performance for individual effects, like soft shadows
                 and indirect illumination, using axis-aligned
                 filtering. While some components of light transport
                 such as indirect or area illumination are smooth, they
                 are often multiplied by high-frequency components such
                 as texture, which prevents their sparse sampling and
                 reconstruction. We propose an approach to adaptively
                 sample and filter for simultaneously rendering primary
                 (defocus blur) and secondary (soft shadows and indirect
                 illumination) distribution effects, based on a
                 multi-dimensional frequency analysis of the direct and
                 indirect illumination light fields. We describe a novel
                 approach of factoring texture and irradiance in the
                 presence of defocus blur, which allows for
                 pre-filtering noisy irradiance when the texture is not
                 noisy. Our approach naturally allows for different
                 sampling rates for primary and secondary effects,
                 further reducing the overall ray count. While the
                 theory considers only Lambertian surfaces, we obtain
                 promising results for moderately glossy surfaces. We
                 demonstrate 30x sampling rate reduction compared to
                 equal quality noise-free MC. Combined with a GPU
                 implementation and low filtering over-head, we can
                 render scenes with complex geometry and diffuse and
                 glossy BRDFs in a few seconds.",
  acknowledgement = ack-nhfb,
  articleno =    "57",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hirsch:2014:CLF,
  author =       "Matthew Hirsch and Gordon Wetzstein and Ramesh
                 Raskar",
  title =        "A compressive light field projection system",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "58:1--58:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601144",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "For about a century, researchers and experimentalists
                 have strived to bring glasses-free 3D experiences to
                 the big screen. Much progress has been made and light
                 field projection systems are now commercially
                 available. Unfortunately, available display systems
                 usually employ dozens of devices making such setups
                 costly, energy inefficient, and bulky. We present a
                 compressive approach to light field synthesis with
                 projection devices. For this purpose, we propose a
                 novel, passive screen design that is inspired by
                 angle-expanding Keplerian telescopes. Combined with
                 high-speed light field projection and nonnegative light
                 field factorization, we demonstrate that compressive
                 light field projection is possible with a single
                 device. We build a prototype light field projector and
                 angle-expanding screen from scratch, evaluate the
                 system in simulation, present a variety of results, and
                 demonstrate that the projector can alternatively
                 achieve super-resolved and high dynamic range 2D image
                 display when used with a conventional screen.",
  acknowledgement = ack-nhfb,
  articleno =    "58",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2014:EFD,
  author =       "Fu-Chung Huang and Gordon Wetzstein and Brian A.
                 Barsky and Ramesh Raskar",
  title =        "Eyeglasses-free display: towards correcting visual
                 aberrations with computational light field displays",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "59:1--59:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601122",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Millions of people worldwide need glasses or contact
                 lenses to see or read properly. We introduce a
                 computational display technology that predistorts the
                 presented content for an observer, so that the target
                 image is perceived without the need for eyewear. By
                 designing optics in concert with prefiltering
                 algorithms, the proposed display architecture achieves
                 significantly higher resolution and contrast than prior
                 approaches to vision-correcting image display. We
                 demonstrate that inexpensive light field displays
                 driven by efficient implementations of 4D prefiltering
                 algorithms can produce the desired vision-corrected
                 imagery, even for higher-order aberrations that are
                 difficult to be corrected with glasses. The proposed
                 computational display architecture is evaluated in
                 simulation and with a low-cost prototype device.",
  acknowledgement = ack-nhfb,
  articleno =    "59",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Heide:2014:CDS,
  author =       "Felix Heide and Douglas Lanman and Dikpal Reddy and
                 Jan Kautz and Kari Pulli and David Luebke",
  title =        "Cascaded displays: spatiotemporal superresolution
                 using offset pixel layers",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "60:1--60:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601120",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We demonstrate that layered spatial light modulators
                 (SLMs), subject to fixed lateral displacements and
                 refreshed at staggered intervals, can synthesize images
                 with greater spatiotemporal resolution than that
                 afforded by any single SLM used in their construction.
                 Dubbed cascaded displays, such architectures enable
                 superresolution flat panel displays (e.g., using thin
                 stacks of liquid crystal displays (LCDs)) and digital
                 projectors (e.g., relaying the image of one SLM onto
                 another). We introduce a comprehensive optimization
                 framework, leveraging non-negative matrix and tensor
                 factorization, that decomposes target images and videos
                 into multi-layered, time-multiplexed attenuation
                 patterns---offering a flexible trade-off between
                 apparent image brightness, spatial resolution, and
                 refresh rate. Through this analysis, we develop a
                 real-time dual-layer factorization method that
                 quadruples spatial resolution and doubles refresh rate.
                 Compared to prior superresolution displays, cascaded
                 displays place fewer restrictions on the hardware,
                 offering thin designs without moving parts or the
                 necessity of temporal multiplexing. Furthermore,
                 cascaded displays are the first use of multi-layer
                 displays to increase apparent temporal resolution. We
                 validate these concepts using two custom-built
                 prototypes: a dual-layer LCD and a dual-modulation
                 liquid crystal on silicon (LCoS) projector, with the
                 former emphasizing head-mounted display (HMD)
                 applications.",
  acknowledgement = ack-nhfb,
  articleno =    "60",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Glasner:2014:RD,
  author =       "Daniel Glasner and Todd Zickler and Anat Levin",
  title =        "A reflectance display",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "61:1--61:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601140",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a reflectance display: a dynamic digital
                 display capable of showing images and videos with
                 spatially-varying, user-defined reflectance functions.
                 Our display is passive: it operates by phase-modulation
                 of reflected light. As such, it does not rely on any
                 illumination recording sensors, nor does it require
                 expensive on-the-fly rendering. It reacts to lighting
                 changes instantaneously and consumes only a minimal
                 amount of energy. Our work builds on the wave optics
                 approach to BRDF fabrication of Levin et al. We replace
                 their expensive one-time hardware fabrication with a
                 programable liquid crystal spatial light modulator,
                 retaining high resolution of approximately 160 dpi. Our
                 approach enables the display of a much wider family of
                 angular reflectances, and it allows the display of
                 dynamic content with time varying reflectance
                 properties---``reflectance videos''. To facilitate
                 these new capabilities we develop novel reflectance
                 design algorithms with improved resolution tradeoffs.
                 We demonstrate the utility of our display with a
                 diverse set of experiments including display of custom
                 reflectance images and videos, interactive reflectance
                 editing, display of 3D content reproducing lighting and
                 depth variation, and simultaneous display of two
                 independent channels on one screen.",
  acknowledgement = ack-nhfb,
  articleno =    "61",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schulz:2014:DFE,
  author =       "Adriana Schulz and Ariel Shamir and David I. W. Levin
                 and Pitchaya Sitthi-amorn and Wojciech Matusik",
  title =        "Design and fabrication by example",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "62:1--62:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601127",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a data-driven method for designing 3D
                 models that can be fabricated. First, our approach
                 converts a collection of expert-created designs to a
                 dataset of parameterized design templates that includes
                 all information necessary for fabrication. The
                 templates are then used in an interactive design system
                 to create new fabri-cable models in a design-by-example
                 manner. A simple interface allows novice users to
                 choose template parts from the database, change their
                 parameters, and combine them to create new models.
                 Using the information in the template database, the
                 system can automatically position, align, and connect
                 parts: the system accomplishes this by adjusting
                 parameters, adding appropriate constraints, and
                 assigning connectors. This process ensures that the
                 created models can be fabricated, saves the user from
                 many tedious but necessary tasks, and makes it possible
                 for non-experts to design and create actual physical
                 objects. To demonstrate our data-driven method, we
                 present several examples of complex functional objects
                 that we designed and manufactured using our system.",
  acknowledgement = ack-nhfb,
  articleno =    "62",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Skouras:2014:DIS,
  author =       "M{\'e}lina Skouras and Bernhard Thomaszewski and Peter
                 Kaufmann and Akash Garg and Bernd Bickel and Eitan
                 Grinspun and Markus Gross",
  title =        "Designing inflatable structures",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "63:1--63:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601166",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose an interactive, optimization-in-the-loop
                 tool for designing inflatable structures. Given a
                 target shape, the user draws a network of seams
                 defining desired segment boundaries in 3D. Our method
                 computes optimally-shaped flat panels for the segments,
                 such that the inflated structure is as close as
                 possible to the target while satisfying the desired
                 seam positions. Our approach is underpinned by
                 physics-based pattern optimization, accurate
                 coarse-scale simulation using tension field theory, and
                 a specialized constraint-optimization method. Our
                 system is fast enough to warrant interactive
                 exploration of different seam layouts, including
                 internal connections, and their effects on the inflated
                 shape. We demonstrate the resulting design process on a
                 varied set of simulation examples, some of which we
                 have fabricated, demonstrating excellent agreement with
                 the design intent.",
  acknowledgement = ack-nhfb,
  articleno =    "63",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Thomaszewski:2014:CDL,
  author =       "Bernhard Thomaszewski and Stelian Coros and Damien
                 Gauge and Vittorio Megaro and Eitan Grinspun and Markus
                 Gross",
  title =        "Computational design of linkage-based characters",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "64:1--64:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601143",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a design system for linkage-based
                 characters, combining form and function in an
                 aesthetically-pleasing manner. Linkage-based character
                 design exhibits a mix of discrete and continuous
                 problems, making for a highly unintuitive design space
                 that is difficult to navigate without assistance. Our
                 system significantly simplifies this task by allowing
                 users to interactively browse different topology
                 options, thus guiding the discrete set of choices that
                 need to be made. A subsequent continuous optimization
                 step improves motion quality and, crucially, safeguards
                 against singularities. We demonstrate the flexibility
                 of our method on a diverse set of character designs,
                 and then realize our designs by physically fabricating
                 prototypes.",
  acknowledgement = ack-nhfb,
  articleno =    "64",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Umetani:2014:PID,
  author =       "Nobuyuki Umetani and Yuki Koyama and Ryan Schmidt and
                 Takeo Igarashi",
  title =        "{Pteromys}: interactive design and optimization of
                 free-formed free-flight model airplanes",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "65:1--65:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601129",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces novel interactive techniques for
                 designing original hand-launched free-flight glider
                 airplanes which can actually fly. The aerodynamic
                 properties of a glider aircraft depend on their shape,
                 imposing significant design constraints. We present a
                 compact and efficient representation of glider
                 aerodynamics that can be fit to real-world conditions
                 using a data-driven method. To do so, we acquire a
                 sample set of glider flight trajectories using a video
                 camera and the system learns a nonlinear relationship
                 between forces on the wing and wing shape. Our
                 acquisition system is much simpler to construct than a
                 wind tunnel, but using it we can efficiently discover a
                 wing model for simple gliding aircraft. Our resulting
                 model can handle general free-form wing shapes and yet
                 agrees sufficiently well with the acquired airplane
                 flight trajectories. Based on this compact aerodynamics
                 model, we present a design tool in which the wing
                 configuration created by a user is interactively
                 optimized to maximize flight-ability. To demonstrate
                 the effectiveness of our tool for glider design by
                 novice users, we compare it with a traditional design
                 workflow.",
  acknowledgement = ack-nhfb,
  articleno =    "65",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Garg:2014:WMD,
  author =       "Akash Garg and Andrew O. Sageman-Furnas and Bailin
                 Deng and Yonghao Yue and Eitan Grinspun and Mark Pauly
                 and Max Wardetzky",
  title =        "Wire mesh design",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "66:1--66:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601106",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a computational approach for designing wire
                 meshes, i.e., freeform surfaces composed of woven wires
                 arranged in a regular grid. To facilitate shape
                 exploration, we map material properties of wire meshes
                 to the geometric model of Chebyshev nets. This
                 abstraction is exploited to build an efficient
                 optimization scheme. While the theory of Chebyshev nets
                 suggests a highly constrained design space, we show
                 that allowing controlled deviations from the underlying
                 surface provides a rich shape space for design
                 exploration. Our algorithm balances globally coupled
                 material constraints with aesthetic and geometric
                 design objectives that can be specified by the user in
                 an interactive design session. In addition to
                 sculptural art, wire meshes represent an innovative
                 medium for industrial applications including composite
                 materials and architectural fa{\c{c}}ades. We
                 demonstrate the effectiveness of our approach using a
                 variety of digital and physical prototypes with a level
                 of shape complexity unobtainable using previous
                 methods.",
  acknowledgement = ack-nhfb,
  articleno =    "66",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Solomon:2014:EMD,
  author =       "Justin Solomon and Raif Rustamov and Leonidas Guibas
                 and Adrian Butscher",
  title =        "Earth mover's distances on discrete surfaces",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "67:1--67:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601175",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a novel method for computing the earth
                 mover's distance (EMD) between probability
                 distributions on a discrete surface. Rather than using
                 a large linear program with a quadratic number of
                 variables, we apply the theory of optimal
                 transportation and pass to a dual differential
                 formulation with linear scaling. After discretization
                 using finite elements (FEM) and development of an
                 accompanying optimization method, we apply our new EMD
                 to problems in graphics and geometry processing. In
                 particular, we uncover a class of smooth distances on a
                 surface transitioning from a purely spectral distance
                 to the geodesic distance between points; these
                 distances also can be extended to the volume inside and
                 outside the surface. A number of additional
                 applications of our machinery to geometry problems in
                 graphics are presented.",
  acknowledgement = ack-nhfb,
  articleno =    "67",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kovalsky:2014:CSV,
  author =       "Shahar Z. Kovalsky and Noam Aigerman and Ronen Basri
                 and Yaron Lipman",
  title =        "Controlling singular values with semidefinite
                 programming",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "68:1--68:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601142",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Controlling the singular values of n -dimensional
                 matrices is often required in geometric algorithms in
                 graphics and engineering. This paper introduces a
                 convex framework for problems that involve singular
                 values. Specifically, it enables the optimization of
                 functionals and constraints expressed in terms of the
                 extremal singular values of matrices. Towards this end,
                 we introduce a family of convex sets of matrices whose
                 singular values are bounded. These sets are formulated
                 using Linear Matrix Inequalities (LMI), allowing
                 optimization with standard convex Semidefinite
                 Programming (SDP) solvers. We further show that these
                 sets are optimal, in the sense that there exist no
                 larger convex sets that bound singular values. A number
                 of geometry processing problems are naturally described
                 in terms of singular values. We employ the proposed
                 framework to optimize and improve upon standard
                 approaches. We experiment with this new framework in
                 several applications: volumetric mesh deformations,
                 extremal quasi-conformal mappings in three dimensions,
                 non-rigid shape registration and averaging of
                 rotations. We show that in all applications the
                 proposed approach leads to algorithms that compare
                 favorably to state-of-art algorithms.",
  acknowledgement = ack-nhfb,
  articleno =    "68",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aigerman:2014:LBL,
  author =       "Noam Aigerman and Roi Poranne and Yaron Lipman",
  title =        "Lifted bijections for low distortion surface
                 mappings",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "69:1--69:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601158",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces an algorithm for computing
                 low-distortion, bijective mappings between surface
                 meshes. The algorithm receives as input a coarse set of
                 corresponding pairs of points on the two surfaces, and
                 follows three steps: (i) cutting the two meshes to
                 disks in a consistent manner; (ii) jointly flattening
                 the two disks via a novel formulation for minimizing
                 isometric distortion while guaranteeing local
                 injectivity (the flattenings can overlap, however); and
                 (iii) computing a unique continuous bijection that is
                 consistent with the flattenings. The construction of
                 the algorithm stems from two novel observations: first,
                 bijections between disk-type surfaces can be uniquely
                 and efficiently represented via consistent locally
                 injective flattenings that are allowed to be globally
                 overlapping. This observation reduces the problem of
                 computing bijective surface mappings to the task of
                 computing locally injective flattenings, which is shown
                 to be easier. Second, locally injective flattenings
                 that minimize isometric distortion can be efficiently
                 characterized and optimized in a convex framework.
                 Experiments that map a wide baseline of pairs of
                 surface meshes using the algorithm are provided. They
                 demonstrate the ability of the algorithm to produce
                 high-quality continuous bijective mappings between
                 pairs of surfaces of varying isometric distortion
                 levels.",
  acknowledgement = ack-nhfb,
  articleno =    "69",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tang:2014:FFP,
  author =       "Chengcheng Tang and Xiang Sun and Alexandra Gomes and
                 Johannes Wallner and Helmut Pottmann",
  title =        "Form-finding with polyhedral meshes made simple",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "70:1--70:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601213",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We solve the form-finding problem for polyhedral
                 meshes in a way which combines form, function and
                 fabrication; taking care of user-specified constraints
                 like boundary interpolation, planarity of faces,
                 statics, panel size and shape, enclosed volume, and
                 last, but not least, cost. Our main application is the
                 interactive modeling of meshes for architectural and
                 industrial design. Our approach can be described as
                 guided exploration of the constraint space whose
                 algebraic structure is simplified by introducing
                 auxiliary variables and ensuring that constraints are
                 at most quadratic. Computationally, we perform a
                 projection onto the constraint space which is biased
                 towards low values of an energy which expresses
                 desirable ``soft'' properties like fairness. We have
                 created a tool which elegantly handles difficult tasks,
                 such as taking boundary-alignment of polyhedral meshes
                 into account, planarization, fairing under planarity
                 side conditions, handling hybrid meshes, and extending
                 the treatment of static equilibrium to shapes which
                 possess overhanging parts.",
  acknowledgement = ack-nhfb,
  articleno =    "70",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhou:2014:BFO,
  author =       "Yahan Zhou and Shinjiro Sueda and Wojciech Matusik and
                 Ariel Shamir",
  title =        "Boxelization: folding {$3$D} objects into boxes",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "71:1--71:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601173",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for transforming a 3D object into
                 a cube or a box using a continuous folding sequence.
                 Our method produces a single, connected object that can
                 be physically fabricated and folded from one shape to
                 the other. We segment the object into voxels and search
                 for a voxel-tree that can fold from the input shape to
                 the target shape. This involves three major steps:
                 finding a good voxelization, finding the tree structure
                 that can form the input and target shapes'
                 configurations, and finding a non-intersecting folding
                 sequence. We demonstrate our results on several input
                 3D objects and also physically fabricate some using a
                 3D printer.",
  acknowledgement = ack-nhfb,
  articleno =    "71",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Loffler:2014:CDF,
  author =       "Maarten L{\"o}ffler and Mira Kaiser and Tim van Kapel
                 and Gerwin Klappe and Marc van Kreveld and Frank
                 Staals",
  title =        "The {Connect-The-Dots} family of puzzles: design and
                 automatic generation",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "72:1--72:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601224",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper we introduce several innovative variants
                 on the classic Connect-The-Dots puzzle. We study the
                 underlying geometric principles and investigate methods
                 for the automatic generation of high-quality puzzles
                 from line drawings. Specifically, we introduce three
                 new variants of the classic Connect-The-Dots puzzle.
                 These new variants use different rules for drawing
                 connections, and have several advantages: no need for
                 printed numbers in the puzzle (which look ugly in the
                 final drawing), and perhaps more challenging ``game
                 play'', making the puzzles suitable for different age
                 groups. We study the rules of all four variants in the
                 family, and design principles describing what makes a
                 good puzzle. We identify general principles that apply
                 across the different variants, as well as specific
                 implementations of those principles in the different
                 variants. We make these mathematically precise in the
                 form of criteria a puzzle should satisfy. Furthermore,
                 we investigate methods for the automatic generation of
                 puzzles from a plane graph that describes the input
                 drawing. We show that the problem of generating a good
                 puzzle --one satisfying the mentioned criteria-- is
                 computationally hard, and present several heuristic
                 algorithms. Using our implementation for generating
                 puzzles, we evaluate the quality of the resulting
                 puzzles with respect to two parameters: one for
                 similarity to the original line drawing, and one for
                 ambiguity; i.e. what is the visual accuracy needed to
                 solve the puzzle.",
  acknowledgement = ack-nhfb,
  articleno =    "72",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Stanton:2014:SRG,
  author =       "Matt Stanton and Ben Humberston and Brandon Kase and
                 James F. O'Brien and Kayvon Fatahalian and Adrien
                 Treuille",
  title =        "Self-refining games using player analytics",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "73:1--73:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601196",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Data-driven simulation demands good training data
                 drawn from a vast space of possible simulations. While
                 fully sampling these large spaces is infeasible, we
                 observe that in practical applications, such as
                 gameplay, users explore only a vanishingly small subset
                 of the dynamical state space. In this paper we present
                 a sampling approach that takes advantage of this
                 observation by concentrating precomputation around the
                 states that users are most likely to encounter. We
                 demonstrate our technique in a prototype self-refining
                 game whose dynamics improve with play, ultimately
                 providing realistically rendered, rich fluid dynamics
                 in real time on a mobile device. Our results show that
                 our analytics-driven training approach yields lower
                 model error and fewer visual artifacts than a heuristic
                 training strategy.",
  acknowledgement = ack-nhfb,
  articleno =    "73",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schwartzburg:2014:HCC,
  author =       "Yuliy Schwartzburg and Romain Testuz and Andrea
                 Tagliasacchi and Mark Pauly",
  title =        "High-contrast computational caustic design",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "74:1--74:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601200",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new algorithm for computational caustic
                 design. Our algorithm solves for the shape of a
                 transparent object such that the refracted light paints
                 a desired caustic image on a receiver screen. We
                 introduce an optimal transport formulation to establish
                 a correspondence between the input geometry and the
                 unknown target shape. A subsequent 3D optimization
                 based on an adaptive discretization scheme then finds
                 the target surface from the correspondence map. Our
                 approach supports piecewise smooth surfaces and
                 non-bijective mappings, which eliminates a number of
                 shortcomings of previous methods. This leads to a
                 significantly richer space of caustic images, including
                 smooth transitions, singularities of infinite light
                 density, and completely black areas. We demonstrate the
                 effectiveness of our approach with several simulated
                 and fabricated examples.",
  acknowledgement = ack-nhfb,
  articleno =    "74",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Weber:2014:LIP,
  author =       "Ofir Weber and Denis Zorin",
  title =        "Locally injective parametrization with arbitrary fixed
                 boundaries",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "75:1--75:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601227",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an algorithm for mapping a triangle mesh,
                 which is homeomorphic to a disk, to a planar domain
                 with arbitrary fixed boundaries. The algorithm is
                 guaranteed to produce a globally bijective map when the
                 boundary is fixed to a shape that does not
                 self-intersect. Obtaining a one-to-one map is of
                 paramount importance for many graphics applications
                 such as texture mapping. However, for other
                 applications, such as quadrangulation, remeshing, and
                 planar deformations, global bijectively may be
                 unnecessarily constraining and requires significant
                 increase on map distortion. For that reason, our
                 algorithm allows the fixed boundary to intersect
                 itself, and is guaranteed to produce a map that is
                 injective locally (if such a map exists). We also
                 extend the basic ideas of the algorithm to support the
                 computation of discrete approximation for extremal
                 quasiconformal maps. The algorithm is conceptually
                 simple and fast. We demonstrate the superior robustness
                 of our algorithm in various settings and configurations
                 in which state-of-the-art algorithms fail to produce
                 injective maps.",
  acknowledgement = ack-nhfb,
  articleno =    "75",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Poranne:2014:PGP,
  author =       "Roi Poranne and Yaron Lipman",
  title =        "Provably good planar mappings",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "76:1--76:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601123",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The problem of planar mapping and deformation is
                 central in computer graphics. This paper presents a
                 framework for adapting general, smooth, function bases
                 for building provably good planar mappings. The term
                 ``good'' in this context means the map has no
                 fold-overs (injective), is smooth, and has low
                 isometric or conformal distortion. Existing methods
                 that use mesh-based schemes are able to achieve
                 injectivity and/or control distortion, but fail to
                 create smooth mappings, unless they use a prohibitively
                 large number of elements, which slows them down.
                 Meshless methods are usually smooth by construction,
                 yet they are not able to avoid fold-overs and/or
                 control distortion. Our approach constrains the linear
                 deformation spaces induced by popular smooth basis
                 functions, such as B-Splines, Gaussian and Thin-Plate
                 Splines, at a set of collocation points, using
                 specially tailored convex constraints that prevent
                 fold-overs and high distortion at these points. Our
                 analysis then provides the required density of
                 collocation points and/or constraint type, which
                 guarantees that the map is injective and meets the
                 distortion constraints over the entire domain of
                 interest. We demonstrate that our method is interactive
                 at reasonably complicated settings and compares
                 favorably to other state-of-the-art mesh and meshless
                 planar deformation methods.",
  acknowledgement = ack-nhfb,
  articleno =    "76",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2014:VIS,
  author =       "Oliver Wang and Christopher Schroers and Henning
                 Zimmer and Markus Gross and Alexander Sorkine-Hornung",
  title =        "{VideoSnapping}: interactive synchronization of
                 multiple videos",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "77:1--77:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601208",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Aligning video is a fundamental task in computer
                 graphics and vision, required for a wide range of
                 applications. We present an interactive method for
                 computing optimal nonlinear temporal video alignments
                 of an arbitrary number of videos. We first derive a
                 robust approximation of alignment quality between pairs
                 of clips, computed as a weighted histogram of feature
                 matches. We then find optimal temporal mappings
                 (constituting frame correspondences) using a
                 graph-based approach that allows for very efficient
                 evaluation with artist constraints. This enables an
                 enhancement to the ``snapping'' interface in video
                 editing tools, where videos in a time-line are now able
                 snap to one another when dragged by an artist based on
                 their content, rather than simply start-and-end times.
                 The pairwise snapping is then generalized to multiple
                 clips, achieving a globally optimal temporal
                 synchronization that automatically arranges a series of
                 clips filmed at different times into a single
                 consistent time frame. When followed by a simple
                 spatial registration, we achieve high quality
                 spatiotemporal video alignments at a fraction of the
                 computational complexity compared to previous methods.
                 Assisted temporal alignment is a degree of freedom that
                 has been largely unexplored, but is an important task
                 in video editing. Our approach is simple to implement,
                 highly efficient, and very robust to differences in
                 video content, allowing for interactive exploration of
                 the temporal alignment space for multiple real world HD
                 videos.",
  acknowledgement = ack-nhfb,
  articleno =    "77",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kopf:2014:FPH,
  author =       "Johannes Kopf and Michael F. Cohen and Richard
                 Szeliski",
  title =        "First-person hyper-lapse videos",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "78:1--78:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601195",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for converting first-person
                 videos, for example, captured with a helmet camera
                 during activities such as rock climbing or bicycling,
                 into hyper-lapse videos, i.e., time-lapse videos with a
                 smoothly moving camera. At high speed-up rates, simple
                 frame sub-sampling coupled with existing video
                 stabilization methods does not work, because the
                 erratic camera shake present in first-person videos is
                 amplified by the speed-up. Our algorithm first
                 reconstructs the 3D input camera path as well as dense,
                 per-frame proxy geometries. We then optimize a novel
                 camera path for the output video that passes near the
                 input cameras while ensuring that the virtual camera
                 looks in directions that can be rendered well from the
                 input. Finally, we generate the novel smoothed,
                 time-lapse video by rendering, stitching, and blending
                 appropriately selected source frames for each output
                 frame. We present a number of results for challenging
                 videos that cannot be processed using traditional
                 techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "78",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Davis:2014:VMP,
  author =       "Abe Davis and Michael Rubinstein and Neal Wadhwa and
                 Gautham J. Mysore and Fr{\'e}do Durand and William T.
                 Freeman",
  title =        "The visual microphone: passive recovery of sound from
                 video",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "79:1--79:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601119",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "When sound hits an object, it causes small vibrations
                 of the object's surface. We show how, using only
                 high-speed video of the object, we can extract those
                 minute vibrations and partially recover the sound that
                 produced them, allowing us to turn everyday objects---a
                 glass of water, a potted plant, a box of tissues, or a
                 bag of chips---into visual microphones. We recover
                 sounds from high-speed footage of a variety of objects
                 with different properties, and use both real and
                 simulated data to examine some of the factors that
                 affect our ability to visually recover sound. We
                 evaluate the quality of recovered sounds using
                 intelligibility and SNR metrics and provide input and
                 recovered audio samples for direct comparison. We also
                 explore how to leverage the rolling shutter in regular
                 consumer cameras to recover audio from standard
                 frame-rate videos, and use the spatial resolution of
                 our method to visualize how sound-related vibrations
                 vary over an object's surface, which we can use to
                 recover the vibration modes of an object.",
  acknowledgement = ack-nhfb,
  articleno =    "79",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ye:2014:IVA,
  author =       "Genzhi Ye and Elena Garces and Yebin Liu and Qionghai
                 Dai and Diego Gutierrez",
  title =        "Intrinsic video and applications",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "80:1--80:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601135",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method to decompose a video into its
                 intrinsic components of reflectance and shading, plus a
                 number of related example applications in video editing
                 such as segmentation, stylization, material editing,
                 recolorization and color transfer. Intrinsic
                 decomposition is an ill-posed problem, which becomes
                 even more challenging in the case of video due to the
                 need for temporal coherence and the potentially large
                 memory requirements of a global approach. Additionally,
                 user interaction should be kept to a minimum in order
                 to ensure efficiency. We propose a probabilistic
                 approach, formulating a Bayesian Maximum a Posteriori
                 problem to drive the propagation of clustered
                 reflectance values from the first frame, and defining
                 additional constraints as priors on the reflectance and
                 shading. We explicitly leverage temporal information in
                 the video by building a causal-anticausal,
                 coarse-to-fine iterative scheme, and by relying on
                 optical flow information. We impose no restrictions on
                 the input video, and show examples representing a
                 varied range of difficult cases. Our method is the
                 first one designed explicitly for video; moreover, it
                 naturally ensures temporal consistency, and compares
                 favorably against the state of the art in this
                 regard.",
  acknowledgement = ack-nhfb,
  articleno =    "80",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Arev:2014:AEF,
  author =       "Ido Arev and Hyun Soo Park and Yaser Sheikh and
                 Jessica Hodgins and Ariel Shamir",
  title =        "Automatic editing of footage from multiple social
                 cameras",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "81:1--81:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601198",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an approach that takes multiple videos
                 captured by social cameras---cameras that are carried
                 or worn by members of the group involved in an
                 activity---and produces a coherent ``cut'' video of the
                 activity. Footage from social cameras contains an
                 intimate, personalized view that reflects the part of
                 an event that was of importance to the camera operator
                 (or wearer). We leverage the insight that social
                 cameras share the focus of attention of the people
                 carrying them. We use this insight to determine where
                 the important ``content'' in a scene is taking place,
                 and use it in conjunction with cinematographic
                 guidelines to select which cameras to cut to and to
                 determine the timing of those cuts. A trellis graph
                 representation is used to optimize an objective
                 function that maximizes coverage of the important
                 content in the scene, while respecting cinematographic
                 guidelines such as the 180-degree rule and avoiding
                 jump cuts. We demonstrate cuts of the videos in various
                 styles and lengths for a number of scenarios, including
                 sports games, street performances, family activities,
                 and social get-togethers. We evaluate our results
                 through an in-depth analysis of the cuts in the
                 resulting videos and through comparison with videos
                 produced by a professional editor and existing
                 commercial solutions.",
  acknowledgement = ack-nhfb,
  articleno =    "81",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jacobson:2014:TMI,
  author =       "Alec Jacobson and Daniele Panozzo and Oliver Glauser
                 and C{\'e}dric Pradalier and Otmar Hilliges and Olga
                 Sorkine-Hornung",
  title =        "Tangible and modular input device for character
                 articulation",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "82:1--82:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601112",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Articulation of 3D characters requires control over
                 many degrees of freedom: a difficult task with standard
                 2D interfaces. We present a tangible input device
                 composed of interchangeable, hot-pluggable parts.
                 Embedded sensors measure the device's pose at rates
                 suitable for real-time editing and animation. Splitter
                 parts allow branching to accommodate any skeletal tree.
                 During assembly, the device recognizes topological
                 changes as individual parts or pre-assembled subtrees
                 are plugged and unplugged. A novel semi-automatic
                 registration approach helps the user quickly map the
                 device's degrees of freedom to a virtual skeleton
                 inside the character. User studies report favorable
                 comparisons to mouse and keyboard interfaces for the
                 tasks of target acquisition and pose replication. Our
                 device provides input for character rigging and
                 automatic weight computation, direct skeletal
                 deformation, interaction with physical simulations, and
                 handle-based variational geometric modeling.",
  acknowledgement = ack-nhfb,
  articleno =    "82",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2014:IML,
  author =       "Jongmin Kim and Yeongho Seol and Taesoo Kwon and Jehee
                 Lee",
  title =        "Interactive manipulation of large-scale crowd
                 animation",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "83:1--83:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601170",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Editing large-scale crowd animation is a daunting task
                 due to the lack of an efficient manipulation method.
                 This paper presents a novel cage-based editing method
                 for large-scale crowd animation. The cage encloses
                 animated characters and supports convenient space/time
                 manipulation methods that were unachievable with
                 previous approaches. The proposed method is based on a
                 combination of cage-based deformation and
                 as-rigid-as-possible deformation with a set of
                 constraints integrated into the system to produce
                 desired results. Our system allows animators to edit
                 existing crowd animations intuitively with real-time
                 performance while maintaining complex interactions
                 between individual characters. Our examples demonstrate
                 how our cage-based user interfaces mitigate the time
                 and effort for the user to manipulate large crowd
                 animation.",
  acknowledgement = ack-nhfb,
  articleno =    "83",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Le:2014:RAS,
  author =       "Binh Huy Le and Zhigang Deng",
  title =        "Robust and accurate skeletal rigging from mesh
                 sequences",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "84:1--84:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601161",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce an example-based rigging approach to
                 automatically generate linear blend skinning models
                 with skeletal structure. Based on a set of example
                 poses, our approach can output its skeleton, joint
                 positions, linear blend skinning weights, and
                 corresponding bone transformations. The output can be
                 directly used to set up skeleton-based animation in
                 various 3D modeling and animation software as well as
                 game engines. Specifically, we formulate the solving of
                 a linear blend skinning model with a skeleton as an
                 optimization with joint constraints and weight
                 smoothness regularization, and solve it using an
                 iterative rigging algorithm that (i) alternatively
                 updates skinning weights, joint locations, and bone
                 transformations, and (ii) automatically prunes
                 redundant bones that can be generated by an
                 over-estimated bone initialization. Due to the
                 automatic redundant bone pruning, our approach is more
                 robust than existing example-based rigging approaches.
                 Furthermore, in terms of rigging accuracy, even with a
                 single set of parameters, our approach can soundly
                 outperform state of the art methods on various types of
                 experimental datasets including humans, quadrupled
                 animals, and highly deformable models.",
  acknowledgement = ack-nhfb,
  articleno =    "84",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ochiai:2014:PDG,
  author =       "Yoichi Ochiai and Takayuki Hoshi and Jun Rekimoto",
  title =        "Pixie dust: graphics generated by levitated and
                 animated objects in computational acoustic-potential
                 field",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "85:1--85:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601118",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel graphics system based on the
                 expansion of 3D acoustic-manipulation technology. In
                 conventional research on acoustic levitation, small
                 objects are trapped in the acoustic beams of standing
                 waves. We expand this method by changing the
                 distribution of the acoustic-potential field (APF).
                 Using this technique, we can generate the graphics
                 using levitated small objects. Our approach makes
                 available many expressions, such as the expression by
                 materials and non-digital appearance. These kinds of
                 expressions are used in many applications, and we aim
                 to combine them with digital controllability. In the
                 current system, multiple particles are levitated
                 together at 4.25-mm intervals. The spatial resolution
                 of the position is 0.5 mm. Particles move at up to 72
                 cm/s. The allowable density of the material can be up
                 to 7 g/cm$^3$. For this study, we use three options of
                 APF: 2D grid, high-speed movement, and combination with
                 motion capture. These are used to realize floating
                 screen or mid-air raster graphics, mid-air vector
                 graphics, and interaction with levitated objects. This
                 paper reports the details of the acoustic-potential
                 field generator on the design, control, performance
                 evaluation, and exploration of the application space.
                 To discuss the various noncontact manipulation
                 technologies in a unified manner, we introduce a
                 concept called ``computational potential field''
                 (CPF).",
  acknowledgement = ack-nhfb,
  articleno =    "85",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fanello:2014:LDC,
  author =       "Sean Ryan Fanello and Cem Keskin and Shahram Izadi and
                 Pushmeet Kohli and David Kim and David Sweeney and
                 Antonio Criminisi and Jamie Shotton and Sing Bing Kang
                 and Tim Paek",
  title =        "Learning to be a depth camera for close-range human
                 capture and interaction",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "86:1--86:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601223",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a machine learning technique for estimating
                 absolute, per-pixel depth using any conventional
                 monocular 2D camera, with minor hardware modifications.
                 Our approach targets close-range human capture and
                 interaction where dense 3D estimation of hands and
                 faces is desired. We use hybrid
                 classification-regression forests to learn how to map
                 from near infrared intensity images to absolute, metric
                 depth in real-time. We demonstrate a variety of
                 human-computer interaction and capture scenarios.
                 Experiments show an accuracy that outperforms a
                 conventional light fall-off baseline, and is comparable
                 to high-quality consumer depth cameras, but with a
                 dramatically reduced cost, power consumption, and
                 form-factor.",
  acknowledgement = ack-nhfb,
  articleno =    "86",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{OToole:2014:TFP,
  author =       "Matthew O'Toole and Felix Heide and Lei Xiao and
                 Matthias B. Hullin and Wolfgang Heidrich and Kiriakos
                 N. Kutulakos",
  title =        "Temporal frequency probing for {$5$D} transient
                 analysis of global light transport",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "87:1--87:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601103",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We analyze light propagation in an unknown scene using
                 projectors and cameras that operate at transient
                 timescales. In this new photography regime, the
                 projector emits a spatio-temporal 3D signal and the
                 camera receives a transformed version of it, determined
                 by the set of all light transport paths through the
                 scene and the time delays they induce. The underlying
                 3D-to-3D transformation encodes scene geometry and
                 global transport in great detail, but individual
                 transport components (e.g., direct reflections,
                 inter-reflections, caustics, etc.) are coupled
                 nontrivially in both space and time. To overcome this
                 complexity, we observe that transient light transport
                 is always separable in the temporal frequency domain.
                 This makes it possible to analyze transient transport
                 one temporal frequency at a time by trivially adapting
                 techniques from conventional projector-to-camera
                 transport. We use this idea in a prototype that offers
                 three never-seen-before abilities: (1) acquiring
                 time-of-flight depth images that are robust to general
                 indirect transport, such as interreflections and
                 caustics; (2) distinguishing between direct views of
                 objects and their mirror reflection; and (3) using a
                 photonic mixer device to capture sharp, evolving
                 wavefronts of ``light-in-flight''.",
  acknowledgement = ack-nhfb,
  articleno =    "87",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ito:2014:CEP,
  author =       "Atsushi Ito and Salil Tambe and Kaushik Mitra and
                 Aswin C. Sankaranarayanan and Ashok Veeraraghavan",
  title =        "Compressive epsilon photography for post-capture
                 control in digital imaging",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "88:1--88:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601207",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A traditional camera requires the photographer to
                 select the many parameters at capture time. While
                 advances in light field photography have enabled
                 post-capture control of focus and perspective, they
                 suffer from several limitations including lower spatial
                 resolution, need for hardware modifications, and
                 restrictive choice of aperture and focus setting. In
                 this paper, we propose ``compressive epsilon
                 photography,'' a technique for achieving complete
                 post-capture control of focus and aperture in a
                 traditional camera by acquiring a carefully selected
                 set of 8 to 16 images and computationally
                 reconstructing images corresponding to all other
                 focus-aperture settings. We make the following
                 contributions: first, we learn the statistical
                 redundancies in focal-aperture stacks using a Gaussian
                 Mixture Model; second, we derive a greedy sampling
                 strategy for selecting the best focus-aperture
                 settings; and third, we develop an algorithm for
                 reconstructing the entire focal-aperture stack from a
                 few captured images. As a consequence, only a burst of
                 images with carefully selected camera settings are
                 acquired. Post-capture, the user can then select any
                 focal-aperture setting of choice and the corresponding
                 image can be rendered using our algorithm. We show
                 extensive results on several real data sets.",
  acknowledgement = ack-nhfb,
  articleno =    "88",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Maimone:2014:PDW,
  author =       "Andrew Maimone and Douglas Lanman and Kishore
                 Rathinavel and Kurtis Keller and David Luebke and Henry
                 Fuchs",
  title =        "Pinlight displays: wide field of view augmented
                 reality eyeglasses using defocused point light
                 sources",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "89:1--89:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601141",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel design for an optical see-through
                 augmented reality display that offers a wide field of
                 view and supports a compact form factor approaching
                 ordinary eyeglasses. Instead of conventional optics,
                 our design uses only two simple hardware components: an
                 LCD panel and an array of point light sources
                 (implemented as an edge-lit, etched acrylic sheet)
                 placed directly in front of the eye, out of focus. We
                 code the point light sources through the LCD to form
                 miniature see-through projectors. A virtual aperture
                 encoded on the LCD allows the projectors to be tiled,
                 creating an arbitrarily wide field of view. Software
                 rearranges the target augmented image into tiled
                 sub-images sent to the display, which appear as the
                 correct image when observed out of the viewer's
                 accommodation range. We evaluate the design space of
                 tiled point light projectors with an emphasis on
                 increasing spatial resolution through the use of eye
                 tracking. We demonstrate feasibility through software
                 simulations and a real-time prototype display that
                 offers a 110${}^\circ $ diagonal field of view in the
                 form factor of large glasses and discuss remaining
                 challenges to constructing a practical display.",
  acknowledgement = ack-nhfb,
  articleno =    "89",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lu:2014:DDS,
  author =       "Jingwan Lu and Connelly Barnes and Connie Wan and Paul
                 Asente and Radomir Mech and Adam Finkelstein",
  title =        "{DecoBrush}: drawing structured decorative patterns by
                 example",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "90:1--90:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601190",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Structured decorative patterns are common
                 ornamentations in a variety of media like books, web
                 pages, greeting cards and interior design. Creating
                 such art from scratch using conventional software is
                 time consuming for experts and daunting for novices. We
                 introduce DecoBrush, a data-driven drawing system that
                 generalizes the conventional digital ``painting''
                 concept beyond the scope of natural media to allow
                 synthesis of structured decorative patterns following
                 user-sketched paths. The user simply selects an example
                 library and draws the overall shape of a pattern.
                 DecoBrush then synthesizes a shape in the style of the
                 exemplars but roughly matching the overall shape. If
                 the designer wishes to alter the result, DecoBrush also
                 supports user-guided refinement via simple drawing and
                 erasing tools. For a variety of example styles, we
                 demonstrate high-quality user-constrained synthesized
                 patterns that visually resemble the exemplars while
                 exhibiting plausible structural variations.",
  acknowledgement = ack-nhfb,
  articleno =    "90",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Campbell:2014:LMF,
  author =       "Neill D. F. Campbell and Jan Kautz",
  title =        "Learning a manifold of fonts",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "91:1--91:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601212",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The design and manipulation of typefaces and fonts is
                 an area requiring substantial expertise; it can take
                 many years of study to become a proficient typographer.
                 At the same time, the use of typefaces is ubiquitous;
                 there are many users who, while not experts, would like
                 to be more involved in tweaking or changing existing
                 fonts without suffering the learning curve of
                 professional typography packages. Given the wealth of
                 fonts that are available today, we would like to
                 exploit the expertise used to produce these fonts, and
                 to enable everyday users to create, explore, and edit
                 fonts. To this end, we build a generative manifold of
                 standard fonts. Every location on the manifold
                 corresponds to a unique and novel typeface, and is
                 obtained by learning a non-linear mapping that
                 intelligently interpolates and extrapolates existing
                 fonts. Using the manifold, we can smoothly interpolate
                 and move between existing fonts. We can also use the
                 manifold as a constraint that makes a variety of new
                 applications possible. For instance, when editing a
                 single character, we can update all the other glyphs in
                 a font simultaneously to keep them compatible with our
                 changes.",
  acknowledgement = ack-nhfb,
  articleno =    "91",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{ODonovan:2014:EFS,
  author =       "Peter O'Donovan and Janis Libeks and Aseem Agarwala
                 and Aaron Hertzmann",
  title =        "Exploratory font selection using crowdsourced
                 attributes",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "92:1--92:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601110",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents interfaces for exploring large
                 collections of fonts for design tasks. Existing
                 interfaces typically list fonts in a long,
                 alphabetically-sorted menu that can be challenging and
                 frustrating to explore. We instead propose three
                 interfaces for font selection. First, we organize fonts
                 using high-level descriptive attributes, such as
                 ``dramatic'' or ``legible.'' Second, we organize fonts
                 in a tree-based hierarchical menu based on perceptual
                 similarity. Third, we display fonts that are most
                 similar to a user's currently-selected font. These
                 tools are complementary; a user may search for
                 ``graceful'' fonts, select a reasonable one, and then
                 refine the results from a list of fonts similar to the
                 selection. To enable these tools, we use crowdsourcing
                 to gather font attribute data, and then train models to
                 predict attribute values for new fonts. We use
                 attributes to help learn a font similarity metric using
                 crowdsourced comparisons. We evaluate the interfaces
                 against a conventional list interface and find that our
                 interfaces are preferred to the baseline. Our
                 interfaces also produce better results in two
                 real-world tasks: finding the nearest match to a target
                 font, and font selection for graphic designs.",
  acknowledgement = ack-nhfb,
  articleno =    "92",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Garces:2014:SMI,
  author =       "Elena Garces and Aseem Agarwala and Diego Gutierrez
                 and Aaron Hertzmann",
  title =        "A similarity measure for illustration style",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "93:1--93:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601131",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a method for measuring the
                 similarity in style between two pieces of vector art,
                 independent of content. Similarity is measured by the
                 differences between four types of features: color,
                 shading, texture, and stroke. Feature weightings are
                 learned from crowdsourced experiments. This perceptual
                 similarity enables style-based search. Using our
                 style-based search feature, we demonstrate an
                 application that allows users to create
                 stylistically-coherent clip art mash-ups.",
  acknowledgement = ack-nhfb,
  articleno =    "93",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cao:2014:LHA,
  author =       "Ying Cao and Rynson W. H. Lau and Antoni B. Chan",
  title =        "Look over here: attention-directing composition of
                 manga elements",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "94:1--94:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601183",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Picture subjects and text balloons are basic elements
                 in comics, working together to propel the story
                 forward. Japanese comics artists often leverage a
                 carefully designed composition of subjects and balloons
                 (generally referred to as panel elements) to provide a
                 continuous and fluid reading experience. However, such
                 a composition is hard to produce for people without the
                 required experience and knowledge. In this paper, we
                 propose an approach for novices to synthesize a
                 composition of panel elements that can effectively
                 guide the reader's attention to convey the story. Our
                 primary contribution is a probabilistic graphical model
                 that describes the relationships among the artist's
                 guiding path, the panel elements, and the viewer
                 attention, which can be effectively learned from a
                 small set of existing manga pages. We show that the
                 proposed approach can measurably improve the
                 readability, visual appeal, and communication of the
                 story of the resulting pages, as compared to an
                 existing method. We also demonstrate that the proposed
                 approach enables novice users to create higher-quality
                 compositions with less time, compared with commercially
                 available programs.",
  acknowledgement = ack-nhfb,
  articleno =    "94",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2014:ANM,
  author =       "Xiang Chen and Changxi Zheng and Weiwei Xu and Kun
                 Zhou",
  title =        "An asymptotic numerical method for inverse elastic
                 shape design",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "95:1--95:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601189",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Inverse shape design for elastic objects greatly eases
                 the design efforts by letting users focus on desired
                 target shapes without thinking about elastic
                 deformations. Solving this problem using classic
                 iterative methods (e.g., Newton--Raphson methods),
                 however, often suffers from slow convergence toward a
                 desired solution. In this paper, we propose an
                 asymptotic numerical method that exploits the
                 underlying mathematical structure of specific nonlinear
                 material models, and thus runs orders of magnitude
                 faster than traditional Newton-type methods. We apply
                 this method to compute rest shapes for elastic
                 fabrication, where the rest shape of an elastic object
                 is computed such that after physical fabrication the
                 real object deforms into a desired shape. We illustrate
                 the performance and robustness of our method through a
                 series of elastic fabrication experiments.",
  acknowledgement = ack-nhfb,
  articleno =    "95",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bacher:2014:SIO,
  author =       "Moritz B{\"a}cher and Emily Whiting and Bernd Bickel
                 and Olga Sorkine-Hornung",
  title =        "Spin-it: optimizing moment of inertia for spinnable
                 objects",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "96:1--96:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601157",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Spinning tops and yo-yos have long fascinated cultures
                 around the world with their unexpected, graceful
                 motions that seemingly elude gravity. We present an
                 algorithm to generate designs for spinning objects by
                 optimizing rotational dynamics properties. As input,
                 the user provides a solid 3D model and a desired axis
                 of rotation. Our approach then modifies the mass
                 distribution such that the principal directions of the
                 moment of inertia align with the target rotation frame.
                 We augment the model by creating voids inside its
                 volume, with interior fill represented by an adaptive
                 multi-resolution voxelization. The discrete voxel fill
                 values are optimized using a continuous, nonlinear
                 formulation. Further, we optimize for rotational
                 stability by maximizing the dominant principal moment.
                 We extend our technique to incorporate deformation and
                 multiple materials for cases where internal voids alone
                 are insufficient. Our method is well-suited for a
                 variety of 3D printed models, ranging from characters
                 to abstract shapes. We demonstrate tops and yo-yos that
                 spin surprisingly stably despite their asymmetric
                 appearance.",
  acknowledgement = ack-nhfb,
  articleno =    "96",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lu:2014:BLS,
  author =       "Lin Lu and Andrei Sharf and Haisen Zhao and Yuan Wei
                 and Qingnan Fan and Xuelin Chen and Yann Savoye and
                 Changhe Tu and Daniel Cohen-Or and Baoquan Chen",
  title =        "Build-to-last: strength to weight {$3$D} printed
                 objects",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "97:1--97:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601168",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The emergence of low-cost 3D printers steers the
                 investigation of new geometric problems that control
                 the quality of the fabricated object. In this paper, we
                 present a method to reduce the material cost and weight
                 of a given object while providing a durable printed
                 model that is resistant to impact and external forces.
                 We introduce a hollowing optimization algorithm based
                 on the concept of honeycomb-cells structure. Honeycombs
                 structures are known to be of minimal material cost
                 while providing strength in tension. We utilize the
                 Voronoi diagram to compute irregular honeycomb-like
                 volume tessellations which define the inner structure.
                 We formulate our problem as a strength--to--weight
                 optimization and cast it as mutually finding an optimal
                 interior tessellation and its maximal hollowing subject
                 to relieve the interior stress. Thus, our system allows
                 to build-to-last 3D printed objects with large control
                 over their strength-to-weight ratio and easily model
                 various interior structures. We demonstrate our method
                 on a collection of 3D objects from different
                 categories. Furthermore, we evaluate our method by
                 printing our hollowed models and measure their stress
                 and weights.",
  acknowledgement = ack-nhfb,
  articleno =    "97",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dumas:2014:BGA,
  author =       "J{\'e}r{\'e}mie Dumas and Jean Hergel and Sylvain
                 Lefebvre",
  title =        "Bridging the gap: automated steady scaffoldings for
                 {$3$D} printing",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "98:1--98:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601153",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Fused Filament Fabrication (FFF) is the process of 3D
                 printing objects from melted plastic filament. The hot
                 plastic exits a nozzle and fuses with the part just
                 below, adding a layer of material to the object being
                 formed. However, filament can only be deposited on top
                 of an existing surface. Therefore, overhangs require a
                 disposable support structure to be printed, temporarily
                 supporting the threads of plastic that would otherwise
                 hang in empty space. Existing techniques for support
                 generation fall into two categories: The first allow
                 for very reliable prints by enclosing the bottom of the
                 object in a dense structure, at the expense of
                 increased material usage and build times. The second
                 generate thin hierarchical structures connecting to the
                 surface in a sparse number of points. This uses less
                 material, at the expense of reliability: the part might
                 become unstable, the structure itself may become
                 difficult to print, the bottom surface quality
                 degrades. The user therefore has to correct the
                 structure and its parameters for each new object. We
                 propose to exploit the ability of FFF printers to print
                 bridges across gaps. Since bridges are always supported
                 by pillars at their extremities, they are both stronger
                 and more stable than hierarchical tree structures. Our
                 technique first selects the points to support based on
                 overhang and part stability during the entire print
                 process. It then optimizes for a printable scaffolding
                 composed of bridges and vertical pillars, supporting
                 all points. The result is an automated support
                 generation technique using little material while
                 ensuring fine surface quality and stability during the
                 printing process.",
  acknowledgement = ack-nhfb,
  articleno =    "98",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Peng:2014:CLD,
  author =       "Chi-Han Peng and Yong-Liang Yang and Peter Wonka",
  title =        "Computing layouts with deformable templates",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "99:1--99:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601164",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we tackle the problem of tiling a
                 domain with a set of deformable templates. A valid
                 solution to this problem completely covers the domain
                 with templates such that the templates do not overlap.
                 We generalize existing specialized solutions and
                 formulate a general layout problem by modeling
                 important constraints and admissible template
                 deformations. Our main idea is to break the layout
                 algorithm into two steps: a discrete step to lay out
                 the approximate template positions and a continuous
                 step to refine the template shapes. Our approach is
                 suitable for a large class of applications, including
                 floorplans, urban layouts, and arts and design.",
  acknowledgement = ack-nhfb,
  articleno =    "99",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hachisuka:2014:MML,
  author =       "Toshiya Hachisuka and Anton S. Kaplanyan and Carsten
                 Dachsbacher",
  title =        "Multiplexed {Metropolis} light transport",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "100:1--100:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601138",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Global illumination algorithms using Markov chain
                 Monte Carlo (MCMC) sampling are well-known for their
                 efficiency in scenes with complex light transport.
                 Samples in such algorithms are generated as a history
                 of Markov chain states so that they are distributed
                 according to the contributions to the image. The whole
                 process is done based only on the information of the
                 path contributions and user-defined transition
                 probabilities from one state to the others. In light
                 transport simulation, however, there is more
                 information that can be used to improve the efficiency
                 of path sampling. A notable example is multiple
                 importance sampling (MIS) in bidirectional path
                 tracing, which utilizes the probability densities of
                 constructing a given path with different estimators.
                 While MIS is a powerful ordinary Monte Carlo method,
                 how to incorporate such additional information into
                 MCMC sampling has been an open problem. We introduce a
                 novel MCMC sampling framework, primary space serial
                 tempering, which fuses the ideas of MCMC sampling and
                 MIS for the first time. The key idea is to explore not
                 only the sample space using a Markov chain, but also
                 different estimators to generate samples by utilizing
                 the information already available for MIS. Based on
                 this framework, we also develop a novel rendering
                 algorithm, multiplexed Metropolis light transport,
                 which automatically and adaptively constructs paths
                 with appropriate techniques as predicted by MIS. The
                 final algorithm is very easy to implement, yet in many
                 cases shows comparable (or even better) performance
                 than significantly more complex MCMC rendering
                 algorithms.",
  acknowledgement = ack-nhfb,
  articleno =    "100",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vorba:2014:LLP,
  author =       "Jir{\'\i} Vorba and Ondrej Karl{\'\i}k and Martin Sik
                 and Tobias Ritschel and Jaroslav Kriv{\'a}nek",
  title =        "On-line learning of parametric mixture models for
                 light transport simulation",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "101:1--101:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601203",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Monte Carlo techniques for light transport simulation
                 rely on importance sampling when constructing light
                 transport paths. Previous work has shown that suitable
                 sampling distributions can be recovered from particles
                 distributed in the scene prior to rendering. We propose
                 to represent the distributions by a parametric mixture
                 model trained in an on-line (i.e. progressive) manner
                 from a potentially infinite stream of particles. This
                 enables recovering good sampling distributions in
                 scenes with complex lighting, where the necessary
                 number of particles may exceed available memory. Using
                 these distributions for sampling scattering directions
                 and light emission significantly improves the
                 performance of state-of-the-art light transport
                 simulation algorithms when dealing with complex
                 lighting.",
  acknowledgement = ack-nhfb,
  articleno =    "101",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kaplanyan:2014:NCR,
  author =       "Anton S. Kaplanyan and Johannes Hanika and Carsten
                 Dachsbacher",
  title =        "The natural-constraint representation of the path
                 space for efficient light transport simulation",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "102:1--102:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601108",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The path integral formulation of light transport is
                 the basis for (Markov chain) Monte Carlo global
                 illumination methods. In this paper we present half
                 vector space light transport (HSLT), a novel approach
                 to sampling and integrating light transport paths on
                 surfaces. The key is a partitioning of the path space
                 into subspaces in which a path is represented by its
                 start and end point constraints and a sequence of
                 generalized half vectors. We show that this
                 representation has several benefits. It enables
                 importance sampling of all interactions along paths in
                 between two endpoints. Based on this, we propose a new
                 mutation strategy, to be used with Markov chain Monte
                 Carlo methods such as Metropolis light transport (MLT),
                 which is well-suited for all types of surface transport
                 paths (diffuse/glossy/specular interaction). One
                 important characteristic of our approach is that the
                 Fourier-domain properties of the path integral can be
                 easily estimated. These can be used to achieve optimal
                 correlation of the samples due to well-chosen mutation
                 step sizes, leading to more efficient exploration of
                 light transport features. We also propose a novel
                 approach to control stratification in MLT with our
                 mutation strategy.",
  acknowledgement = ack-nhfb,
  articleno =    "102",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Krivanek:2014:UPB,
  author =       "Jaroslav Kriv{\'a}nek and Iliyan Georgiev and Toshiya
                 Hachisuka and Petr V{\'e}voda and Martin Sik and Derek
                 Nowrouzezahrai and Wojciech Jarosz",
  title =        "Unifying points, beams, and paths in volumetric light
                 transport simulation",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "103:1--103:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601219",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Efficiently computing light transport in participating
                 media in a manner that is robust to variations in media
                 density, scattering albedo, and anisotropy is a
                 difficult and important problem in realistic image
                 synthesis. While many specialized rendering techniques
                 can efficiently resolve subsets of transport in
                 specific media, no single approach can robustly handle
                 all types of effects. To address this problem we unify
                 volumetric density estimation, using point and beam
                 estimators, and Monte Carlo solutions to the path
                 integral formulation of the rendering and radiative
                 transport equations. We extend multiple importance
                 sampling to correctly handle combinations of these
                 fundamentally different classes of estimators. This, in
                 turn, allows us to develop a single rendering algorithm
                 that correctly combines the benefits and mediates the
                 limitations of these powerful volume rendering
                 techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "103",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhao:2014:HOS,
  author =       "Shuang Zhao and Ravi Ramamoorthi and Kavita Bala",
  title =        "High-order similarity relations in radiative
                 transfer",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "104:1--104:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601104",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Radiative transfer equations (RTEs) with different
                 scattering parameters can lead to identical solution
                 radiance fields. Similarity theory studies this effect
                 by introducing a hierarchy of equivalence relations
                 called ``similarity relations''. Unfortunately, given a
                 set of scattering parameters, it remains unclear how to
                 find altered ones satisfying these relations,
                 significantly limiting the theory's practical value.
                 This paper presents a complete exposition of similarity
                 theory, which provides fundamental insights into the
                 structure of the RTE's parameter space. To utilize the
                 theory in its general high-order form, we introduce a
                 new approach to solve for the altered parameters
                 including the absorption and scattering coefficients as
                 well as a fully tabulated phase function. We
                 demonstrate the practical utility of our work using two
                 applications: forward and inverse rendering of
                 translucent media. Forward rendering is our main
                 application, and we develop an algorithm exploiting
                 similarity relations to offer ``free'' speedups for
                 Monte Carlo rendering of optically dense and
                 forward-scattering materials. For inverse rendering, we
                 propose a proof-of-concept approach which warps the
                 parameter space and greatly improves the efficiency of
                 gradient descent algorithms. We believe similarity
                 theory is important for simulating and acquiring
                 volume-based appearance, and our approach has the
                 potential to benefit a wide range of future
                 applications in this area.",
  acknowledgement = ack-nhfb,
  articleno =    "104",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hahn:2014:SCS,
  author =       "Fabian Hahn and Bernhard Thomaszewski and Stelian
                 Coros and Robert W. Sumner and Forrester Cole and Mark
                 Meyer and Tony DeRose and Markus Gross",
  title =        "Subspace clothing simulation using adaptive bases",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "105:1--105:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601160",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new approach to clothing simulation using
                 low-dimensional linear subspaces with temporally
                 adaptive bases. Our method exploits full-space
                 simulation training data in order to construct a pool
                 of low-dimensional bases distributed across pose space.
                 For this purpose, we interpret the simulation data as
                 offsets from a kinematic deformation model that
                 captures the global shape of clothing due to body pose.
                 During subspace simulation, we select low-dimensional
                 sets of basis vectors according to the current pose of
                 the character and the state of its clothing. Thanks to
                 this adaptive basis selection scheme, our method is
                 able to reproduce diverse and detailed folding patterns
                 with only a few basis vectors. Our experiments
                 demonstrate the feasibility of subspace clothing
                 simulation and indicate its potential in terms of
                 quality and computational efficiency.",
  acknowledgement = ack-nhfb,
  articleno =    "105",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Teng:2014:SAS,
  author =       "Yun Teng and Miguel A. Otaduy and Theodore Kim",
  title =        "Simulating articulated subspace self-contact",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "106:1--106:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601181",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an efficient new subspace method for
                 simulating the self-contact of articulated deformable
                 bodies, such as characters. Self-contact is highly
                 structured in this setting, as the limited space of
                 possible articulations produces a predictable set of
                 coherent collisions. Subspace methods can leverage this
                 coherence, and have been used in the past to accelerate
                 the collision detection stage of contact simulation. We
                 show that these methods can be used to accelerate the
                 entire contact computation, and allow self-contact to
                 be resolved without looking at all of the contact
                 points. Our analysis of the problem yields a broader
                 insight into the types of non-linearities that subspace
                 methods can efficiently approximate, and leads us to
                 design a pose-space cubature scheme. Our algorithm
                 accelerates self-contact by up to an order of magnitude
                 over other subspace simulations, and accelerates the
                 overall simulation by two orders of magnitude over
                 full-rank simulations. We demonstrate the simulation of
                 high resolution (100K --- 400K elements) meshes in
                 self-contact at interactive rates (5.8 --- 50 FPS).",
  acknowledgement = ack-nhfb,
  articleno =    "106",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2014:SOR,
  author =       "Weiwei Xu and Nobuyuki Umentani and Qianwen Chao and
                 Jie Mao and Xiaogang Jin and Xin Tong",
  title =        "Sensitivity-optimized rigging for example-based
                 real-time clothing synthesis",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "107:1--107:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601136",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a real-time solution for generating
                 detailed clothing deformations from pre-computed
                 clothing shape examples. Given an input pose, it
                 synthesizes a clothing deformation by blending skinned
                 clothing deformations of nearby examples controlled by
                 the body skeleton. Observing that cloth deformation can
                 be well modeled with sensitivity analysis driven by the
                 underlying skeleton, we introduce a sensitivity based
                 method to construct a pose-dependent rigging solution
                 from sparse examples. We also develop a sensitivity
                 based blending scheme to find nearby examples for the
                 input pose and evaluate their contributions to the
                 result. Finally, we propose a stochastic optimization
                 based greedy scheme for sampling the pose space and
                 generating example clothing shapes. Our solution is
                 fast, compact and can generate realistic clothing
                 animation results for various kinds of clothes in real
                 time.",
  acknowledgement = ack-nhfb,
  articleno =    "107",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2014:STE,
  author =       "Siwang Li and Jin Huang and Fernando de Goes and
                 Xiaogang Jin and Hujun Bao and Mathieu Desbrun",
  title =        "Space-time editing of elastic motion through material
                 optimization and reduction",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "108:1--108:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601217",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel method for elastic animation
                 editing with space-time constraints. In a sharp
                 departure from previous approaches, we not only
                 optimize control forces added to a linearized dynamic
                 model, but also optimize material properties to better
                 match user constraints and provide plausible and
                 consistent motion. Our approach achieves efficiency and
                 scalability by performing all computations in a reduced
                 rotation-strain (RS) space constructed with both
                 cubature and geometric reduction, leading to two orders
                 of magnitude improvement over the original RS method.
                 We demonstrate the utility and versatility of our
                 method in various applications, including motion
                 editing, pose interpolation, and estimation of material
                 parameters from existing animation sequences.",
  acknowledgement = ack-nhfb,
  articleno =    "108",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schulz:2014:ADO,
  author =       "Christian Schulz and Christoph von Tycowicz and
                 Hans-Peter Seidel and Klaus Hildebrandt",
  title =        "Animating deformable objects using sparse spacetime
                 constraints",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "109:1--109:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601156",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a scheme for animating deformable objects
                 based on spacetime optimization. The main feature is
                 that it robustly and within a few seconds generates
                 interesting motion from a sparse set of spacetime
                 constraints. Providing only partial (as opposed to
                 full) keyframes for positions and velocities is
                 sufficient. The computed motion satisfies the
                 constraints and the remaining degrees of freedom are
                 determined by physical principles using elasticity and
                 the spacetime constraints paradigm. Our modeling of the
                 spacetime optimization problem combines dimensional
                 reduction, modal coordinates, wiggly splines, and
                 rotation strain warping. Our solver is based on a
                 theorem that characterizes the solutions of the
                 optimization problem and allows us to restrict the
                 optimization to low-dimensional search spaces. This
                 treatment of the optimization problem avoids a time
                 discretization and the resulting method can robustly
                 deal with sparse input and wiggly motion.",
  acknowledgement = ack-nhfb,
  articleno =    "109",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pfaff:2014:ATC,
  author =       "Tobias Pfaff and Rahul Narain and Juan Miguel de Joya
                 and James F. O'Brien",
  title =        "Adaptive tearing and cracking of thin sheets",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "110:1--110:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601132",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a method for adaptive fracture
                 propagation in thin sheets. A high-quality triangle
                 mesh is dynamically restructured to adaptively maintain
                 detail wherever it is required by the simulation. These
                 requirements include refining where cracks are likely
                 to either start or advance. Refinement ensures that the
                 stress distribution around the crack tip is well
                 resolved, which is vital for creating highly detailed,
                 realistic crack paths. The dynamic meshing framework
                 allows subsequent coarsening once areas are no longer
                 likely to produce cracking. This coarsening allows
                 efficient simulation by reducing the total number of
                 active nodes and by preventing the formation of thin
                 slivers around the crack path. A local reprojection
                 scheme and a substepping fracture process help to
                 ensure stability and prevent a loss of plasticity
                 during remeshing. By including bending and stretching
                 plasticity models, the method is able to simulate a
                 large range of materials with very different fracture
                 behaviors.",
  acknowledgement = ack-nhfb,
  articleno =    "110",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhu:2014:CST,
  author =       "Bo Zhu and Ed Quigley and Matthew Cong and Justin
                 Solomon and Ronald Fedkiw",
  title =        "Codimensional surface tension flow on simplicial
                 complexes",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "111:1--111:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601201",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many visually interesting natural phenomena are
                 characterized by thin liquid sheets, long filaments,
                 and droplets. We present a new Lagrangian-based
                 numerical method to simulate these codimensional
                 surface tension driven phenomena using non-manifold
                 simplicial complexes. Tetrahedra, triangles, segments,
                 and points are used to model the fluid volume, thin
                 films, filaments, and droplets, respectively. We
                 present a new method for enforcing fluid
                 incompressibility on simplicial complexes along with a
                 physically-guided meshing algorithm to provide
                 temporally consistent information for interparticle
                 forces. Our method naturally allows for transitions
                 between codimensions, either from tetrahedra to
                 triangles to segments to points or vice versa,
                 regardless of the simulation resolution. We demonstrate
                 the efficacy of this method by simulating various
                 natural phenomena that are characterized by thin fluid
                 sheets, filaments, and surface tension effects.",
  acknowledgement = ack-nhfb,
  articleno =    "111",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Da:2014:MMB,
  author =       "Fang Da and Christopher Batty and Eitan Grinspun",
  title =        "Multimaterial mesh-based surface tracking",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "112:1--112:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601146",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a triangle mesh-based technique for
                 tracking the evolution of three-dimensional
                 multimaterial interfaces undergoing complex
                 deformations. It is the first non-manifold triangle
                 mesh tracking method to simultaneously maintain
                 intersection-free meshes and support the proposed broad
                 set of multimaterial remeshing and topological
                 operations. We represent the interface as a
                 non-manifold triangle mesh with material labels
                 assigned to each half-face to distinguish volumetric
                 regions. Starting from proposed application-dependent
                 vertex velocities, we deform the mesh, seeking a
                 non-intersecting, watertight solution. This goal
                 necessitates development of various collision-safe,
                 label-aware non-manifold mesh operations: multimaterial
                 mesh improvement; T1 and T2 processes, topological
                 transitions arising in foam dynamics and multiphase
                 flows; and multimaterial merging, in which a new
                 interface is created between colliding materials. We
                 demonstrate the robustness and effectiveness of our
                 approach on a range of scenarios including geometric
                 flows and multiphase fluid animation.",
  acknowledgement = ack-nhfb,
  articleno =    "112",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2014:PIA,
  author =       "Zhili Chen and Miaojun Yao and Renguo Feng and Huamin
                 Wang",
  title =        "Physics-inspired adaptive fracture refinement",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "113:1--113:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601115",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Physically based animation of detailed fracture
                 effects is not only computationally expensive, but also
                 difficult to implement due to numerical instability. In
                 this paper, we propose a physics-inspired approach to
                 enrich low-resolution fracture animation by realistic
                 fracture details. Given a custom-designed material
                 strength field, we adaptively refine a coarse fracture
                 surface into a detailed one, based on a discrete
                 gradient descent flow. Using the new fracture surface,
                 we then generate a high-resolution fracture animation
                 with details on both the fracture surface and the
                 exterior surface. Our experiment shows that this
                 approach is simple, fast, and friendly to user design
                 and control. It can generate realistic fracture
                 animations within a few seconds.",
  acknowledgement = ack-nhfb,
  articleno =    "113",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Brady:2014:GDN,
  author =       "Adam Brady and Jason Lawrence and Pieter Peers and
                 Westley Weimer",
  title =        "{genBRDF}: discovering new analytic {BRDFs} with
                 genetic programming",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "114:1--114:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601193",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a framework for learning new analytic BRDF
                 models through Genetic Programming that we call
                 genBRDF. This approach to reflectance modeling can be
                 seen as an extension of traditional methods that rely
                 either on a phenomenological or empirical process. Our
                 technique augments the human effort involved in
                 deriving mathematical expressions that accurately
                 characterize complex high-dimensional reflectance
                 functions through a large-scale optimization. We
                 present a number of analysis tools and data
                 visualization techniques that are crucial to sifting
                 through the large result sets produced by genBRDF in
                 order to identify fruitful expressions. Additionally,
                 we highlight several new models found by genBRDF that
                 have not previously appeared in the BRDF literature.
                 These new BRDF models are compact and more accurate
                 than current state-of-the-art alternatives.",
  acknowledgement = ack-nhfb,
  articleno =    "114",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jakob:2014:DSM,
  author =       "Wenzel Jakob and Milos Hasan and Ling-Qi Yan and Jason
                 Lawrence and Ravi Ramamoorthi and Steve Marschner",
  title =        "Discrete stochastic microfacet models",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "115:1--115:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601186",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper investigates rendering glittery surfaces,
                 ones which exhibit shifting random patterns of glints
                 as the surface or viewer moves. It applies both to
                 dramatically glittery surfaces that contain mirror-like
                 flakes and also to rough surfaces that exhibit more
                 subtle small scale glitter, without which most glossy
                 surfaces appear too smooth in close-up. These phenomena
                 can in principle be simulated by high-resolution normal
                 maps, but maps with tiny features create severe
                 aliasing problems under narrow-angle illumination. In
                 this paper we present a stochastic model for the
                 effects of random subpixel structures that generates
                 glitter and spatial noise that behave correctly under
                 different illumination conditions and viewing
                 distances, while also being temporally coherent so that
                 they look right in motion. The model is based on
                 microfacet theory, but it replaces the usual continuous
                 microfacet distribution with a discrete distribution of
                 scattering particles on the surface. A novel stochastic
                 hierarchy allows efficient evaluation in the presence
                 of large numbers of random particles, without ever
                 having to consider the particles individually. This
                 leads to a multiscale procedural BRDF that is readily
                 implemented in standard rendering systems, and which
                 converges back to the smooth case in the limit.",
  acknowledgement = ack-nhfb,
  articleno =    "115",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yan:2014:RGH,
  author =       "Ling-Qi Yan and Milos Hasan and Wenzel Jakob and Jason
                 Lawrence and Steve Marschner and Ravi Ramamoorthi",
  title =        "Rendering glints on high-resolution normal-mapped
                 specular surfaces",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "116:1--116:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601155",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Complex specular surfaces under sharp point lighting
                 show a fascinating glinty appearance, but rendering it
                 is an unsolved problem. Using Monte Carlo pixel
                 sampling for this purpose is impractical: the energy is
                 concentrated in tiny highlights that take up a
                 minuscule fraction of the pixel. We instead compute an
                 accurate solution using a completely different
                 deterministic approach. Our method considers the true
                 distribution of normals on a surface patch seen through
                 a single pixel, which can be highly complex. We show
                 how to evaluate this distribution efficiently, assuming
                 a Gaussian pixel footprint and Gaussian intrinsic
                 roughness. We also take advantage of hierarchical
                 pruning of position-normal space to rapidly find texels
                 that might contribute to a given normal distribution
                 evaluation. Our results show complex, temporally
                 varying glints from materials such as bumpy plastics,
                 brushed and scratched metals, metallic paint and ocean
                 waves.",
  acknowledgement = ack-nhfb,
  articleno =    "116",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2014:RSE,
  author =       "Guojun Chen and Yue Dong and Pieter Peers and Jiawan
                 Zhang and Xin Tong",
  title =        "Reflectance scanning: estimating shading frame and
                 {BRDF} with generalized linear light sources",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "117:1--117:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601180",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a generalized linear light source solution
                 to estimate both the local shading frame and
                 anisotropic surface reflectance of a planar spatially
                 varying material sample. We generalize linear light
                 source reflectometry by modulating the intensity along
                 the linear light source, and show that a constant and
                 two sinusoidal lighting patterns are sufficient for
                 estimating the local shading frame and anisotropic
                 surface reflectance. We propose a novel reconstruction
                 algorithm based on the key observation that after
                 factoring out the tangent rotation, the anisotropic
                 surface reflectance lies in a low rank subspace. We
                 exploit the differences in tangent rotation between
                 surface points to infer the low rank subspace and fit
                 each surface point's reflectance function in the
                 projected low rank subspace to the observations. We
                 propose two prototype acquisition devices for capturing
                 surface reflectance that differ on whether the camera
                 is fixed with respect to the linear light source or
                 fixed with respect to the material sample. We
                 demonstrate convincing results obtained from
                 reflectance scans of surfaces with different
                 reflectance and shading frame variations.",
  acknowledgement = ack-nhfb,
  articleno =    "117",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jakob:2014:CFR,
  author =       "Wenzel Jakob and Eugene d'Eon and Otto Jakob and Steve
                 Marschner",
  title =        "A comprehensive framework for rendering layered
                 materials",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "118:1--118:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601139",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a general and practical method for
                 computing BSDFs of layered materials. Its ingredients
                 are transport-theoretical models of isotropic or
                 anisotropic scattering layers and smooth or rough
                 boundaries of conductors and dielectrics. Following
                 expansion into a directional basis that supports
                 arbitrary composition, we are able to efficiently and
                 accurately synthesize BSDFs for a great variety of
                 layered structures. Reflectance models created by our
                 system correctly account for multiple scattering within
                 and between layers, and in the context of a rendering
                 system they are efficient to evaluate and support
                 texturing and exact importance sampling. Although our
                 approach essentially involves tabulating reflectance
                 functions in a Fourier basis, the generated models are
                 compact to store due to the inherent sparsity of our
                 representation, and are accurate even for narrowly
                 peaked functions. While methods for rendering general
                 layered surfaces have been investigated in the past,
                 ours is the first system that supports arbitrary layer
                 structures while remaining both efficient and accurate.
                 We validate our model by comparing to measurements of
                 real-world examples of layered materials, and we
                 demonstrate an interactive visual design tool that
                 enables easy exploration of the space of layered
                 materials. We provide a fully practical,
                 high-performance implementation in an open-source
                 rendering system.",
  acknowledgement = ack-nhfb,
  articleno =    "118",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tevs:2014:RSG,
  author =       "Art Tevs and Qixing Huang and Michael Wand and
                 Hans-Peter Seidel and Leonidas Guibas",
  title =        "Relating shapes via geometric symmetries and
                 regularities",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "119:1--119:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601220",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper we address the problem of finding
                 correspondences between related shapes of widely
                 varying geometry. We propose a new method based on the
                 observation that symmetry and regularity in shapes is
                 often associated with their function. Hence, they
                 provide cues for matching related geometry even under
                 strong shape variations. Correspondingly, we decomposes
                 shapes into overlapping regions determined by their
                 regularity properties. Afterwards, we form a graph that
                 connects these pieces via pairwise relations that
                 capture geometric relations between rotation axes and
                 reflection planes as well as topological or proximity
                 relations. Finally, we perform graph matching to
                 establish correspondences. The method yields certain
                 more abstract but semantically meaningful
                 correspondences between man-made shapes that are too
                 difficult to recognize by traditional geometric
                 methods.",
  acknowledgement = ack-nhfb,
  articleno =    "119",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2014:SHC,
  author =       "Vladimir G. Kim and Siddhartha Chaudhuri and Leonidas
                 Guibas and Thomas Funkhouser",
  title =        "{Shape2Pose}: human-centric shape analysis",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "120:1--120:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601117",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "As 3D acquisition devices and modeling tools become
                 widely available there is a growing need for automatic
                 algorithms that analyze the semantics and functionality
                 of digitized shapes. Most recent research has focused
                 on analyzing geometric structures of shapes. Our work
                 is motivated by the observation that a majority of
                 man-made shapes are designed to be used by people.
                 Thus, in order to fully understand their semantics, one
                 needs to answer a fundamental question: ``how do people
                 interact with these objects?'' As an initial step
                 towards this goal, we offer a novel algorithm for
                 automatically predicting a static pose that a person
                 would need to adopt in order to use an object.
                 Specifically, given an input 3D shape, the goal of our
                 analysis is to predict a corresponding human pose,
                 including contact points and kinematic parameters. This
                 is especially challenging for man-made objects that
                 commonly exhibit a lot of variance in their geometric
                 structure. We address this challenge by observing that
                 contact points usually share consistent local geometric
                 features related to the anthropometric properties of
                 corresponding parts and that human body is subject to
                 kinematic constraints and priors. Accordingly, our
                 method effectively combines local region classification
                 and global kinematically-constrained search to
                 successfully predict poses for various objects. We also
                 evaluate our algorithm on six diverse collections of 3D
                 polygonal models (chairs, gym equipment, cockpits,
                 carts, bicycles, and bipedal devices) containing a
                 total of 147 models. Finally, we demonstrate that the
                 poses predicted by our algorithm can be used in several
                 shape analysis problems, such as establishing
                 correspondences between objects, detecting salient
                 regions, finding informative viewpoints, and retrieving
                 functionally-similar shapes.",
  acknowledgement = ack-nhfb,
  articleno =    "120",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2014:IPM,
  author =       "Fuzhang Wu and Dong-Ming Yan and Weiming Dong and
                 Xiaopeng Zhang and Peter Wonka",
  title =        "Inverse procedural modeling of facade layouts",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "121:1--121:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601162",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we address the following research
                 problem: How can we generate a meaningful split grammar
                 that explains a given facade layout? To evaluate if a
                 grammar is meaningful, we propose a cost function based
                 on the description length and minimize this cost using
                 an approximate dynamic programming framework. Our
                 evaluation indicates that our framework extracts
                 meaningful split grammars that are competitive with
                 those of expert users, while some users and all
                 competing automatic solutions are less successful.",
  acknowledgement = ack-nhfb,
  articleno =    "121",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2014:DCC,
  author =       "Huamin Wang",
  title =        "Defending continuous collision detection against
                 errors",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "122:1--122:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601114",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Numerical errors and rounding errors in continuous
                 collision detection (CCD) can easily cause collision
                 detection failures if they are not handled properly. A
                 simple and effective approach is to use error
                 tolerances, as shown in many existing CCD systems.
                 Unfortunately, finding the optimal tolerance values is
                 a difficult problem for users. Larger tolerance values
                 will introduce false positive artifacts, while smaller
                 tolerance values may cause collisions to be undetected.
                 The biggest issue here is that we do not know whether
                 or when CCD will fail, even though failures are
                 extremely rare. In this paper, we demonstrate a set of
                 simple modifications to make a basic CCD implementation
                 failure-proof. Using error analysis, we prove the
                 safety of this method and we formulate suggested
                 tolerance values to reduce false positives. The
                 resulting algorithms are safe, automatic, efficient,
                 and easy to implement.",
  acknowledgement = ack-nhfb,
  articleno =    "122",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kaufman:2014:ANC,
  author =       "Danny M. Kaufman and Rasmus Tamstorf and Breannan
                 Smith and Jean-Marie Aubry and Eitan Grinspun",
  title =        "Adaptive nonlinearity for collisions in complex rod
                 assemblies",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "123:1--123:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601100",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We develop an algorithm for the efficient and stable
                 simulation of large-scale elastic rod assemblies. We
                 observe that the time-integration step is severely
                 restricted by a strong nonlinearity in the response of
                 stretching modes to transversal impact, the degree of
                 this nonlinearity varying greatly with the shape of the
                 rod. Building on these observations, we propose a
                 collision response algorithm that adapts its degree of
                 nonlinearity. We illustrate the advantages of the
                 resulting algorithm by analyzing simulations involving
                 elastic rod assemblies of varying density and scale,
                 with up to 1.7 million individual contacts per time
                 step.",
  acknowledgement = ack-nhfb,
  articleno =    "123",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chai:2014:RMI,
  author =       "Menglei Chai and Changxi Zheng and Kun Zhou",
  title =        "A reduced model for interactive hairs",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "124:1--124:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601211",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Realistic hair animation is a crucial component in
                 depicting virtual characters in interactive
                 applications. While much progress has been made in
                 high-quality hair simulation, the overwhelming
                 computation cost hinders similar fidelity in realtime
                 simulations. To bridge this gap, we propose a
                 data-driven solution. Building upon precomputed
                 simulation data, our approach constructs a reduced
                 model to optimally represent hair motion
                 characteristics with a small number of guide hairs and
                 the corresponding interpolation relationships. At
                 runtime, utilizing such a reduced model, we only
                 simulate guide hairs that capture the general hair
                 motion and interpolate all rest strands. We further
                 propose a hair correction method that corrects the
                 resulting hair motion with a position-based model to
                 resolve hair collisions and thus captures motion
                 details. Our hair simulation method enables a
                 simulation of a full head of hairs with over 150K
                 strands in realtime. We demonstrate the efficacy and
                 robustness of our method with various hairstyles and
                 driven motions (e.g., head movement and wind force),
                 and compared against full simulation results that does
                 not appear in the training data.",
  acknowledgement = ack-nhfb,
  articleno =    "124",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Echevarria:2014:CSH,
  author =       "Jose I. Echevarria and Derek Bradley and Diego
                 Gutierrez and Thabo Beeler",
  title =        "Capturing and stylizing hair for {$3$D} fabrication",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "125:1--125:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601133",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recently, we have seen a growing trend in the design
                 and fabrication of personalized figurines, created by
                 scanning real people and then physically reproducing
                 miniature statues with 3D printers. This is currently a
                 hot topic both in academia and industry, and the
                 printed figurines are gaining more and more realism,
                 especially with state-of-the-art facial scanning
                 technology improving. However, current systems all
                 contain the same limitation --- no previous method is
                 able to suitably capture personalized hair-styles for
                 physical reproduction. Typically, the subject's hair is
                 approximated very coarsely or replaced completely with
                 a template model. In this paper we present the first
                 method for stylized hair capture, a technique to
                 reconstruct an individual's actual hair-style in a
                 manner suitable for physical reproduction. Inspired by
                 centuries-old artistic sculptures, our method generates
                 hair as a closed-manifold surface, yet contains the
                 structural and color elements stylized in a way that
                 captures the defining characteristics of the
                 hair-style. The key to our approach is a novel
                 multi-view stylization algorithm, which extends
                 feature-preserving color filtering from 2D images to
                 irregular manifolds in 3D, and introduces abstract
                 geometric details that are coherent with the color
                 stylization. The proposed technique fits naturally in
                 traditional pipelines for figurine reproduction, and we
                 demonstrate the robustness and versatility of our
                 approach by capturing several subjects with widely
                 varying hair-styles.",
  acknowledgement = ack-nhfb,
  articleno =    "125",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hu:2014:RHC,
  author =       "Liwen Hu and Chongyang Ma and Linjie Luo and Hao Li",
  title =        "Robust hair capture using simulated examples",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "126:1--126:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601194",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a data-driven hair capture framework
                 based on example strands generated through hair
                 simulation. Our method can robustly reconstruct
                 faithful 3D hair models from unprocessed input point
                 clouds with large amounts of outliers. Current
                 state-of-the-art techniques use geometrically-inspired
                 heuristics to derive global hair strand structures,
                 which can yield implausible hair strands for hairstyles
                 involving large occlusions, multiple layers, or wisps
                 of varying lengths. We address this problem using a
                 voting-based fitting algorithm to discover structurally
                 plausible configurations among the locally grown hair
                 segments from a database of simulated examples. To
                 generate these examples, we exhaustively sample the
                 simulation configurations within the feasible parameter
                 space constrained by the current input hairstyle. The
                 number of necessary simulations can be further reduced
                 by leveraging symmetry and constrained initial
                 conditions. The final hairstyle can then be
                 structurally represented by a limited number of
                 examples. To handle constrained hairstyles such as a
                 ponytail of which realistic simulations are more
                 difficult, we allow the user to sketch a few strokes to
                 generate strand examples through an intuitive
                 interface. Our approach focuses on robustness and
                 generality. Since our method is structurally plausible
                 by construction, we ensure an improved control during
                 hair digitization and avoid implausible hair synthesis
                 for a wide range of hairstyles.",
  acknowledgement = ack-nhfb,
  articleno =    "126",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kholgade:2014:OMS,
  author =       "Natasha Kholgade and Tomas Simon and Alexei Efros and
                 Yaser Sheikh",
  title =        "{$3$D} object manipulation in a single photograph
                 using stock {$3$D} models",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "127:1--127:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601209",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Photo-editing software restricts the control of
                 objects in a photograph to the 2D image plane. We
                 present a method that enables users to perform the full
                 range of 3D manipulations, including scaling, rotation,
                 translation, and nonrigid deformations, to an object in
                 a photograph. As 3D manipulations often reveal parts of
                 the object that are hidden in the original photograph,
                 our approach uses publicly available 3D models to guide
                 the completion of the geometry and appearance of the
                 revealed areas of the object. The completion process
                 leverages the structure and symmetry in the stock 3D
                 model to factor out the effects of illumination, and to
                 complete the appearance of the object. We demonstrate
                 our system by producing object manipulations that would
                 be impossible in traditional 2D photo-editing programs,
                 such as turning a car over, making a paper-crane flap
                 its wings, or manipulating airplanes in a historical
                 photograph to change its story.",
  acknowledgement = ack-nhfb,
  articleno =    "127",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cho:2014:BTF,
  author =       "Hojin Cho and Hyunjoon Lee and Henry Kang and
                 Seungyong Lee",
  title =        "Bilateral texture filtering",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "128:1--128:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601188",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a novel structure-preserving image
                 decomposition operator called bilateral texture filter.
                 As a simple modification of the original bilateral
                 filter [Tomasi and Manduchi 1998], it performs local
                 patch-based analysis of texture features and
                 incorporates its results into the range filter kernel.
                 The central idea to ensure proper texture/structure
                 separation is based on patch shift that captures the
                 texture information from the most representative
                 texture patch clear of prominent structure edges. Our
                 method outperforms the original bilateral filter in
                 removing texture while preserving main image
                 structures, at the cost of some added computation. It
                 inherits well-known advantages of the bilateral filter,
                 such as simplicity, local nature, ease of
                 implementation, scalability, and adaptability to other
                 application scenarios.",
  acknowledgement = ack-nhfb,
  articleno =    "128",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2014:ICU,
  author =       "Jia-Bin Huang and Sing Bing Kang and Narendra Ahuja
                 and Johannes Kopf",
  title =        "Image completion using planar structure guidance",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "129:1--129:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601205",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a method for automatically guiding
                 patch-based image completion using mid-level structural
                 cues. Our method first estimates planar projection
                 parameters, softly segments the known region into
                 planes, and discovers translational regularity within
                 these planes. This information is then converted into
                 soft constraints for the low-level completion algorithm
                 by defining prior probabilities for patch offsets and
                 transformations. Our method handles multiple planes,
                 and in the absence of any detected planes falls back to
                 a baseline fronto-parallel image completion algorithm.
                 We validate our technique through extensive comparisons
                 with state-of-the-art algorithms on a variety of
                 scenes.",
  acknowledgement = ack-nhfb,
  articleno =    "129",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lipp:2014:P,
  author =       "Markus Lipp and Peter Wonka and Pascal M{\"u}ller",
  title =        "{PushPull++}",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "130:1--130:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601197",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "PushPull tools are implemented in most commercial 3D
                 modeling suites. Their purpose is to intuitively
                 transform a face, edge, or vertex, and then to adapt
                 the polygonal mesh locally. However, previous
                 approaches have limitations: Some allow adjustments
                 only when adjacent faces are orthogonal; others support
                 slanted surfaces but never create new details.
                 Moreover, self-intersections and edge-collapses during
                 editing are either ignored or work only partially for
                 solid geometry. To overcome these limitations, we
                 introduce the PushPull++ tool for rapid polygonal
                 modeling. In our solution, we contribute novel methods
                 for adaptive face insertion, adjacent face updates,
                 edge collapse handling, and an intuitive user interface
                 that automatically proposes useful drag directions. We
                 show that PushPull++ reduces the complexity of common
                 modeling tasks by up to an order of magnitude when
                 compared with existing tools.",
  acknowledgement = ack-nhfb,
  articleno =    "130",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2014:TCN,
  author =       "Baoxuan Xu and William Chang and Alla Sheffer and
                 Adrien Bousseau and James McCrae and Karan Singh",
  title =        "{True2Form}: {$3$D} curve networks from {$2$D}
                 sketches via selective regularization",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "131:1--131:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601128",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "True2Form is a sketch-based modeling system that
                 reconstructs 3D curves from typical design sketches.
                 Our approach to infer 3D form from 2D drawings is a
                 novel mathematical framework of insights derived from
                 perception and design literature. We note that
                 designers favor viewpoints that maximally reveal 3D
                 shape information, and strategically sketch descriptive
                 curves that convey intrinsic shape properties, such as
                 curvature, symmetry, or parallelism. Studies indicate
                 that viewers apply these properties selectively to
                 envision a globally consistent 3D shape. We mimic this
                 selective regularization algorithmically, by
                 progressively detecting and enforcing applicable
                 properties, accounting for their global impact on an
                 evolving 3D curve network. Balancing regularity
                 enforcement against sketch fidelity at each step allows
                 us to correct for inaccuracy inherent in free-hand
                 sketching. We perceptually validate our approach by
                 showing agreement between our algorithm and viewers in
                 selecting applicable regularities. We further evaluate
                 our solution by: reconstructing a range of 3D models
                 from diversely sourced sketches; comparisons to prior
                 art; and visual comparison to both ground-truth and 3D
                 reconstructions by designers.",
  acknowledgement = ack-nhfb,
  articleno =    "131",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Baerentzen:2014:ISM,
  author =       "J. Andreas B{\ae}rentzen and Rinat Abdrashitov and
                 Karan Singh",
  title =        "Interactive shape modeling using a skeleton-mesh
                 co-representation",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "132:1--132:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601226",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce the Polar-Annular Mesh representation
                 (PAM). A PAM is a mesh-skeleton co-representation
                 designed for the modeling of 3D organic, articulated
                 shapes. A PAM represents a manifold mesh as a partition
                 of polar (triangle fans) and annular (rings of quads)
                 regions. The skeletal topology of a shape is uniquely
                 embedded in the mesh connectivity of a PAM, enabling
                 both surface and skeletal modeling operations,
                 interchangeably and directly on the mesh itself. We
                 develop an algorithm to convert arbitrary triangle
                 meshes into PAMs as well as techniques to simplify PAMs
                 and a method to convert a PAM to a quad-only mesh. We
                 further present a PAM-based multi-touch sculpting
                 application in order to demonstrate its utility as a
                 shape representation for the interactive modeling of
                 organic, articulated figures as well as for editing and
                 posing of pre-existing models.",
  acknowledgement = ack-nhfb,
  articleno =    "132",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dalstein:2014:VGC,
  author =       "Boris Dalstein and R{\'e}mi Ronfard and Michiel van de
                 Panne",
  title =        "Vector graphics complexes",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "133:1--133:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601169",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Basic topological modeling, such as the ability to
                 have several faces share a common edge, has been
                 largely absent from vector graphics. We introduce the
                 vector graphics complex (VGC) as a simple data
                 structure to support fundamental topological modeling
                 operations for vector graphics illustrations. The VGC
                 can represent any arbitrary non-manifold topology as an
                 immersion in the plane, unlike planar maps which can
                 only represent embeddings. This allows for the direct
                 representation of incidence relationships between
                 objects and can therefore more faithfully capture the
                 intended semantics of many illustrations, while at the
                 same time keeping the geometric flexibility of
                 stacking-based systems. We describe and implement a set
                 of topological editing operations for the VGC,
                 including glue, unglue, cut, and uncut. Our system
                 maintains a global stacking order for all faces, edges,
                 and vertices without requiring that components of an
                 object reside together on a single layer. This allows
                 for the coordinated editing of shared vertices and
                 edges even for objects that have components distributed
                 across multiple layers. We introduce VGC-specific
                 methods that are tailored towards quickly achieving
                 desired stacking orders for faces, edges, and
                 vertices.",
  acknowledgement = ack-nhfb,
  articleno =    "133",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Panozzo:2014:FFA,
  author =       "Daniele Panozzo and Enrico Puppo and Marco Tarini and
                 Olga Sorkine-Hornung",
  title =        "Frame fields: anisotropic and non-orthogonal cross
                 fields",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "134:1--134:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601179",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce frame fields, which are a non-orthogonal
                 and non-unit-length generalization of cross fields.
                 Frame fields represent smoothly varying linear
                 transformations on tangent spaces of a surface. We
                 propose an algorithm to create discrete, dense frame
                 fields that satisfy a sparse set of constraints. By
                 computing a surface deformation that warps a frame
                 field into a cross field, we generalize existing
                 quadrangulation algorithms to generate anisotropic and
                 non-uniform quad meshes whose elements shapes match the
                 frame field. With this, our framework enables users to
                 control not only the alignment but also the density and
                 anisotropy of the elements' distribution, resulting in
                 high-quality adaptive quad meshing.",
  acknowledgement = ack-nhfb,
  articleno =    "134",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Myles:2014:RFA,
  author =       "Ashish Myles and Nico Pietroni and Denis Zorin",
  title =        "Robust field-aligned global parametrization",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "135:1--135:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601154",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a robust method for computing locally
                 bijective global parametrizations aligned with a given
                 cross-field. The singularities of the parametrization
                 in general agree with singularities of the field,
                 except in a small number of cases when several
                 additional cones need to be added in a controlled way.
                 Parametric lines can be constrained to follow an
                 arbitrary set of feature lines on the surface. Our
                 method is based on constructing an initial quad patch
                 partition using robust cross-field integral line
                 tracing. This process is followed by an algorithm
                 modifying the quad layout structure to ensure that
                 consistent parametric lengths can be assigned to the
                 edges. For most meshes, the layout modification
                 algorithm does not add new singularities; a small
                 number of singularities may be added to resolve an
                 explicitly described set of layouts. We demonstrate
                 that our algorithm succeeds on a test data set of over
                 a hundred meshes.",
  acknowledgement = ack-nhfb,
  articleno =    "135",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Edwards:2014:DWC,
  author =       "Essex Edwards and Robert Bridson",
  title =        "Detailed water with coarse grids: combining surface
                 meshes and adaptive discontinuous {Galerkin}",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "136:1--136:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601167",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new adaptive fluid simulation method that
                 captures a high resolution surface with precise
                 dynamics, without an inefficient fine discretization of
                 the entire fluid volume. Prior adaptive methods using
                 octrees or unstructured meshes carry large overheads
                 and implementation complexity. We instead stick with
                 coarse regular Cartesian grids, using detailed cut
                 cells at boundaries, and discretize the dynamics with a
                 p-adaptive Discontinuous Galerkin (DG) method. This
                 retains much of the data structure simplicity of
                 regular grids, more efficiently captures smooth parts
                 of the flow, and offers the flexibility to easily
                 increase resolving power where needed without geometric
                 refinement.",
  acknowledgement = ack-nhfb,
  articleno =    "136",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Raveendran:2014:BL,
  author =       "Karthik Raveendran and Chris Wojtan and Nils Thuerey
                 and Greg Turk",
  title =        "Blending liquids",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "137:1--137:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601126",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for smoothly blending between
                 existing liquid animations. We introduce a
                 semi-automatic method for matching two existing liquid
                 animations, which we use to create new fluid motion
                 that plausibly interpolates the input. Our
                 contributions include a new space-time non-rigid
                 iterative closest point algorithm that incorporates
                 user guidance, a subsampling technique for efficient
                 registration of meshes with millions of vertices, and a
                 fast surface extraction algorithm that produces 3D
                 triangle meshes from a 4D space-time surface. Our
                 technique can be used to instantly create hundreds of
                 new simulations, or to interactively explore complex
                 parameter spaces. Our method is guaranteed to produce
                 output that does not deviate from the input animations,
                 and it generalizes to multiple dimensions. Because our
                 method runs at interactive rates after the initial
                 precomputation step, it has potential applications in
                 games and training simulations.",
  acknowledgement = ack-nhfb,
  articleno =    "137",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Stomakhin:2014:AMP,
  author =       "Alexey Stomakhin and Craig Schroeder and Chenfanfu
                 Jiang and Lawrence Chai and Joseph Teran and Andrew
                 Selle",
  title =        "Augmented {MPM} for phase-change and varied
                 materials",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "138:1--138:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601176",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we introduce a novel material point
                 method for heat transport, melting and solidifying
                 materials. This brings a wider range of material
                 behaviors into reach of the already versatile material
                 point method. This is in contrast to best-of-breed
                 fluid, solid or rigid body solvers that are difficult
                 to adapt to a wide range of materials. Extending the
                 material point method requires several contributions.
                 We introduce a dilational/deviatoric splitting of the
                 constitutive model and show that an implicit treatment
                 of the Eulerian evolution of the dilational part can be
                 used to simulate arbitrarily incompressible materials.
                 Furthermore, we show that this treatment reduces to a
                 parabolic equation for moderate compressibility and an
                 elliptic, Chorin-style projection at the incompressible
                 limit. Since projections are naturally done on marker
                 and cell (MAC) grids, we devise a staggered grid MPM
                 method. Lastly, to generate varying material
                 parameters, we adapt a heat-equation solver to a
                 material point framework.",
  acknowledgement = ack-nhfb,
  articleno =    "138",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gregson:2014:CSC,
  author =       "James Gregson and Ivo Ihrke and Nils Thuerey and
                 Wolfgang Heidrich",
  title =        "From capture to simulation: connecting forward and
                 inverse problems in fluids",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "139:1--139:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601147",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We explore the connection between fluid capture,
                 simulation and proximal methods, a class of algorithms
                 commonly used for inverse problems in image processing
                 and computer vision. Our key finding is that the
                 proximal operator constraining fluid velocities to be
                 divergence-free is directly equivalent to the
                 pressure-projection methods commonly used in
                 incompressible flow solvers. This observation lets us
                 treat the inverse problem of fluid tracking as a
                 constrained flow problem all while working in an
                 efficient, modular framework. In addition it lets us
                 tightly couple fluid simulation into flow tracking,
                 providing a global prior that significantly increases
                 tracking accuracy and temporal coherence as compared to
                 previous techniques. We demonstrate how we can use
                 these improved results for a variety of applications,
                 such as re-simulation, detail enhancement, and domain
                 modification. We furthermore give an outlook of the
                 applications beyond fluid tracking that our proximal
                 operator framework could enable by exploring the
                 connection of deblurring and fluid guiding.",
  acknowledgement = ack-nhfb,
  articleno =    "139",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Weissmann:2014:SRS,
  author =       "Steffen Wei{\ss}mann and Ulrich Pinkall and Peter
                 Schr{\"o}der",
  title =        "Smoke rings from smoke",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "140:1--140:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601171",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We give an algorithm which extracts vortex filaments
                 (``smoke rings'') from a given 3D velocity field. Given
                 a filament strength h {$>$} 0, an optimal number of
                 vortex filaments, together with their extent and
                 placement, is given by the zero set of a complex valued
                 function over the domain. This function is the global
                 minimizer of a quadratic energy based on a
                 Schr{\"o}dinger operator. Computationally this amounts
                 to finding the eigenvector belonging to the smallest
                 eigenvalue of a Laplacian type sparse matrix. Turning
                 traditional vector field representations of flows, for
                 example, on a regular grid, into a corresponding set of
                 vortex filaments is useful for visualization, analysis
                 of measured flows, hybrid simulation methods, and
                 sparse representations. To demonstrate our method we
                 give examples from each of these.",
  acknowledgement = ack-nhfb,
  articleno =    "140",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Clarberg:2014:AAM,
  author =       "Petrik Clarberg and Robert Toth and Jon Hasselgren and
                 Jim Nilsson and Tomas Akenine-M{\"o}ller",
  title =        "{AMFS}: adaptive multi-frequency shading for future
                 graphics processors",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "141:1--141:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601214",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a powerful hardware architecture for pixel
                 shading, which enables flexible control of shading
                 rates and automatic shading reuse between triangles in
                 tessellated primitives. The main goal is efficient
                 pixel shading for moderately to finely tessellated
                 geometry, which is not handled well by current GPUs.
                 Our method effectively decouples the cost of pixel
                 shading from the geometric complexity. It thereby
                 enables a wider use of tessellation and fine geometry,
                 even at very limited power budgets. The core idea is to
                 shade over small local grids in parametric patch space,
                 and reuse shading for nearby samples. We also support
                 the decomposition of shaders into multiple parts, which
                 are shaded at different frequencies. Shading rates can
                 be locally and adaptively controlled, in order to
                 direct the computations to visually important areas and
                 to provide performance scaling with a graceful
                 degradation of quality. Another important benefit of
                 shading in patch space is that it allows efficient
                 rendering of distribution effects, which further closes
                 the gap between real-time and offline rendering.",
  acknowledgement = ack-nhfb,
  articleno =    "141",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{He:2014:EGP,
  author =       "Yong He and Yan Gu and Kayvon Fatahalian",
  title =        "Extending the graphics pipeline with adaptive,
                 multi-rate shading",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "142:1--142:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601105",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Due to complex shaders and high-resolution displays
                 (particularly on mobile graphics platforms), fragment
                 shading often dominates the cost of rendering in games.
                 To improve the efficiency of shading on GPUs, we extend
                 the graphics pipeline to natively support techniques
                 that adaptively sample components of the shading
                 function more sparsely than per-pixel rates. We perform
                 an extensive study of the challenges of integrating
                 adaptive, multi-rate shading into the graphics
                 pipeline, and evaluate two- and three-rate
                 implementations that we believe are practical
                 evolutions of modern GPU designs. We design new shading
                 language abstractions that simplify development of
                 shaders for this system, and design adaptive techniques
                 that use these mechanisms to reduce the number of
                 instructions performed during shading by more than a
                 factor of three while maintaining high image quality.",
  acknowledgement = ack-nhfb,
  articleno =    "142",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wald:2014:EKF,
  author =       "Ingo Wald and Sven Woop and Carsten Benthin and
                 Gregory S. Johnson and Manfred Ernst",
  title =        "{Embree}: a kernel framework for efficient {CPU} ray
                 tracing",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "143:1--143:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601199",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe Embree, an open source ray tracing
                 framework for x86 CPUs. Embree is explicitly designed
                 to achieve high performance in professional rendering
                 environments in which complex geometry and incoherent
                 ray distributions are common. Embree consists of a set
                 of low-level kernels that maximize utilization of
                 modern CPU architectures, and an API which enables
                 these kernels to be used in existing renderers with
                 minimal programmer effort. In this paper, we describe
                 the design goals and software architecture of Embree,
                 and show that for secondary rays in particular, the
                 performance of Embree is competitive with (and often
                 higher than) existing state-of-the-art methods on CPUs
                 and GPUs.",
  acknowledgement = ack-nhfb,
  articleno =    "143",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hegarty:2014:DCH,
  author =       "James Hegarty and John Brunhaver and Zachary DeVito
                 and Jonathan Ragan-Kelley and Noy Cohen and Steven Bell
                 and Artem Vasilyev and Mark Horowitz and Pat Hanrahan",
  title =        "{Darkroom}: compiling high-level image processing code
                 into hardware pipelines",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "144:1--144:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601174",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Specialized image signal processors (ISPs) exploit the
                 structure of image processing pipelines to minimize
                 memory bandwidth using the architectural pattern of
                 line-buffering, where all intermediate data between
                 each stage is stored in small on-chip buffers. This
                 provides high energy efficiency, allowing long
                 pipelines with tera-op/sec. image processing in
                 battery-powered devices, but traditionally requires
                 painstaking manual design in hardware. Based on this
                 pattern, we present Darkroom, a language and compiler
                 for image processing. The semantics of the Darkroom
                 language allow it to compile programs directly into
                 line-buffered pipelines, with all intermediate values
                 in local line-buffer storage, eliminating unnecessary
                 communication with off-chip DRAM. We formulate the
                 problem of optimally scheduling line-buffered pipelines
                 to minimize buffering as an integer linear program.
                 Finally, given an optimally scheduled pipeline,
                 Darkroom synthesizes hardware descriptions for ASIC or
                 FPGA, or fast CPU code. We evaluate Darkroom
                 implementations of a range of applications, including a
                 camera pipeline, low-level feature detection
                 algorithms, and deblurring. For many applications, we
                 demonstrate gigapixel/sec. performance in under
                 0.5mm$^2$ of ASIC silicon at 250 mW (simulated on a
                 45nm foundry process), real-time 1080p/60 video
                 processing using a fraction of the resources of a
                 modern FPGA, and tens of megapixels/sec. of throughput
                 on a quad-core x86 processor.",
  acknowledgement = ack-nhfb,
  articleno =    "144",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Templin:2014:MOE,
  author =       "Krzysztof Templin and Piotr Didyk and Karol Myszkowski
                 and Mohamed M. Hefeeda and Hans-Peter Seidel and
                 Wojciech Matusik",
  title =        "Modeling and optimizing eye vergence response to
                 stereoscopic cuts",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "145:1--145:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601148",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Sudden temporal depth changes, such as cuts that are
                 introduced by video edits, can significantly degrade
                 the quality of stereoscopic content. Since usually not
                 encountered in the real world, they are very
                 challenging for the audience. This is because the eye
                 vergence has to constantly adapt to new disparities in
                 spite of conflicting accommodation requirements. Such
                 rapid disparity changes may lead to confusion, reduced
                 understanding of the scene, and overall attractiveness
                 of the content. In most cases the problem cannot be
                 solved by simply matching the depth around the
                 transition, as this would require flattening the scene
                 completely. To better understand this limitation of the
                 human visual system, we conducted a series of
                 eye-tracking experiments. The data obtained allowed us
                 to derive and evaluate a model describing adaptation of
                 vergence to disparity changes on a stereoscopic
                 display. Besides computing user-specific models, we
                 also estimated parameters of an average observer model.
                 This enables a range of strategies for minimizing the
                 adaptation time in the audience.",
  acknowledgement = ack-nhfb,
  articleno =    "145",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jarabo:2014:HDP,
  author =       "Adrian Jarabo and Belen Masia and Adrien Bousseau and
                 Fabio Pellacini and Diego Gutierrez",
  title =        "How do people edit light fields?",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "146:1--146:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601125",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a thorough study to evaluate different
                 light field editing interfaces, tools and workflows
                 from a user perspective. This is of special relevance
                 given the multidimensional nature of light fields,
                 which may make common image editing tasks become
                 complex in light field space. We additionally
                 investigate the potential benefits of using depth
                 information when editing, and the limitations imposed
                 by imperfect depth reconstruction using current
                 techniques. We perform two different experiments,
                 collecting both objective and subjective data from a
                 varied number of editing tasks of increasing complexity
                 based on local point-and-click tools. In the first
                 experiment, we rely on perfect depth from synthetic
                 light fields, and focus on simple edits. This allows us
                 to gain basic insight on light field editing, and to
                 design a more advanced editing interface. This is then
                 used in the second experiment, employing real light
                 fields with imperfect reconstructed depth, and covering
                 more advanced editing tasks. Our study shows that users
                 can edit light fields with our tested interface and
                 tools, even in the presence of imperfect depth. They
                 follow different workflows depending on the task at
                 hand, mostly relying on a combination of different
                 depth cues. Last, we confirm our findings by asking a
                 set of artists to freely edit both real and synthetic
                 light fields.",
  acknowledgement = ack-nhfb,
  articleno =    "146",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wanat:2014:SCC,
  author =       "Robert Wanat and Rafal K. Mantiuk",
  title =        "Simulating and compensating changes in appearance
                 between day and night vision",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "147:1--147:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601150",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The same physical scene seen in bright sunlight and in
                 dusky conditions does not appear identical to the human
                 eye. Similarly, images shown on an 8000 cd/m$^2$
                 high-dynamic-range (HDR) display and in a 50 cd/m$^2$
                 peak luminance cinema screen also differ significantly
                 in their appearance. We propose a luminance retargeting
                 method that alters the perceived contrast and colors of
                 an image to match the appearance under different
                 luminance levels. The method relies on psychophysical
                 models of matching contrast, models of rod-contribution
                 to vision, and our own measurements. The retargeting
                 involves finding an optimal tone-curve, spatial
                 contrast processing, and modeling of hue and saturation
                 shifts. This lets us reliably simulate night vision in
                 bright conditions, or compensate for a bright image
                 shown on a darker display so that it reveals details
                 and colors that would otherwise be invisible.",
  acknowledgement = ack-nhfb,
  articleno =    "147",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shih:2014:STH,
  author =       "YiChang Shih and Sylvain Paris and Connelly Barnes and
                 William T. Freeman and Fr{\'e}do Durand",
  title =        "Style transfer for headshot portraits",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "148:1--148:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601137",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Headshot portraits are a popular subject in
                 photography but to achieve a compelling visual style
                 requires advanced skills that a casual photographer
                 will not have. Further, algorithms that automate or
                 assist the stylization of generic photographs do not
                 perform well on headshots due to the feature-specific,
                 local retouching that a professional photographer
                 typically applies to generate such portraits. We
                 introduce a technique to transfer the style of an
                 example headshot photo onto a new one. This can allow
                 one to easily reproduce the look of renowned artists.
                 At the core of our approach is a new multiscale
                 technique to robustly transfer the local statistics of
                 an example portrait onto a new one. This technique
                 matches properties such as the local contrast and the
                 overall lighting direction while being tolerant to the
                 unavoidable differences between the faces of two
                 different people. Additionally, because artists
                 sometimes produce entire headshot collections in a
                 common style, we show how to automatically find a good
                 example to use as a reference for a given portrait,
                 enabling style transfer without the user having to
                 search for a suitable example for each input. We
                 demonstrate our approach on data taken in a controlled
                 environment as well as on a large set of photos
                 downloaded from the Internet. We show that we can
                 successfully handle styles by a variety of different
                 artists.",
  acknowledgement = ack-nhfb,
  articleno =    "148",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Laffont:2014:TAH,
  author =       "Pierre-Yves Laffont and Zhile Ren and Xiaofeng Tao and
                 Chao Qian and James Hays",
  title =        "Transient attributes for high-level understanding and
                 editing of outdoor scenes",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "149:1--149:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601101",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We live in a dynamic visual world where the appearance
                 of scenes changes dramatically from hour to hour or
                 season to season. In this work we study ``transient
                 scene attributes'' --- high level properties which
                 affect scene appearance, such as ``snow'', ``autumn'',
                 ``dusk'', ``fog''. We define 40 transient attributes
                 and use crowdsourcing to annotate thousands of images
                 from 101 webcams. We use this ``transient attribute
                 database'' to train regressors that can predict the
                 presence of attributes in novel images. We demonstrate
                 a photo organization method based on predicted
                 attributes. Finally we propose a high-level image
                 editing method which allows a user to adjust the
                 attributes of a scene, e.g. change a scene to be
                 ``snowy'' or ``sunset''. To support attribute
                 manipulation we introduce a novel appearance transfer
                 technique which is simple and fast yet competitive with
                 the state-of-the-art. We show that we can convincingly
                 modify many transient attributes in outdoor scenes.",
  acknowledgement = ack-nhfb,
  articleno =    "149",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sintorn:2014:CPV,
  author =       "Erik Sintorn and Viktor K{\"a}mpe and Ola Olsson and
                 Ulf Assarsson",
  title =        "Compact precomputed voxelized shadows",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "150:1--150:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601221",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Producing high-quality shadows in large environments
                 is an important and challenging problem for real-time
                 applications such as games. We propose a novel data
                 structure for precomputed shadows, which enables
                 high-quality filtered shadows to be reconstructed for
                 any point in the scene. We convert a high-resolution
                 shadow map to a sparse voxel octree, where each node
                 encodes light visibility for the corresponding voxel,
                 and compress this tree by merging common subtrees. The
                 resulting data structure can be many orders of
                 magnitude smaller than the corresponding shadow map. We
                 also show that it can be efficiently evaluated in real
                 time with large filter kernels.",
  acknowledgement = ack-nhfb,
  articleno =    "150",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Barringer:2014:DRS,
  author =       "Rasmus Barringer and Tomas Akenine-M{\"o}ller",
  title =        "Dynamic ray stream traversal",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "151:1--151:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601222",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "While each new generation of processors gets larger
                 caches and more compute power, external memory
                 bandwidth capabilities increase at a much lower pace.
                 Additionally, processors are equipped with wide vector
                 units that require low instruction level divergence to
                 be efficiently utilized. In order to exploit these
                 trends for ray tracing, we present an alternative to
                 traditional depth-first ray traversal that takes
                 advantage of the available cache hierarchy, and
                 provides high SIMD efficiency, while keeping memory bus
                 traffic low. Our main contribution is an efficient
                 algorithm for traversing large packets of rays against
                 a bounding volume hierarchy in a way that groups
                 coherent rays during traversal. In contrast to previous
                 large packet traversal methods, our algorithm allows
                 for individual traversal order for each ray, which is
                 essential for efficient ray tracing. Ray tracing
                 algorithms is a mature research field in computer
                 graphics, and despite this, our new technique increases
                 traversal performance by 36--53\%, and is applicable to
                 most ray tracers.",
  acknowledgement = ack-nhfb,
  articleno =    "151",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fan:2014:AVM,
  author =       "Ye Fan and Joshua Litven and Dinesh K. Pai",
  title =        "Active volumetric musculoskeletal systems",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "152:1--152:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601215",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a new framework for simulating the
                 dynamics of musculoskeletal systems, with volumetric
                 muscles in close contact and a novel data-driven muscle
                 activation model. Muscles are simulated using an
                 Eulerian-on-Lagrangian discretization that handles
                 volume preservation, large deformation, and close
                 contact between adjacent tissues. Volume preservation
                 is crucial for accurately capturing the dynamics of
                 muscles and other biological tissues. We show how to
                 couple the dynamics of soft tissues with Lagrangian
                 multi-body dynamics simulators, which are widely
                 available. Our physiologically based muscle activation
                 model utilizes knowledge of the active shapes of
                 muscles, which can be easily obtained from medical
                 imaging data or designed to meet artistic needs. We
                 demonstrate results with models derived from MRI data
                 and models designed for artistic effect.",
  acknowledgement = ack-nhfb,
  articleno =    "152",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Macklin:2014:UPP,
  author =       "Miles Macklin and Matthias M{\"u}ller and Nuttapong
                 Chentanez and Tae-Yong Kim",
  title =        "Unified particle physics for real-time applications",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "153:1--153:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601152",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a unified dynamics framework for real-time
                 visual effects. Using particles connected by
                 constraints as our fundamental building block allows us
                 to treat contact and collisions in a unified manner,
                 and we show how this representation is flexible enough
                 to model gases, liquids, deformable solids, rigid
                 bodies and cloth with two-way interactions. We address
                 some common problems with traditional particle-based
                 methods and describe a parallel constraint solver based
                 on position-based dynamics that is efficient enough for
                 real-time applications.",
  acknowledgement = ack-nhfb,
  articleno =    "153",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bouaziz:2014:PDF,
  author =       "Sofien Bouaziz and Sebastian Martin and Tiantian Liu
                 and Ladislav Kavan and Mark Pauly",
  title =        "Projective dynamics: fusing constraint projections for
                 fast simulation",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "154:1--154:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601116",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new method for implicit time integration
                 of physical systems. Our approach builds a bridge
                 between nodal Finite Element methods and Position Based
                 Dynamics, leading to a simple, efficient, robust, yet
                 accurate solver that supports many different types of
                 constraints. We propose specially designed energy
                 potentials that can be solved efficiently using an
                 alternating optimization approach. Inspired by
                 continuum mechanics, we derive a set of continuum-based
                 potentials that can be efficiently incorporated within
                 our solver. We demonstrate the generality and
                 robustness of our approach in many different
                 applications ranging from the simulation of solids,
                 cloths, and shells, to example-based simulation.
                 Comparisons to Newton-based and Position Based Dynamics
                 solvers highlight the benefits of our formulation.",
  acknowledgement = ack-nhfb,
  articleno =    "154",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhou:2014:CMO,
  author =       "Qian-Yi Zhou and Vladlen Koltun",
  title =        "Color map optimization for {$3$D} reconstruction with
                 consumer depth cameras",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "155:1--155:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601134",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a global optimization approach for mapping
                 color images onto geometric reconstructions. Range and
                 color videos produced by consumer-grade RGB-D cameras
                 suffer from noise and optical distortions, which impede
                 accurate mapping of the acquired color data to the
                 reconstructed geometry. Our approach addresses these
                 sources of error by optimizing camera poses in tandem
                 with non-rigid correction functions for all images. All
                 parameters are optimized jointly to maximize the
                 photometric consistency of the reconstructed mapping.
                 We show that this optimization can be performed
                 efficiently by an alternating optimization algorithm
                 that interleaves analytical updates of the color map
                 with decoupled parameter updates for all images.
                 Experimental results demonstrate that our approach
                 substantially improves color mapping fidelity.",
  acknowledgement = ack-nhfb,
  articleno =    "155",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zollhofer:2014:RTN,
  author =       "Michael Zollh{\"o}fer and Matthias Nie{\ss}ner and
                 Shahram Izadi and Christoph Rehmann and Christopher
                 Zach and Matthew Fisher and Chenglei Wu and Andrew
                 Fitzgibbon and Charles Loop and Christian Theobalt and
                 Marc Stamminger",
  title =        "Real-time non-rigid reconstruction using an {RGB-D}
                 camera",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "156:1--156:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601165",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a combined hardware and software solution
                 for markerless reconstruction of non-rigidly deforming
                 physical objects with arbitrary shape in real-time. Our
                 system uses a single self-contained stereo camera unit
                 built from off-the-shelf components and consumer
                 graphics hardware to generate spatio-temporally
                 coherent 3D models at 30 Hz. A new stereo matching
                 algorithm estimates real-time RGB-D data. We start by
                 scanning a smooth template model of the subject as they
                 move rigidly. This geometric surface prior avoids
                 strong scene assumptions, such as a kinematic human
                 skeleton or a parametric shape model. Next, a novel GPU
                 pipeline performs non-rigid registration of live RGB-D
                 data to the smooth template using an extended
                 non-linear as-rigid-as-possible (ARAP) framework.
                 High-frequency details are fused onto the final mesh
                 using a linear deformation model. The system is an
                 order of magnitude faster than state-of-the-art
                 methods, while matching the quality and robustness of
                 many offline algorithms. We show precise real-time
                 reconstructions of diverse scenes, including: large
                 deformations of users' heads, hands, and upper bodies;
                 fine-scale wrinkles and folds of skin and clothing; and
                 non-rigid interactions performed by users on flexible
                 objects such as toys. We demonstrate how acquired
                 models can be used for many interactive scenarios,
                 including re-texturing, online performance capture and
                 preview, and real-time shape and motion re-targeting.",
  acknowledgement = ack-nhfb,
  articleno =    "156",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yan:2014:PSI,
  author =       "Feilong Yan and Andrei Sharf and Wenzhen Lin and Hui
                 Huang and Baoquan Chen",
  title =        "Proactive {$3$D} scanning of inaccessible parts",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "157:1--157:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601191",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The evolution of 3D scanning technologies have
                 revolutionized the way real-world object are digitally
                 acquired. Nowadays, high-definition and high-speed
                 scanners can capture even large scale scenes with very
                 high accuracy. Nevertheless, the acquisition of
                 complete 3D objects remains a bottleneck, requiring to
                 carefully sample the whole object's surface, similar to
                 a coverage process. Holes and undersampled regions are
                 common in 3D scans of complex-shaped objects with self
                 occlusions and hidden interiors. In this paper we
                 introduce the novel paradigm of proactive scanning, in
                 which the user actively modifies the scene while
                 scanning it, in order to reveal and access occluded
                 regions. We take a holistic approach and integrate the
                 user interaction into the continuous scanning process.
                 Our algorithm allows for dynamic modifications of the
                 scene as part of a global 3D scanning process. We
                 utilize a scan registration algorithm to compute motion
                 trajectories and separate between user modifications
                 and other motions such as (hand-held) camera movements
                 and small deformations. Thus, we reconstruct together
                 the static parts into a complete unified 3D model. We
                 evaluate our technique by scanning and reconstructing
                 3D objects and scenes consisting of inaccessible
                 regions such as interiors, entangled plants and
                 clutter.",
  acknowledgement = ack-nhfb,
  articleno =    "157",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Alhashim:2014:TVS,
  author =       "Ibraheem Alhashim and Honghua Li and Kai Xu and Junjie
                 Cao and Rui Ma and Hao Zhang",
  title =        "Topology-varying {$3$D} shape creation via structural
                 blending",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "158:1--158:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601102",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce an algorithm for generating novel 3D
                 models via topology-varying shape blending. Given a
                 source and a target shape, our method blends them
                 topologically and geometrically, producing continuous
                 series of in-betweens as new shape creations. The
                 blending operations are defined on a spatio-structural
                 graph composed of medial curves and sheets. Such a
                 shape abstraction is structure-oriented, part-aware,
                 and facilitates topology manipulations. Fundamental
                 topological operations including split and merge are
                 realized by allowing one-to-many correspondences
                 between the source and the target. Multiple blending
                 paths are sampled and presented in an interactive,
                 exploratory tool for creative 3D modeling. We show a
                 variety of topology-varying 3D shapes generated via
                 continuous structural blending between man-made shapes
                 exhibiting complex topological differences, in real
                 time.",
  acknowledgement = ack-nhfb,
  articleno =    "158",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bell:2014:IIW,
  author =       "Sean Bell and Kavita Bala and Noah Snavely",
  title =        "Intrinsic images in the wild",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "159:1--159:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601206",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Intrinsic image decomposition separates an image into
                 a reflectance layer and a shading layer. Automatic
                 intrinsic image decomposition remains a significant
                 challenge, particularly for real-world scenes. Advances
                 on this longstanding problem have been spurred by
                 public datasets of ground truth data, such as the MIT
                 Intrinsic Images dataset. However, the difficulty of
                 acquiring ground truth data has meant that such
                 datasets cover a small range of materials and objects.
                 In contrast, real-world scenes contain a rich range of
                 shapes and materials, lit by complex illumination. In
                 this paper we introduce Intrinsic Images in the Wild, a
                 large-scale, public dataset for evaluating intrinsic
                 image decompositions of indoor scenes. We create this
                 benchmark through millions of crowdsourced annotations
                 of relative comparisons of material properties at pairs
                 of points in each scene. Crowdsourcing enables a
                 scalable approach to acquiring a large database, and
                 uses the ability of humans to judge material
                 comparisons, despite variations in illumination. Given
                 our database, we develop a dense CRF-based intrinsic
                 image algorithm for images in the wild that outperforms
                 a range of state-of-the-art intrinsic image algorithms.
                 Intrinsic image decomposition remains a challenging
                 problem; we release our code and database publicly to
                 support future research on this problem, available
                 online at http://intrinsic.cs.cornell.edu/.",
  acknowledgement = ack-nhfb,
  articleno =    "159",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhu:2014:AIE,
  author =       "Jun-Yan Zhu and Yong Jae Lee and Alexei A. Efros",
  title =        "{AverageExplorer}: interactive exploration and
                 alignment of visual data collections",
  journal =      j-TOG,
  volume =       "33",
  number =       "4",
  pages =        "160:1--160:??",
  month =        jul,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2601097.2601145",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 8 11:18:28 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper proposes an interactive framework that
                 allows a user to rapidly explore and visualize a large
                 image collection using the medium of average images.
                 Average images have been gaining popularity as means of
                 artistic expression and data visualization, but the
                 creation of compelling examples is a surprisingly
                 laborious and manual process. Our interactive,
                 real-time system provides a way to summarize large
                 amounts of visual data by weighted average(s) of an
                 image collection, with the weights reflecting
                 user-indicated importance. The aim is to capture not
                 just the mean of the distribution, but a set of modes
                 discovered via interactive exploration. We pose this
                 exploration in terms of a user interactively
                 ``editing'' the average image using various types of
                 strokes, brushes and warps, similar to a normal image
                 editor, with each user interaction providing a new
                 constraint to update the average. New weighted averages
                 can be spawned and edited either individually or
                 jointly. Together, these tools allow the user to
                 simultaneously perform two fundamental operations on
                 visual data: user-guided clustering and user-guided
                 alignment, within the same framework. We show that our
                 system is useful for various computer vision and
                 graphics applications.",
  acknowledgement = ack-nhfb,
  articleno =    "160",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kallmann:2014:DRL,
  author =       "Marcelo Kallmann",
  title =        "Dynamic and Robust Local Clearance Triangulations",
  journal =      j-TOG,
  volume =       "33",
  number =       "5",
  pages =        "161:1--161:??",
  month =        aug,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2580947",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Sep 24 08:17:08 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The Local Clearance Triangulation (LCT) of polygonal
                 obstacles is a cell decomposition designed for the
                 efficient computation of locally shortest paths with
                 clearance. This article presents a revised definition
                 of LCTs, new theoretical results and optimizations, and
                 new algorithms introducing dynamic updates and
                 robustness. Given an input obstacle set with $n$
                 vertices, a theoretical analysis is proposed showing
                 that LCTs generate a triangular decomposition of $
                 O(n)$ cells, guaranteeing that discrete search
                 algorithms can compute paths in optimal times. In
                 addition, several examples are presented indicating
                 that the number of triangles is low in practice, close
                 to $ 2 n$, and a new technique is described for
                 reducing the number of triangles when the maximum query
                 clearance is known in advance. Algorithms for repairing
                 the local clearance property dynamically are also
                 introduced, leading to efficient LCT updates for
                 addressing dynamic changes in the obstacle set. Dynamic
                 updates automatically handle intersecting and
                 overlapping segments with guaranteed robustness, using
                 techniques that combine one exact geometric predicate
                 with adjustment of illegal floating-point coordinates.
                 The presented results demonstrate that LCTs are
                 efficient and highly flexible for representing dynamic
                 polygonal environments with clearance information.",
  acknowledgement = ack-nhfb,
  articleno =    "161",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nah:2014:RRT,
  author =       "Jae-Ho Nah and Hyuck-Joo Kwon and Dong-Seok Kim and
                 Cheol-Ho Jeong and Jinhong Park and Tack-Don Han and
                 Dinesh Manocha and Woo-Chan Park",
  title =        "{RayCore}: A Ray-Tracing Hardware Architecture for
                 Mobile Devices",
  journal =      j-TOG,
  volume =       "33",
  number =       "5",
  pages =        "162:1--162:??",
  month =        aug,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2629634",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Sep 24 08:17:08 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present RayCore, a mobile ray-tracing hardware
                 architecture. RayCore facilitates high-quality
                 rendering effects, such as reflection, refraction, and
                 shadows, on mobile devices by performing real-time
                 Whitted ray tracing. RayCore consists of two major
                 components: ray-tracing units (RTUs) based on a unified
                 traversal and intersection pipeline and a tree-building
                 unit (TBU) for dynamic scenes. The overall RayCore
                 architecture offers considerable benefits in terms of
                 die area, memory access, and power consumption. We have
                 evaluated our architecture based on FPGA and ASIC
                 evaluations and demonstrate its performance on
                 different benchmarks. According to the results, our
                 architecture demonstrates high performance per unit
                 area and unit energy, making it highly suitable for use
                 in mobile devices.",
  acknowledgement = ack-nhfb,
  articleno =    "162",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Belcour:2014:LFA,
  author =       "Laurent Belcour and Kavita Bala and Cyril Soler",
  title =        "A Local Frequency Analysis of Light Scattering and
                 Absorption",
  journal =      j-TOG,
  volume =       "33",
  number =       "5",
  pages =        "163:1--163:??",
  month =        aug,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2629490",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Sep 24 08:17:08 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Rendering participating media requires significant
                 computation, but the effect of volumetric scattering is
                 often eventually smooth. This article proposes an
                 innovative analysis of absorption and scattering of
                 local light fields in the Fourier domain and derives
                 the corresponding set of operators on the covariance
                 matrix of the power spectrum of the light field. This
                 analysis brings an efficient prediction tool for the
                 behavior of light along a light path in participating
                 media. We leverage this analysis to derive proper
                 frequency prediction metrics in 3D by combining
                 per-light path information in the volume. We
                 demonstrate the use of these metrics to significantly
                 improve the convergence of a variety of existing
                 methods for the simulation of multiple scattering in
                 participating media. First, we propose an efficient
                 computation of second derivatives of the fluence, to be
                 used in methods like irradiance caching. Second, we
                 derive proper filters and adaptive sample densities for
                 image-space adaptive sampling and reconstruction.
                 Third, we propose an adaptive sampling for the
                 integration of scattered illumination to the camera.
                 Finally, we improve the convergence of progressive
                 photon beams by predicting where the radius of light
                 gathering can stop decreasing. Light paths in
                 participating media can be very complex. Our key
                 contribution is to show that analyzing local light
                 fields in the Fourier domain reveals the consistency of
                 illumination in such media and provides a set of simple
                 and useful rules to be used to accelerate existing
                 global illumination methods.",
  acknowledgement = ack-nhfb,
  articleno =    "163",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shi:2014:CTS,
  author =       "Kan-Le Shi and Jun-Hai Yong and Jia-Guang Sun and
                 Jean-Claude Paul",
  title =        "Continuity Transition with a Single Regular
                 Curved-Knot Spline Surface",
  journal =      j-TOG,
  volume =       "33",
  number =       "5",
  pages =        "164:1--164:??",
  month =        aug,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2629647",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Sep 24 08:17:08 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a specialized form of the curved-knot
                 B-spline surface of Hayes [1982] that we call regular
                 curved-knot spline surface. Unlike the original
                 formulation where the knots of the first parametric
                 coordinate can evolve arbitrarily with respect to the
                 second coordinate, our formulation designs the knot
                 functions as special curves that guarantee a monotonic
                 blending of the knots corresponding to opposite surface
                 boundaries. Furthermore, we demonstrate that local
                 derivatives on the boundary can be described as an
                 ordinary B-spline surface. The latter property allows
                 for constructing smooth transitions between B-spline
                 boundaries with different knot vectors.",
  acknowledgement = ack-nhfb,
  articleno =    "164",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kee:2014:EPM,
  author =       "Eric Kee and James F. O'Brien and Hany Farid",
  title =        "Exposing Photo Manipulation from Shading and Shadows",
  journal =      j-TOG,
  volume =       "33",
  number =       "5",
  pages =        "165:1--165:??",
  month =        aug,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2629646",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Sep 24 08:17:08 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe a method for detecting physical
                 inconsistencies in lighting from the shading and
                 shadows in an image. This method imposes a multitude of
                 shading- and shadow-based constraints on the projected
                 location of a distant point light source. The
                 consistency of a collection of such constraints is
                 posed as a linear programming problem. A feasible
                 solution indicates that the combination of shading and
                 shadows is physically consistent, while a failure to
                 find a solution provides evidence of photo tampering.",
  acknowledgement = ack-nhfb,
  articleno =    "165",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schwarz:2014:PDE,
  author =       "Michael Schwarz and Peter Wonka",
  title =        "Procedural Design of Exterior Lighting for Buildings
                 with Complex Constraints",
  journal =      j-TOG,
  volume =       "33",
  number =       "5",
  pages =        "166:1--166:??",
  month =        aug,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2629573",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Sep 24 08:17:08 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a system for the lighting design of
                 procedurally modeled buildings. The design is
                 procedurally specified as part of the ordinary modeling
                 workflow by defining goals for the illumination that
                 should be attained and locations where luminaires may
                 be installed to realize these goals. Additionally,
                 constraints can be modeled that make the arrangement of
                 the installed luminaires respect certain aesthetic and
                 structural considerations. From this specification, the
                 system automatically generates a lighting solution for
                 any concrete model instance. The underlying, intricate
                 joint optimization and constraint satisfaction problem
                 is approached with a stochastic scheme that operates
                 directly in the complex subspace where all constraints
                 are observed. To navigate this subspace efficaciously,
                 the actual lighting situation is taken into account. We
                 demonstrate our system on multiple examples spanning a
                 variety of architectural structures and lighting
                 designs.",
  acknowledgement = ack-nhfb,
  articleno =    "166",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aubry:2014:FLL,
  author =       "Mathieu Aubry and Sylvain Paris and Samuel W. Hasinoff
                 and Jan Kautz and Fr{\'e}do Durand",
  title =        "Fast Local {Laplacian} Filters: Theory and
                 Applications",
  journal =      j-TOG,
  volume =       "33",
  number =       "5",
  pages =        "167:1--167:??",
  month =        aug,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2629645",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Sep 24 08:17:08 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Multiscale manipulations are central to image editing
                 but also prone to halos. Achieving artifact-free
                 results requires sophisticated edge-aware techniques
                 and careful parameter tuning. These shortcomings were
                 recently addressed by the local Laplacian filters,
                 which can achieve a broad range of effects using
                 standard Laplacian pyramids. However, these filters are
                 slow to evaluate and their relationship to other
                 approaches is unclear. In this article, we show that
                 they are closely related to anisotropic diffusion and
                 to bilateral filtering. Our study also leads to a
                 variant of the bilateral filter that produces cleaner
                 edges while retaining its speed. Building upon this
                 result, we describe an acceleration scheme for local
                 Laplacian filters on gray-scale images that yields
                 speedups on the order of 50$ \times $. Finally, we
                 demonstrate how to use local Laplacian filters to alter
                 the distribution of gradients in an image. We
                 illustrate this property with a robust algorithm for
                 photographic style transfer.",
  acknowledgement = ack-nhfb,
  articleno =    "167",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liao:2014:AIM,
  author =       "Jing Liao and Rodolfo S. Lima and Diego Nehab and
                 Hugues Hoppe and Pedro V. Sander and Jinhui Yu",
  title =        "Automating Image Morphing Using Structural Similarity
                 on a Halfway Domain",
  journal =      j-TOG,
  volume =       "33",
  number =       "5",
  pages =        "168:1--168:??",
  month =        aug,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2629494",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Sep 24 08:17:08 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The main challenge in achieving good image morphs is
                 to create a map that aligns corresponding image
                 elements. Our aim is to help automate this often
                 tedious task. We compute the map by optimizing the
                 compatibility of corresponding warped image
                 neighborhoods using an adaptation of structural
                 similarity. The optimization is regularized by a
                 thin-plate spline and may be guided by a few user-drawn
                 points. We parameterize the map over a halfway domain
                 and show that this representation offers many benefits.
                 The map is able to treat the image pair symmetrically,
                 model simple occlusions continuously, span partially
                 overlapping images, and define extrapolated
                 correspondences. Moreover, it enables direct evaluation
                 of the morph in a pixel shader without mesh
                 rasterization. We improve the morphs by optimizing
                 quadratic motion paths and by seamlessly extending
                 content beyond the image boundaries. We parallelize the
                 algorithm on a GPU to achieve a responsive interface
                 and demonstrate challenging morphs obtained with little
                 effort.",
  acknowledgement = ack-nhfb,
  articleno =    "168",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tompson:2014:RTC,
  author =       "Jonathan Tompson and Murphy Stein and Yann Lecun and
                 Ken Perlin",
  title =        "Real-Time Continuous Pose Recovery of Human Hands
                 Using Convolutional Networks",
  journal =      j-TOG,
  volume =       "33",
  number =       "5",
  pages =        "169:1--169:??",
  month =        aug,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2629500",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Sep 24 08:17:08 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel method for real-time continuous
                 pose recovery of markerless complex articulable objects
                 from a single depth image. Our method consists of the
                 following stages: a randomized decision forest
                 classifier for image segmentation, a robust method for
                 labeled dataset generation, a convolutional network for
                 dense feature extraction, and finally an inverse
                 kinematics stage for stable real-time pose recovery. As
                 one possible application of this pipeline, we show
                 state-of-the-art results for real-time puppeteering of
                 a skinned hand-model.",
  acknowledgement = ack-nhfb,
  articleno =    "169",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Moon:2014:ARB,
  author =       "Bochang Moon and Nathan Carr and Sung-Eui Yoon",
  title =        "Adaptive Rendering Based on Weighted Local
                 Regression",
  journal =      j-TOG,
  volume =       "33",
  number =       "5",
  pages =        "170:1--170:??",
  month =        aug,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2641762",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Sep 24 08:17:08 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Monte Carlo ray tracing is considered one of the most
                 effective techniques for rendering photo-realistic
                 imagery, but requires a large number of ray samples to
                 produce converged or even visually pleasing images. We
                 develop a novel image-plane adaptive sampling and
                 reconstruction method based on local regression theory.
                 A novel local space estimation process is proposed for
                 employing the local regression, by robustly addressing
                 noisy high-dimensional features. Given the local
                 regression on estimated local space, we provide a novel
                 two-step optimization process for selecting bandwidths
                 of features locally in a data-driven way. Local
                 weighted regression is then applied using the computed
                 bandwidths to produce a smooth image reconstruction
                 with well-preserved details. We derive an error
                 analysis to guide our adaptive sampling process at the
                 local space. We demonstrate that our method produces
                 more accurate and visually pleasing results over the
                 state-of-the-art techniques across a wide range of
                 rendering effects. Our method also allows users to
                 employ an arbitrary set of features, including noisy
                 features, and robustly computes a subset of them by
                 ignoring noisy features and decorrelating them for
                 higher quality.",
  acknowledgement = ack-nhfb,
  articleno =    "170",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ren:2014:MFS,
  author =       "Bo Ren and Chenfeng Li and Xiao Yan and Ming C. Lin
                 and Javier Bonet and Shi-Min Hu",
  title =        "Multiple-Fluid {SPH} Simulation Using a Mixture
                 Model",
  journal =      j-TOG,
  volume =       "33",
  number =       "5",
  pages =        "171:1--171:??",
  month =        aug,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2645703",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Sep 24 08:17:08 MDT 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article presents a versatile and robust SPH
                 simulation approach for multiple-fluid flows. The
                 spatial distribution of different phases or components
                 is modeled using the volume fraction representation,
                 the dynamics of multiple-fluid flows is captured by
                 using an improved mixture model, and a stable and
                 accurate SPH formulation is rigorously derived to
                 resolve the complex transport and transformation
                 processes encountered in multiple-fluid flows. The new
                 approach can capture a wide range of real-world
                 multiple-fluid phenomena, including mixing/unmixing of
                 miscible and immiscible fluids, diffusion effect and
                 chemical reaction, etc. Moreover, the new
                 multiple-fluid SPH scheme can be readily integrated
                 into existing state-of-the-art SPH simulators, and the
                 multiple-fluid simulation is easy to set up. Various
                 examples are presented to demonstrate the effectiveness
                 of our approach.",
  acknowledgement = ack-nhfb,
  articleno =    "171",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xing:2014:APR,
  author =       "Jun Xing and Hsiang-Ting Chen and Li-Yi Wei",
  title =        "Autocomplete painting repetitions",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "172:1--172:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661247",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Painting is a major form of content creation, offering
                 unlimited control and freedom of expression. However,
                 it can involve tedious manual repetitions, such as
                 stippling large regions or hatching complex contours.
                 Thus, a central goal in digital painting research is to
                 automate tedious repetitions while allowing user
                 control. Existing methods impose a sequential order, in
                 which a small exemplar is prepared and then cloned
                 through additional gestures. Such sequential mode may
                 break the continuous, spontaneous flow of painting.
                 Moreover, it is more suitable for homogeneous areas
                 than nuanced variations common in real paintings. We
                 present an interactive digital painting system that
                 auto-completes tedious repetitions while preserving
                 nuanced variations and maintaining natural flows.
                 Specifically, users paint as usual, while our system
                 records and analyzes their workflows. When potential
                 repetition is detected, our system predicts what the
                 user might want to draw and offers auto-completes that
                 adjust to the existing shape-color context. Our method
                 eliminates the need for sequential creation-cloning and
                 better adapts to the local painting contexts.
                 Furthermore, users can choose to accept, ignore, or
                 modify those predictions and thus maintain full
                 control. Our method can be considered as the painting
                 analogy of auto-completes in common typing and IDE
                 systems. We demonstrate the quality and usability of
                 our system through painting results and a pilot user
                 study.",
  acknowledgement = ack-nhfb,
  articleno =    "172",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2014:BDD,
  author =       "Miao Wang and Yu-Kun Lai and Yuan Liang and Ralph R.
                 Martin and Shi-Min Hu",
  title =        "{BiggerPicture}: data-driven image extrapolation using
                 graph matching",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "173:1--173:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661278",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Filling a small hole in an image with plausible
                 content is well studied. Extrapolating an image to give
                 a distinctly larger one is much more challenging---a
                 significant amount of additional content is needed
                 which matches the original image, especially near its
                 boundaries. We propose a data-driven approach to this
                 problem. Given a source image, and the amount and
                 direction(s) in which it is to be extrapolated, our
                 system determines visually consistent content for the
                 extrapolated regions using library images. As well as
                 considering low-level matching, we achieve consistency
                 at a higher level by using graph proxies for regions of
                 source and library images. Treating images as graphs
                 allows us to find candidates for image extrapolation in
                 a feasible time. Consistency of subgraphs in source and
                 library images is used to find good candidates for the
                 additional content; these are then further filtered.
                 Region boundary curves are aligned to ensure
                 consistency where image parts are joined using a
                 photomontage method. We demonstrate the power of our
                 method in image editing applications.",
  acknowledgement = ack-nhfb,
  articleno =    "173",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schneider:2014:SCC,
  author =       "Ros{\'a}lia G. Schneider and Tinne Tuytelaars",
  title =        "Sketch classification and classification-driven
                 analysis using {Fisher} vectors",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "174:1--174:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661231",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce an approach for sketch classification
                 based on Fisher vectors that significantly outperforms
                 existing techniques. For the TU-Berlin sketch benchmark
                 [Eitz et al. 2012a], our recognition rate is close to
                 human performance on the same task. Motivated by these
                 results, we propose a different benchmark for the
                 evaluation of sketch classification algorithms. Our key
                 idea is that the relevant aspect when recognizing a
                 sketch is not the intention of the person who made the
                 drawing, but the information that was effectively
                 expressed. We modify the original benchmark to capture
                 this concept more precisely and, as such, to provide a
                 more adequate tool for the evaluation of sketch
                 classification techniques. Finally, we perform a
                 classification-driven analysis which is able to recover
                 semantic aspects of the individual sketches, such as
                 the quality of the drawing and the importance of each
                 part of the sketch for the recognition.",
  acknowledgement = ack-nhfb,
  articleno =    "174",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2014:DDS,
  author =       "Zhe Huang and Hongbo Fu and Rynson W. H. Lau",
  title =        "Data-driven segmentation and labeling of freehand
                 sketches",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "175:1--175:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661280",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a data-driven approach to derive part-level
                 segmentation and labeling of free-hand sketches, which
                 depict single objects with multiple parts. Our method
                 performs segmentation and labeling simultaneously, by
                 inferring a structure that best fits the input sketch,
                 through selecting and connecting 3D components in the
                 database. The problem is formulated using Mixed Integer
                 Programming, which optimizes over both the local
                 fitness of the selected components and the global
                 plausibility of the connected structure. Evaluations
                 show that our algorithm is significantly better than
                 the straightforward approaches based on direct
                 retrieval or part assembly, and can effectively handle
                 challenging variations in the sketch.",
  acknowledgement = ack-nhfb,
  articleno =    "175",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Karsch:2014:CAV,
  author =       "Kevin Karsch and Mani Golparvar-Fard and David
                 Forsyth",
  title =        "{ConstructAide}: analyzing and visualizing
                 construction sites through photographs and building
                 models",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "176:1--176:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661256",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe a set of tools for analyzing, visualizing,
                 and assessing architectural/construction progress with
                 unordered photo collections and 3D building models.
                 With our interface, a user guides the registration of
                 the model in one of the images, and our system
                 automatically computes the alignment for the rest of
                 the photos using a novel Structure-from-Motion (SfM)
                 technique; images with nearby viewpoints are also
                 brought into alignment with each other. After aligning
                 the photo(s) and model(s), our system allows a user,
                 such as a project manager or facility owner, to explore
                 the construction site seamlessly in time, monitor the
                 progress of construction, assess errors and deviations,
                 and create photorealistic architectural visualizations.
                 These interactions are facilitated by automatic
                 reasoning performed by our system: static and dynamic
                 occlusions are removed automatically, rendering
                 information is collected, and semantic selection tools
                 help guide user input. We also demonstrate that our
                 user-assisted SfM method outperforms existing
                 techniques on both real-world construction data and
                 established multi-view datasets.",
  acknowledgement = ack-nhfb,
  articleno =    "176",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jarabo:2014:FTR,
  author =       "Adrian Jarabo and Julio Marco and Adolfo Mu{\~n}oz and
                 Raul Buisan and Wojciech Jarosz and Diego Gutierrez",
  title =        "A framework for transient rendering",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "177:1--177:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661251",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recent advances in ultra-fast imaging have triggered
                 many promising applications in graphics and vision,
                 such as capturing transparent objects, estimating
                 hidden geometry and materials, or visualizing light in
                 motion. There is, however, very little work regarding
                 the effective simulation and analysis of transient
                 light transport, where the speed of light can no longer
                 be considered infinite. We first introduce the
                 transient path integral framework, formally describing
                 light transport in transient state. We then analyze the
                 difficulties arising when considering the light's
                 time-of-flight in the simulation (rendering) of images
                 and videos. We propose a novel density estimation
                 technique that allows reusing sampled paths to
                 reconstruct time-resolved radiance, and devise new
                 sampling strategies that take into account the
                 distribution of radiance along time in participating
                 media. We then efficiently simulate time-resolved
                 phenomena (such as caustic propagation, fluorescence or
                 temporal chromatic dispersion), which can help design
                 future ultra-fast imaging devices using an
                 analysis-by-synthesis approach, as well as to achieve a
                 better understanding of the nature of light
                 transport.",
  acknowledgement = ack-nhfb,
  articleno =    "177",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Manzi:2014:ISG,
  author =       "Marco Manzi and Fabrice Rousselle and Markus Kettunen
                 and Jaakko Lehtinen and Matthias Zwicker",
  title =        "Improved sampling for gradient-domain {Metropolis}
                 light transport",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "178:1--178:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661291",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a generalized framework for gradient-domain
                 Metropolis rendering, and introduce three techniques to
                 reduce sampling artifacts and variance. The first one
                 is a heuristic weighting strategy that combines several
                 sampling techniques to avoid outliers. The second one
                 is an improved mapping to generate offset paths
                 required for computing gradients. Here we leverage the
                 properties of manifold walks in path space to cancel
                 out singularities. Finally, the third technique
                 introduces generalized screen space gradient kernels.
                 This approach aligns the gradient kernels with image
                 structures such as texture edges and geometric
                 discontinuities to obtain sparser gradients than with
                 the conventional gradient kernel. We implement our
                 framework on top of an existing Metropolis sampler, and
                 we demonstrate significant improvements in visual and
                 numerical quality of our results compared to previous
                 work.",
  acknowledgement = ack-nhfb,
  articleno =    "178",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Novak:2014:RRT,
  author =       "Jan Nov{\'a}k and Andrew Selle and Wojciech Jarosz",
  title =        "Residual ratio tracking for estimating attenuation in
                 participating media",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "179:1--179:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661292",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Evaluating transmittance within participating media is
                 a fundamental operation required by many light
                 transport algorithms. We present ratio tracking and
                 residual tracking, two complementary techniques that
                 can be combined into an efficient, unbiased estimator
                 for evaluating transmittance in complex heterogeneous
                 media. In comparison to current approaches, our new
                 estimator is unbiased, yields high efficiency,
                 gracefully handles media with wavelength dependent
                 extinction, and bridges the gap between closed form
                 solutions and purely numerical, unbiased approaches. A
                 key feature of ratio tracking is its ability to handle
                 negative densities. This in turn enables us to separate
                 the main part of the transmittance function, handle it
                 analytically, and numerically estimate only the
                 residual transmittance. In addition to proving the
                 unbiasedness of our estimators, we perform an extensive
                 empirical analysis to reveal parameters that lead to
                 high efficiency. Finally, we describe how to integrate
                 the new techniques into a production path tracer and
                 demonstrate their benefits over traditional unbiased
                 estimators.",
  acknowledgement = ack-nhfb,
  articleno =    "179",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kider:2014:FEC,
  author =       "Joseph T. {Kider, Jr.} and Daniel Knowlton and Jeremy
                 Newlin and Yining Karl Li and Donald P. Greenberg",
  title =        "A framework for the experimental comparison of solar
                 and skydome illumination",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "180:1--180:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661259",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The illumination and appearance of the solar/skydome
                 is critical for many applications in computer graphics,
                 computer vision, and daylighting studies.
                 Unfortunately, physically accurate measurements of this
                 rapidly changing illumination source are difficult to
                 achieve, but necessary for the development of accurate
                 physically-based sky illumination models and comparison
                 studies of existing simulation models. To obtain
                 baseline data of this time-dependent anisotropic light
                 source, we design a novel acquisition setup to
                 simultaneously measure the comprehensive illumination
                 properties. Our hardware design simultaneously acquires
                 its spectral, spatial, and temporal information of the
                 skydome. To achieve this goal, we use a custom built
                 spectral radiance measurement scanner to measure the
                 directional spectral radiance, a pyranometer to measure
                 the irradiance of the entire hemisphere, and a camera
                 to capture high-dynamic range imagery of the sky. The
                 combination of these computer-controlled measurement
                 devices provides a fast way to acquire accurate
                 physical measurements of the solar/skydome. We use the
                 results of our measurements to evaluate many of the
                 strengths and weaknesses of several sun-sky simulation
                 models. We also provide a measurement dataset of sky
                 illumination data for various clear sky conditions and
                 an interactive visualization tool for model comparison
                 analysis available at
                 http://www.graphics.cornell.edu/resources/clearsky/.",
  acknowledgement = ack-nhfb,
  articleno =    "180",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Long:2014:RVH,
  author =       "Benjamin Long and Sue Ann Seah and Tom Carter and
                 Sriram Subramanian",
  title =        "Rendering volumetric haptic shapes in mid-air using
                 ultrasound",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "181:1--181:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661257",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for creating three-dimensional
                 haptic shapes in mid-air using focused ultrasound. This
                 approach applies the principles of acoustic radiation
                 force, whereby the non-linear effects of sound produce
                 forces on the skin which are strong enough to generate
                 tactile sensations. This mid-air haptic feedback
                 eliminates the need for any attachment of actuators or
                 contact with physical devices. The user perceives a
                 discernible haptic shape when the corresponding
                 acoustic interference pattern is generated above a
                 precisely controlled two-dimensional phased array of
                 ultrasound transducers. In this paper, we outline our
                 algorithm for controlling the volumetric distribution
                 of the acoustic radiation force field in the form of a
                 three-dimensional shape. We demonstrate how we create
                 this acoustic radiation force field and how we interact
                 with it. We then describe our implementation of the
                 system and provide evidence from both visual and
                 technical evaluations of its ability to render
                 different shapes. We conclude with a subjective user
                 evaluation to examine users' performance for different
                 shapes.",
  acknowledgement = ack-nhfb,
  articleno =    "181",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fu:2014:ASM,
  author =       "Xiao-Ming Fu and Yang Liu and John Snyder and Baining
                 Guo",
  title =        "Anisotropic simplicial meshing using local convex
                 functions",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "182:1--182:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661235",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel method to generate high-quality
                 simplicial meshes with specified anisotropy. Given a
                 surface or volumetric domain equipped with a Riemannian
                 metric that encodes the desired anisotropy, we
                 transform the problem to one of functional
                 approximation. We construct a convex function over each
                 mesh simplex whose Hessian locally matches the
                 Riemannian metric, and iteratively adapt vertex
                 positions and mesh connectivity to minimize the
                 difference between the target convex functions and
                 their piecewise-linear interpolation over the mesh. Our
                 method generalizes optimal Delaunay triangulation and
                 leads to a simple and efficient algorithm. We
                 demonstrate its quality and speed compared to
                 state-of-the-art methods on a variety of domains and
                 metrics.",
  acknowledgement = ack-nhfb,
  articleno =    "182",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Campen:2014:DSW,
  author =       "Marcel Campen and Leif Kobbelt",
  title =        "Dual strip weaving: interactive design of quad layouts
                 using elastica strips",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "183:1--183:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661236",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce Dual Strip Weaving, a novel concept for
                 the interactive design of quad layouts, i.e.
                 partitionings of freeform surfaces into quadrilateral
                 patch networks. In contrast to established tools for
                 the design of quad layouts or subdivision base meshes,
                 which are often based on creating individual vertices,
                 edges, and quads, our method takes a more global
                 perspective, operating on a higher level of
                 abstraction: the atomic operation of our method is the
                 creation of an entire cyclic strip, delineating a large
                 number of quad patches at once. The global
                 consistency-preserving nature of this approach reduces
                 demands on the user's expertise by requiring less
                 advance planning. Efficiency is achieved using a novel
                 method at the heart of our system, which automatically
                 proposes geometrically and topologically suitable
                 strips to the user. Based on this we provide
                 interaction tools to influence the design process to
                 any desired degree and visual guides to support the
                 user in this task.",
  acknowledgement = ack-nhfb,
  articleno =    "183",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ebke:2014:LDQ,
  author =       "Hans-Christian Ebke and Marcel Campen and David Bommes
                 and Leif Kobbelt",
  title =        "Level-of-detail quad meshing",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "184:1--184:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661240",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The most effective and popular tools for obtaining
                 feature aligned quad meshes from triangular input
                 meshes are based on cross field guided parametrization.
                 These methods are incarnations of a conceptual
                 three-step pipeline: (1) cross field computation, (2)
                 field-guided surface parametrization, (3) quad mesh
                 extraction. While in most meshing scenarios the user
                 prescribes a desired target quad size or edge length,
                 this information is typically taken into account from
                 step 2 onwards only, but not in the cross field
                 computation step. This turns into a problem in the
                 presence of small scale geometric or topological
                 features or noise in the input mesh: closely placed
                 singularities are induced in the cross field, which are
                 not properly reproducible by vertices in a quad mesh
                 with the prescribed edge length, causing severe
                 distortions or even failure of the meshing algorithm.
                 We reformulate the construction of cross fields as well
                 as field-guided parametrizations in a scale-aware
                 manner which effectively suppresses densely spaced
                 features and noise of geometric as well as topological
                 kind. Dominant large-scale features are adequately
                 preserved in the output by relying on the unaltered
                 input mesh as the computational domain.",
  acknowledgement = ack-nhfb,
  articleno =    "184",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Levi:2014:SMG,
  author =       "Zohar Levi and Denis Zorin",
  title =        "Strict minimizers for geometric optimization",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "185:1--185:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661258",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce the idea of strict minimizers for
                 geometric distortion measures used in shape
                 interpolation, deformation, parametrization, and other
                 applications involving geometric mappings. The $
                 L_\infty $-norm ensures the tightest possible control
                 on the worst-case distortion. Unfortunately, it does
                 not yield a unique solution and does not distinguish
                 between solutions with high or low distortion below the
                 maximum. The strict minimizer is a minimal $ L_\infty
                 $-norm solution, which always prioritizes higher
                 distortion reduction. We propose practical algorithms
                 for computing strict minimizers. We also offer an
                 efficient algorithm for $ L_\infty $ optimization based
                 on the ARAP energy. This algorithm can be used on its
                 own or as a building block for an ARAP strict
                 minimizer. We demonstrate that these algorithms lead to
                 significant improvements in quality.",
  acknowledgement = ack-nhfb,
  articleno =    "185",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tang:2014:FEC,
  author =       "Min Tang and Ruofeng Tong and Zhendong Wang and Dinesh
                 Manocha",
  title =        "Fast and exact continuous collision detection with
                 {Bernstein} sign classification",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "186:1--186:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661237",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present fast algorithms to perform accurate CCD
                 queries between triangulated models. Our formulation
                 uses properties of the Bernstein basis and B{\'e}zier
                 curves and reduces the problem to evaluating signs of
                 polynomials. We present a geometrically exact CCD
                 algorithm based on the exact geometric computation
                 paradigm to perform reliable Boolean collision queries.
                 Our algorithm is more than an order of magnitude faster
                 than prior exact algorithms. We evaluate its
                 performance for cloth and FEM simulations on CPUs and
                 GPUs, and highlight the benefits.",
  acknowledgement = ack-nhfb,
  articleno =    "186",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yumer:2014:CCH,
  author =       "Mehmet Ersin Yumer and Levent Burak Kara",
  title =        "Co-constrained handles for deformation in shape
                 collections",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "187:1--187:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661234",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for learning custom deformation
                 handles for an object, from a co-analysis of similar
                 objects. Our approach identifies the geometric and
                 spatial constraints among the different parts of an
                 object, and makes this information available through
                 abstract shape handles. These handles allow the user to
                 prescribe arbitrary deformation directives including
                 free-form surface deformations. However, only a subset
                 of admissible deformations is enabled to the user as
                 learned from the constraint space. Example applications
                 are presented in shape editing, co-deformation and
                 style transfer.",
  acknowledgement = ack-nhfb,
  articleno =    "187",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2014:LBC,
  author =       "Juyong Zhang and Bailin Deng and Zishun Liu and
                 Giuseppe Patan{\`e} and Sofien Bouaziz and Kai Hormann
                 and Ligang Liu",
  title =        "Local barycentric coordinates",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "188:1--188:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661255",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Barycentric coordinates yield a powerful and yet
                 simple paradigm to interpolate data values on
                 polyhedral domains. They represent interior points of
                 the domain as an affine combination of a set of control
                 points, defining an interpolation scheme for any
                 function defined on a set of control points. Numerous
                 barycentric coordinate schemes have been proposed
                 satisfying a large variety of properties. However, they
                 typically define interpolation as a combination of all
                 control points. Thus a local change in the value at a
                 single control point will create a global change by
                 propagation into the whole domain. In this context, we
                 present a family of local barycentric coordinates
                 (LBC), which select for each interior point a small set
                 of control points and satisfy common requirements on
                 barycentric coordinates, such as linearity,
                 non-negativity, and smoothness. LBC are achieved
                 through a convex optimization based on total variation,
                 and provide a compact representation that reduces
                 memory footprint and allows for fast deformations. Our
                 experiments show that LBC provide more local and finer
                 control on shape deformation than previous approaches,
                 and lead to more intuitive deformation results.",
  acknowledgement = ack-nhfb,
  articleno =    "188",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vaillant:2014:RIS,
  author =       "Rodolphe Vaillant and G{\"a}el Guennebaud and
                 Lo{\"\i}c Barthe and Brian Wyvill and Marie-Paule
                 Cani",
  title =        "Robust iso-surface tracking for interactive character
                 skinning",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "189:1--189:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661264",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel approach to interactive character
                 skinning, which is robust to extreme character
                 movements, handles skin contacts and produces the
                 effect of skin elasticity (sliding). Our approach
                 builds on the idea of implicit skinning in which the
                 character is approximated by a 3D scalar field and
                 mesh-vertices are appropriately re-projected. Instead
                 of being bound by an initial skinning solution used to
                 initialize the shape at each time step, we use the skin
                 mesh to directly track iso-surfaces of the field over
                 time. Technical problems are two-fold: firstly, all
                 contact surfaces generated between skin parts should be
                 captured as iso-surfaces of the implicit field;
                 secondly, the tracking method should capture elastic
                 skin effects when the joints bend, and as the character
                 returns to its rest shape, so the skin must follow. Our
                 solutions include: new composition operators enabling
                 blending effects and local self-contact between
                 implicit surfaces, as well as a tangential relaxation
                 scheme derived from the as-rigid-as possible energy to
                 solve the tracking problem.",
  acknowledgement = ack-nhfb,
  articleno =    "189",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2014:SCB,
  author =       "Songrun Liu and Alec Jacobson and Yotam Gingold",
  title =        "Skinning cubic {B{\'e}zier} splines and
                 {Catmull--Clark} subdivision surfaces",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "190:1--190:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661270",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Smooth space deformation has become a vital tool for
                 the animation and design of 2D and 3D shapes. Linear
                 methods, under the umbrella term of ``linear blend
                 skinning'', are the de facto standard for 3D
                 animations. Unfortunately such approaches do not
                 trivially extend to deforming vector graphics, such as
                 the cubic B{\'e}zier splines prevalent in 2D or
                 subdivision surfaces in 3D. We propose a variational
                 approach to reposition the control points of cubic
                 B{\'e}zier splines and Catmull--Clark subdivision
                 surfaces---or any linear subdivision curves or
                 surfaces---to produce curves or surfaces which match a
                 linear blend skinning deformation as closely as
                 possible. Exploiting the linearity of linear blend
                 skinning, we show how this optimization collapses
                 neatly into the repeated multiplication of a matrix per
                 handle. We support $ C^0 $, $ C^1 $, $ G^1 $, and
                 fixed-angle continuity constraints between adjacent
                 B{\'e}zier curves in a spline. Complexity scales
                 linearly with respect to the number of input curves and
                 run-time performance is fast enough for real-time
                 editing and animation of high-resolution shapes.",
  acknowledgement = ack-nhfb,
  articleno =    "190",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ye:2014:TBD,
  author =       "Genzhi Ye and Sundeep Jolly and V. Michael {Bove, Jr.}
                 and Qionghai Dai and Ramesh Raskar and Gordon
                 Wetzstein",
  title =        "Toward {BxDF} display using multilayer diffraction",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "191:1--191:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661246",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "With a wide range of applications in product design
                 and optical watermarking, computational BxDF display
                 has become an emerging trend in the graphics community.
                 In this paper, we analyze the design space of BxDF
                 displays and show that existing approaches cannot
                 reproduce arbitrary BxDFs. In particular, existing
                 surface-based fabrication techniques are often limited
                 to generating only specific angular frequencies,
                 angle-shift-invariant radiance distributions, and
                 sometimes only symmetric BxDFs. To overcome these
                 limitations, we propose diffractive multilayer BxDF
                 displays. We derive forward and inverse methods to
                 synthesize patterns that are printed on stacked,
                 high-resolution transparencies and reproduce prescribed
                 BxDFs with unprecedented degrees of freedom within the
                 limits of available fabrication techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "191",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Du:2014:IVQ,
  author =       "Song-Pei Du and Piotr Didyk and Fr{\'e}do Durand and
                 Shi-Min Hu and Wojciech Matusik",
  title =        "Improving visual quality of view transitions in
                 automultiscopic displays",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "192:1--192:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661248",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Automultiscopic screens present different images
                 depending on the viewing direction. This enables
                 glasses-free 3D and provides motion parallax effect.
                 However, due to the limited angular resolution of such
                 displays, they suffer from hot-spotting, i. e., image
                 quality is highly affected by the viewing position. In
                 this paper, we analyze light fields produced by
                 lenticular and parallax-barrier displays, and show
                 that, unlike in real world, the light fields produced
                 by such screens have a repetitive structure. This
                 induces visual artifacts in the form of view
                 discontinuities, depth reversals, and excessive
                 disparities when viewing position is not optimal.
                 Although the problem has been always considered as
                 inherent to the technology, we demonstrate that light
                 fields reproduced on automultiscopic displays have
                 enough degrees of freedom to improve the visual
                 quality. We propose a new technique that modifies light
                 fields using global and local shears followed by
                 stitching to improve their continuity when displayed on
                 a screen. We show that this enhances visual quality
                 significantly, which is demonstrated in a series of
                 user experiments with an automultiscopic display as
                 well as lenticular prints.",
  acknowledgement = ack-nhfb,
  articleno =    "192",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dong:2014:AMR,
  author =       "Yue Dong and Guojun Chen and Pieter Peers and Jiawan
                 Zhang and Xin Tong",
  title =        "Appearance-from-motion: recovering spatially varying
                 surface reflectance under unknown lighting",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "193:1--193:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661283",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present ``appearance-from-motion'', a novel method
                 for recovering the spatially varying isotropic surface
                 reflectance from a video of a rotating subject, with
                 known geometry, under unknown natural illumination. We
                 formulate the appearance recovery as an iterative
                 process that alternates between estimating surface
                 reflectance and estimating incident lighting. We
                 characterize the surface reflectance by a data-driven
                 microfacet model, and recover the microfacet normal
                 distribution for each surface point separately from
                 temporal changes in the observed radiance. To
                 regularize the recovery of the incident lighting, we
                 rely on the observation that natural lighting is sparse
                 in the gradient domain. Furthermore, we exploit the
                 sparsity of strong edges in the incident lighting to
                 improve the robustness of the surface reflectance
                 estimation. We demonstrate robust recovery of spatially
                 varying isotropic reflectance from captured video as
                 well as an internet video sequence for a wide variety
                 of materials and natural lighting conditions.",
  acknowledgement = ack-nhfb,
  articleno =    "193",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{DiRenzo:2014:ALS,
  author =       "Francesco {Di Renzo} and Claudio Calabrese and Fabio
                 Pellacini",
  title =        "{AppIm}: linear spaces for image-based appearance
                 editing",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "194:1--194:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661282",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Editing spatially-varying appearance is commonplace in
                 most graphics applications. In this paper, we focus on
                 materials whose appearance is described by BRDFs or
                 BSSRDFs, with parameters specified by textures, and
                 with local frame perturbations, namely bump, normal and
                 tangent maps. Editing these materials amounts to
                 editing the textures that encode the spatial variation.
                 To perform these edits, artists commonly adopt imaging
                 softwares since they have rich toolsets and
                 well-understood user interfaces. But editing material
                 parameters as images does not produce consistent
                 results since the parameters' behaviours in their
                 relative spaces are not taken in account. Our goal is
                 to address this issue with a solution that is
                 practical, in that we do not want to change material
                 representation or editing workflow to ensure adoption.
                 We observe that most image editing operations can be
                 written as linear combination of colors. We thus define
                 editing spaces for material parameters such that linear
                 operations in these spaces respect their inherent
                 meaning of the parameters. Transformations to and from
                 editing spaces are non-linear to capture the non-linear
                 behaviour of the parameters. Since GPUs are
                 particularly efficient when executing linear
                 operations, they can be used well with editing spaces.
                 We demonstrate the use of editing spaces to edit
                 microfacet BRDFs and SubEdit BSSRDFs by performing
                 various imaging operations such as layering, linear and
                 non-linear filtering, local and global contrast
                 enhancements, and hardware-accelerated painting.",
  acknowledgement = ack-nhfb,
  articleno =    "194",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gilet:2014:LRP,
  author =       "Guillaume Gilet and Basile Sauvage and Kenneth Vanhoey
                 and Jean-Michel Dischler and Djamchid Ghazanfarpour",
  title =        "Local random-phase noise for procedural texturing",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "195:1--195:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661249",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Local random-phase noise is a noise model for
                 procedural texturing. It is defined on a regular
                 spatial grid by local noises, which are sums of cosines
                 with random phase. Our model is versatile thanks to
                 separate sampling in the spatial and spectral domains.
                 Therefore, it encompasses Gabor noise and noise by
                 Fourier series. A stratified spectral sampling allows
                 for a faithful yet compact and efficient reproduction
                 of an arbitrary power spectrum. Noise by example is
                 therefore obtained faster than state-of-the-art
                 techniques. As a second contribution we address texture
                 by example and generate not only Gaussian patterns but
                 also structured features present in the input. This is
                 achieved by fixing the phase on some part of the
                 spectrum. Generated textures are continuous and
                 non-repetitive. Results show unprecedented frame rates
                 and a flexible visual result: users can control with
                 one parameter the blending between noise by example and
                 structured texture synthesis.",
  acknowledgement = ack-nhfb,
  articleno =    "195",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aydin:2014:TCL,
  author =       "Tun{\c{c}} Ozan Aydin and Nikolce Stefanoski and
                 Simone Croci and Markus Gross and Aljoscha Smolic",
  title =        "Temporally coherent local tone mapping of {HDR}
                 video",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "196:1--196:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661268",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recent subjective studies showed that current tone
                 mapping operators either produce disturbing temporal
                 artifacts, or are limited in their local contrast
                 reproduction capability. We address both of these
                 issues and present an HDR video tone mapping operator
                 that can greatly reduce the input dynamic range, while
                 at the same time preserving scene details without
                 causing significant visual artifacts. To achieve this,
                 we revisit the commonly used spatial base-detail layer
                 decomposition and extend it to the temporal domain. We
                 achieve high quality spatiotemporal edge-aware
                 filtering efficiently by using a mathematically
                 justified iterative approach that approximates a global
                 solution. Comparison with the state-of-the-art, both
                 qualitatively, and quantitatively through a controlled
                 subjective experiment, clearly shows our method's
                 advantages over previous work. We present local tone
                 mapping results on challenging high resolution scenes
                 with complex motion and varying illumination. We also
                 demonstrate our method's capability of preserving scene
                 details at user adjustable scales, and its advantages
                 for low light video sequences with significant camera
                 noise.",
  acknowledgement = ack-nhfb,
  articleno =    "196",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bonneel:2014:IIV,
  author =       "Nicolas Bonneel and Kalyan Sunkavalli and James
                 Tompkin and Deqing Sun and Sylvain Paris and Hanspeter
                 Pfister",
  title =        "Interactive intrinsic video editing",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "197:1--197:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661253",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Separating a photograph into its reflectance and
                 illumination intrinsic images is a fundamentally
                 ambiguous problem, and state-of-the-art algorithms
                 combine sophisticated reflectance and illumination
                 priors with user annotations to create plausible
                 results. However, these algorithms cannot be easily
                 extended to videos for two reasons: first, na{\"\i}vely
                 applying algorithms designed for single images to
                 videos produce results that are temporally incoherent;
                 second, effectively specifying user annotations for a
                 video requires interactive feedback, and current
                 approaches are orders of magnitudes too slow to support
                 this. We introduce a fast and temporally consistent
                 algorithm to decompose video sequences into their
                 reflectance and illumination components. Our algorithm
                 uses a hybrid $ l_2 $ $ l_p $ formulation that
                 separates image gradients into smooth illumination and
                 sparse reflectance gradients using look-up tables. We
                 use a multi-scale parallelized solver to reconstruct
                 the reflectance and illumination from these gradients
                 while enforcing spatial and temporal reflectance
                 constraints and user annotations. We demonstrate that
                 our algorithm automatically produces reasonable
                 results, that can be interactively refined by users, at
                 rates that are two orders of magnitude faster than
                 existing tools, to produce high-quality decompositions
                 for challenging real-world video sequences. We also
                 show how these decompositions can be used for a number
                 of video editing applications including recoloring,
                 retexturing, illumination editing, and lighting-aware
                 compositing.",
  acknowledgement = ack-nhfb,
  articleno =    "197",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2014:TAT,
  author =       "Shuaicheng Liu and Jue Wang and Sunghyun Cho and Ping
                 Tan",
  title =        "{TrackCam}: {$3$D}-aware tracking shots from consumer
                 video",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "198:1--198:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661272",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Panning and tracking shots are popular photography
                 techniques in which the camera tracks a moving object
                 and keeps it at the same position, resulting in an
                 image where the moving foreground is sharp but the
                 background is blurred accordingly, creating an artistic
                 illustration of the foreground motion. Such shots
                 however are hard to capture even for professionals,
                 especially when the foreground motion is complex (e.g.,
                 non-linear motion trajectories). In this work we
                 propose a system to generate realistic, 3D-aware
                 tracking shots from consumer videos. We show how
                 computer vision techniques such as segmentation and
                 structure-from-motion can be used to lower the barrier
                 and help novice users create high quality tracking
                 shots that are physically plausible. We also introduce
                 a pseudo 3D approach for relative depth estimation to
                 avoid expensive 3D reconstruction for improved
                 robustness and a wider application range. We validate
                 our system through extensive quantitative and
                 qualitative evaluations.",
  acknowledgement = ack-nhfb,
  articleno =    "198",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhong:2014:SFB,
  author =       "Fan Zhong and Song Yang and Xueying Qin and Dani
                 Lischinski and Daniel Cohen-Or and Baoquan Chen",
  title =        "Slippage-free background replacement for hand-held
                 video",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "199:1--199:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661281",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a method for replacing the background in
                 a video of a moving foreground subject, when both the
                 source video capturing the subject, and the target
                 video capturing the new background scene, are natural
                 videos, casually captured using a freely moving
                 hand-held camera. We assume that the foreground subject
                 has already been extracted, and focus on the
                 challenging task of generating a video with a new
                 background, such that the new background motion appears
                 compatible with the original one. Failure to match the
                 motion results in disturbing slippage or moonwalk
                 artifacts, where the subject's feet appear to slide or
                 slip over the ground. While matching the motion across
                 the entire frame is impossible for scenes with
                 differing geometry, we aim to match the local motion of
                 the ground in the vicinity of the subject. This is
                 achieved by reordering and warping the available target
                 background frames in a manner that optimizes a suitably
                 designed objective function.",
  acknowledgement = ack-nhfb,
  articleno =    "199",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2014:RTS,
  author =       "Chenglei Wu and Michael Zollh{\"o}fer and Matthias
                 Nie{\ss}ner and Marc Stamminger and Shahram Izadi and
                 Christian Theobalt",
  title =        "Real-time shading-based refinement for consumer depth
                 cameras",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "200:1--200:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661232",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present the first real-time method for refinement
                 of depth data using shape-from-shading in general
                 uncontrolled scenes. Per frame, our real-time algorithm
                 takes raw noisy depth data and an aligned RGB image as
                 input, and approximates the time-varying incident
                 lighting, which is then used for geometry refinement.
                 This leads to dramatically enhanced depth maps at 30Hz.
                 Our algorithm makes few scene assumptions, handling
                 arbitrary scene objects even under motion. To enable
                 this type of real-time depth map enhancement, we
                 contribute a new highly parallel algorithm that
                 reformulates the inverse rendering optimization problem
                 in prior work, allowing us to estimate lighting and
                 shape in a temporally coherent way at video
                 frame-rates. Our optimization problem is minimized
                 using a new regular grid Gauss--Newton solver
                 implemented fully on the GPU. We demonstrate results
                 showing enhanced depth maps, which are comparable to
                 offline methods but are computed orders of magnitude
                 faster, as well as baseline comparisons with online
                 filtering-based methods. We conclude with applications
                 of our higher quality depth maps for improved real-time
                 surface reconstruction and performance capture.",
  acknowledgement = ack-nhfb,
  articleno =    "200",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xiong:2014:RSR,
  author =       "Shiyao Xiong and Juyong Zhangy and Jianmin Zheng and
                 Jianfei Cai and Ligang Liu",
  title =        "Robust surface reconstruction via dictionary
                 learning",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "201:1--201:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661263",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Surface reconstruction from point cloud is of great
                 practical importance in computer graphics. Existing
                 methods often realize reconstruction via a few phases
                 with respective goals, whose integration may not give
                 an optimal solution. In this paper, to avoid the
                 inherent limitations of multi-phase processing in the
                 prior art, we propose a unified framework that treats
                 geometry and connectivity construction as one joint
                 optimization problem. The framework is based on
                 dictionary learning in which the dictionary consists of
                 the vertices of the reconstructed triangular mesh and
                 the sparse coding matrix encodes the connectivity of
                 the mesh. The dictionary learning is formulated as a
                 constrained $ l_{2, q} $-optimization $ (0 q < 1) $,
                 aiming to find the vertex position and triangulation
                 that minimize an energy function composed of
                 point-to-mesh metric and regularization. Our
                 formulation takes many factors into account within the
                 same framework, including distance metric,
                 noise/outlier resilience, sharp feature preservation,
                 no need to estimate normal, etc., thus providing a
                 global and robust algorithm that is able to efficiently
                 recover a piecewise smooth surface from dense data
                 points with imperfections. Extensive experiments using
                 synthetic models, real world models, and publicly
                 available benchmark show that our method outperforms
                 the state-of-the-art in terms of accuracy, robustness
                 to noise and outliers, geometric feature and detail
                 preservation, and mesh connectivity.",
  acknowledgement = ack-nhfb,
  articleno =    "201",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yin:2014:MIS,
  author =       "Kangxue Yin and Hui Huang and Hao Zhang and Minglun
                 Gong and Daniel Cohen-Or and Baoquan Chen",
  title =        "{Morfit}: interactive surface reconstruction from
                 incomplete point clouds with curve-driven topology and
                 geometry control",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "202:1--202:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661241",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "With significant data missing in a point scan,
                 reconstructing a complete surface with sufficient
                 geometric and topological fidelity is highly
                 challenging. We present an interactive technique for
                 surface reconstruction from incomplete and sparse scans
                 of 3D objects possessing sharp features. A fundamental
                 premise of our interaction paradigm is that directly
                 editing data in 3D is not only counterintuitive but
                 also ineffective, while working with 1D entities (i.e.,
                 curves) is a lot more manageable. To this end, we
                 factor 3D editing into two ``orthogonal'' interactions
                 acting on skeletal and profile curves of the underlying
                 shape, controlling its topology and geometric features,
                 respectively. For surface completion, we introduce a
                 novel skeleton-driven morph-to-fit, or morfit, scheme
                 which reconstructs the shape as an ensemble of
                 generalized cylinders. Morfit is a hybrid operator
                 which optimally interpolates between adjacent curve
                 profiles (the ``morph'') and snaps the surface to input
                 points (the ``fit''). The interactive reconstruction
                 iterates between user edits and morfit to converge to a
                 desired final surface. We demonstrate various
                 interactive reconstructions from point scans with sharp
                 features and significant missing data.",
  acknowledgement = ack-nhfb,
  articleno =    "202",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2014:QDP,
  author =       "Shihao Wu and Wei Sun and Pinxin Long and Hui Huang
                 and Daniel Cohen-Or and Minglun Gong and Oliver Deussen
                 and Baoquan Chen",
  title =        "Quality-driven {Poisson}-guided autoscanning",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "203:1--203:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661242",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a quality-driven, Poisson-guided autonomous
                 scanning method. Unlike previous scan planning
                 techniques, we do not aim to minimize the number of
                 scans needed to cover the object's surface, but rather
                 to ensure the high quality scanning of the model. This
                 goal is achieved by placing the scanner at
                 strategically selected Next-Best-Views (NBVs) to ensure
                 progressively capturing the geometric details of the
                 object, until both completeness and high fidelity are
                 reached. The technique is based on the analysis of a
                 Poisson field and its geometric relation with an input
                 scan. We generate a confidence map that reflects the
                 quality/fidelity of the estimated Poisson iso-surface.
                 The confidence map guides the generation of a viewing
                 vector field, which is then used for computing a set of
                 NBVs. We applied the algorithm on two different robotic
                 platforms, a PR2 mobile robot and a one-arm industry
                 robot. We demonstrated the advantages of our method
                 through a number of autonomous high quality scannings
                 of complex physical objects, as well as performance
                 comparisons against state-of-the-art methods.",
  acknowledgement = ack-nhfb,
  articleno =    "203",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pirk:2014:WTC,
  author =       "S{\"o}ren Pirk and Till Niese and Torsten H{\"a}drich
                 and Bedrich Benes and Oliver Deussen",
  title =        "Windy trees: computing stress response for
                 developmental tree models",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "204:1--204:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661252",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel method for combining developmental
                 tree models with turbulent wind fields. The tree
                 geometry is created from internal growth functions of
                 the developmental model and its response to external
                 stress is induced by a physically-plausible wind field
                 that is simulated by Smoothed Particle Hydrodynamics
                 (SPH). Our tree models are dynamically evolving complex
                 systems that (1) react in real-time to high-frequent
                 changes of the wind simulation; and (2) adapt to
                 long-term wind stress. We extend this process by
                 wind-related effects such as branch breaking as well as
                 bud abrasion and drying. In our interactive system the
                 user can adjust the parameters of the growth model,
                 modify wind properties and resulting forces, and define
                 the tree's long-term response to wind. By using
                 graphics hardware, our implementation runs at
                 interactive rates for moderately large scenes composed
                 of up to 20 tree models.",
  acknowledgement = ack-nhfb,
  articleno =    "204",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Setaluri:2014:SSP,
  author =       "Rajsekhar Setaluri and Mridul Aanjaneya and Sean Bauer
                 and Eftychios Sifakis",
  title =        "{SPGrid}: a sparse paged grid structure applied to
                 adaptive smoke simulation",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "205:1--205:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661269",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a new method for fluid simulation on
                 high-resolution adaptive grids which rivals the
                 throughput and parallelism potential of methods based
                 on uniform grids. Our enabling contribution is SPGrid,
                 a new data structure for compact storage and efficient
                 stream processing of sparsely populated uniform
                 Cartesian grids. SPGrid leverages the extensive
                 hardware acceleration mechanisms inherent in the x86
                 Virtual Memory Management system to deliver sequential
                 and stencil access bandwidth comparable to dense
                 uniform grids. Second, we eschew tree-based adaptive
                 data structures in favor of storing simulation
                 variables in a pyramid of sparsely populated uniform
                 grids, thus avoiding the cost of indirect memory access
                 associated with pointer-based representations. We show
                 how the costliest algorithmic kernels of fluid
                 simulation can be implemented as a composition of two
                 kernel types: (a) stencil operations on a single sparse
                 uniform grid, and (b) structured data transfers between
                 adjacent levels of resolution, even when modeling
                 non-graded octrees. Finally, we demonstrate an adaptive
                 multigrid-preconditioned Conjugate Gradient solver that
                 achieves resolution-independent convergence rates while
                 admitting a lightweight implementation with a modest
                 memory footprint. Our method is complemented by a new
                 interpolation scheme that reduces dissipative effects
                 and simplifies dynamic grid adaptation. We demonstrate
                 the efficacy of our method in end-to-end simulations of
                 smoke flow.",
  acknowledgement = ack-nhfb,
  articleno =    "205",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2014:PFS,
  author =       "Xinxin Zhang and Robert Bridson",
  title =        "A {PPPM} fast summation method for fluids and beyond",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "206:1--206:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661261",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/bibnet/subjects/fastmultipole.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Solving the $N$-body problem, i.e. the Poisson problem
                 with point sources, is a common task in graphics and
                 simulation. The naive direct summation of the kernel
                 function over all particles scales quadratically,
                 rendering it too slow for large problems, while the
                 optimal Fast Multipole Method has drastic
                 implementation complexity and can sometimes carry too
                 high an overhead to be practical. We present a new
                 Particle-Particle Particle-Mesh (PPPM) algorithm which
                 is fast, accurate, and easy to implement even in
                 parallel on a GPU. We capture long-range interactions
                 with a fast multigrid solver on a background grid with
                 a novel boundary condition, while short-range
                 interactions are calculated directly with a new error
                 compensation to avoid error from the background grid.
                 We demonstrate the power of PPPM with a new vortex
                 particle smoke solver, which features a vortex
                 segment-approach to the stretching term, potential flow
                 to enforce no-stick solid boundaries on arbitrary
                 moving solid boundaries, and a new mechanism for vortex
                 shedding from boundary layers. Comparison against a
                 simpler Vortex-in-Cell approach shows PPPM can produce
                 significantly more detailed results with less
                 computation. In addition, we use our PPPM solver for a
                 Poisson surface reconstruction problem to show its
                 potential as a general-purpose Poisson solver.",
  acknowledgement = ack-nhfb,
  articleno =    "206",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cirio:2014:YLS,
  author =       "Gabriel Cirio and Jorge Lopez-Moreno and David Miraut
                 and Miguel A. Otaduy",
  title =        "Yarn-level simulation of woven cloth",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "207:1--207:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661279",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The large-scale mechanical behavior of woven cloth is
                 determined by the mechanical properties of the yarns,
                 the weave pattern, and frictional contact between
                 yarns. Using standard simulation methods for elastic
                 rod models and yarn-yarn contact handling, the
                 simulation of woven garments at realistic yarn
                 densities is deemed intractable. This paper introduces
                 an efficient solution for simulating woven cloth at the
                 yarn level. Central to our solution is a novel
                 discretization of interlaced yarns based on yarn
                 crossings and yarn sliding, which allows modeling
                 yarn-yarn contact implicitly, avoiding contact handling
                 at yarn crossings altogether. Combined with models for
                 internal yarn forces and inter-yarn frictional contact,
                 as well as a massively parallel solver, we are able to
                 simulate garments with hundreds of thousands of yarn
                 crossings at practical frame-rates on a desktop
                 machine, showing combinations of large-scale and
                 fine-scale effects induced by yarn-level mechanics.",
  acknowledgement = ack-nhfb,
  articleno =    "207",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2014:ASM,
  author =       "Kang Chen and Yu-Kun Lai and Yu-Xin Wu and Ralph
                 Martin and Shi-Min Hu",
  title =        "Automatic semantic modeling of indoor scenes from
                 low-quality {RGB-D} data using contextual information",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "208:1--208:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661239",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel solution to automatic semantic
                 modeling of indoor scenes from a sparse set of
                 low-quality RGB-D images. Such data presents challenges
                 due to noise, low resolution, occlusion and missing
                 depth information. We exploit the knowledge in a scene
                 database containing 100s of indoor scenes with over
                 10,000 manually segmented and labeled mesh models of
                 objects. In seconds, we output a visually plausible 3D
                 scene, adapting these models and their parts to fit the
                 input scans. Contextual relationships learned from the
                 database are used to constrain reconstruction, ensuring
                 semantic compatibility between both object models and
                 parts. Small objects and objects with incomplete depth
                 information which are difficult to recover reliably are
                 processed with a two-stage approach. Major objects are
                 recognized first, providing a known scene structure. 2D
                 contour-based model retrieval is then used to recover
                 smaller objects. Evaluations using our own data and two
                 public datasets show that our approach can model
                 typical real-world indoor scenes efficiently and
                 robustly.",
  acknowledgement = ack-nhfb,
  articleno =    "208",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shao:2014:IUS,
  author =       "Tianjia Shao and Aron Monszpart and Youyi Zheng and
                 Bongjin Koo and Weiwei Xu and Kun Zhou and Niloy J.
                 Mitra",
  title =        "Imagining the unseen: stability-based cuboid
                 arrangements for scene understanding",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "209:1--209:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661288",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Missing data due to occlusion is a key challenge in 3D
                 acquisition, particularly in cluttered man-made scenes.
                 Such partial information about the scenes limits our
                 ability to analyze and understand them. In this work we
                 abstract such environments as collections of cuboids
                 and hallucinate geometry in the occluded regions by
                 globally analyzing the physical stability of the
                 resultant arrangements of the cuboids. Our algorithm
                 extrapolates the cuboids into the un-seen regions to
                 infer both their corresponding geometric attributes
                 (e.g., size, orientation) and how the cuboids
                 topologically interact with each other (e.g., touch or
                 fixed). The resultant arrangement provides an
                 abstraction for the underlying structure of the scene
                 that can then be used for a range of common geometry
                 processing tasks. We evaluate our algorithm on a large
                 number of test scenes with varying complexity, validate
                 the results on existing benchmark datasets, and
                 demonstrate the use of the recovered cuboid-based
                 structures towards object retrieval, scene completion,
                 etc.",
  acknowledgement = ack-nhfb,
  articleno =    "209",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fan:2014:SCF,
  author =       "Lubin Fan and Przemyslaw Musialski and Ligang Liu and
                 Peter Wonka",
  title =        "Structure completion for facade layouts",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "210:1--210:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661265",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method to complete missing structures in
                 facade layouts. Starting from an abstraction of the
                 partially observed layout as a set of shapes, we can
                 propose one or multiple possible completed layouts.
                 Structure completion with large missing parts is an
                 ill-posed problem. Therefore, we combine two sources of
                 information to derive our solution: the observed shapes
                 and a database of complete layouts. The problem is also
                 very difficult, because shape positions and attributes
                 have to be estimated jointly. Our proposed solution is
                 to break the problem into two components: a statistical
                 model to evaluate layouts and a planning algorithm to
                 generate candidate layouts. This ensures that the
                 completed result is consistent with the observation and
                 the layouts in the database.",
  acknowledgement = ack-nhfb,
  articleno =    "210",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2014:CCS,
  author =       "Tianqiang Liu and Siddhartha Chaudhuri and Vladimir G.
                 Kim and Qixing Huang and Niloy J. Mitra and Thomas
                 Funkhouser",
  title =        "Creating consistent scene graphs using a probabilistic
                 grammar",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "211:1--211:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661243",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Growing numbers of 3D scenes in online repositories
                 provide new opportunities for data-driven scene
                 understanding, editing, and synthesis. Despite the
                 plethora of data now available online, most of it
                 cannot be effectively used for data-driven applications
                 because it lacks consistent segmentations, category
                 labels, and/or functional groupings required for
                 co-analysis. In this paper, we develop algorithms that
                 infer such information via parsing with a probabilistic
                 grammar learned from examples. First, given a
                 collection of scene graphs with consistent hierarchies
                 and labels, we train a probabilistic hierarchical
                 grammar to represent the distributions of shapes,
                 cardinalities, and spatial relationships of semantic
                 objects within the collection. Then, we use the learned
                 grammar to parse new scenes to assign them
                 segmentations, labels, and hierarchies consistent with
                 the collection. During experiments with these
                 algorithms, we find that: they work effectively for
                 scene graphs for indoor scenes commonly found online
                 (bedrooms, classrooms, and libraries); they outperform
                 alternative approaches that consider only shape
                 similarities and/or spatial relationships without
                 hierarchy; they require relatively small sets of
                 training data; they are robust to moderate
                 over-segmentation in the inputs; and, they can robustly
                 transfer labels from one data set to another. As a
                 result, the proposed algorithms can be used to provide
                 consistent hierarchies for large collections of scenes
                 within the same semantic class.",
  acknowledgement = ack-nhfb,
  articleno =    "211",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Savva:2014:SIA,
  author =       "Manolis Savva and Angel X. Chang and Pat Hanrahan and
                 Matthew Fisher and Matthias Nie{\ss}ner",
  title =        "{SceneGrok}: inferring action maps in {$3$D}
                 environments",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "212:1--212:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661230",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "With modern computer graphics, we can generate
                 enormous amounts of 3D scene data. It is now possible
                 to capture high-quality 3D representations of large
                 real-world environments. Large shape and scene
                 databases, such as the Trimble 3D Warehouse, are
                 publicly accessible and constantly growing.
                 Unfortunately, while a great amount of 3D content
                 exists, most of it is detached from the semantics and
                 functionality of the objects it represents. In this
                 paper, we present a method to establish a correlation
                 between the geometry and the functionality of 3D
                 environments. Using RGB-D sensors, we capture dense 3D
                 reconstructions of real-world scenes, and observe and
                 track people as they interact with the environment.
                 With these observations, we train a classifier which
                 can transfer interaction knowledge to unobserved 3D
                 scenes. We predict a likelihood of a given action
                 taking place over all locations in a 3D environment and
                 refer to this representation as an action map over the
                 scene. We demonstrate prediction of action maps in both
                 3D scans and virtual scenes. We evaluate our
                 predictions against ground truth annotations by people,
                 and present an approach for characterizing 3D scenes by
                 functional similarity using action maps.",
  acknowledgement = ack-nhfb,
  articleno =    "212",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hu:2014:APS,
  author =       "Ruizhen Hu and Honghua Li and Hao Zhang and Daniel
                 Cohen-Or",
  title =        "Approximate pyramidal shape decomposition",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "213:1--213:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661244",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A shape is pyramidal if it has a flat base with the
                 remaining boundary forming a height function over the
                 base. Pyramidal shapes are optimal for molding,
                 casting, and layered 3D printing. However, many common
                 objects are not pyramidal. We introduce an algorithm
                 for approximate pyramidal shape decomposition. The
                 general exact pyramidal decomposition problem is
                 NP-hard. We turn this problem into an NP-complete
                 problem which admits a practical solution.
                 Specifically, we link pyramidal decomposition to the
                 Exact Cover Problem (ECP). Given an input shape S, we
                 develop clustering schemes to derive a set of building
                 blocks for approximate pyramidal parts of S. The
                 building blocks are then combined to yield a set of
                 candidate pyramidal parts. Finally, we employ Knuth's
                 Algorithm X over the candidate parts to obtain
                 solutions to ECP as pyramidal shape decompositions. Our
                 solution is equally applicable to 2D or 3D shapes, and
                 to shapes with polygonal or smooth boundaries, with or
                 without holes. We demonstrate our algorithm on numerous
                 shapes and evaluate its performance.",
  acknowledgement = ack-nhfb,
  articleno =    "213",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Deuss:2014:ASS,
  author =       "Mario Deuss and Daniele Panozzo and Emily Whiting and
                 Yang Liu and Philippe Block and Olga Sorkine-Hornung
                 and Mark Pauly",
  title =        "Assembling self-supporting structures",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "214:1--214:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661266",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Self-supporting structures are prominent in historical
                 and contemporary architecture due to advantageous
                 structural properties and efficient use of material.
                 Computer graphics research has recently contributed new
                 design tools that allow creating and interactively
                 exploring self-supporting freeform designs. However,
                 the physical construction of such freeform structures
                 remains challenging, even on small scales. Current
                 construction processes require extensive formwork
                 during assembly, which quickly leads to prohibitively
                 high construction costs for realizations on a building
                 scale. This greatly limits the practical impact of the
                 existing freeform design tools. We propose to replace
                 the commonly used dense formwork with a sparse set of
                 temporary chains. Our method enables gradual
                 construction of the masonry model in stable sections
                 and drastically reduces the material requirements and
                 construction costs. We analyze the input using a
                 variational method to find stable sections, and devise
                 a computationally tractable divide-and-conquer strategy
                 for the combinatorial problem of finding an optimal
                 construction sequence. We validate our method on 3D
                 printed models, demonstrate an application to the
                 restoration of historical models, and create designs of
                 recreational, collaborative self-supporting puzzles.",
  acknowledgement = ack-nhfb,
  articleno =    "214",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhou:2014:TCS,
  author =       "Shizhe Zhou and Changyun Jiang and Sylvain Lefebvre",
  title =        "Topology-constrained synthesis of vector patterns",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "215:1--215:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661238",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Decorative patterns are observed in many forms of art,
                 typically enriching the visual aspect of otherwise
                 simple shapes. Such patterns are especially difficult
                 to create, as they often exhibit intricate structural
                 details and at the same time have to precisely match
                 the size and shape of the underlying geometry. In the
                 field of Computer Graphics, several approaches have
                 been proposed to automatically synthesize a decorative
                 pattern along a curve, from an example. This empowers
                 non expert users with a simple brush metaphor, allowing
                 them to easily paint complex structured decorations. We
                 extend this idea to the space of design and
                 fabrication. The major challenge is to properly account
                 for the topology of the produced patterns. In
                 particular, our technique ensures that synthesized
                 patterns will be made of exactly one connected
                 component, so that once printed they form a single
                 object. To achieve this goal we propose a two steps
                 synthesis process, first synthesizing the topology of
                 the pattern and later synthesizing its exact geometry.
                 We introduce topology descriptors that efficiently
                 capture the topology of the pattern synthesized so far.
                 We propose several applications of our method, from
                 designing objects using synthesized patterns along
                 curves and within rectangles, to the decoration of
                 surfaces with a dedicated smooth frame interpolation.
                 Using our technique, designers paint structured
                 patterns that can be fabricated into solid, tangible
                 objects, creating unusual and surprising designs of
                 lamps, chairs and laces from examples.",
  acknowledgement = ack-nhfb,
  articleno =    "215",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schuller:2014:AMS,
  author =       "Christian Sch{\"u}ller and Daniele Panozzo and Olga
                 Sorkine-Hornung",
  title =        "Appearance-mimicking surfaces",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "216:1--216:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661267",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We consider the problem of reproducing the look and
                 the details of a 3D object on a surface that is
                 confined to a given volume. Classic examples of such
                 ``appearance-mimicking'' surfaces are bas-reliefs:
                 decorations and artwork depicting recognizable 3D
                 scenes using only a thin volumetric space. The design
                 of bas-reliefs has fascinated humankind for millennia
                 and it is extensively used on coins, medals, pottery
                 and other art forms. We propose a unified framework to
                 create surfaces that depict certain shapes from
                 prescribed viewpoints, as a generalization of
                 bas-reliefs. Given target shapes, viewpoints and space
                 restrictions, our method finds a globally optimal
                 surface that delivers the desired appearance when
                 observed from the designated viewpoints, while
                 guaranteeing exact, per-vertex depth bounds. We use 3D
                 printing to validate our approach and demonstrate our
                 results in a variety of applications, ranging from
                 standard bas-reliefs to optical illusions and carving
                 of complex geometries.",
  acknowledgement = ack-nhfb,
  articleno =    "216",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Koo:2014:CWL,
  author =       "Bongjin Koo and Wilmot Li and JiaXian Yao and Maneesh
                 Agrawala and Niloy J. Mitra",
  title =        "Creating works-like prototypes of mechanical objects",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "217:1--217:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661289",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Designers often create physical works-like prototypes
                 early in the product development cycle to explore
                 possible mechanical architectures for a design. Yet,
                 creating functional prototypes requires time and
                 expertise, which discourages rapid design iterations.
                 Designers must carefully specify part and joint
                 parameters to ensure that parts move and fit and
                 together in the intended manner. We present an
                 interactive system that streamlines the process by
                 allowing users to annotate rough 3D models with
                 high-level functional relationships (e.g., part A fits
                 inside part B). Based on these relationships, our
                 system optimizes the model geometry to produce a
                 working design. We demonstrate the versatility of our
                 system by using it to design a variety of works-like
                 prototypes.",
  acknowledgement = ack-nhfb,
  articleno =    "217",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2014:LCM,
  author =       "Yoonsang Lee and Moon Seok Park and Taesoo Kwon and
                 Jehee Lee",
  title =        "Locomotion control for many-muscle humanoids",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "218:1--218:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661233",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a biped locomotion controller for humanoid
                 models actuated by more than a hundred Hill-type
                 muscles. The key component of the controller is our
                 novel algorithm that can cope with step-based biped
                 locomotion balancing and the coordination of many
                 nonlinear Hill-type muscles simultaneously. Minimum
                 effort muscle activations are calculated based on
                 muscle contraction dynamics and online quadratic
                 programming. Our controller can faithfully reproduce a
                 variety of realistic biped gaits (e.g., normal walk,
                 quick steps, and fast run) and adapt the gaits to
                 varying conditions (e.g., muscle weakness, tightness,
                 joint dislocation, and external pushes) and goals
                 (e.g., pain reduction and efficiency maximization). We
                 demonstrate the robustness and versatility of our
                 controller with examples that can only be achieved
                 using highly-detailed musculoskeletal models with many
                 muscles.",
  acknowledgement = ack-nhfb,
  articleno =    "218",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Won:2014:GRD,
  author =       "Jungdam Won and Kyungho Lee and Carol O'Sullivan and
                 Jessica K. Hodgins and Jehee Lee",
  title =        "Generating and ranking diverse multi-character
                 interactions",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "219:1--219:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661271",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In many application areas, such as animation for
                 pre-visualizing movie sequences and choreography for
                 dance or other types of performance, only a high-level
                 description of the desired scene is provided as input,
                 either written or verbal. Such sparsity, however, lends
                 itself well to the creative process, as the
                 choreographer, animator or director can be given more
                 choice and control of the final scene. Animating scenes
                 with multi-character interactions can be a particularly
                 complex process, as there are many different
                 constraints to enforce and actions to synchronize. Our
                 novel 'generate-and-rank' approach rapidly and
                 semi-automatically generates data-driven
                 multi-character interaction scenes from high-level
                 graphical descriptions composed of simple clauses and
                 phrases. From a database of captured motions, we
                 generate a multitude of plausible candidate scenes. We
                 then efficiently and intelligently rank these scenes in
                 order to recommend a small but high-quality and diverse
                 selection to the user. This set can then be refined by
                 re-ranking or by generating alternatives to specific
                 interactions. While our approach is applicable to any
                 scenes that depict multi-character interactions, we
                 demonstrate its efficacy for choreographing fighting
                 scenes and evaluate it in terms of performance and the
                 diversity and coverage of the results.",
  acknowledgement = ack-nhfb,
  articleno =    "219",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Loper:2014:MMS,
  author =       "Matthew Loper and Naureen Mahmood and Michael J.
                 Black",
  title =        "{MoSh}: motion and shape capture from sparse markers",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "220:1--220:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661273",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Marker-based motion capture (mocap) is widely
                 criticized as producing lifeless animations. We argue
                 that important information about body surface motion is
                 present in standard marker sets but is lost in
                 extracting a skeleton. We demonstrate a new approach
                 called MoSh (Motion and Shape capture), that
                 automatically extracts this detail from mocap data.
                 MoSh estimates body shape and pose together using
                 sparse marker data by exploiting a parametric model of
                 the human body. In contrast to previous work, MoSh
                 solves for the marker locations relative to the body
                 and estimates accurate body shape directly from the
                 markers without the use of 3D scans; this effectively
                 turns a mocap system into an approximate body scanner.
                 MoSh is able to capture soft tissue motions directly
                 from markers by allowing body shape to vary over time.
                 We evaluate the effect of different marker sets on pose
                 and shape accuracy and propose a new sparse marker set
                 for capturing soft-tissue motion. We illustrate MoSh by
                 recovering body shape, pose, and soft-tissue motion
                 from archival mocap data and using this to produce
                 animations with subtlety and realism. We also show
                 soft-tissue motion retargeting to new characters and
                 show how to magnify the 3D deformations of soft tissue
                 to create animations with appealing exaggerations.",
  acknowledgement = ack-nhfb,
  articleno =    "220",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2014:LDC,
  author =       "Peizhao Zhang and Kristin Siu and Jianjie Zhang and C.
                 Karen Liu and Jinxiang Chai",
  title =        "Leveraging depth cameras and wearable pressure sensors
                 for full-body kinematics and dynamics capture",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "221:1--221:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661286",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new method for full-body motion capture
                 that uses input data captured by three depth cameras
                 and a pair of pressure-sensing shoes. Our system is
                 appealing because it is low-cost, non-intrusive and
                 fully automatic, and can accurately reconstruct both
                 full-body kinematics and dynamics data. We first
                 introduce a novel tracking process that automatically
                 reconstructs 3D skeletal poses using input data
                 captured by three Kinect cameras and wearable pressure
                 sensors. We formulate the problem in an optimization
                 framework and incrementally update 3D skeletal poses
                 with observed depth data and pressure data via
                 iterative linear solvers. The system is highly accurate
                 because we integrate depth data from multiple depth
                 cameras, foot pressure data, detailed full-body
                 geometry, and environmental contact constraints into a
                 unified framework. In addition, we develop an efficient
                 physics-based motion reconstruction algorithm for
                 solving internal joint torques and contact forces in
                 the quadratic programming framework. During
                 reconstruction, we leverage Newtonian physics, friction
                 cone constraints, contact pressure information, and 3D
                 kinematic poses obtained from the kinematic tracking
                 process to reconstruct full-body dynamics data. We
                 demonstrate the power of our approach by capturing a
                 wide range of human movements and achieve
                 state-of-the-art accuracy in our comparison against
                 alternative systems.",
  acknowledgement = ack-nhfb,
  articleno =    "221",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shi:2014:AAH,
  author =       "Fuhao Shi and Hsiang-Tao Wu and Xin Tong and Jinxiang
                 Chai",
  title =        "Automatic acquisition of high-fidelity facial
                 performances using monocular videos",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "222:1--222:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661290",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a facial performance capture
                 system that automatically captures high-fidelity facial
                 performances using uncontrolled monocular videos (
                 e.g., Internet videos). We start the process by
                 detecting and tracking important facial features such
                 as the nose tip and mouth corners across the entire
                 sequence and then use the detected facial features
                 along with multilinear facial models to reconstruct 3D
                 head poses and large-scale facial deformation of the
                 subject at each frame. We utilize per-pixel shading
                 cues to add fine-scale surface details such as emerging
                 or disappearing wrinkles and folds into large-scale
                 facial deformation. At a final step, we iterate our
                 reconstruction procedure on large-scale facial geometry
                 and fine-scale facial details to further improve the
                 accuracy of facial reconstruction. We have tested our
                 system on monocular videos downloaded from the
                 Internet, demonstrating its accuracy and robustness
                 under a variety of uncontrolled lighting conditions and
                 overcoming significant shape differences across
                 individuals. We show our system advances the state of
                 the art in facial performance capture by comparing
                 against alternative methods.",
  acknowledgement = ack-nhfb,
  articleno =    "222",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Berard:2014:HQC,
  author =       "Pascal B{\'e}rard and Derek Bradley and Maurizio Nitti
                 and Thabo Beeler and Markus Gross",
  title =        "High-quality capture of eyes",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "223:1--223:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661285",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Even though the human eye is one of the central
                 features of individual appearance, its shape has so far
                 been mostly approximated in our community with gross
                 simplifications. In this paper we demonstrate that
                 there is a lot of individuality to every eye, a fact
                 that common practices for 3D eye generation do not
                 consider. To faithfully reproduce all the intricacies
                 of the human eye we propose a novel capture system that
                 is capable of accurately reconstructing all the visible
                 parts of the eye: the white sclera, the transparent
                 cornea and the non-rigidly deforming colored iris.
                 These components exhibit very different appearance
                 properties and thus we propose a hybrid reconstruction
                 method that addresses them individually, resulting in a
                 complete model of both spatio-temporal shape and
                 texture at an unprecedented level of detail, enabling
                 the creation of more believable digital humans.
                 Finally, we believe that the findings of this paper
                 will alter our community's current assumptions
                 regarding human eyes, and our work has the potential to
                 significantly impact the way that eyes will be modelled
                 in the future.",
  acknowledgement = ack-nhfb,
  articleno =    "223",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2014:DHC,
  author =       "Zexiang Xu and Hsiang-Tao Wu and Lvdi Wang and Changxi
                 Zheng and Xin Tong and Yue Qi",
  title =        "Dynamic hair capture using spacetime optimization",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "224:1--224:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661284",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Dynamic hair strands have complex structures and
                 experience intricate collisions and occlusion, posing
                 significant challenges for high-quality reconstruction
                 of their motions. We present a comprehensive dynamic
                 hair capture system for reconstructing realistic hair
                 motions from multiple synchronized video sequences. To
                 recover hair strands' temporal correspondence, we
                 propose a motion-path analysis algorithm that can
                 robustly track local hair motions in input videos. To
                 ensure the spatial and temporal coherence of the
                 dynamic capture, we formulate the global hair
                 reconstruction as a spacetime optimization problem
                 solved iteratively. Demonstrated using a range of
                 real-world hairstyles driven by different wind
                 conditions and head motions, our approach is able to
                 reconstruct complex hair dynamics matching closely with
                 video recordings both in terms of geometry and motion
                 details.",
  acknowledgement = ack-nhfb,
  articleno =    "224",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hu:2014:CBH,
  author =       "Liwen Hu and Chongyang Ma and Linjie Luo and Li-Yi Wei
                 and Hao Li",
  title =        "Capturing braided hairstyles",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "225:1--225:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661254",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "From fishtail to princess braids, these intricately
                 woven structures define an important and popular class
                 of hairstyle, frequently used for digital characters in
                 computer graphics. In addition to the challenges
                 created by the infinite range of styles, existing
                 modeling and capture techniques are particularly
                 constrained by the geometric and topological
                 complexities. We propose a data-driven method to
                 automatically reconstruct braided hairstyles from input
                 data obtained from a single consumer RGB-D camera. Our
                 approach covers the large variation of repetitive braid
                 structures using a family of compact procedural braid
                 models. From these models, we produce a database of
                 braid patches and use a robust random sampling approach
                 for data fitting. We then recover the input braid
                 structures using a multi-label optimization algorithm
                 and synthesize the intertwining hair strands of the
                 braids. We demonstrate that a minimal capture equipment
                 is sufficient to effectively capture a wide range of
                 complex braids with distinct shapes and structures.",
  acknowledgement = ack-nhfb,
  articleno =    "225",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2014:ASS,
  author =       "Rui Wang and Xianjin Yang and Yazhen Yuan and Wei Chen
                 and Kavita Bala and Hujun Bao",
  title =        "Automatic shader simplification using surface signal
                 approximation",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "226:1--226:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661276",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we present a new automatic shader
                 simplification method using surface signal
                 approximation. We regard the entire multi-stage
                 rendering pipeline as a process that generates signals
                 on surfaces, and we formulate the simplification of the
                 fragment shader as a global simplification problem
                 across multi-shader stages. Three new shader
                 simplification rules are proposed to solve the problem.
                 First, the code transformation rule transforms fragment
                 shader code to other shader stages in order to
                 redistribute computations on pixels up to the level of
                 geometry primitives. Second, the surface-wise
                 approximation rule uses high-order polynomial basis
                 functions on surfaces to approximate pixel-wise
                 computations in the fragment shader. These
                 approximations are pre-cached and simplify computations
                 at runtime. Third, the surface subdivision rule
                 tessellates surfaces into smaller patches. It combines
                 with the previous two rules to approximate pixel-wise
                 signals at different levels of tessellations with
                 different computation times and visual errors. To
                 evaluate simplified shaders using these simplification
                 rules, we introduce a new cost model that includes the
                 visual quality, rendering time and memory consumption.
                 With these simplification rules and the cost model, we
                 present an integrated shader simplification algorithm
                 that is capable of automatically generating variants of
                 simplified shaders and selecting a sequence of
                 preferable shaders. Results show that the sequence of
                 selected simplified shaders balance performance,
                 accuracy and memory consumption well.",
  acknowledgement = ack-nhfb,
  articleno =    "226",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Clarberg:2014:DSB,
  author =       "Petrik Clarberg and Jacob Munkberg",
  title =        "Deep shading buffers on commodity {GPUs}",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "227:1--227:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661245",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Real-time rendering with true motion and defocus blur
                 remains an elusive goal for application developers. In
                 recent years, substantial progress has been made in the
                 areas of rasterization, shading, and reconstruction for
                 stochastic rendering. However, we have yet to see an
                 efficient method for decoupled sampling that can be
                 implemented on current or near-future graphics
                 processors. In this paper, we propose one such
                 algorithm that leverages the capability of modern GPUs
                 to perform unordered memory accesses from within
                 shaders. Our algorithm builds per-pixel primitive lists
                 in canonical shading space. All shading then takes
                 place in a single, non-multisampled forward rendering
                 pass using conservative rasterization. This pass
                 exploits the rasterization and shading hardware to
                 perform shading very efficiently, and only samples that
                 are visible in the final image are shaded. Last, the
                 shading samples are gathered and filtered to create the
                 final image. The input to our algorithm can be
                 generated using a variety of methods, of which we show
                 examples of interactive stochastic and interleaved
                 rasterization, as well as ray tracing.",
  acknowledgement = ack-nhfb,
  articleno =    "227",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Steinberger:2014:WTB,
  author =       "Markus Steinberger and Michael Kenzel and Pedro
                 Boechat and Bernhard Kerbl and Mark Dokter and Dieter
                 Schmalstieg",
  title =        "{Whippletree}: task-based scheduling of dynamic
                 workloads on the {GPU}",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "228:1--228:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661250",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we present Whippletree, a novel
                 approach to scheduling dynamic, irregular workloads on
                 the GPU. We introduce a new programming model which
                 offers the simplicity and expressiveness of task-based
                 parallelism while retaining all aspects of the
                 multi-level execution hierarchy essential to unlocking
                 the full potential of a modern GPU. At the same time,
                 our programming model lends itself to efficient
                 implementation on the SIMD-based architecture typical
                 of a current GPU. We demonstrate the practical utility
                 of our model by providing a reference implementation on
                 top of current CUDA hardware. Furthermore, we show that
                 our model compares favorably to traditional approaches
                 in terms of both performance as well as the range of
                 applications that can be covered. We demonstrate the
                 benefits of our model for recursive Reyes rendering,
                 procedural geometry generation and volume rendering
                 with concurrent irradiance caching.",
  acknowledgement = ack-nhfb,
  articleno =    "228",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ganacim:2014:MPV,
  author =       "Francisco Ganacim and Rodolfo S. Lima and Luiz
                 Henrique de Figueiredo and Diego Nehab",
  title =        "Massively-parallel vector graphics",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "229:1--229:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661274",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a massively parallel vector graphics
                 rendering pipeline that is divided into two components.
                 The preprocessing component builds a novel adaptive
                 acceleration data structure, the shortcut tree. Tree
                 construction is efficient and parallel at the segment
                 level, enabling dynamic vector graphics. The tree
                 allows efficient random access to the color of
                 individual samples, so the graphics can be warped for
                 special effects. The rendering component processes all
                 samples and pixels in parallel. It was optimized for
                 wide antialiasing filters and a large number of samples
                 per pixel to generate sharp, noise-free images. Our
                 sample scheduler allows pixels with overlapping
                 antialiasing filters to share samples. It groups
                 together samples that can be computed with the same
                 vector operations using little memory or bandwidth. The
                 pipeline is feature-rich, supporting multiple layers of
                 filled paths, each defined by curved outlines (with
                 linear, rational quadratic, and integral cubic
                 B{\'e}zier segments), clipped against other paths, and
                 painted with semi-transparent colors, gradients, or
                 textures. We demonstrate renderings of complex vector
                 graphics in state-of-the-art quality and performance.
                 Finally, we provide full source-code for our
                 implementation as well as the input data used in the
                 paper.",
  acknowledgement = ack-nhfb,
  articleno =    "229",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xie:2014:HDC,
  author =       "Guofu Xie and Xin Sun and Xin Tong and Derek
                 Nowrouzezahrai",
  title =        "Hierarchical diffusion curves for accurate automatic
                 image vectorization",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "230:1--230:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661275",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Diffusion curve primitives are a compact and powerful
                 representation for vector images. While several vector
                 image authoring tools leverage these representations,
                 automatically and accurately vectorizing arbitrary
                 raster images using diffusion curves remains a
                 difficult problem. We automatically generate sparse
                 diffusion curve vectorizations of raster images by
                 fitting curves in the Laplacian domain. Our approach is
                 fast, combines Laplacian and biLaplacian diffusion
                 curve representations, and generates a hierarchical
                 representation that accurately reconstructs both vector
                 art and natural images. The key idea of our method is
                 to trace curves in the Laplacian domain, which captures
                 both sharp and smooth image features, across scales,
                 more robustly than previous image- and gradient-domain
                 fitting strategies. The sparse set of curves generated
                 by our method accurately reconstructs images and often
                 closely matches tediously hand-authored curve data.
                 Also, our hierarchical curves are readily usable in all
                 existing editing frameworks. We validate our method on
                 a broad class of images, including natural images,
                 synthesized images with turbulent multi-scale details,
                 and traditional vector-art, as well as illustrating
                 simple multi-scale abstraction and color editing
                 results.",
  acknowledgement = ack-nhfb,
  articleno =    "230",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Heide:2014:FFC,
  author =       "Felix Heide and Markus Steinberger and Yun-Ta Tsai and
                 Mushfiqur Rouf and Dawid Pajak and Dikpal Reddy and
                 Orazio Gallo and Jing Liu and Wolfgang Heidrich and
                 Karen Egiazarian and Jan Kautz and Kari Pulli",
  title =        "{FlexISP}: a flexible camera image processing
                 framework",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "231:1--231:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661260",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Conventional pipelines for capturing, displaying, and
                 storing images are usually defined as a series of
                 cascaded modules, each responsible for addressing a
                 particular problem. While this divide-and-conquer
                 approach offers many benefits, it also introduces a
                 cumulative error, as each step in the pipeline only
                 considers the output of the previous step, not the
                 original sensor data. We propose an end-to-end system
                 that is aware of the camera and image model, enforces
                 natural-image priors, while jointly accounting for
                 common image processing steps like demosaicking,
                 denoising, deconvolution, and so forth, all directly in
                 a given output representation (e.g., YUV, DCT). Our
                 system is flexible and we demonstrate it on regular
                 Bayer images as well as images from custom sensors. In
                 all cases, we achieve large improvements in image
                 quality and signal reconstruction compared to
                 state-of-the-art techniques. Finally, we show that our
                 approach is capable of very efficiently handling
                 high-resolution images, making even mobile
                 implementations feasible.",
  acknowledgement = ack-nhfb,
  articleno =    "231",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2014:FBI,
  author =       "Ziwei Liu and Lu Yuan and Xiaoou Tang and Matt
                 Uyttendaele and Jian Sun",
  title =        "Fast burst images denoising",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "232:1--232:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661277",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a fast denoising method that
                 produces a clean image from a burst of noisy images. We
                 accelerate alignment of the images by introducing a
                 lightweight camera motion representation called
                 homography flow. The aligned images are then fused to
                 create a denoised output with rapid per-pixel
                 operations in temporal and spatial domains. To handle
                 scene motion during the capture, a mechanism of
                 selecting consistent pixels for temporal fusion is
                 proposed to ``synthesize'' a clean, ghost-free image,
                 which can largely reduce the computation of tracking
                 motion between frames. Combined with these efficient
                 solutions, our method runs several orders of magnitude
                 faster than previous work, while the denoising quality
                 is comparable. A smartphone prototype demonstrates that
                 our method is practical and works well on a large
                 variety of real examples.",
  acknowledgement = ack-nhfb,
  articleno =    "232",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lin:2014:SSE,
  author =       "Xing Lin and Yebin Liu and Jiamin Wu and Qionghai
                 Dai",
  title =        "Spatial-spectral encoded compressive hyperspectral
                 imaging",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "233:1--233:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661262",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper proposes a novel compressive hyperspectral
                 (HS) imaging approach that allows for high-resolution
                 HS images to be captured in a single image. The
                 proposed architecture comprises three key components:
                 spatial-spectral encoded optical camera design,
                 over-complete HS dictionary learning and
                 sparse-constraint computational reconstruction. Our
                 spatial-spectral encoded sampling scheme provides a
                 higher degree of randomness in the measured projections
                 than previous compressive HS imaging approaches; and a
                 robust nonlinear sparse reconstruction method is
                 employed to recover the HS images from the coded
                 projection with higher performance. To exploit the
                 sparsity constraint on the nature HS images for
                 computational reconstruction, an over-complete HS
                 dictionary is learned to represent the HS images in a
                 sparser way than previous representations. We validate
                 the proposed approach on both synthetic and real
                 captured data, and show successful recovery of HS
                 images for both indoor and outdoor scenes. In addition,
                 we demonstrate other applications for the over-complete
                 HS dictionary and sparse coding techniques, including
                 3D HS images compression and denoising.",
  acknowledgement = ack-nhfb,
  articleno =    "233",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhu:2014:MMC,
  author =       "Jun-Yan Zhu and Aseem Agarwala and Alexei A. Efros and
                 Eli Shechtman and Jue Wang",
  title =        "Mirror mirror: crowdsourcing better portraits",
  journal =      j-TOG,
  volume =       "33",
  number =       "6",
  pages =        "234:1--234:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2661229.2661287",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Nov 14 19:16:26 MST 2014",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe a method for providing feedback on
                 portrait expressions, and for selecting the most
                 attractive expressions from large video/photo
                 collections. We capture a video of a subject's face
                 while they are engaged in a task designed to elicit a
                 range of positive emotions. We then use crowdsourcing
                 to score the captured expressions for their
                 attractiveness. We use these scores to train a model
                 that can automatically predict attractiveness of
                 different expressions of a given person. We also train
                 a cross-subject model that evaluates portrait
                 attractiveness of novel subjects and show how it can be
                 used to automatically mine attractive photos from
                 personal photo collections. Furthermore, we show how,
                 with a little bit (\$5-worth) of extra crowdsourcing,
                 we can substantially improve the cross-subject model by
                 ``fine-tuning'' it to a new individual using active
                 learning. Finally, we demonstrate a training app that
                 helps people learn how to mimic their best
                 expressions.",
  acknowledgement = ack-nhfb,
  articleno =    "234",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ha:2014:ITD,
  author =       "Sehoon Ha and C. Karen Liu",
  title =        "Iterative Training of Dynamic Skills Inspired by Human
                 Coaching Techniques",
  journal =      j-TOG,
  volume =       "34",
  number =       "1",
  pages =        "1:1--1:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2682626",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jan 7 15:32:04 MST 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Inspired by how humans learn dynamic motor skills
                 through a progressive process of coaching and
                 practices, we introduce an intuitive and interactive
                 framework for developing dynamic controllers. The user
                 only needs to provide a primitive initial controller
                 and high-level, human-readable instructions as if s/he
                 is coaching a human trainee, while the character has
                 the ability to interpret the abstract instructions,
                 accumulate the knowledge from the coach, and improve
                 its skill iteratively. We introduce ``control rigs'' as
                 an intermediate layer of control module to facilitate
                 the mapping between high-level instructions and
                 low-level control variables. Control rigs also utilize
                 the human coach's knowledge to reduce the search space
                 for control optimization. In addition, we develop a new
                 sampling-based optimization method, Covariance Matrix
                 Adaptation with Classification (CMA-C), to efficiently
                 compute-control rig parameters. Based on the
                 observation of human ability to ``learn from failure'',
                 CMA-C utilizes the failed simulation trials to
                 approximate an infeasible region in the space of
                 control rig parameters, resulting a faster convergence
                 for the CMA optimization. We demonstrate the design
                 process of complex dynamic controllers using our
                 framework, including precision jumps, turnaround jumps,
                 monkey vaults, drop-and-rolls, and wall-backflips.",
  acknowledgement = ack-nhfb,
  articleno =    "1",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Esturo:2014:SQE,
  author =       "Janick Martinez Esturo and Christian R{\"o}ssl and
                 Holger Theisel",
  title =        "Smoothed Quadratic Energies on Meshes",
  journal =      j-TOG,
  volume =       "34",
  number =       "1",
  pages =        "2:1--2:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2682627",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jan 7 15:32:04 MST 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this article, we study the regularization of
                 quadratic energies that are integrated over discrete
                 domains. This is a fairly general setting, often found
                 in, but not limited to, geometry processing. The
                 standard Tikhonov regularization is widely used such
                 that, for instance, a low-pass filter enforces
                 smoothness of the solution. This approach, however, is
                 independent of the energy and the concrete problem,
                 which leads to artifacts in various applications.
                 Instead, we propose a regularization that enforces a
                 low variation of the energy and is problem specific by
                 construction. Essentially, this approach corresponds to
                 minimization with respect to a different norm. Our
                 construction is generic and can be plugged into any
                 quadratic energy minimization, is simple to implement,
                 and has no significant runtime overhead. We demonstrate
                 this for a number of typical problems and discuss the
                 expected benefits.",
  acknowledgement = ack-nhfb,
  articleno =    "2",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cheng:2014:IVG,
  author =       "Ming-Ming Cheng and Shuai Zheng and Wen-Yan Lin and
                 Vibhav Vineet and Paul Sturgess and Nigel Crook and
                 Niloy J. Mitra and Philip Torr",
  title =        "{ImageSpirit}: Verbal Guided Image Parsing",
  journal =      j-TOG,
  volume =       "34",
  number =       "1",
  pages =        "3:1--3:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2682628",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jan 7 15:32:04 MST 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Humans describe images in terms of nouns and
                 adjectives while algorithms operate on images
                 represented as sets of pixels. Bridging this gap
                 between how humans would like to access images versus
                 their typical representation is the goal of image
                 parsing, which involves assigning object and attribute
                 labels to pixels. In this article we propose treating
                 nouns as object labels and adjectives as visual
                 attribute labels. This allows us to formulate the image
                 parsing problem as one of jointly estimating per-pixel
                 object and attribute labels from a set of training
                 images. We propose an efficient (interactive time)
                 solution. Using the extracted labels as handles, our
                 system empowers a user to verbally refine the results.
                 This enables hands-free parsing of an image into
                 pixel-wise object/attribute labels that correspond to
                 human semantics. Verbally selecting objects of interest
                 enables a novel and natural interaction modality that
                 can possibly be used to interact with new generation
                 devices (e.g., smartphones, Google Glass, living-room
                 devices). We demonstrate our system on a large number
                 of real-world images with varying complexity. To help
                 understand the trade-offs compared to traditional
                 mouse-based interactions, results are reported for both
                 a large-scale quantitative evaluation and a user
                 study.",
  acknowledgement = ack-nhfb,
  articleno =    "3",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{VanKaick:2014:SSA,
  author =       "Oliver {Van Kaick} and Noa Fish and Yanir Kleiman and
                 Shmuel Asafi and Daniel Cohen-Or",
  title =        "Shape Segmentation by Approximate Convexity Analysis",
  journal =      j-TOG,
  volume =       "34",
  number =       "1",
  pages =        "4:1--4:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2611811",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jan 7 15:32:04 MST 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a shape segmentation method for complete
                 and incomplete shapes. The key idea is to directly
                 optimize the decomposition based on a characterization
                 of the expected geometry of a part in a shape. Rather
                 than setting the number of parts in advance, we search
                 for the smallest number of parts that admit the
                 geometric characterization of the parts. The
                 segmentation is based on an intermediate-level
                 analysis, where first the shape is decomposed into
                 approximate convex components, which are then merged
                 into consistent parts based on a nonlocal geometric
                 signature. Our method is designed to handle incomplete
                 shapes, represented by point clouds. We show
                 segmentation results on shapes acquired by a range
                 scanner, and an analysis of the robustness of our
                 method to missing regions. Moreover, our method yields
                 results that are comparable to state-of-the-art
                 techniques evaluated on complete shapes.",
  acknowledgement = ack-nhfb,
  articleno =    "4",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Frisvad:2014:DDM,
  author =       "Jeppe Revall Frisvad and Toshiya Hachisuka and Thomas
                 Kim Kjeldsen",
  title =        "Directional Dipole Model for Subsurface Scattering",
  journal =      j-TOG,
  volume =       "34",
  number =       "1",
  pages =        "5:1--5:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2682629",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jan 7 15:32:04 MST 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Rendering translucent materials using Monte Carlo ray
                 tracing is computationally expensive due to a large
                 number of subsurface scattering events. Faster
                 approaches are based on analytical models derived from
                 diffusion theory. While such analytical models are
                 efficient, they miss out on some translucency effects
                 in the rendered result. We present an improved
                 analytical model for subsurface scattering that
                 captures translucency effects present in the reference
                 solutions but remaining absent with existing models.
                 The key difference is that our model is based on ray
                 source diffusion, rather than point source diffusion. A
                 ray source corresponds better to the light that
                 refracts through the surface of a translucent material.
                 Using this ray source, we are able to take the
                 direction of the incident light ray and the direction
                 toward the point of emergence into account. We use a
                 dipole construction similar to that of the standard
                 dipole model, but we now have positive and negative ray
                 sources with a mirrored pair of directions. Our model
                 is as computationally efficient as existing models
                 while it includes single scattering without relying on
                 a separate Monte Carlo simulation, and the rendered
                 images are significantly closer to the references.
                 Unlike some previous work, our model is fully analytic
                 and requires no precomputation.",
  acknowledgement = ack-nhfb,
  articleno =    "5",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rogge:2014:GRM,
  author =       "Lorenz Rogge and Felix Klose and Michael Stengel and
                 Martin Eisemann and Marcus Magnor",
  title =        "Garment Replacement in Monocular Video Sequences",
  journal =      j-TOG,
  volume =       "34",
  number =       "1",
  pages =        "6:1--6:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2634212",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jan 7 15:32:04 MST 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a semi-automatic approach to exchange the
                 clothes of an actor for arbitrary virtual garments in
                 conventional monocular video footage as a postprocess.
                 We reconstruct the actor's body shape and motion from
                 the input video using a parameterized body model. The
                 reconstructed dynamic 3D geometry of the actor serves
                 as an animated mannequin for simulating the virtual
                 garment. It also aids in scene illumination estimation,
                 necessary to realistically light the virtual garment.
                 An image-based warping technique ensures realistic
                 compositing of the rendered virtual garment and the
                 original video. We present results for eight real-world
                 video sequences featuring complex test cases to
                 evaluate performance for different types of motion,
                 camera settings, and illumination conditions.",
  acknowledgement = ack-nhfb,
  articleno =    "6",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{He:2014:RSS,
  author =       "Xiaowei He and Huamin Wang and Fengjun Zhang and
                 Hongan Wang and Guoping Wang and Kun Zhou",
  title =        "Robust Simulation of Sparsely Sampled Thin Features in
                 {SPH}-Based Free Surface Flows",
  journal =      j-TOG,
  volume =       "34",
  number =       "1",
  pages =        "7:1--7:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2682630",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jan 7 15:32:04 MST 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Smoothed particle hydrodynamics (SPH) is efficient,
                 mass preserving, and flexible in handling topological
                 changes. However, sparsely sampled thin features are
                 difficult to simulate in SPH-based free surface flows,
                 due to a number of robustness and stability issues. In
                 this article, we address this problem from two
                 perspectives: the robustness of surface forces and the
                 numerical instability of thin features. We present a
                 new surface tension force scheme based on a free
                 surface energy functional, under the diffuse interface
                 model. We develop an efficient way to calculate the air
                 pressure force for free surface flows, without using
                 air particles. Compared with previous surface force
                 formulae, our formulae are more robust against particle
                 sparsity in thin feature cases. To avoid numerical
                 instability on thin features, we propose to adjust the
                 internal pressure force by estimating the internal
                 pressure at two scales and filtering the force using a
                 geometry-aware anisotropic kernel. Our result
                 demonstrates the effectiveness of our algorithms in
                 handling a variety of sparsely sampled thin liquid
                 features, including thin sheets, thin jets, and water
                 splashes.",
  acknowledgement = ack-nhfb,
  articleno =    "7",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fyffe:2014:DHR,
  author =       "Graham Fyffe and Andrew Jones and Oleg Alexander and
                 Ryosuke Ichikari and Paul Debevec",
  title =        "Driving High-Resolution Facial Scans with Video
                 Performance Capture",
  journal =      j-TOG,
  volume =       "34",
  number =       "1",
  pages =        "8:1--8:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2638549",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jan 7 15:32:04 MST 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a process for rendering a realistic facial
                 performance with control of viewpoint and illumination.
                 The performance is based on one or more high-quality
                 geometry and reflectance scans of an actor in static
                 poses, driven by one or more video streams of a
                 performance. We compute optical flow correspondences
                 between neighboring video frames, and a sparse set of
                 correspondences between static scans and video frames.
                 The latter are made possible by leveraging the
                 relightability of the static 3D scans to match the
                 viewpoint(s) and appearance of the actor in videos
                 taken in arbitrary environments. As optical flow tends
                 to compute proper correspondence for some areas but not
                 others, we also compute a smoothed, per-pixel
                 confidence map for every computed flow, based on
                 normalized cross-correlation. These flows and their
                 confidences yield a set of weighted triangulation
                 constraints among the static poses and the frames of a
                 performance. Given a single artist-prepared face mesh
                 for one static pose, we optimally combine the weighted
                 triangulation constraints, along with a shape
                 regularization term, into a consistent 3D geometry
                 solution over the entire performance that is drift free
                 by construction. In contrast to previous work, even
                 partial correspondences contribute to drift
                 minimization, for example, where a successful match is
                 found in the eye region but not the mouth. Our shape
                 regularization employs a differential shape term based
                 on a spatially varying blend of the differential shapes
                 of the static poses and neighboring dynamic poses,
                 weighted by the associated flow confidences. These
                 weights also permit dynamic reflectance maps to be
                 produced for the performance by blending the static
                 scan maps. Finally, as the geometry and maps are
                 represented on a consistent artist-friendly mesh, we
                 render the resulting high-quality animated face
                 geometry and animated reflectance maps using standard
                 rendering tools.",
  acknowledgement = ack-nhfb,
  articleno =    "8",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chosson:2014:BSR,
  author =       "Sylvain M. Chosson and Roger D. Hersch",
  title =        "Beating Shapes Relying on {Moir{\'e}} Level Lines",
  journal =      j-TOG,
  volume =       "34",
  number =       "1",
  pages =        "9:1--9:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2644806",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jan 7 15:32:04 MST 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We consider the problem of obtaining a recognizable
                 shape as superposition moir{\'e} of two line gratings.
                 The method we propose generates moir{\'e} lines located
                 between the shape foreground and background centers and
                 the shape boundaries. Upon relative displacement of the
                 superposed base- and revealing-layer gratings, the
                 moir{\'e} lines move and give the impression of beating
                 shapes. Original bilevel shapes are converted into
                 elevation profiles that are embedded by small local
                 shifts within the base-layer grating layout. The
                 elevation profile's level lines are revealed as
                 moir{\'e} by superposing the base and revealing layers.
                 Similar level line moir{\'e}s can be obtained by
                 applying an identical geometric transformation to both
                 the base and the revealing layers. In order to create
                 grayscale or color images embedding several distinct
                 moir{\'e} shapes, we create as base layer a dither
                 array made of several ditherband gratings, each one
                 embedding its specific elevation profile. Further
                 variants include the possibility of incorporating
                 elevation profiles within both the base and the
                 revealing layers, or having two elevation profiles
                 sharing a same base layer by tiling the available
                 space. The moir{\'e}-level line techniques can be
                 advantageously used for decorative or for
                 anti-counterfeiting applications. Their base- and
                 revealing-layer gratings may be produced by printing
                 techniques, by imaging on film, or by arrays of
                 cylindrical microlenses.",
  acknowledgement = ack-nhfb,
  articleno =    "9",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Si:2014:RBS,
  author =       "Weiguang Si and Sung-Hee Lee and Eftychios Sifakis and
                 Demetri Terzopoulos",
  title =        "Realistic Biomechanical Simulation and Control of
                 Human Swimming",
  journal =      j-TOG,
  volume =       "34",
  number =       "1",
  pages =        "10:1--10:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2626346",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jan 7 15:32:04 MST 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We address the challenging problem of controlling a
                 complex biomechanical model of the human body to
                 synthesize realistic swimming animation. Our human
                 model includes all of the relevant articular bones and
                 muscles, including 103 bones (163 articular degrees of
                 freedom) plus a total of 823 muscle actuators embedded
                 in a finite element model of the musculotendinous soft
                 tissues of the body that produces realistic
                 deformations. To coordinate the numerous muscle
                 actuators in order to produce natural swimming
                 movements, we develop a biomimetically motivated motor
                 control system based on Central Pattern Generators
                 (CPGs), which learns to produce activation signals that
                 drive the numerous muscle actuators.",
  acknowledgement = ack-nhfb,
  articleno =    "10",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ling:2014:SQF,
  author =       "Ruotian Ling and Jin Huang and Bert J{\"u}ttler and
                 Feng Sun and Hujun Bao and Wenping Wang",
  title =        "Spectral Quadrangulation with Feature Curve Alignment
                 and Element Size Control",
  journal =      j-TOG,
  volume =       "34",
  number =       "1",
  pages =        "11:1--11:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2653476",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jan 7 15:32:04 MST 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Existing methods for surface quadrangulation cannot
                 ensure accurate alignment with feature or boundary
                 curves and tight control of local element size, which
                 are important requirements in many numerical
                 applications (e.g., FEA). Some methods rely on a
                 prescribed direction field to guide quadrangulation for
                 feature alignment, but such a direction field may
                 conflict with a desired density field, thus making it
                 difficult to control the element size. We propose a new
                 spectral method that achieves both accurate feature
                 curve alignment and tight control of local element size
                 according to a given density field. Specifically, the
                 following three technical contributions are made.
                 First, to make the quadrangulation align accurately
                 with feature curves or surface boundary curves, we
                 introduce novel boundary conditions for wave-like
                 functions that satisfy the Helmholtz equation
                 approximately in the least squares sense. Such
                 functions, called quasi-eigenfunctions, are computed
                 efficiently as the solutions to a variational problem.
                 Second, the mesh element size is effectively controlled
                 by locally modulating the Laplace operator in the
                 Helmholtz equation according to a given density field.
                 Third, to improve robustness, we propose a novel scheme
                 to minimize the vibration difference of the
                 quasi-eigenfunction in two orthogonal directions. It is
                 demonstrated by extensive experiments that our method
                 outperforms previous methods in generating
                 feature-aligned quadrilateral meshes with tight control
                 of local element size. We further present some
                 preliminary results to show that our method can be
                 extended to generating hex-dominant volume meshes.",
  acknowledgement = ack-nhfb,
  articleno =    "11",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shi:2014:LFR,
  author =       "Lixin Shi and Haitham Hassanieh and Abe Davis and Dina
                 Katabi and Fredo Durand",
  title =        "Light Field Reconstruction Using Sparsity in the
                 Continuous {Fourier} Domain",
  journal =      j-TOG,
  volume =       "34",
  number =       "1",
  pages =        "12:1--12:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2682631",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jan 7 15:32:04 MST 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Sparsity in the Fourier domain is an important
                 property that enables the dense reconstruction of
                 signals, such as 4D light fields, from a small set of
                 samples. The sparsity of natural spectra is often
                 derived from continuous arguments, but reconstruction
                 algorithms typically work in the discrete Fourier
                 domain. These algorithms usually assume that sparsity
                 derived from continuous principles will hold under
                 discrete sampling. This article makes the critical
                 observation that sparsity is much greater in the
                 continuous Fourier spectrum than in the discrete
                 spectrum. This difference is caused by a windowing
                 effect. When we sample a signal over a finite window,
                 we convolve its spectrum by an infinite sinc, which
                 destroys much of the sparsity that was in the
                 continuous domain. Based on this observation, we
                 propose an approach to reconstruction that optimizes
                 for sparsity in the continuous Fourier spectrum. We
                 describe the theory behind our approach and discuss how
                 it can be used to reduce sampling requirements and
                 improve reconstruction quality. Finally, we demonstrate
                 the power of our approach by showing how it can be
                 applied to the task of recovering non-Lambertian light
                 fields from a small number of 1D viewpoint
                 trajectories.",
  acknowledgement = ack-nhfb,
  articleno =    "12",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fattal:2014:DUC,
  author =       "Raanan Fattal",
  title =        "Dehazing Using Color-Lines",
  journal =      j-TOG,
  volume =       "34",
  number =       "1",
  pages =        "13:1--13:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2651362",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Jan 7 15:32:04 MST 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Photographs of hazy scenes typically suffer having low
                 contrast and offer a limited visibility of the scene.
                 This article describes a new method for single-image
                 dehazing that relies on a generic regularity in natural
                 images where pixels of small image patches typically
                 exhibit a 1D distribution in RGB color space, known as
                 color-lines. We derive a local formation model that
                 explains the color-lines in the context of hazy scenes
                 and use it for recovering the scene transmission based
                 on the lines' offset from the origin. The lack of a
                 dominant color-line inside a patch or its lack of
                 consistency with the formation model allows us to
                 identify and avoid false predictions. Thus, unlike
                 existing approaches that follow their assumptions
                 across the entire image, our algorithm validates its
                 hypotheses and obtains more reliable estimates where
                 possible. In addition, we describe a Markov random
                 field model dedicated to producing complete and
                 regularized transmission maps given noisy and scattered
                 estimates. Unlike traditional field models that consist
                 of local coupling, the new model is augmented with
                 long-range connections between pixels of similar
                 attributes. These connections allow our algorithm to
                 properly resolve the transmission in isolated regions
                 where nearby pixels do not offer relevant information.
                 An extensive evaluation of our method over different
                 types of images and its comparison to state-of-the-art
                 methods over established benchmark images show a
                 consistent improvement in the accuracy of the estimated
                 scene transmission and recovered haze-free radiances.",
  acknowledgement = ack-nhfb,
  articleno =    "13",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Boissonnat:2015:ADM,
  author =       "Jean-Daniel Boissonnat and Kan-Le Shi and Jane
                 Tournois and Mariette Yvinec",
  title =        "Anisotropic {Delaunay} Meshes of Surfaces",
  journal =      j-TOG,
  volume =       "34",
  number =       "2",
  pages =        "14:1--14:??",
  month =        feb,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2721895",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Mar 3 12:31:14 MST 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Anisotropic simplicial meshes are triangulations with
                 elements elongated along prescribed directions.
                 Anisotropic meshes have been shown well suited for
                 interpolation of functions or solving PDEs. They can
                 also significantly enhance the accuracy of a surface
                 representation. Given a surface S endowed with a metric
                 tensor field, we propose a new approach to generate an
                 anisotropic mesh that approximates S with elements
                 shaped according to the metric field. The algorithm
                 relies on the well-established concepts of restricted
                 Delaunay triangulation and Delaunay refinement and
                 comes with theoretical guarantees. The star of each
                 vertex in the output mesh is Delaunay for the metric
                 attached to this vertex. Each facet has a good aspect
                 ratio with respect to the metric specified at any of
                 its vertices. The algorithm is easy to implement. It
                 can mesh various types of surfaces like implicit
                 surfaces, polyhedra, or isosurfaces in 3D images. It
                 can handle complicated geometries and topologies, and
                 very anisotropic metric fields.",
  acknowledgement = ack-nhfb,
  articleno =    "14",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dansereau:2015:LVF,
  author =       "Donald G. Dansereau and Oscar Pizarro and Stefan B.
                 Williams",
  title =        "Linear Volumetric Focus for Light Field Cameras",
  journal =      j-TOG,
  volume =       "34",
  number =       "2",
  pages =        "15:1--15:??",
  month =        feb,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2665074",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Mar 3 12:31:14 MST 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We demonstrate that the redundant information in light
                 field imagery allows volumetric focus, an improvement
                 of signal quality that maintains focus over a
                 controllable range of depths. To do this, we derive the
                 frequency-domain region of support of the light field,
                 finding it to be the 4D hyperfan at the intersection of
                 a dual fan and a hypercone, and design a filter with
                 correspondingly shaped passband. Drawing examples from
                 the Stanford Light Field Archive and images captured
                 using a commercially available lenslet-based plenoptic
                 camera, we demonstrate that the hyperfan outperforms
                 competing methods including planar focus, fan-shaped
                 antialiasing, and nonlinear image and video denoising
                 techniques. We show the hyperfan preserves depth of
                 field, making it a single-step all-in-focus denoising
                 filter suitable for general-purpose light field
                 rendering. We include results for different noise types
                 and levels, through murky water and particulate matter,
                 in real-world scenarios, and evaluated using a variety
                 of metrics. We show that the hyperfan's performance
                 scales with aperture count, and demonstrate the
                 inclusion of aliased components for high-quality
                 rendering.",
  acknowledgement = ack-nhfb,
  articleno =    "15",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liang:2015:LTF,
  author =       "Chia-Kai Liang and Ravi Ramamoorthi",
  title =        "A Light Transport Framework for Lenslet Light Field
                 Cameras",
  journal =      j-TOG,
  volume =       "34",
  number =       "2",
  pages =        "16:1--16:??",
  month =        feb,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2665075",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Mar 3 12:31:14 MST 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Light field cameras capture full spatio-angular
                 information of the light field, and enable many novel
                 photographic and scientific applications. It is often
                 stated that there is a fundamental trade-off between
                 spatial and angular resolution, but there has been
                 limited understanding of this trade-off theoretically
                 or numerically. Moreover, it is very difficult to
                 evaluate the design of a light field camera because a
                 new design is usually reported with its prototype and
                 rendering algorithm, both of which affect resolution.
                 In this article, we develop a light transport framework
                 for understanding the fundamental limits of light field
                 camera resolution. We first derive the prefiltering
                 model of lenslet-based light field cameras. The main
                 novelty of our model is in considering the full
                 space-angle sensitivity profile of the photosensor-in
                 particular, real pixels have nonuniform angular
                 sensitivity, responding more to light along the optical
                 axis rather than at grazing angles. We show that the
                 full sensor profile plays an important role in defining
                 the performance of a light field camera. The proposed
                 method can model all existing lenslet-based light field
                 cameras and allows to compare them in a unified way in
                 simulation, independent of the practical differences
                 between particular prototypes. We further extend our
                 framework to analyze the performance of two rendering
                 methods: the simple projection-based method and the
                 inverse light transport process. We validate our
                 framework with both flatland simulation and real data
                 from the Lytro light field camera.",
  acknowledgement = ack-nhfb,
  articleno =    "16",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2015:HSS,
  author =       "Peng Huang and Margara Tejera and John Collomosse and
                 Adrian Hilton",
  title =        "Hybrid Skeletal-Surface Motion Graphs for Character
                 Animation from {$4$D} Performance Capture",
  journal =      j-TOG,
  volume =       "34",
  number =       "2",
  pages =        "17:1--17:??",
  month =        feb,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2699643",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Mar 3 12:31:14 MST 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel hybrid representation for character
                 animation from 4D Performance Capture (4DPC) data which
                 combines skeletal control with surface motion graphs.
                 4DPC data are temporally aligned 3D mesh sequence
                 reconstructions of the dynamic surface shape and
                 associated appearance from multiple-view video. The
                 hybrid representation supports the production of novel
                 surface sequences which satisfy constraints from
                 user-specified key-frames or a target skeletal motion.
                 Motion graph path optimisation concatenates fragments
                 of 4DPC data to satisfy the constraints while
                 maintaining plausible surface motion at transitions
                 between sequences. Space-time editing of the mesh
                 sequence using a learned part-based Laplacian surface
                 deformation model is performed to match the target
                 skeletal motion and transition between sequences. The
                 approach is quantitatively evaluated for three 4DPC
                 datasets with a variety of clothing styles. Results for
                 key-frame animation demonstrate production of novel
                 sequences that satisfy constraints on timing and
                 position of less than 1\% of the sequence duration and
                 path length. Evaluation of motion-capture-driven
                 animation over a corpus of 130 sequences shows that the
                 synthesised motion accurately matches the target
                 skeletal motion. The combination of skeletal control
                 with the surface motion graph extends the range and
                 style of motion which can be produced while maintaining
                 the natural dynamics of shape and appearance from the
                 captured performance.",
  acknowledgement = ack-nhfb,
  articleno =    "17",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2015:IMD,
  author =       "Hongyi Xu and Yijing Li and Yong Chen and Jernej
                 Barbivc",
  title =        "Interactive Material Design Using Model Reduction",
  journal =      j-TOG,
  volume =       "34",
  number =       "2",
  pages =        "18:1--18:??",
  month =        feb,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2699648",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Mar 3 12:31:14 MST 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We demonstrate an interactive method to create
                 heterogeneous continuous deformable materials on
                 complex three-dimensional meshes. The user specifies
                 displacements and internal elastic forces at a chosen
                 set of mesh vertices. Our system then rapidly solves an
                 optimization problem to compute a corresponding
                 heterogeneous spatial distribution of material
                 properties using the Finite Element Method (FEM)
                 analysis. We apply our method to linear and nonlinear
                 isotropic deformable materials. We demonstrate that
                 solving the problem interactively in the
                 full-dimensional space of individual tetrahedron
                 material values is not practical. Instead, we propose a
                 new model reduction method that projects the material
                 space to a low-dimensional space of material modes. Our
                 model reduction accelerates optimization by two orders
                 of magnitude and makes the convergence much more
                 robust, making it possible to interactively design
                 material distributions on complex meshes. We apply our
                 method to precise control of contact forces and control
                 of pressure over large contact areas between rigid and
                 deformable objects for ergonomics. Our
                 tetrahedron-based dithering method can efficiently
                 convert continuous material distributions into discrete
                 ones and we demonstrate its precision via FEM
                 simulation. We physically display our distributions
                 using haptics, as well as demonstrate how haptics can
                 aid in the material design. The produced heterogeneous
                 material distributions can also be used in computer
                 animation applications.",
  acknowledgement = ack-nhfb,
  articleno =    "18",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shilkrot:2015:AAC,
  author =       "Roy Shilkrot and Pattie Maes and Joseph A. Paradiso
                 and Amit Zoran",
  title =        "Augmented Airbrush for Computer Aided Painting
                 {(CAP)}",
  journal =      j-TOG,
  volume =       "34",
  number =       "2",
  pages =        "19:1--19:??",
  month =        feb,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2699649",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Mar 3 12:31:14 MST 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an augmented airbrush that allows novices
                 to experience the art of spray painting. Inspired by
                 the thriving field of smart tools, our handheld device
                 uses 6DOF tracking, augmentation of the airbrush
                 trigger, and a specialized algorithm to restrict the
                 application of paint to a preselected reference image.
                 Our device acts both as a physical spraying device and
                 as an intelligent assistive tool, providing
                 simultaneous manual and computerized control. Unlike
                 prior art, here the virtual simulation guides the
                 physical rendering (inverse rendering), allowing for
                 a new spray painting experience with singular physical
                 results. We present our novel hardware design, control
                 software, and a user study that verifies our research
                 objectives.",
  acknowledgement = ack-nhfb,
  articleno =    "19",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nguyen:2015:DDC,
  author =       "Chuong H. Nguyen and Tobias Ritschel and Hans-Peter
                 Seidel",
  title =        "Data-Driven Color Manifolds",
  journal =      j-TOG,
  volume =       "34",
  number =       "2",
  pages =        "20:1--20:??",
  month =        feb,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2699645",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Mar 3 12:31:14 MST 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Color selection is required in many computer graphics
                 applications, but can be tedious, as 1D or 2D user
                 interfaces are employed to navigate in a 3D color
                 space. Until now the problem was considered a question
                 of designing general color spaces with meaningful
                 (e.g., perceptual) parameters. In this work, we show
                 how color selection usability improves by applying 1D
                 or 2D color manifolds that predict the most likely
                 change of color in a specific context. A typical
                 use-case is manipulating the color of a banana; instead
                 of presenting a 2D+1D RGB, CIE Lab, or HSV widget, our
                 approach presents a simple 1D slider that captures the
                 most likely change for this context. Technically, for
                 each context, we learn a lower-dimensional manifold
                 with varying density from labeled Internet examples. We
                 demonstrate the increase in task performance of color
                 selection in a user study.",
  acknowledgement = ack-nhfb,
  articleno =    "20",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jain:2015:GDV,
  author =       "Eakta Jain and Yaser Sheikh and Ariel Shamir and
                 Jessica Hodgins",
  title =        "Gaze-Driven Video Re-Editing",
  journal =      j-TOG,
  volume =       "34",
  number =       "2",
  pages =        "21:1--21:??",
  month =        feb,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2699644",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Mar 3 12:31:14 MST 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Given the current profusion of devices for viewing
                 media, video content created at one aspect ratio is
                 often viewed on displays with different aspect ratios.
                 Many previous solutions address this problem by
                 retargeting or resizing the video, but a more general
                 solution would re-edit the video for the new display.
                 Our method employs the three primary editing
                 operations: pan, cut, and zoom. We let viewers
                 implicitly reveal what is important in a video by
                 tracking their gaze as they watch the video. We present
                 an algorithm that optimizes the path of a cropping
                 window based on the collected eyetracking data, finds
                 places to cut, and computes the size of the cropping
                 window. We present results on a variety of video clips,
                 including close-up and distant shots, and stationary
                 and moving cameras. We conduct two experiments to
                 evaluate our results. First, we eyetrack viewers on the
                 result videos generated by our algorithm, and second,
                 we perform a subjective assessment of viewer
                 preference. These experiments show that viewer gaze
                 patterns are similar on our result videos and on the
                 original video clips, and that viewers prefer our
                 results to an optimized crop-and-warp algorithm.",
  acknowledgement = ack-nhfb,
  articleno =    "21",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Diamanti:2015:SCI,
  author =       "Olga Diamanti and Connelly Barnes and Sylvain Paris
                 and Eli Shechtman and Olga Sorkine-Hornung",
  title =        "Synthesis of Complex Image Appearance from Limited
                 Exemplars",
  journal =      j-TOG,
  volume =       "34",
  number =       "2",
  pages =        "22:1--22:??",
  month =        feb,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2699641",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Mar 3 12:31:14 MST 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Editing materials in photos opens up numerous
                 opportunities like turning an unappealing dirt ground
                 into luscious grass and creating a comfortable wool
                 sweater in place of a cheap t-shirt. However, such
                 edits are challenging. Approaches such as 3D rendering
                 and BTF rendering can represent virtually everything,
                 but they are also data intensive and computationally
                 expensive, which makes user interaction difficult.
                 Leaner methods such as texture synthesis are more
                 easily controllable by artists, but also more limited
                 in the range of materials that they handle, for
                 example, grass and wool are typically problematic
                 because of their non-Lambertian reflectance and
                 numerous self-occlusions. We propose a new approach for
                 editing of complex materials in photographs. We extend
                 the texture-by-numbers approach with ideas from texture
                 interpolation. The inputs to our method are coarse user
                 annotation maps that specify the desired output, such
                 as the local scale of the material and the illumination
                 direction. Our algorithm then synthesizes the output
                 from a discrete set of annotated exemplars. A key
                 component of our method is that it can cope with
                 missing data, interpolating information from the
                 available exemplars when needed. This enables
                 production of satisfying results involving materials
                 with complex appearance variations such as foliage,
                 carpet, and fabric from only one or a couple of
                 exemplar photographs.",
  acknowledgement = ack-nhfb,
  articleno =    "22",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vaidyanathan:2015:LLF,
  author =       "Karthik Vaidyanathan and Jacob Munkberg and Petrik
                 Clarberg and Marco Salvi",
  title =        "Layered Light Field Reconstruction for Defocus Blur",
  journal =      j-TOG,
  volume =       "34",
  number =       "2",
  pages =        "23:1--23:??",
  month =        feb,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2699647",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Mar 3 12:31:14 MST 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel algorithm for reconstructing
                 high-quality defocus blur from a sparsely sampled light
                 field. Our algorithm builds upon recent developments in
                 the area of sheared reconstruction filters and
                 significantly improves reconstruction quality and
                 performance. While previous filtering techniques can be
                 ineffective in regions with complex occlusion, our
                 algorithm handles such scenarios well by partitioning
                 the input samples into depth layers. These depth layers
                 are filtered independently and then combined together,
                 taking into account inter-layer visibility. We also
                 introduce a new separable formulation of sheared
                 reconstruction filters that achieves real-time
                 preformance on a modern GPU and is more than two orders
                 of magnitude faster than previously published
                 techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "23",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Iarussi:2015:BRC,
  author =       "Emmanuel Iarussi and David Bommes and Adrien
                 Bousseau",
  title =        "{BendFields}: Regularized Curvature Fields from Rough
                 Concept Sketches",
  journal =      j-TOG,
  volume =       "34",
  number =       "3",
  pages =        "24:1--24:??",
  month =        apr,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2710026",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 12 07:04:22 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Designers frequently draw curvature lines to convey
                 bending of smooth surfaces in concept sketches. We
                 present a method to extrapolate curvature lines in a
                 rough concept sketch, recovering the intended 3D
                 curvature field and surface normal at each pixel of the
                 sketch. This 3D information allows to enrich the sketch
                 with 3D-looking shading and texturing. We first
                 introduce the concept of regularized curvature lines
                 that model the lines designers draw over curved
                 surfaces, encompassing curvature lines and their
                 extension as geodesics over flat or umbilical regions.
                 We build on this concept to define the orthogonal cross
                 field that assigns two regularized curvature lines to
                 each point of a 3D surface. Our algorithm first
                 estimates the projection of this cross field in the
                 drawing, which is nonorthogonal due to foreshortening.
                 We formulate this estimation as a scattered
                 interpolation of the strokes drawn in the sketch, which
                 makes our method robust to sketchy lines that are
                 typical for design sketches. Our interpolation relies
                 on a novel smoothness energy that we derive from our
                 definition of regularized curvature lines. Optimizing
                 this energy subject to the stroke constraints produces
                 a dense nonorthogonal 2D cross field which we then lift
                 to 3D by imposing orthogonality. Thus, one central
                 concept of our approach is the generalization of
                 existing cross field algorithms to the nonorthogonal
                 case. We demonstrate our algorithm on a variety of
                 concept sketches with various levels of sketchiness. We
                 also compare our approach with existing work that takes
                 clean vector drawings as input.",
  acknowledgement = ack-nhfb,
  articleno =    "24",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jacobs:2015:SVE,
  author =       "David E. Jacobs and Orazio Gallo and Emily A. Cooper
                 and Kari Pulli and Marc Levoy",
  title =        "Simulating the Visual Experience of Very Bright and
                 Very Dark Scenes",
  journal =      j-TOG,
  volume =       "34",
  number =       "3",
  pages =        "25:1--25:??",
  month =        apr,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2714573",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 12 07:04:22 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The human visual system can operate in a wide range of
                 illumination levels due to several adaptation processes
                 working in concert. For the most part, these adaptation
                 mechanisms are transparent, leaving the observer
                 unaware of his or her absolute adaptation state. At
                 extreme illumination levels, however, some of these
                 mechanisms produce perceivable secondary effects, or
                 epiphenomena. In bright light, these include bleaching
                 afterimages and adaptation afterimages, while in dark
                 conditions these include desaturation, loss of acuity,
                 mesopic hue shift, and the Purkinje effect. In this
                 work we examine whether displaying these effects
                 explicitly can be used to extend the apparent dynamic
                 range of a conventional computer display. We present
                 phenomenological models for each effect, describe
                 efficient computer graphics methods for rendering our
                 models, and propose a gaze-adaptive display that
                 injects the effects into imagery on a standard computer
                 monitor. Finally, we report the results of
                 psychophysical experiments which reveal that, while
                 mesopic epiphenomena are a strong cue that a stimulus
                 is very dark, afterimages have little impact on the
                 perception that a stimulus is very bright.",
  acknowledgement = ack-nhfb,
  articleno =    "25",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Velazquez-Armendariz:2015:CLI,
  author =       "Edgar Vel{\'a}zquez-Armend{\'a}riz and Zhao Dong and
                 Bruce Walter and Donald P. Greenberg",
  title =        "Complex Luminaires: Illumination and Appearance
                 Rendering",
  journal =      j-TOG,
  volume =       "34",
  number =       "3",
  pages =        "26:1--26:??",
  month =        apr,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2714571",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 12 07:04:22 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Simulating a complex luminaire such as a chandelier is
                 expensive and slow, even using state-of-the-art
                 algorithms. A more practical alternative is to use
                 precomputation to accelerate rendering. Prior
                 approaches cached information on an aperture surface
                 that separates the luminaire from the scene, but many
                 luminaires have large or ill-defined apertures leading
                 to excessive data storage and inaccurate results. In
                 this article, we separate luminaire rendering into
                 illumination and appearance components. A
                 precomputation stage simulates the complex light flow
                 inside the luminaire to generate two data structures: a
                 set of anisotropic point lights (APLs) and a radiance
                 volume. The APLs are located near apparent sources and
                 represent the light leaving the luminaire, allowing its
                 near and far-field illumination to be accurately and
                 efficiently computed at render time. The luminaire's
                 appearance consists of high- and low-frequency
                 components, which are both visually important.
                 High-frequency components are computed dynamically at
                 render time, while the more computationally expensive
                 low-frequency components are approximated using the
                 precomputed radiance volume. Results are shown for
                 several complex luminaires, demonstrating orders of
                 magnitude faster rendering compared to the best global
                 illumination algorithms and higher fidelity with
                 greatly reduced storage requirements compared to
                 previous precomputed approaches.",
  acknowledgement = ack-nhfb,
  articleno =    "26",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jeschke:2015:WWA,
  author =       "Stefan Jeschke and Chris Wojtan",
  title =        "Water Wave Animation via Wavefront Parameter
                 Interpolation",
  journal =      j-TOG,
  volume =       "34",
  number =       "3",
  pages =        "27:1--27:??",
  month =        apr,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2714572",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 12 07:04:22 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an efficient wavefront tracking algorithm
                 for animating bodies of water that interact with their
                 environment. Our contributions include: a novel
                 wavefront tracking technique that enables dispersion,
                 refraction, reflection, and diffraction in the same
                 simulation; a unique multivalued function interpolation
                 method that enables our simulations to elegantly
                 sidestep the Nyquist limit; a dispersion approximation
                 for efficiently amplifying the number of simulated
                 waves by several orders of magnitude; and additional
                 extensions that allow for time-dependent effects and
                 interactive artistic editing of the resulting
                 animation. Our contributions combine to give us
                 multitudes more wave details than similar algorithms,
                 while maintaining high frame rates and allowing close
                 camera zooms.",
  acknowledgement = ack-nhfb,
  articleno =    "27",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Montalto:2015:TVA,
  author =       "Carlos Montalto and Ignacio Garcia-Dorado and Daniel
                 Aliaga and Manuel M. Oliveira and Feng Meng",
  title =        "A Total Variation Approach for Customizing Imagery to
                 Improve Visual Acuity",
  journal =      j-TOG,
  volume =       "34",
  number =       "3",
  pages =        "28:1--28:??",
  month =        apr,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2717307",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 12 07:04:22 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe a technique to generate imagery with
                 improved sharpness for individuals having refractive
                 vision problems. Our method can reduce their dependence
                 on corrective eyewear. It also benefits individuals
                 with normal vision by improving visual acuity at a
                 distance and of small details. Our approach does not
                 require custom hardware. Instead, the calculated images
                 can be shown on a standard computer display, on printed
                 paper, or superimposed on a physical scene using a
                 projector. Our technique uses a constrained total
                 variation method to produce a deconvolution result
                 which, upon observation, appears sharp at the edges. We
                 introduce a novel relative total variation term that
                 enables controlling ringing reduction, contrast gain,
                 and sharpness. The end result is the ability to
                 generate sharper appearing images, even for individuals
                 with refractive vision problems including myopia,
                 hyperopia, presbyopia, and astigmatism. Our approach
                 has been validated in simulation, in camera-screen
                 experiments, and in a study with human observers.",
  acknowledgement = ack-nhfb,
  articleno =    "28",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Azencot:2015:DDV,
  author =       "Omri Azencot and Maks Ovsjanikov and Fr{\'e}d{\'e}ric
                 Chazal and Mirela Ben-Chen",
  title =        "Discrete Derivatives of Vector Fields on Surfaces ---
                 An Operator Approach",
  journal =      j-TOG,
  volume =       "34",
  number =       "3",
  pages =        "29:1--29:??",
  month =        apr,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2723158",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 12 07:04:22 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Vector fields on surfaces are fundamental in various
                 applications in computer graphics and geometry
                 processing. In many cases, in addition to representing
                 vector fields, the need arises to compute their
                 derivatives, for example, for solving partial
                 differential equations on surfaces or for designing
                 vector fields with prescribed smoothness properties. In
                 this work, we consider the problem of computing the
                 Levi-Civita covariant derivative, that is, the
                 tangential component of the standard directional
                 derivative, on triangle meshes. This problem is
                 challenging since, formally, tangent vector fields on
                 polygonal meshes are often viewed as being
                 discontinuous, hence it is not obvious what a good
                 derivative formulation would be. We leverage the
                 relationship between the Levi-Civita covariant
                 derivative of a vector field and the directional
                 derivative of its component functions to provide a
                 simple, easy-to-implement discretization for which we
                 demonstrate experimental convergence. In addition, we
                 introduce two linear which provide access to additional
                 constructs in Riemannian geometry that are not easy to
                 discretize otherwise, including the parallel transport
                 operator which can be seen simply as a certain matrix
                 exponential. Finally, we show the applicability of our
                 operator to various tasks, such as fluid simulation on
                 curved surfaces and vector field design, by posing
                 algebraic constraints on the covariant derivative
                 operator.",
  acknowledgement = ack-nhfb,
  articleno =    "29",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Verdie:2015:LGU,
  author =       "Yannick Verdie and Florent Lafarge and Pierre Alliez",
  title =        "{LOD} Generation for Urban Scenes",
  journal =      j-TOG,
  volume =       "34",
  number =       "3",
  pages =        "30:1--30:??",
  month =        apr,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2732527",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 12 07:04:22 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a novel approach that reconstructs 3D
                 urban scenes in the form of levels of detail (LODs).
                 Starting from raw datasets such as surface meshes
                 generated by multiview stereo systems, our algorithm
                 proceeds in three main steps: classification,
                 abstraction, and reconstruction. From geometric
                 attributes and a set of semantic rules combined with a
                 Markov random field, we classify the scene into four
                 meaningful classes. The abstraction step detects and
                 regularizes planar structures on buildings, fits icons
                 on trees, roofs, and facades, and performs filtering
                 and simplification for LOD generation. The abstracted
                 data are then provided as input to the reconstruction
                 step which generates watertight buildings through a
                 min-cut formulation on a set of 3D arrangements. Our
                 experiments on complex buildings and large-scale urban
                 scenes show that our approach generates meaningful LODs
                 while being robust and scalable. By combining semantic
                 segmentation and abstraction, it also outperforms
                 general mesh approximation approaches at preserving
                 urban structures.",
  acknowledgement = ack-nhfb,
  articleno =    "30",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2015:HMS,
  author =       "Tenn F. Chen and Gladimir V. G. Baranoski and Bradley
                 W. Kimmel and Erik Miranda",
  title =        "Hyperspectral Modeling of Skin Appearance",
  journal =      j-TOG,
  volume =       "34",
  number =       "3",
  pages =        "31:1--31:??",
  month =        apr,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2701416",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 12 07:04:22 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Exploration of the hyperspectral domain offers a host
                 of new research and application possibilities involving
                 material appearance modeling. In this article, we
                 address these prospects with respect to human skin, one
                 of the most ubiquitous materials portrayed in synthetic
                 imaging. We present the first hyperspectral model
                 designed for the predictive rendering of skin
                 appearance attributes in the ultraviolet, visible, and
                 infrared domains. The proposed model incorporates the
                 intrinsic bio-optical properties of human skin
                 affecting light transport in these spectral regions,
                 including the particle nature and distribution patterns
                 of the main light attenuation agents found within the
                 cutaneous tissues. Accordingly, it accounts for
                 phenomena that significantly affect skin spectral
                 signatures, both within and outside the visible domain,
                 such as detour and sieve effects, that are overlooked
                 by existing skin appearance models. Using a
                 first-principles approach, the proposed model computes
                 the surface and subsurface scattering components of
                 skin reflectance taking into account not only the
                 wavelength and the illumination geometry, but also the
                 positional dependence of the reflected light. Hence,
                 the spectral and spatial distributions of light
                 interacting with human skin can be comprehensively
                 represented in terms of hyperspectral reflectance and
                 BSSRDF, respectively.",
  acknowledgement = ack-nhfb,
  articleno =    "31",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mazhar:2015:UNM,
  author =       "Hammad Mazhar and Toby Heyn and Dan Negrut and
                 Alessandro Tasora",
  title =        "Using {Nesterov}'s Method to Accelerate Multibody
                 Dynamics with Friction and Contact",
  journal =      j-TOG,
  volume =       "34",
  number =       "3",
  pages =        "32:1--32:??",
  month =        apr,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2735627",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 12 07:04:22 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a solution method that, compared to the
                 traditional Gauss--Seidel approach, reduces the time
                 required to simulate the dynamics of large systems of
                 rigid bodies interacting through frictional contact by
                 one to two orders of magnitude. Unlike Gauss--Seidel,
                 it can be easily parallelized, which allows for the
                 physics-based simulation of systems with millions of
                 bodies. The proposed accelerated projected gradient
                 descent (APGD) method relies on an approach by Nesterov
                 in which a quadratic optimization problem with conic
                 constraints is solved at each simulation time step to
                 recover the normal and friction forces present in the
                 system. The APGD method is validated against
                 experimental data, compared in terms of speed of
                 convergence and solution time with the Gauss--Seidel
                 and Jacobi methods, and demonstrated in conjunction
                 with snow modeling, bulldozer dynamics, and several
                 benchmark tests that highlight the interplay between
                 the friction and cohesion forces.",
  acknowledgement = ack-nhfb,
  articleno =    "32",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Averbuch-Elor:2015:RRO,
  author =       "Hadar Averbuch-Elor and Daniel Cohen-Or",
  title =        "{RingIt}: Ring-Ordering Casual Photos of a Temporal
                 Event",
  journal =      j-TOG,
  volume =       "34",
  number =       "3",
  pages =        "33:1--33:??",
  month =        apr,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2735628",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 12 07:04:22 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The multitude of cameras constantly present nowadays
                 redefines the meaning of capturing an event and the
                 meaning of sharing this event with others. The images
                 are frequently uploaded to a common platform, and the
                 image navigation challenge naturally arises. We
                 introduce RingIt: a spectral technique for recovering
                 the spatial order of a set of still images capturing an
                 event taken by a group of people situated around the
                 event. We assume a nearly instantaneous event, such as
                 an interesting moment in a performance captured by the
                 digital cameras and smartphones of the surrounding
                 crowd. The ordering method extracts the K-nearest
                 neighbors (KNN) of each image from a rough all-pairs
                 dissimilarity estimate. The KNN dissimilarities are
                 refined to form a sparse weighted Laplacian, and a
                 spectral analysis then yields a ring angle for each
                 image. The spatial order is recovered by sorting the
                 obtained ring angles. The ordering of the unorganized
                 set of images allows for a sequential display of the
                 captured object. We demonstrate our technique on a
                 number of sets capturing momentary events, where the
                 images were acquired with low-quality consumer cameras
                 by a group of people positioned around the event.",
  acknowledgement = ack-nhfb,
  articleno =    "33",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Von-Tycowicz:2015:RTN,
  author =       "Christoph Von-Tycowicz and Christian Schulz and
                 Hans-Peter Seidel and Klaus Hildebrandt",
  title =        "Real-Time Nonlinear Shape Interpolation",
  journal =      j-TOG,
  volume =       "34",
  number =       "3",
  pages =        "34:1--34:??",
  month =        apr,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2729972",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue May 12 07:04:22 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a scheme for real-time nonlinear
                 interpolation of a set of shapes. The scheme exploits
                 the structure of the shape interpolation problem, in
                 particular the fact that the set of all possible
                 interpolated shapes is a low-dimensional object in a
                 high-dimensional shape space. The interpolated shapes
                 are defined as the minimizers of a nonlinear objective
                 functional on the shape space. Our approach is to
                 construct a reduced optimization problem that
                 approximates its unreduced counterpart and can be
                 solved in milliseconds. To achieve this, we restrict
                 the optimization to a low-dimensional subspace that is
                 specifically designed for the shape interpolation
                 problem. The construction of the subspace is based on
                 two components: a formula for the calculation of
                 derivatives of the interpolated shapes and a
                 Krylov-type sequence that combines the derivatives and
                 the Hessian of the objective functional. To make the
                 computational cost for solving the reduced optimization
                 problem independent of the resolution of the example
                 shapes, we combine the dimensional reduction with
                 schemes for the efficient approximation of the reduced
                 nonlinear objective functional and its gradient. In our
                 experiments, we obtain rates of 20--100 interpolated
                 shapes per second, even for the largest examples which
                 have 500k vertices per example shape.",
  acknowledgement = ack-nhfb,
  articleno =    "34",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kang:2015:HCE,
  author =       "Sing Bing Kang",
  title =        "Homogeneous codes for energy-efficient illumination
                 and imaging",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "35:1--35:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766897",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Programmable coding of light between a source and a
                 sensor has led to several important results in
                 computational illumination, imaging and display. Little
                 is known, however, about how to utilize energy most
                 effectively, especially for applications in live
                 imaging. In this paper, we derive a novel framework to
                 maximize energy efficiency by ``homogeneous matrix
                 factorization'' that respects the physical constraints
                 of many coding mechanisms (DMDs/LCDs, lasers, etc.).
                 We demonstrate energy-efficient imaging using two
                 prototypes based on DMD and laser illumination. For our
                 DMD-based prototype, we use fast local optimization to
                 derive codes that yield brighter images with fewer
                 artifacts in many transport probing tasks. Our second
                 prototype uses a novel combination of a low-power laser
                 projector and a rolling shutter camera. We use this
                 prototype to demonstrate never-seen-before capabilities
                 such as (1) capturing live structured-light video of
                 very bright scenes---even a light bulb that has been
                 turned on; (2) capturing epipolar-only and
                 indirect-only live video with optimal energy
                 efficiency; (3) using a low-power projector to
                 reconstruct 3D objects in challenging conditions such
                 as strong indirect light, strong ambient light, and
                 smoke; and (4) recording live video from a
                 projector's---rather than the camera's---point of
                 view.",
  acknowledgement = ack-nhfb,
  articleno =    "35",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Heide:2015:DTF,
  author =       "Felix Heide and Wolfgang Heidrich and Matthias Hullin
                 and Gordon Wetzstein",
  title =        "{Doppler} time-of-flight imaging",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "36:1--36:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766953",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Over the last few years, depth cameras have become
                 increasingly popular for a range of applications,
                 including human-computer interaction and gaming,
                 augmented reality, machine vision, and medical imaging.
                 Many of the commercially-available devices use the
                 time-of-flight principle, where active illumination is
                 temporally coded and analyzed in the camera to estimate
                 a per-pixel depth map of the scene. In this paper, we
                 propose a fundamentally new imaging modality for all
                 time-of-flight (ToF) cameras: per-pixel radial velocity
                 measurement. The proposed technique exploits the
                 Doppler effect of objects in motion, which shifts the
                 temporal illumination frequency before it reaches the
                 camera. Using carefully coded illumination and
                 modulation frequencies of the ToF camera, object
                 velocities directly map to measured pixel intensities.
                 We show that a slight modification of our imaging
                 system allows for color, depth, and velocity
                 information to be captured simultaneously. Combining
                 the optical flow computed on the RGB frames with the
                 measured metric radial velocity allows us to further
                 estimate the full 3D metric velocity field of the
                 scene. The proposed technique has applications in many
                 computer graphics and vision problems, for example
                 motion tracking, segmentation, recognition, and motion
                 deblurring.",
  acknowledgement = ack-nhfb,
  articleno =    "36",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gkioulekas:2015:MSL,
  author =       "Ioannis Gkioulekas and Anat Levin and Fr{\'e}do Durand
                 and Todd Zickler",
  title =        "{Micron}-scale light transport decomposition using
                 interferometry",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "37:1--37:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766928",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a computational imaging system, inspired by
                 the optical coherence tomography (OCT) framework, that
                 uses interferometry to produce decompositions of light
                 transport in small scenes or volumes. The system
                 decomposes transport according to various attributes of
                 the paths that photons travel through the scene,
                 including where on the source the paths originate,
                 their pathlengths from source to camera through the
                 scene, their wavelength, and their polarization. Since
                 it uses interference, the system can achieve high
                 pathlength resolutions, with the ability to distinguish
                 paths whose lengths differ by as little as ten microns.
                 We describe how to construct and optimize an optical
                 assembly for this technique, and we build a prototype
                 to measure and visualize three-dimensional shape,
                 direct and indirect reflection components, and
                 properties of scattering, refractive/dispersive, and
                 birefringent materials.",
  acknowledgement = ack-nhfb,
  articleno =    "37",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Diamanti:2015:IPF,
  author =       "Olga Diamanti and Amir Vaxman and Daniele Panozzo and
                 Olga Sorkine-Hornung",
  title =        "Integrable {PolyVector} fields",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "38:1--38:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766906",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a framework for designing curl-free tangent
                 vector fields on discrete surfaces. Such vector fields
                 are gradients of locally-defined scalar functions, and
                 this property is beneficial for creating surface
                 parameterizations, since the gradients of the
                 parameterization coordinate functions are then exactly
                 aligned with the designed fields. We introduce a novel
                 definition for discrete curl between unordered sets of
                 vectors (PolyVectors), and devise a curl-eliminating
                 continuous optimization that is independent of the
                 matchings between them. Our algorithm naturally places
                 the singularities required to satisfy the user-provided
                 alignment constraints, and our fields are the gradients
                 of an inversion-free parameterization by design.",
  acknowledgement = ack-nhfb,
  articleno =    "38",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Knoppel:2015:SPS,
  author =       "Felix Kn{\"o}ppel and Keenan Crane and Ulrich Pinkall
                 and Peter Schr{\"o}der",
  title =        "Stripe patterns on surfaces",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "39:1--39:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2767000",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Stripe patterns are ubiquitous in nature, describing
                 macroscopic phenomena such as stripes on plants and
                 animals, down to material impurities on the atomic
                 scale. We propose a method for synthesizing stripe
                 patterns on triangulated surfaces, where singularities
                 are automatically inserted in order to achieve
                 user-specified orientation and line spacing. Patterns
                 are characterized as global minimizers of a
                 convex-quadratic energy which is well-defined in the
                 smooth setting. Computation amounts to finding the
                 principal eigenvector of a symmetric positive-definite
                 matrix with the same sparsity as the standard graph
                 Laplacian. The resulting patterns are globally
                 continuous, and can be applied to a variety of tasks in
                 design and texture synthesis.",
  acknowledgement = ack-nhfb,
  articleno =    "39",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jiang:2015:FFG,
  author =       "Tengfei Jiang and Xianzhong Fang and Jin Huang and
                 Hujun Bao and Yiying Tong and Mathieu Desbrun",
  title =        "Frame field generation through metric customization",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "40:1--40:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766927",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a new technique for frame field
                 generation. As generic frame fields (with arbitrary
                 anisotropy, orientation, and sizing) can be regarded as
                 cross fields in a specific Riemannian metric, we tackle
                 frame field design by first computing a discrete metric
                 on the input surface that is compatible with a sparse
                 or dense set of input constraints. The final frame
                 field is then found by computing an optimal cross field
                 in this customized metric. We propose frame field
                 design constraints on alignment, size, and skewness at
                 arbitrary locations on the mesh as well as along
                 feature curves, offering much improved flexibility over
                 previous approaches. We demonstrate the advantages of
                 our frame field generation through the automatic
                 quadrangulation of man-made and organic shapes with
                 controllable anisotropy, robust handling of narrow
                 surface strips, and precise feature alignment. We also
                 extend our technique to the design of n -vector
                 fields.",
  acknowledgement = ack-nhfb,
  articleno =    "40",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Saito:2015:CBA,
  author =       "Shunsuke Saito and Zi-Ye Zhou and Ladislav Kavan",
  title =        "Computational bodybuilding: anatomically-based
                 modeling of human bodies",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "41:1--41:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766957",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a method to create a wide range of human
                 body shapes from a single input 3D anatomy template.
                 Our approach is inspired by biological processes
                 responsible for human body growth. In particular, we
                 simulate growth of skeletal muscles and subcutaneous
                 fat using physics-based models which combine growth and
                 elasticity. Together with a tool to edit proportions of
                 the bones, our method allows us to achieve a desired
                 shape of the human body by directly controlling
                 hypertrophy (or atrophy) of every muscle and
                 enlargement of fat tissues. We achieve near-interactive
                 run times by utilizing a special quasi-statics solver
                 (Projective Dynamics) and by crafting a volumetric
                 discretization which results in accurate deformations
                 without an excessive number of degrees of freedom. Our
                 system is intuitive to use and the resulting human body
                 models are ready for simulation using existing
                 physics-based animation methods, because we deform not
                 only the surface, but also the entire volumetric
                 model.",
  acknowledgement = ack-nhfb,
  articleno =    "41",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sachdeva:2015:BSC,
  author =       "Prashant Sachdeva and Shinjiro Sueda and Susanne
                 Bradley and Mikhail Fain and Dinesh K. Pai",
  title =        "Biomechanical simulation and control of hands and
                 tendinous systems",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "42:1--42:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766987",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The tendons of the hand and other biomechanical
                 systems form a complex network of sheaths, pulleys, and
                 branches. By modeling these anatomical structures, we
                 obtain realistic simulations of coordination and
                 dynamics that were previously not possible. First, we
                 introduce Eulerian-on-Lagrangian discretization of
                 tendon strands, with a new selective quasistatic
                 formulation that eliminates unnecessary degrees of
                 freedom in the longitudinal direction, while
                 maintaining the dynamic behavior in transverse
                 directions. This formulation also allows us to take
                 larger time steps. Second, we introduce two control
                 methods for biomechanical systems: first, a
                 general-purpose learning-based approach requiring no
                 previous system knowledge, and a second approach using
                 data extracted from the simulator. We use various
                 examples to compare the performance of these
                 controllers.",
  acknowledgement = ack-nhfb,
  articleno =    "42",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mitchell:2015:GIA,
  author =       "Nathan Mitchell and Court Cutting and Eftychios
                 Sifakis",
  title =        "{GRIDiron}: an interactive authoring and cognitive
                 training foundation for reconstructive plastic surgery
                 procedures",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "43:1--43:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766918",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an interactive simulation framework for
                 authoring surgical procedures of soft tissue
                 manipulation using physics-based simulation to animate
                 the flesh. This interactive authoring tool can be used
                 by clinical educators to craft three-dimensional
                 illustrations of the intricate maneuvers involved in
                 craniofacial repairs, in contrast to two-dimensional
                 sketches and still photographs which are the medium
                 used to describe these procedures in the traditional
                 surgical curriculum. Our virtual environment also
                 allows surgeons-in-training to develop cognitive skills
                 for craniofacial surgery by experimenting with
                 different approaches to reconstructive challenges,
                 adapting stock techniques to flesh regions with
                 nonstandard shape, and reach preliminary predictions
                 about the feasibility of a given repair plan. We use a
                 Cartesian grid-based embedded discretization of
                 nonlinear elasticity to maximize regularity, and expose
                 opportunities for aggressive multithreading and SIMD
                 accelerations. Using a grid-based approach facilitates
                 performance and scalability, but constrains our ability
                 to capture the topology of thin surgical incisions. We
                 circumvent this restriction by hybridizing the
                 grid-based discretization with an explicit hexahedral
                 mesh representation in regions where the embedding mesh
                 necessitates overlap or nonmanifold connectivity.
                 Finally, we detail how the front-end of our system can
                 run on lightweight clients, while the core simulation
                 capability can be hosted on a dedicated server and
                 delivered as a network service.",
  acknowledgement = ack-nhfb,
  articleno =    "43",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bermano:2015:DST,
  author =       "Amit Bermano and Thabo Beeler and Yeara Kozlov and
                 Derek Bradley and Bernd Bickel and Markus Gross",
  title =        "Detailed spatio-temporal reconstruction of eyelids",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "44:1--44:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766924",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In recent years we have seen numerous improvements on
                 3D scanning and tracking of human faces, greatly
                 advancing the creation of digital doubles for film and
                 video games. However, despite the high-resolution
                 quality of the reconstruction approaches available,
                 current methods are unable to capture one of the most
                 important regions of the face --- the eye region. In
                 this work we present the first method for detailed
                 spatio-temporal reconstruction of eyelids. Tracking and
                 reconstructing eyelids is extremely challenging, as
                 this region exhibits very complex and unique skin
                 deformation where skin is folded under while opening
                 the eye. Furthermore, eyelids are often only partially
                 visible and obstructed due to self-occlusion and
                 eyelashes. Our approach is to combine a geometric
                 deformation model with image data, leveraging
                 multi-view stereo, optical flow, contour tracking and
                 wrinkle detection from local skin appearance. Our
                 deformation model serves as a prior that enables
                 reconstruction of eyelids even under strong
                 self-occlusions caused by rolling and folding skin as
                 the eye opens and closes. The output is a
                 person-specific, time-varying eyelid reconstruction
                 with anatomically plausible deformations. Our
                 high-resolution detailed eyelids couple naturally with
                 current facial performance capture approaches. As a
                 result, our method can largely increase the fidelity of
                 facial capture and the creation of digital doubles.",
  acknowledgement = ack-nhfb,
  articleno =    "44",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ichim:2015:DAC,
  author =       "Alexandru Eugen Ichim and Sofien Bouaziz and Mark
                 Pauly",
  title =        "Dynamic {$3$D} avatar creation from hand-held video
                 input",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "45:1--45:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766974",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a complete pipeline for creating fully
                 rigged, personalized 3D facial avatars from hand-held
                 video. Our system faithfully recovers facial expression
                 dynamics of the user by adapting a blendshape template
                 to an image sequence of recorded expressions using an
                 optimization that integrates feature tracking, optical
                 flow, and shape from shading. Fine-scale details such
                 as wrinkles are captured separately in normal maps and
                 ambient occlusion maps. From this user- and
                 expression-specific data, we learn a regressor for
                 on-the-fly detail synthesis during animation to enhance
                 the perceptual realism of the avatars. Our system
                 demonstrates that the use of appropriate reconstruction
                 priors yields compelling face rigs even with a
                 minimalistic acquisition system and limited user
                 assistance. This facilitates a range of new
                 applications in computer animation and consumer-level
                 online communication based on personalized avatars. We
                 present realtime application demos to validate our
                 method.",
  acknowledgement = ack-nhfb,
  articleno =    "45",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cao:2015:RTH,
  author =       "Chen Cao and Derek Bradley and Kun Zhou and Thabo
                 Beeler",
  title =        "Real-time high-fidelity facial performance capture",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "46:1--46:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766943",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present the first real-time high-fidelity facial
                 capture method. The core idea is to enhance a global
                 real-time face tracker, which provides a low-resolution
                 face mesh, with local regressors that add in
                 medium-scale details, such as expression wrinkles. Our
                 main observation is that although wrinkles appear in
                 different scales and at different locations on the
                 face, they are locally very self-similar and their
                 visual appearance is a direct consequence of their
                 local shape. We therefore train local regressors from
                 high-resolution capture data in order to predict the
                 local geometry from local appearance at runtime. We
                 propose an automatic way to detect and align the local
                 patches required to train the regressors and run them
                 efficiently in real-time. Our formulation is
                 particularly designed to enhance the low-resolution
                 global tracker with exactly the missing expression
                 frequencies, avoiding superimposing spatial frequencies
                 in the result. Our system is generic and can be applied
                 to any real-time tracker that uses a global prior, e.g.
                 blend-shapes. Once trained, our online capture approach
                 can be applied to any new user without additional
                 training, resulting in high-fidelity facial performance
                 reconstruction with person-specific wrinkle details
                 from a monocular video camera in real-time.",
  acknowledgement = ack-nhfb,
  articleno =    "46",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2015:FPS,
  author =       "Hao Li and Laura Trutoiu and Kyle Olszewski and Lingyu
                 Wei and Tristan Trutna and Pei-Lun Hsieh and Aaron
                 Nicholls and Chongyang Ma",
  title =        "Facial performance sensing head-mounted display",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "47:1--47:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766939",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "There are currently no solutions for enabling direct
                 face-to-face interaction between virtual reality (VR)
                 users wearing head-mounted displays (HMDs). The main
                 challenge is that the headset obstructs a significant
                 portion of a user's face, preventing effective facial
                 capture with traditional techniques. To advance virtual
                 reality as a next-generation communication platform, we
                 develop a novel HMD that enables 3D facial
                 performance-driven animation in real-time. Our wearable
                 system uses ultra-thin flexible electronic materials
                 that are mounted on the foam liner of the headset to
                 measure surface strain signals corresponding to upper
                 face expressions. These strain signals are combined
                 with a head-mounted RGB-D camera to enhance the
                 tracking in the mouth region and to account for
                 inaccurate HMD placement. To map the input signals to a
                 3D face model, we perform a single-instance offline
                 training session for each person. For reusable and
                 accurate online operation, we propose a short
                 calibration step to readjust the Gaussian mixture
                 distribution of the mapping before each use. The
                 resulting animations are visually on par with
                 cutting-edge depth sensor-driven facial performance
                 capture systems and hence, are suitable for social
                 interactions in virtual worlds.",
  acknowledgement = ack-nhfb,
  articleno =    "47",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Heitz:2015:SMD,
  author =       "Eric Heitz and Jonathan Dupuy and Cyril Crassin and
                 Carsten Dachsbacher",
  title =        "The {SGGX} microflake distribution",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "48:1--48:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766988",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce the Symmetric GGX (SGGX) distribution to
                 represent spatially-varying properties of anisotropic
                 microflake participating media. Our key theoretical
                 insight is to represent a microflake distribution by
                 the projected area of the microflakes. We use the
                 projected area to parameterize the shape of an
                 ellipsoid, from which we recover a distribution of
                 normals. The representation based on the projected area
                 allows for robust linear interpolation and
                 prefiltering, and thanks to its geometric
                 interpretation, we derive closed form expressions for
                 all operations used in the microflake framework. We
                 also incorporate microflakes with diffuse reflectance
                 in our theoretical framework. This allows us to model
                 the appearance of rough diffuse materials in addition
                 to rough specular materials. Finally, we use the idea
                 of sampling the distribution of visible normals to
                 design a perfect importance sampling technique for our
                 SGGX microflake phase functions. It is analytic,
                 deterministic, simple to implement, and one order of
                 magnitude faster than previous work.",
  acknowledgement = ack-nhfb,
  articleno =    "48",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Meng:2015:MSM,
  author =       "Johannes Meng and Marios Papas and Ralf Habel and
                 Carsten Dachsbacher and Steve Marschner and Markus
                 Gross and Wojciech Jarosz",
  title =        "Multi-scale modeling and rendering of granular
                 materials",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "49:1--49:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766949",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We address the problem of modeling and rendering
                 granular materials---such as large structures made of
                 sand, snow, or sugar---where an aggregate object is
                 composed of many randomly oriented, but discernible
                 grains. These materials pose a particular challenge as
                 the complex scattering properties of individual grains,
                 and their packing arrangement, can have a dramatic
                 effect on the large-scale appearance of the aggregate
                 object. We propose a multi-scale modeling and rendering
                 framework that adapts to the structure of scattered
                 light at different scales. We rely on path tracing the
                 individual grains only at the finest scale, and---by
                 decoupling individual grains from their
                 arrangement---we develop a modular approach for
                 simulating longer-scale light transport. We model light
                 interactions within and across grains as separate
                 processes and leverage this decomposition to derive
                 parameters for classical radiative transport, including
                 standard volumetric path tracing and a diffusion method
                 that can quickly summarize the large scale transport
                 due to many grain interactions. We require only a
                 one-time precomputation per exemplar grain, which we
                 can then reuse for arbitrary aggregate shapes and a
                 continuum of different packing rates and scales of
                 grains. We demonstrate our method on scenes containing
                 mixtures of tens of millions of individual, complex,
                 specular grains that would be otherwise infeasible to
                 render with standard techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "49",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{deGoes:2015:PPI,
  author =       "Fernando de Goes and Corentin Wallez and Jin Huang and
                 Dmitry Pavlov and Mathieu Desbrun",
  title =        "Power particles: an incompressible fluid solver based
                 on power diagrams",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "50:1--50:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766901",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces a new particle-based approach to
                 incompressible fluid simulation. We depart from
                 previous Lagrangian methods by considering fluid
                 particles no longer purely as material points, but also
                 as volumetric parcels that partition the fluid domain.
                 The fluid motion is described as a time series of
                 well-shaped power diagrams (hence the name power
                 particles), offering evenly spaced particles and
                 accurate pressure computations. As a result, we
                 circumvent the typical excess damping arising from
                 kernel-based evaluations of internal forces or density
                 without having recourse to auxiliary Eulerian grids.
                 The versatility of our solver is demonstrated by the
                 simulation of multiphase flows and free surfaces.",
  acknowledgement = ack-nhfb,
  articleno =    "50",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jiang:2015:APC,
  author =       "Chenfanfu Jiang and Craig Schroeder and Andrew Selle
                 and Joseph Teran and Alexey Stomakhin",
  title =        "The affine particle-in-cell method",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "51:1--51:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766996",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Hybrid Lagrangian/Eulerian simulation is commonplace
                 in computer graphics for fluids and other materials
                 undergoing large deformation. In these methods,
                 particles are used to resolve transport and topological
                 change, while a background Eulerian grid is used for
                 computing mechanical forces and collision responses.
                 Particle-in-Cell (PIC) techniques, particularly the
                 Fluid Implicit Particle (FLIP) variants have become the
                 norm in computer graphics calculations. While these
                 approaches have proven very powerful, they do suffer
                 from some well known limitations. The original PIC is
                 stable, but highly dissipative, while FLIP, designed to
                 remove this dissipation, is more noisy and at times,
                 unstable. We present a novel technique designed to
                 retain the stability of the original PIC, without
                 suffering from the noise and instability of FLIP. Our
                 primary observation is that the dissipation in the
                 original PIC results from a loss of information when
                 transferring between grid and particle representations.
                 We prevent this loss of information by augmenting each
                 particle with a locally affine, rather than locally
                 constant, description of the velocity. We show that
                 this not only stably removes the dissipation of PIC,
                 but that it also allows for exact conservation of
                 angular momentum across the transfers between particles
                 and grid.",
  acknowledgement = ack-nhfb,
  articleno =    "51",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2015:RMV,
  author =       "Xinxin Zhang and Robert Bridson and Chen Greif",
  title =        "Restoring the missing vorticity in
                 advection-projection fluid solvers",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "52:1--52:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766982",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Most visual effects fluid solvers use a time-splitting
                 approach where velocity is first advected in the flow,
                 then projected to be incompressible with pressure. Even
                 if a highly accurate advection scheme is used, the
                 self-advection step typically transfers some kinetic
                 energy from divergence-free modes into divergent modes,
                 which are then projected out by pressure, losing energy
                 noticeably for large time steps. Instead of taking
                 smaller time steps or using significantly more complex
                 time integration, we propose a new scheme called IVOCK
                 (Integrated Vorticity of Convective Kinematics) which
                 cheaply captures much of what is lost in self-advection
                 by identifying it as a violation of the vorticity
                 equation. We measure vorticity on the grid before and
                 after advection, taking into account vortex stretching,
                 and use a cheap multigrid V-cycle approximation to a
                 vector potential whose curl will correct the vorticity
                 error. IVOCK works independently of the advection
                 scheme (we present examples with various
                 semi-Lagrangian methods and FLIP), works independently
                 of how boundary conditions are applied (it just
                 corrects error in advection, leaving pressure etc. to
                 take care of boundaries and other forces), and other
                 solver parameters (we provide smoke, fire, and water
                 examples). For 10--25\% extra computation time per step
                 much larger steps can be used, while producing detailed
                 vorticial structures and convincing turbulence that are
                 lost without correction.",
  acknowledgement = ack-nhfb,
  articleno =    "52",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ando:2015:SFS,
  author =       "Ryoichi Ando and Nils Thuerey and Chris Wojtan",
  title =        "A stream function solver for liquid simulations",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "53:1--53:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766935",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a liquid simulation technique that
                 enforces the incompressibility condition using a stream
                 function solve instead of a pressure projection.
                 Previous methods have used stream function techniques
                 for the simulation of detailed single-phase flows, but
                 a formulation for liquid simulation has proved elusive
                 in part due to the free surface boundary conditions. In
                 this paper, we introduce a stream function approach to
                 liquid simulations with novel boundary conditions for
                 free surfaces, solid obstacles, and solid-fluid
                 coupling. Although our approach increases the dimension
                 of the linear system necessary to enforce
                 incompressibility, it provides interesting and
                 surprising benefits. First, the resulting flow is
                 guaranteed to be divergence-free regardless of the
                 accuracy of the solve. Second, our free-surface
                 boundary conditions guarantee divergence-free motion
                 even in the un-simulated air phase, which enables
                 two-phase flow simulation by only computing a single
                 phase. We implemented this method using a variant of
                 FLIP simulation which only samples particles within a
                 narrow band of the liquid surface, and we illustrate
                 the effectiveness of our method for detailed two-phase
                 flow simulations with complex boundaries, detailed
                 bubble interactions, and two-way solid-fluid
                 coupling.",
  acknowledgement = ack-nhfb,
  articleno =    "53",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Paille:2015:DAB,
  author =       "Gilles-Philippe Paill{\'e} and Nicolas Ray and Pierre
                 Poulin and Alla Sheffer and Bruno L{\'e}vy",
  title =        "Dihedral angle-based maps of tetrahedral meshes",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "54:1--54:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766900",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a geometric representation of a tetrahedral
                 mesh that is solely based on dihedral angles. We first
                 show that the shape of a tetrahedral mesh is completely
                 defined by its dihedral angles. This proof leads to a
                 set of angular constraints that must be satisfied for
                 an immersion to exist in R$^3$. This formulation lets
                 us easily specify conditions to avoid inverted
                 tetrahedra and multiply-covered vertices, thus leading
                 to locally injective maps. We then present a
                 constrained optimization method that modifies input
                 angles when they do not satisfy constraints.
                 Additionally, we develop a fast spectral reconstruction
                 method to robustly recover positions from dihedral
                 angles. We demonstrate the applicability of our
                 representation with examples of volume
                 parameterization, shape interpolation, mesh
                 optimization, connectivity shapes, and mesh
                 compression.",
  acknowledgement = ack-nhfb,
  articleno =    "54",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vaxman:2015:CMD,
  author =       "Amir Vaxman and Christian M{\"u}ller and Ofir Weber",
  title =        "Conformal mesh deformations with {M{\"o}bius}
                 transformations",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "55:1--55:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766915",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We establish a framework to design triangular and
                 circular polygonal meshes by using face-based
                 compatible M{\"o}bius transformations. Embracing the
                 viewpoint of surfaces from circles, we characterize
                 discrete conformality for such meshes, in which the
                 invariants are circles, cross-ratios, and mutual
                 intersection angles. Such transformations are important
                 in practice for editing meshes without distortions or
                 loss of details. In addition, they are of substantial
                 theoretical interest in discrete differential geometry.
                 Our framework allows for handle-based deformations, and
                 interpolation between given meshes with controlled
                 conformal error.",
  acknowledgement = ack-nhfb,
  articleno =    "55",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chern:2015:CCD,
  author =       "Albert Chern and Ulrich Pinkall and Peter
                 Schr{\"o}der",
  title =        "Close-to-conformal deformations of volumes",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "56:1--56:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766916",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Conformal deformations are infinitesimal
                 scale-rotations, which can be parameterized by
                 quaternions. The condition that such a quaternion field
                 gives rise to a conformal deformation is nonlinear and
                 in any case only admits M{\"o}bius transformations as
                 solutions. We propose a particular decoupling of
                 scaling and rotation which allows us to find near to
                 conformal deformations as minimizers of a quadratic,
                 convex Dirichlet energy. Applied to tetrahedral meshes
                 we find deformations with low quasiconformal distortion
                 as the principal eigenvector of a (quaternionic)
                 Laplace matrix. The resulting algorithms can be
                 implemented with highly optimized standard linear
                 algebra libraries and yield deformations comparable in
                 quality to far more expensive approaches.",
  acknowledgement = ack-nhfb,
  articleno =    "56",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2015:LSD,
  author =       "Yu Wang and Alec Jacobson and Jernej Barbic and
                 Ladislav Kavan",
  title =        "Linear subspace design for real-time shape
                 deformation",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "57:1--57:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766952",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a method to design linear deformation
                 subspaces, unifying linear blend skinning and
                 generalized barycentric coordinates. Deformation
                 subspaces cut down the time complexity of variational
                 shape deformation methods and physics-based animation
                 (reduced-order physics). Our subspaces feature many
                 desirable properties: interpolation, smoothness,
                 shape-awareness, locality, and both constant and linear
                 precision. We achieve these by minimizing a quadratic
                 deformation energy, built via a discrete Laplacian
                 inducing linear precision on the domain boundary. Our
                 main advantage is speed: subspace bases are solutions
                 to a sparse linear system, computed interactively even
                 for generously tessellated domains. Users may
                 seamlessly switch between applying transformations at
                 handles and editing the subspace by adding, removing or
                 relocating control handles. The combination of fast
                 computation and good properties means that designing
                 the right subspace is now just as creative as
                 manipulating handles. This paradigm shift in
                 handle-based deformation opens new opportunities to
                 explore the space of shape deformations.",
  acknowledgement = ack-nhfb,
  articleno =    "57",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Swedish:2015:ESD,
  author =       "Tristan Swedish and Karin Roesch and Ik-Hyun Lee and
                 Krishna Rastogi and Shoshana Bernstein and Ramesh
                 Raskar",
  title =        "{eyeSelfie}: self directed eye alignment using
                 reciprocal eye box imaging",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "58:1--58:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766970",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Eye alignment to the optical system is very critical
                 in many modern devices, such as for biometrics, gaze
                 tracking, head mounted displays, and health. We show
                 alignment in the context of the most difficult
                 challenge: retinal imaging. Alignment in retinal
                 imaging, even conducted by a physician, is very
                 challenging due to precise alignment requirements and
                 lack of direct user eye gaze control. Self-imaging of
                 the retina is nearly impossible. We frame this problem
                 as a user-interface (UI) challenge. We can create a
                 better UI by controlling the eye box of a projected
                 cue. Our key concept is to exploit the reciprocity,
                 ``If you see me, I see you'', to develop near eye
                 alignment displays. Two technical aspects are critical:
                 (a) tightness of the eye box and (b) the eye box
                 discovery comfort. We demonstrate that previous pupil
                 forming display architectures are not adequate to
                 address alignment in depth. We then analyze two
                 ray-based designs to determine efficacious fixation
                 patterns. These ray based displays and a sequence of
                 user steps allow lateral $ (x, y) $ and depth ($z$)
                 wise alignment to deal with image centering and focus.
                 We show a highly portable prototype and demonstrate the
                 effectiveness through a user study.",
  acknowledgement = ack-nhfb,
  articleno =    "58",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Narain:2015:OPI,
  author =       "Rahul Narain and Rachel A. Albert and Abdullah Bulbul
                 and Gregory J. Ward and Martin S. Banks and James F.
                 O'Brien",
  title =        "Optimal presentation of imagery with focus cues on
                 multi-plane displays",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "59:1--59:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766909",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a technique for displaying
                 three-dimensional imagery of general scenes with nearly
                 correct focus cues on multi-plane displays. These
                 displays present an additive combination of images at a
                 discrete set of optical distances, allowing the viewer
                 to focus at different distances in the simulated scene.
                 Our proposed technique extends the capabilities of
                 multi-plane displays to general scenes with occlusions
                 and non-Lambertian effects by using a model of defocus
                 in the eye of the viewer. Requiring no explicit
                 knowledge of the scene geometry, our technique uses an
                 optimization algorithm to compute the images to be
                 displayed on the presentation planes so that the
                 retinal images when accommodating to different
                 distances match the corresponding retinal images of the
                 input scene as closely as possible. We demonstrate the
                 utility of the technique using imagery acquired from
                 both synthetic and real-world scenes, and analyze the
                 system's characteristics including bounds on achievable
                 resolution.",
  acknowledgement = ack-nhfb,
  articleno =    "59",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2015:LFS,
  author =       "Fu-Chung Huang and Kevin Chen and Gordon Wetzstein",
  title =        "The light field stereoscope: immersive computer
                 graphics via factored near-eye light field displays
                 with focus cues",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "60:1--60:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766922",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Over the last few years, virtual reality (VR) has
                 re-emerged as a technology that is now feasible at low
                 cost via inexpensive cellphone components. In
                 particular, advances of high-resolution micro displays,
                 low-latency orientation trackers, and modern GPUs
                 facilitate immersive experiences at low cost. One of
                 the remaining challenges to further improve visual
                 comfort in VR experiences is the vergence-accommodation
                 conflict inherent to all stereoscopic displays.
                 Accurate reproduction of all depth cues is crucial for
                 visual comfort. By combining well-known stereoscopic
                 display principles with emerging factored light field
                 technology, we present the first wearable VR display
                 supporting high image resolution as well as focus cues.
                 A light field is presented to each eye, which provides
                 more natural viewing experiences than conventional
                 near-eye displays. Since the eye box is just slightly
                 larger than the pupil size, rank-1 light field
                 factorizations are sufficient to produce correct or
                 nearly-correct focus cues; no time-multiplexed image
                 display or gaze tracking is required. We analyze lens
                 distortions in 4D light field space and correct them
                 using the afforded high-dimensional image formation. We
                 also demonstrate significant improvements in resolution
                 and retinal blur quality over related near-eye
                 displays. Finally, we analyze diffraction limits of
                 these types of displays.",
  acknowledgement = ack-nhfb,
  articleno =    "60",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tan:2015:DTL,
  author =       "Jianchao Tan and Marek Dvorozn{\'a}k and Daniel
                 S{\'y}kora and Yotam Gingold",
  title =        "Decomposing time-lapse paintings into layers",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "61:1--61:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766960",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The creation of a painting, in the physical world or
                 digitally, is a process that occurs over time. Later
                 strokes cover earlier strokes, and strokes painted at a
                 similar time are likely to be part of the same object.
                 In the final painting, this temporal history is lost,
                 and a static arrangement of color is all that remains.
                 The rich literature for interacting with image editing
                 history cannot be used. To enable these interactions,
                 we present a set of techniques to decompose a time
                 lapse video of a painting (defined generally to include
                 pencils, markers, etc.) into a sequence of translucent
                 ``stroke'' images. We present translucency-maximizing
                 solutions for recovering physical (Kubelka and Munk
                 layering) or digital (Porter and Duff ``over'' blending
                 operation) paint parameters from before/after image
                 pairs. We also present a pipeline for processing
                 real-world videos of paintings capable of handling
                 long-term occlusions, such as the painter's hand and
                 its shadow, color shifts, and noise.",
  acknowledgement = ack-nhfb,
  articleno =    "61",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Martin-Brualla:2015:TLM,
  author =       "Ricardo Martin-Brualla and David Gallup and Steven M.
                 Seitz",
  title =        "Time-lapse mining from {Internet} photos",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "62:1--62:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766903",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce an approach for synthesizing time-lapse
                 videos of popular landmarks from large community photo
                 collections. The approach is completely automated and
                 leverages the vast quantity of photos available online.
                 First, we cluster 86 million photos into landmarks and
                 popular viewpoints. Then, we sort the photos by date
                 and warp each photo onto a common viewpoint. Finally,
                 we stabilize the appearance of the sequence to
                 compensate for lighting effects and minimize flicker.
                 Our resulting time-lapses show diverse changes in the
                 world's most popular sites, like glaciers shrinking,
                 skyscrapers being constructed, and waterfalls changing
                 course.",
  acknowledgement = ack-nhfb,
  articleno =    "62",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Joshi:2015:RTH,
  author =       "Neel Joshi and Wolf Kienzle and Mike Toelle and Matt
                 Uyttendaele and Michael F. Cohen",
  title =        "Real-time hyperlapse creation via optimal frame
                 selection",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "63:1--63:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766954",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Long videos can be played much faster than real-time
                 by recording only one frame per second or by dropping
                 all but one frame each second, i.e., by creating a
                 timelapse. Unstable hand-held moving videos can be
                 stabilized with a number of recently described methods.
                 Unfortunately, creating a stabilized timelapse, or
                 hyperlapse, cannot be achieved through a simple
                 combination of these two methods. Two hyperlapse
                 methods have been previously demonstrated: one with
                 high computational complexity and one requiring special
                 sensors. We present an algorithm for creating
                 hyperlapse videos that can handle significant
                 high-frequency camera motion and runs in real-time on
                 HD video. Our approach does not require sensor data,
                 thus can be run on videos captured on any camera. We
                 optimally select frames from the input video that best
                 match a desired target speed-up while also resulting in
                 the smoothest possible camera motion. We evaluate our
                 approach using several input videos from a range of
                 cameras and compare these results to existing
                 methods.",
  acknowledgement = ack-nhfb,
  articleno =    "63",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mandad:2015:IAW,
  author =       "Manish Mandad and David Cohen-Steiner and Pierre
                 Alliez",
  title =        "Isotopic approximation within a tolerance volume",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "64:1--64:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766950",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce in this paper an algorithm that generates
                 from an input tolerance volume a surface triangle mesh
                 guaranteed to be within the tolerance, intersection
                 free and topologically correct. A pliant meshing
                 algorithm is used to capture the topology and discover
                 the anisotropy in the input tolerance volume in order
                 to generate a concise output. We first refine a 3D
                 Delaunay triangulation over the tolerance volume while
                 maintaining a piecewise-linear function on this
                 triangulation, until an isosurface of this function
                 matches the topology sought after. We then embed the
                 isosurface into the 3D triangulation via mutual
                 tessellation, and simplify it while preserving the
                 topology. Our approach extends to surfaces with
                 boundaries and to non-manifold surfaces. We demonstrate
                 the versatility and efficacy of our approach on a
                 variety of data sets and tolerance volumes.",
  acknowledgement = ack-nhfb,
  articleno =    "64",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Marcias:2015:DDI,
  author =       "Giorgio Marcias and Kenshi Takayama and Nico Pietroni
                 and Daniele Panozzo and Olga Sorkine-Hornung and Enrico
                 Puppo and Paolo Cignoni",
  title =        "Data-driven interactive quadrangulation",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "65:1--65:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766964",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose an interactive quadrangulation method based
                 on a large collection of patterns that are learned from
                 models manually designed by artists. The patterns are
                 distilled into compact quadrangulation rules and stored
                 in a database. At run-time, the user draws strokes to
                 define patches and desired edge flows, and the system
                 queries the database to extract fitting patterns to
                 tessellate the sketches' interiors. The quadrangulation
                 patterns are general and can be applied to tessellate
                 large regions while controlling the positions of the
                 singularities and the edge flow. We demonstrate the
                 effectiveness of our algorithm through a series of live
                 retopology sessions and an informal user study with
                 three professional artists.",
  acknowledgement = ack-nhfb,
  articleno =    "65",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Solomon:2015:CWD,
  author =       "Justin Solomon and Fernando de Goes and Gabriel
                 Peyr{\'e} and Marco Cuturi and Adrian Butscher and Andy
                 Nguyen and Tao Du and Leonidas Guibas",
  title =        "Convolutional {Wasserstein} distances: efficient
                 optimal transportation on geometric domains",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "66:1--66:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766963",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces a new class of algorithms for
                 optimization problems involving optimal transportation
                 over geometric domains. Our main contribution is to
                 show that optimal transportation can be made tractable
                 over large domains used in graphics, such as images and
                 triangle meshes, improving performance by orders of
                 magnitude compared to previous work. To this end, we
                 approximate optimal transportation distances using
                 entropic regularization. The resulting objective
                 contains a geodesic distance-based kernel that can be
                 approximated with the heat kernel. This approach leads
                 to simple iterative numerical schemes with linear
                 convergence, in which each iteration only requires
                 Gaussian convolution or the solution of a sparse,
                 pre-factored linear system. We demonstrate the
                 versatility and efficiency of our method on tasks
                 including reflectance interpolation, color transfer,
                 and geometry processing.",
  acknowledgement = ack-nhfb,
  articleno =    "66",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Klose:2015:SBS,
  author =       "Felix Klose and Oliver Wang and Jean-Charles Bazin and
                 Marcus Magnor and Alexander Sorkine-Hornung",
  title =        "Sampling based scene-space video processing",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "67:1--67:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766920",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many compelling video processing effects can be
                 achieved if per-pixel depth information and 3D camera
                 calibrations are known. However, the success of such
                 methods is highly dependent on the accuracy of this
                 ``scene-space'' information. We present a novel,
                 sampling-based framework for processing video that
                 enables high-quality scene-space video effects in the
                 presence of inevitable errors in depth and camera pose
                 estimation. Instead of trying to improve the explicit
                 3D scene representation, the key idea of our method is
                 to exploit the high redundancy of approximate scene
                 information that arises due to most scene points being
                 visible multiple times across many frames of video.
                 Based on this observation, we propose a novel pixel
                 gathering and filtering approach. The gathering step is
                 general and collects pixel samples in scene-space,
                 while the filtering step is application-specific and
                 computes a desired output video from the gathered
                 sample sets. Our approach is easily parallelizable and
                 has been implemented on GPU, allowing us to take full
                 advantage of large volumes of video data and
                 facilitating practical runtimes on HD video using a
                 standard desktop computer. Our generic scene-space
                 formulation is able to comprehensively describe a
                 multitude of video processing applications such as
                 denoising, deblurring, super resolution, object
                 removal, computational shutter functions, and other
                 scene-space camera effects. We present results for
                 various casually captured, hand-held, moving,
                 compressed, monocular videos depicting challenging
                 scenes recorded in uncontrolled environments.",
  acknowledgement = ack-nhfb,
  articleno =    "67",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liao:2015:AMD,
  author =       "Zicheng Liao and Yizhou Yu and Bingchen Gong and
                 Lechao Cheng",
  title =        "{audeosynth}: music-driven video montage",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "68:1--68:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766966",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce music-driven video montage, a media
                 format that offers a pleasant way to browse or
                 summarize video clips collected from various occasions,
                 including gatherings and adventures. In music-driven
                 video montage, the music drives the composition of the
                 video content. According to musical movement and beats,
                 video clips are organized to form a montage that
                 visually reflects the experiential properties of the
                 music. Nonetheless, it takes enormous manual work and
                 artistic expertise to create it. In this paper, we
                 develop a framework for automatically generating
                 music-driven video montages. The input is a set of
                 video clips and a piece of background music. By
                 analyzing the music and video content, our system
                 extracts carefully designed temporal features from the
                 input, and casts the synthesis problem as an
                 optimization and solves the parameters through Markov
                 Chain Monte Carlo sampling. The output is a video
                 montage whose visual activities are cut and
                 synchronized with the rhythm of the music, rendering a
                 symphony of audio-visual resonance.",
  acknowledgement = ack-nhfb,
  articleno =    "68",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Collet:2015:HQS,
  author =       "Alvaro Collet and Ming Chuang and Pat Sweeney and Don
                 Gillett and Dennis Evseev and David Calabrese and
                 Hugues Hoppe and Adam Kirk and Steve Sullivan",
  title =        "High-quality streamable free-viewpoint video",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "69:1--69:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766945",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present the first end-to-end solution to create
                 high-quality free-viewpoint video encoded as a compact
                 data stream. Our system records performances using a
                 dense set of RGB and IR video cameras, generates
                 dynamic textured surfaces, and compresses these to a
                 streamable 3D video format. Four technical advances
                 contribute to high fidelity and robustness: multimodal
                 multi-view stereo fusing RGB, IR, and silhouette
                 information; adaptive meshing guided by automatic
                 detection of perceptually salient areas; mesh tracking
                 to create temporally coherent subsequences; and
                 encoding of tracked textured meshes as an MPEG video
                 stream. Quantitative experiments demonstrate geometric
                 accuracy, texture fidelity, and encoding efficiency. We
                 release several datasets with calibrated inputs and
                 processed results to foster future research.",
  acknowledgement = ack-nhfb,
  articleno =    "69",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Smith:2015:BPF,
  author =       "Jason Smith and Scott Schaefer",
  title =        "Bijective parameterization with free boundaries",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "70:1--70:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766947",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a fully automatic method for generating
                 guaranteed bijective surface parameterizations from
                 triangulated 3D surfaces partitioned into charts. We do
                 so by using a distortion metric that prevents local
                 folds of triangles in the parameterization and a
                 barrier function that prevents intersection of the
                 chart boundaries. In addition, we show how to modify
                 the line search of an interior point method to directly
                 compute the singularities of the distortion metric and
                 barrier functions to maintain a bijective map. By using
                 an isometric metric that is efficient to compute and a
                 spatial hash to accelerate the evaluation and gradient
                 of the barrier function for the boundary, we achieve
                 fast optimization times. Unlike previous methods, we do
                 not require the boundary be constrained by the user to
                 a non-intersecting shape to guarantee a bijection, and
                 the boundary of the parameterization is free to change
                 shape during the optimization to minimize distortion.",
  acknowledgement = ack-nhfb,
  articleno =    "70",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fu:2015:CLI,
  author =       "Xiao-Ming Fu and Yang Liu and Baining Guo",
  title =        "Computing locally injective mappings by advanced
                 {MIPS}",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "71:1--71:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766938",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Computing locally injective mappings with low
                 distortion in an efficient way is a fundamental task in
                 computer graphics. By revisiting the well-known MIPS
                 (Most-Isometric ParameterizationS) method, we introduce
                 an advanced MIPS method that inherits the local
                 injectivity of MIPS, achieves as low as possible
                 distortions compared to the state-of-the-art locally
                 injective mapping techniques, and performs one to two
                 orders of magnitude faster in computing a mesh-based
                 mapping. The success of our method relies on two key
                 components. The first one is an enhanced MIPS energy
                 function that penalizes the maximal distortion
                 significantly and distributes the distortion evenly
                 over the domain for both mesh-based and meshless
                 mappings. The second is a use of the inexact block
                 coordinate descent method in mesh-based mapping in a
                 way that efficiently minimizes the distortion with the
                 capability not to be trapped early by the local
                 minimum. We demonstrate the capability and superiority
                 of our method in various applications including mesh
                 parameterization, mesh-based and meshless deformation,
                 and mesh improvement.",
  acknowledgement = ack-nhfb,
  articleno =    "71",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aigerman:2015:SSM,
  author =       "Noam Aigerman and Roi Poranne and Yaron Lipman",
  title =        "Seamless surface mappings",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "72:1--72:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766921",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a method for computing seamless bijective
                 mappings between two surface-meshes that interpolates a
                 given set of correspondences. A common approach for
                 computing a map between surfaces is to cut the surfaces
                 to disks, flatten them to the plane, and extract the
                 mapping from the flattenings by composing one
                 flattening with the inverse of the other. So far, a
                 significant drawback in this class of techniques is
                 that the choice of cuts introduces a bias in the
                 computation of the map that often causes visible
                 artifacts and wrong correspondences. In this paper we
                 develop a surface mapping technique that is indifferent
                 to the particular cut choice. This is achieved by a
                 novel type of surface flattenings that encodes this
                 cut-invariance, and when optimized with a suitable
                 energy functional results in a seamless
                 surface-to-surface map. We show the algorithm enables
                 producing high-quality seamless bijective maps for
                 pairs of surfaces with a wide range of shape
                 variability and from a small number of prescribed
                 correspondences. We also used this framework to produce
                 three-way, consistent and seamless mappings for
                 triplets of surfaces.",
  acknowledgement = ack-nhfb,
  articleno =    "72",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2015:BDH,
  author =       "Renjie Chen and Ofir Weber",
  title =        "Bounded distortion harmonic mappings in the plane",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "73:1--73:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766989",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a framework for the computation of harmonic
                 and conformal mappings in the plane with mathematical
                 guarantees that the computed mappings are $ C^\infty $,
                 locally injective and satisfy strict bounds on the
                 conformal and isometric distortion. Such mappings are
                 very desirable in many computer graphics and geometry
                 processing applications. We establish the sufficient
                 and necessary conditions for a harmonic planar mapping
                 to have bounded distortion. Our key observation is that
                 these conditions relate solely to the boundary behavior
                 of the mapping. This leads to an efficient and accurate
                 algorithm that supports handle-based interactive
                 shape-and-image deformation and is demonstrated to
                 outperform other state-of-the-art methods.",
  acknowledgement = ack-nhfb,
  articleno =    "73",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2015:DDF,
  author =       "Desai Chen and David I. W. Levin and Shinjiro Sueda
                 and Wojciech Matusik",
  title =        "Data-driven finite elements for geometry and material
                 design",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "74:1--74:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766889",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Crafting the behavior of a deformable object is
                 difficult---whether it is a biomechanically accurate
                 character model or a new multimaterial 3D printable
                 design. Getting it right requires constant iteration,
                 performed either manually or driven by an automated
                 system. Unfortunately, Previous algorithms for
                 accelerating three-dimensional finite element analysis
                 of elastic objects suffer from expensive precomputation
                 stages that rely on a priori knowledge of the object's
                 geometry and material composition. In this paper we
                 introduce Data-Driven Finite Elements as a solution to
                 this problem. Given a material palette, our method
                 constructs a metamaterial library which is reusable for
                 subsequent simulations, regardless of object geometry
                 and/or material composition. At runtime, we perform
                 fast coarsening of a simulation mesh using a simple
                 table lookup to select the appropriate metamaterial
                 model for the coarsened elements. When the object's
                 material distribution or geometry changes, we do not
                 need to update the metamaterial library---we simply
                 need to update the metamaterial assignments to the
                 coarsened elements. An important advantage of our
                 approach is that it is applicable to non-linear
                 material models. This is important for designing
                 objects that undergo finite deformation (such as those
                 produced by multimaterial 3D printing). Our method
                 yields speed gains of up to two orders of magnitude
                 while maintaining good accuracy. We demonstrate the
                 effectiveness of the method on both virtual and 3D
                 printed examples in order to show its utility as a tool
                 for deformable object design.",
  acknowledgement = ack-nhfb,
  articleno =    "74",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2015:NMD,
  author =       "Hongyi Xu and Funshing Sin and Yufeng Zhu and Jernej
                 Barbic",
  title =        "Nonlinear material design using principal stretches",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "75:1--75:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766917",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The Finite Element Method is widely used for solid
                 deformable object simulation in film, computer games,
                 virtual reality and medicine. Previous applications of
                 nonlinear solid elasticity employed materials from a
                 few standard families such as linear corotational,
                 nonlinear St.Venant-Kirchhoff, Neo-Hookean, Ogden or
                 Mooney-Rivlin materials. However, the spaces of all
                 nonlinear isotropic and anisotropic materials are
                 infinite-dimensional and much broader than these
                 standard materials. In this paper, we demonstrate how
                 to intuitively explore the space of isotropic and
                 anisotropic nonlinear materials, for design of
                 animations in computer graphics and related fields. In
                 order to do so, we first formulate the internal elastic
                 forces and tangent stiffness matrices in the space of
                 the principal stretches of the material. We then
                 demonstrate how to design new isotropic materials by
                 editing a single stress-strain curve, using a spline
                 interface. Similarly, anisotropic (orthotropic)
                 materials can be designed by editing three curves, one
                 for each material direction. We demonstrate that
                 modifying these curves using our proposed interface has
                 an intuitive, visual, effect on the simulation. Our
                 materials accelerate simulation design and enable
                 visual effects that are difficult or impossible to
                 achieve with standard nonlinear materials.",
  acknowledgement = ack-nhfb,
  articleno =    "75",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Teng:2015:SCF,
  author =       "Yun Teng and Mark Meyer and Tony DeRose and Theodore
                 Kim",
  title =        "Subspace condensation: full space adaptivity for
                 subspace deformations",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "76:1--76:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766904",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Subspace deformable body simulations can be very fast,
                 but can behave unrealistically when behaviors outside
                 the prescribed subspace such as novel external
                 collisions, are encountered. We address this limitation
                 by presenting a fast, flexible new method that allows
                 full space computation to be activated in the
                 neighborhood of novel events while the rest of the body
                 still computes in a subspace. We achieve this using a
                 method we call subspace condensation, a variant on the
                 classic static condensation precomputation. However,
                 instead of a precomputation, we use the speed of
                 subspace methods to perform the condensation at every
                 frame. This approach allows the full space regions to
                 be specified arbitrarily at runtime, and forms a
                 natural two-way coupling with the subspace regions.
                 While condensation is usually only applicable to linear
                 materials, the speed of our technique enables its
                 application to non-linear materials as well. We show
                 the effectiveness of our approach by applying it to a
                 variety of articulated character scenarios.",
  acknowledgement = ack-nhfb,
  articleno =    "76",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Oztireli:2015:PBD,
  author =       "A. Cengiz {\"O}ztireli and Markus Gross",
  title =        "Perceptually based downscaling of images",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "77:1--77:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766891",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a perceptually based method for downscaling
                 images that provides a better apparent depiction of the
                 input image. We formulate image downscaling as an
                 optimization problem where the difference between the
                 input and output images is measured using a widely
                 adopted perceptual image quality metric. The downscaled
                 images retain perceptually important features and
                 details, resulting in an accurate and spatio-temporally
                 consistent representation of the high resolution input.
                 We derive the solution of the optimization problem in
                 closed-form, which leads to a simple, efficient and
                 parallelizable implementation with sums and
                 convolutions. The algorithm has running times similar
                 to linear filtering and is orders of magnitude faster
                 than the state-of-the-art for image downscaling. We
                 validate the effectiveness of the technique with
                 extensive tests on many images, video, and by
                 performing a user study, which indicates a clear
                 preference for the results of the new algorithm.",
  acknowledgement = ack-nhfb,
  articleno =    "77",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bi:2015:ITE,
  author =       "Sai Bi and Xiaoguang Han and Yizhou Yu",
  title =        "An {$ L_1 $} image transform for edge-preserving
                 smoothing and scene-level intrinsic decomposition",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "78:1--78:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766946",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Identifying sparse salient structures from dense
                 pixels is a longstanding problem in visual computing.
                 Solutions to this problem can benefit both image
                 manipulation and understanding. In this paper, we
                 introduce an image transform based on the $ L_1 $ norm
                 for piecewise image flattening. This transform can
                 effectively preserve and sharpen salient edges and
                 contours while eliminating insignificant details,
                 producing a nearly piecewise constant image with sparse
                 structures. A variant of this image transform can
                 perform edge-preserving smoothing more effectively than
                 existing state-of-the-art algorithms. We further
                 present a new method for complex scene-level intrinsic
                 image decomposition. Our method relies on the above
                 image transform to suppress surface shading variations,
                 and perform probabilistic reflectance clustering on the
                 flattened image instead of the original input image to
                 achieve higher accuracy. Extensive testing on the
                 Intrinsic-Images-in-the-Wild database indicates our
                 method can perform significantly better than existing
                 techniques both visually and numerically. The obtained
                 intrinsic images have been successfully used in two
                 applications, surface retexturing and 3D object
                 compositing in photographs.",
  acknowledgement = ack-nhfb,
  articleno =    "78",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xue:2015:CAO,
  author =       "Tianfan Xue and Michael Rubinstein and Ce Liu and
                 William T. Freeman",
  title =        "A computational approach for obstruction-free
                 photography",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "79:1--79:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766940",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a unified computational approach for taking
                 photos through reflecting or occluding elements such as
                 windows and fences. Rather than capturing a single
                 image, we instruct the user to take a short image
                 sequence while slightly moving the camera. Differences
                 that often exist in the relative position of the
                 background and the obstructing elements from the camera
                 allow us to separate them based on their motions, and
                 to recover the desired background scene as if the
                 visual obstructions were not there. We show results on
                 controlled experiments and many real and practical
                 scenarios, including shooting through reflections,
                 fences, and raindrop-covered windows.",
  acknowledgement = ack-nhfb,
  articleno =    "79",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Peng:2015:DTT,
  author =       "Xue Bin Peng and Glen Berseth and Michiel van de
                 Panne",
  title =        "Dynamic terrain traversal skills using reinforcement
                 learning",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "80:1--80:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766910",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The locomotion skills developed for physics-based
                 characters most often target flat terrain. However,
                 much of their potential lies with the creation of
                 dynamic, momentum-based motions across more complex
                 terrains. In this paper, we learn controllers that
                 allow simulated characters to traverse terrains with
                 gaps, steps, and walls using highly dynamic gaits. This
                 is achieved using reinforcement learning, with careful
                 attention given to the action representation,
                 non-parametric approximation of both the value function
                 and the policy; epsilon-greedy exploration; and the
                 learning of a good state distance metric. The methods
                 enable a 21-link planar dog and a 7-link planar biped
                 to navigate challenging sequences of terrain using
                 bounding and running gaits. We evaluate the impact of
                 the key features of our skill learning pipeline on the
                 resulting performance.",
  acknowledgement = ack-nhfb,
  articleno =    "80",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hamalainen:2015:OCS,
  author =       "Perttu H{\"a}m{\"a}l{\"a}inen and Joose Rajam{\"a}ki
                 and C. Karen Liu",
  title =        "Online control of simulated humanoids using particle
                 belief propagation",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "81:1--81:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2767002",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel, general-purpose Model-Predictive
                 Control (MPC) algorithm that we call Control Particle
                 Belief Propagation (C-PBP). C-PBP combines multimodal,
                 gradient-free sampling and a Markov Random Field
                 factorization to effectively perform simultaneous path
                 finding and smoothing in high-dimensional spaces. We
                 demonstrate the method in online synthesis of
                 interactive and physically valid humanoid movements,
                 including balancing, recovery from both small and
                 extreme disturbances, reaching, balancing on a ball,
                 juggling a ball, and fully steerable locomotion in an
                 environment with obstacles. Such a large repertoire of
                 movements has not been demonstrated before at
                 interactive frame rates, especially considering that
                 all our movement emerges from simple cost functions.
                 Furthermore, we abstain from using any precomputation
                 to train a control policy offline, reference data such
                 as motion capture clips, or state machines that break
                 the movements down into more manageable subtasks.
                 Operating under these conditions enables rapid and
                 convenient iteration when designing the cost
                 functions.",
  acknowledgement = ack-nhfb,
  articleno =    "81",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lino:2015:IEC,
  author =       "Christophe Lino and Marc Christie",
  title =        "Intuitive and efficient camera control with the toric
                 space",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "82:1--82:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766965",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A large range of computer graphics applications such
                 as data visualization or virtual movie production
                 require users to position and move viewpoints in 3D
                 scenes to effectively convey visual information or tell
                 stories. The desired viewpoints and camera paths are
                 required to satisfy a number of visual properties (
                 e.g. size, vantage angle, visibility, and on-screen
                 position of targets). Yet, existing camera manipulation
                 tools only provide limited interaction methods and
                 automated techniques remain computationally expensive.
                 In this work, we introduce the Toric space, a novel and
                 compact representation for intuitive and efficient
                 virtual camera control. We first show how visual
                 properties are expressed in this Toric space and
                 propose an efficient interval-based search technique
                 for automated viewpoint computation. We then derive a
                 novel screen-space manipulation technique that provides
                 intuitive and real-time control of visual properties.
                 Finally, we propose an effective viewpoint
                 interpolation technique which ensures the continuity of
                 visual properties along the generated paths. The
                 proposed approach (i) performs better than existing
                 automated viewpoint computation techniques in terms of
                 speed and precision, (ii) provides a screen-space
                 manipulation tool that is more efficient than classical
                 manipulators and easier to use for beginners, and (iii)
                 enables the creation of complex camera motions such as
                 long takes in a very short time and in a controllable
                 way. As a result, the approach should quickly find its
                 place in a number of applications that require
                 interactive or automated camera control such as 3D
                 modelers, navigation tools or 3D games.",
  acknowledgement = ack-nhfb,
  articleno =    "82",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hu:2015:ICI,
  author =       "Ruizhen Hu and Chenyang Zhu and Oliver van Kaick and
                 Ligang Liu and Ariel Shamir and Hao Zhang",
  title =        "Interaction context {(ICON)}: towards a geometric
                 functionality descriptor",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "83:1--83:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766914",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a contextual descriptor which aims to
                 provide a geometric description of the functionality of
                 a 3D object in the context of a given scene.
                 Differently from previous works, we do not regard
                 functionality as an abstract label or represent it
                 implicitly through an agent. Our descriptor, called
                 interaction context or ICON for short, explicitly
                 represents the geometry of object-to-object
                 interactions. Our approach to object functionality
                 analysis is based on the key premise that functionality
                 should mainly be derived from interactions between
                 objects and not objects in isolation. Specifically,
                 ICON collects geometric and structural features to
                 encode interactions between a central object in a 3D
                 scene and its surrounding objects. These interactions
                 are then grouped based on feature similarity, leading
                 to a hierarchical structure. By focusing on
                 interactions and their organization, ICON is
                 insensitive to the numbers of objects that appear in a
                 scene, the specific disposition of objects around the
                 central object, or the objects' fine-grained geometry.
                 With a series of experiments, we demonstrate the
                 potential of ICON in functionality-oriented shape
                 processing, including shape retrieval (either directly
                 or by complementing existing shape descriptors),
                 segmentation, and synthesis.",
  acknowledgement = ack-nhfb,
  articleno =    "83",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lun:2015:ESL,
  author =       "Zhaoliang Lun and Evangelos Kalogerakis and Alla
                 Sheffer",
  title =        "Elements of style: learning perceptual shape style
                 similarity",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "84:1--84:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766929",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The human perception of stylistic similarity
                 transcends structure and function: for instance, a bed
                 and a dresser may share a common style. An
                 algorithmically computed style similarity measure that
                 mimics human perception can benefit a range of computer
                 graphics applications. Previous work in style analysis
                 focused on shapes within the same class, and leveraged
                 structural similarity between these shapes to
                 facilitate analysis. In contrast, we introduce the
                 first structure-transcending style similarity measure
                 and validate it to be well aligned with human
                 perception of stylistic similarity. Our measure is
                 inspired by observations about style similarity in art
                 history literature, which point to the presence of
                 similarly shaped, salient, geometric elements as one of
                 the key indicators of stylistic similarity. We
                 translate these observations into an algorithmic
                 measure by first quantifying the geometric properties
                 that make humans perceive geometric elements as
                 similarly shaped and salient in the context of style,
                 then employing this quantification to detect pairs of
                 matching style related elements on the analyzed models,
                 and finally collating the element-level geometric
                 similarity measurements into an object-level style
                 measure consistent with human perception. To achieve
                 this consistency we employ crowdsourcing to quantify
                 the different components of our measure; we learn the
                 relative perceptual importance of a range of elementary
                 shape distances and other parameters used in our
                 measurement from 50K responses to cross-structure style
                 similarity queries provided by over 2500
                 participants.We train and validate our method on this
                 dataset, showing it to successfully predict relative
                 style similarity with near 90\% accuracy based on
                 10-fold cross-validation.",
  acknowledgement = ack-nhfb,
  articleno =    "84",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2015:SCF,
  author =       "Tianqiang Liu and Aaron Hertzmann and Wilmot Li and
                 Thomas Funkhouser",
  title =        "Style compatibility for {$3$D} furniture models",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "85:1--85:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766898",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a method for learning to predict
                 the stylistic compatibility between 3D furniture models
                 from different object classes: e.g., how well does this
                 chair go with that table? To do this, we collect
                 relative assessments of style compatibility using
                 crowdsourcing. We then compute geometric features for
                 each 3D model and learn a mapping of them into a space
                 where Euclidean distances represent style
                 incompatibility. Motivated by the geometric subtleties
                 of style, we introduce part-aware geometric feature
                 vectors that characterize the shapes of different parts
                 of an object separately. Motivated by the need to
                 compute style compatibility between different object
                 classes, we introduce a method to learn object
                 class-specific mappings from geometric features to a
                 shared feature space. During experiments with these
                 methods, we find that they are effective at predicting
                 style compatibility agreed upon by people. We find in
                 user studies that the learned compatibility metric is
                 useful for novel interactive tools that: (1) retrieve
                 stylistically compatible models for a query, (2)
                 suggest a piece of furniture for an existing scene, and
                 (3) help guide an interactive $3$D modeler towards
                 scenes with compatible furniture.",
  acknowledgement = ack-nhfb,
  articleno =    "85",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yumer:2015:SSE,
  author =       "Mehmet Ersin Yumer and Siddhartha Chaudhuri and
                 Jessica K. Hodgins and Levent Burak Kara",
  title =        "Semantic shape editing using deformation handles",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "86:1--86:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766908",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a shape editing method where the user
                 creates geometric deformations using a set of semantic
                 attributes, thus avoiding the need for detailed
                 geometric manipulations. In contrast to prior work, we
                 focus on continuous deformations instead of discrete
                 part substitutions. Our method provides a platform for
                 quick design explorations and allows non-experts to
                 produce semantically guided shape variations that are
                 otherwise difficult to attain. We crowdsource a large
                 set of pairwise comparisons between the semantic
                 attributes and geometry and use this data to learn a
                 continuous mapping from the semantic attributes to
                 geometry. The resulting map enables simple and
                 intuitive shape manipulations based solely on the
                 learned attributes. We demonstrate our method on large
                 datasets using two different user interaction modes and
                 evaluate its usability with a set of user studies.",
  acknowledgement = ack-nhfb,
  articleno =    "86",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2015:SVR,
  author =       "Qixing Huang and Hai Wang and Vladlen Koltun",
  title =        "Single-view reconstruction via joint analysis of image
                 and shape collections",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "87:1--87:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766890",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an approach to automatic 3D reconstruction
                 of objects depicted in Web images. The approach
                 reconstructs objects from single views. The key idea is
                 to jointly analyze a collection of images of different
                 objects along with a smaller collection of existing 3D
                 models. The images are analyzed and reconstructed
                 together. Joint analysis regularizes the formulated
                 optimization problems, stabilizes correspondence
                 estimation, and leads to reasonable reproduction of
                 object appearance without traditional multi-view
                 cues.",
  acknowledgement = ack-nhfb,
  articleno =    "87",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yoshida:2015:ASH,
  author =       "Hironori Yoshida and Takeo Igarashi and Yusuke Obuchi
                 and Yosuke Takami and Jun Sato and Mika Araki and
                 Masaaki Miki and Kosuke Nagata and Kazuhide Sakai and
                 Syunsuke Igarashi",
  title =        "Architecture-scale human-assisted additive
                 manufacturing",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "88:1--88:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766951",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recent digital fabrication tools have opened up
                 accessibility to personalized rapid prototyping;
                 however, such tools are limited to product-scale
                 objects. The materials currently available for use in
                 3D printing are too fine for large-scale objects, and
                 CNC gantry sizes limit the scope of printable objects.
                 In this paper, we propose a new method for printing
                 architecture-scale objects. Our proposal includes three
                 developments: (i) a construction material consisting of
                 chopsticks and glue, (ii) a handheld chopstick
                 dispenser, and (iii) a printing guidance system that
                 uses projection mapping. The proposed chopstickglue
                 material is cost effective, environmentally
                 sustainable, and can be printed more quickly than
                 conventional materials. The developed handheld
                 dispenser enables consistent feeding of the
                 chopstickglue material composite. The printing guidance
                 system --- consisting of a depth camera and a projector
                 --- evaluates a given shape in real time and indicates
                 where humans should deposit chopsticks by projecting a
                 simple color code onto the form under construction.
                 Given the mechanical specifications of the stickglue
                 composite, an experimental pavilion was designed as a
                 case study of the proposed method and built without
                 scaffoldings and formworks. The case study also
                 revealed several fundamental limitations, such as the
                 projector does not work in daylight, which requires
                 future investigations.",
  acknowledgement = ack-nhfb,
  articleno =    "88",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Miki:2015:PSS,
  author =       "Masaaki Miki and Takeo Igarashi and Philippe Block",
  title =        "Parametric self-supporting surfaces via direct
                 computation of {Airy} stress functions",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "89:1--89:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766888",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a method that employs parametric
                 surfaces as surface geometry representations at any
                 stage of a computational process to compute
                 self-supporting surfaces. This approach can be
                 differentiated from existing relevant methods because
                 such methods represent surfaces by a triangulated mesh
                 surface or a network consisting of lines. The proposed
                 method is based on the theory of Airy stress functions.
                 Although some existing methods are also based on this
                 theory, they apply its discrete version to discrete
                 geometries. The proposed method simultaneously applies
                 the theory to parametric surfaces directly and the
                 discrete theory to the edges of parametric patches. The
                 discontinuous boundary between continuous patches
                 naturally corresponds to ribs seen in traditional vault
                 masonry buildings. We use nonuniform rational B-spline
                 surfaces in this study; however, the basic idea can be
                 applied to other parametric surfaces. A variety of
                 self-supporting surfaces obtained by the proposed
                 computational scheme is presented.",
  acknowledgement = ack-nhfb,
  articleno =    "89",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2015:FF,
  author =       "Honghua Li and Ruizhen Hu and Ibraheem Alhashim and
                 Hao Zhang",
  title =        "Foldabilizing furniture",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "90:1--90:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766912",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce the foldabilization problem for
                 space-saving furniture design. Namely, given a 3D
                 object representing a piece of furniture, our goal is
                 to apply a minimum amount of modification to the object
                 so that it can be folded to save space --- the object
                 is thus foldabilized. We focus on one instance of the
                 problem where folding is with respect to a prescribed
                 folding direction and allowed object modifications
                 include hinge insertion and part shrinking. We develop
                 an automatic algorithm for foldabilization by
                 formulating and solving a nested optimization problem
                 operating at two granularity levels of the input shape.
                 Specifically, the input shape is first partitioned into
                 a set of integral folding units. For each unit, we
                 construct a graph which encodes conflict relations,
                 e.g., collisions, between foldings implied by various
                 patch foldabilizations within the unit. Finding a
                 minimum-cost foldabilization with a conflict-free
                 folding is an instance of the maximum-weight
                 independent set problem. In the outer loop of the
                 optimization, we process the folding units in an
                 optimized ordering where the units are sorted based on
                 estimated foldabilization costs. We show numerous
                 foldabilization results computed at interactive speed
                 and 3D-print physical prototypes of these results to
                 demonstrate manufacturability.",
  acknowledgement = ack-nhfb,
  articleno =    "90",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fu:2015:CIF,
  author =       "Chi-Wing Fu and Peng Song and Xiaoqi Yan and Lee Wei
                 Yang and Pradeep Kumar Jayaraman and Daniel Cohen-Or",
  title =        "Computational interlocking furniture assembly",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "91:1--91:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766892",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Furniture typically consists of assemblies of
                 elongated and planar parts that are connected together
                 by glue, nails, hinges, screws, or other means that do
                 not encourage disassembly and re-assembly. An
                 alternative approach is to use an interlocking
                 mechanism, where the component parts tightly interlock
                 with one another. The challenge in designing such a
                 network of interlocking joints is that local analysis
                 is insufficient to guarantee global interlocking, and
                 there is a huge number of joint combinations that
                 require an enormous exploration effort to ensure global
                 interlocking. In this paper, we present a computational
                 solution to support the design of a network of
                 interlocking joints that form a globally-interlocking
                 furniture assembly. The key idea is to break the
                 furniture complex into an overlapping set of small
                 groups, where the parts in each group are immobilized
                 by a local key, and adjacent groups are further locked
                 with dependencies. The dependency among the groups
                 saves the effort of exploring the immobilization of
                 every subset of parts in the assembly, thus allowing
                 the intensive interlocking computation to be localized
                 within each small group. We demonstrate the
                 effectiveness of our technique on many
                 globally-interlocking furniture assemblies of various
                 shapes and complexity.",
  acknowledgement = ack-nhfb,
  articleno =    "91",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jamriska:2015:LAT,
  author =       "Ondrej Jamriska and Jakub Fiser and Paul Asente and
                 Jingwan Lu and Eli Shechtman and Daniel S{\'y}kora",
  title =        "{LazyFluids}: appearance transfer for fluid
                 animations",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "92:1--92:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766983",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper we present a novel approach to
                 appearance transfer for fluid animations based on
                 flow-guided texture synthesis. In contrast to common
                 practice where pre-captured sets of fluid elements are
                 combined in order to achieve desired motion and look,
                 we bring the possibility of fine-tuning motion
                 properties in advance using CG techniques, and then
                 transferring the desired look from a selected
                 appearance exemplar. We demonstrate that such a
                 practical work-flow cannot be simply implemented using
                 current state-of-the-art techniques, analyze what the
                 main obstacles are, and propose a solution to resolve
                 them. In addition, we extend the algorithm to allow for
                 synthesis with rich boundary effects and video
                 exemplars. Finally, we present numerous results that
                 demonstrate the versatility of the proposed approach.",
  acknowledgement = ack-nhfb,
  articleno =    "92",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Okabe:2015:FVM,
  author =       "Makoto Okabe and Yoshinori Dobashi and Ken Anjyo and
                 Rikio Onai",
  title =        "Fluid volume modeling from sparse multi-view images by
                 appearance transfer",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "93:1--93:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766958",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a method of three-dimensional (3D) modeling
                 of volumetric fluid phenomena from sparse multi-view
                 images (e.g., only a single-view input or a pair of
                 front- and side-view inputs). The volume determined
                 from such sparse inputs using previous methods appears
                 blurry and unnatural with novel views; however, our
                 method preserves the appearance of novel viewing angles
                 by transferring the appearance information from input
                 images to novel viewing angles. For appearance
                 information, we use histograms of image intensities and
                 steerable coefficients. We formulate the volume
                 modeling as an energy minimization problem with
                 statistical hard constraints, which is solved using an
                 expectation maximization (EM)-like iterative algorithm.
                 Our algorithm begins with a rough estimate of the
                 initial volume modeled from the input images, followed
                 by an iterative process whereby we first render the
                 images of the current volume with novel viewing angles.
                 Then, we modify the rendered images by transferring the
                 appearance information from the input images, and we
                 thereafter model the improved volume based on the
                 modified images. We iterate these operations until the
                 volume converges. We demonstrate our method
                 successfully provides natural-looking volume sequences
                 of fluids (i.e., fire, smoke, explosions, and a water
                 splash) from sparse multi-view videos. To create
                 production-ready fluid animations, we further propose a
                 method of rendering and editing fluids using a
                 commercially available fluid simulator.",
  acknowledgement = ack-nhfb,
  articleno =    "93",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2015:DCM,
  author =       "Bin Wang and Longhua Wu and KangKang Yin and Uri
                 Ascher and Libin Liu and Hui Huang",
  title =        "Deformation capture and modeling of soft objects",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "94:1--94:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766911",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a data-driven method for deformation
                 capture and modeling of general soft objects. We adopt
                 an iterative framework that consists of one component
                 for physics-based deformation tracking and another for
                 spacetime optimization of deformation parameters. Low
                 cost depth sensors are used for the deformation
                 capture, and we do not require any force-displacement
                 measurements, thus making the data capture a cheap and
                 convenient process. We augment a state-of-the-art
                 probabilistic tracking method to robustly handle noise,
                 occlusions, fast movements and large deformations. The
                 spacetime optimization aims to match the simulated
                 trajectories with the tracked ones. The optimized
                 deformation model is then used to boost the accuracy of
                 the tracking results, which can in turn improve the
                 deformation parameter estimation itself in later
                 iterations. Numerical experiments demonstrate that the
                 tracking and parameter optimization components
                 complement each other nicely. Our spacetime
                 optimization of the deformation model includes not only
                 the material elasticity parameters and dynamic damping
                 coefficients, but also the reference shape which can
                 differ significantly from the static shape for soft
                 objects. The resulting optimization problem is highly
                 nonlinear in high dimensions, and challenging to solve
                 with previous methods. We propose a novel splitting
                 algorithm that alternates between reference shape
                 optimization and deformation parameter estimation, and
                 thus enables tailoring the optimization of each
                 subproblem more efficiently and robustly. Our system
                 enables realistic motion reconstruction as well as
                 synthesis of virtual soft objects in response to user
                 stimulation. Validation experiments show that our
                 method not only is accurate, but also compares
                 favorably to existing techniques. We also showcase the
                 ability of our system with high quality animations
                 generated from optimized deformation parameters for a
                 variety of soft objects, such as live plants and
                 fabricated models.",
  acknowledgement = ack-nhfb,
  articleno =    "94",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Duncan:2015:ZD,
  author =       "Noah Duncan and Lap-Fai Yu and Sai-Kit Yeung and
                 Demetri Terzopoulos",
  title =        "Zoomorphic design",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "95:1--95:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766902",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Zoomorphic shapes are man-made shapes that possess the
                 form or appearance of an animal. They have desirable
                 aesthetic properties, but are difficult to create using
                 conventional modeling tools. We present a method for
                 creating zoomorphic shapes by merging a man-made shape
                 and an animal shape. To identify a pair of shapes that
                 are suitable for merging, we use an efficient graph
                 kernel based technique. We formulate the merging
                 process as a continuous optimization problem where the
                 two shapes are deformed jointly to minimize an energy
                 function combining several design factors. The modeler
                 can adjust the weighting between these factors to
                 attain high-level control over the final shape
                 produced. A novel technique ensures that the zoomorphic
                 shape does not violate the design restrictions of the
                 man-made shape. We demonstrate the versatility and
                 effectiveness of our approach by generating a wide
                 variety of zoomorphic shapes.",
  acknowledgement = ack-nhfb,
  articleno =    "95",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zollhofer:2015:SBR,
  author =       "Michael Zollh{\"o}fer and Angela Dai and Matthias
                 Innmann and Chenglei Wu and Marc Stamminger and
                 Christian Theobalt and Matthias Nie{\ss}ner",
  title =        "Shading-based refinement on volumetric signed distance
                 functions",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "96:1--96:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766887",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel method to obtain fine-scale detail
                 in 3D reconstructions generated with low-budget RGB-D
                 cameras or other commodity scanning devices. As the
                 depth data of these sensors is noisy, truncated signed
                 distance fields are typically used to regularize out
                 the noise, which unfortunately leads to over-smoothed
                 results. In our approach, we leverage RGB data to
                 refine these reconstructions through shading cues, as
                 color input is typically of much higher resolution than
                 the depth data. As a result, we obtain reconstructions
                 with high geometric detail, far beyond the depth
                 resolution of the camera itself. Our core contribution
                 is shading-based refinement directly on the implicit
                 surface representation, which is generated from
                 globally-aligned RGB-D images. We formulate the inverse
                 shading problem on the volumetric distance field, and
                 present a novel objective function which jointly
                 optimizes for fine-scale surface geometry and
                 spatially-varying surface reflectance. In order to
                 enable the efficient reconstruction of sub-millimeter
                 detail, we store and process our surface using a sparse
                 voxel hashing scheme which we augment by introducing a
                 grid hierarchy. A tailored GPU-based Gauss--Newton
                 solver enables us to refine large shape models to
                 previously unseen resolution within only a few
                 seconds.",
  acknowledgement = ack-nhfb,
  articleno =    "96",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Barnes:2015:PEP,
  author =       "Connelly Barnes and Fang-Lue Zhang and Liming Lou and
                 Xian Wu and Shi-Min Hu",
  title =        "{PatchTable}: efficient patch queries for large
                 datasets and applications",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "97:1--97:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766934",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a data structure that reduces
                 approximate nearest neighbor query times for image
                 patches in large datasets. Previous work in texture
                 synthesis has demonstrated real-time synthesis from
                 small exemplar textures. However, high performance has
                 proved elusive for modern patch-based optimization
                 techniques which frequently use many exemplar images in
                 the tens of megapixels or above. Our new algorithm,
                 PatchTable, offloads as much of the computation as
                 possible to a pre-computation stage that takes modest
                 time, so patch queries can be as efficient as possible.
                 There are three key insights behind our algorithm: (1)
                 a lookup table similar to locality sensitive hashing
                 can be precomputed, and used to seed sufficiently good
                 initial patch correspondences during querying, (2)
                 missing entries in the table can be filled during
                 pre-computation with our fast Voronoi transform, and
                 (3) the initially seeded correspondences can be
                 improved with a precomputed k-nearest neighbors
                 mapping. We show experimentally that this accelerates
                 the patch query operation by up to 9$ \times $ over
                 k-coherence, up to 12$ \times $ over TreeCANN, and up
                 to 200$ \times $ over PatchMatch. Our fast algorithm
                 allows us to explore efficient and practical imaging
                 and computational photography applications. We show
                 results for artistic video stylization, light field
                 super-resolution, and multi-image editing.",
  acknowledgement = ack-nhfb,
  articleno =    "97",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bell:2015:LVS,
  author =       "Sean Bell and Kavita Bala",
  title =        "Learning visual similarity for product design with
                 convolutional neural networks",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "98:1--98:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766959",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Popular sites like Houzz, Pinterest, and
                 LikeThatDecor, have communities of users helping each
                 other answer questions about products in images. In
                 this paper we learn an embedding for visual search in
                 interior design. Our embedding contains two different
                 domains of product images: products cropped from
                 internet scenes, and products in their iconic form.
                 With such a multi-domain embedding, we demonstrate
                 several applications of visual search including
                 identifying products in scenes and finding
                 stylistically similar products. To obtain the
                 embedding, we train a convolutional neural network on
                 pairs of images. We explore several training
                 architectures including re-purposing object
                 classifiers, using siamese networks, and using
                 multitask learning. We evaluate our search
                 quantitatively and qualitatively and demonstrate high
                 quality results for search across multiple visual
                 domains, enabling new applications in interior
                 design.",
  acknowledgement = ack-nhfb,
  articleno =    "98",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bacher:2015:LIL,
  author =       "Moritz B{\"a}cher and Stelian Coros and Bernhard
                 Thomaszewski",
  title =        "{LinkEdit}: interactive linkage editing using symbolic
                 kinematics",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "99:1--99:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766985",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for interactive editing of planar
                 linkages. Given a working linkage as input, the user
                 can make targeted edits to the shape or motion of
                 selected parts while preserving other, e.g.,
                 functionally-important aspects. In order to make this
                 process intuitive and efficient, we provide a number of
                 editing tools at different levels of abstraction. For
                 instance, the user can directly change the structure of
                 a linkage by displacing joints, edit the motion of
                 selected points on the linkage, or impose limits on the
                 size of its enclosure. Our method safeguards against
                 degenerate configurations during these edits, thus
                 ensuring the correct functioning of the mechanism at
                 all times. Linkage editing poses strict requirements on
                 performance that standard approaches fail to provide.
                 In order to enable interactive and robust editing, we
                 build on a symbolic kinematics approach that uses
                 closed-form expressions instead of numerical methods to
                 compute the motion of a linkage and its derivatives. We
                 demonstrate our system on a diverse set of examples,
                 illustrating the potential to adapt and personalize the
                 structure and motion of existing linkages. To validate
                 the feasibility of our edited designs, we fabricated
                 two physical prototypes.",
  acknowledgement = ack-nhfb,
  articleno =    "99",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shugrina:2015:FFC,
  author =       "Maria Shugrina and Ariel Shamir and Wojciech Matusik",
  title =        "Fab forms: customizable objects for fabrication with
                 validity and geometry caching",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "100:1--100:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766994",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We address the problem of allowing casual users to
                 customize parametric models while maintaining their
                 valid state as 3D-printable functional objects. We
                 define Fab Form as any design representation that lends
                 itself to interactive customization by a novice user,
                 while remaining valid and manufacturable. We propose a
                 method to achieve these Fab Form requirements for
                 general parametric designs tagged with a general set of
                 automated validity tests and a small number of
                 parameters exposed to the casual user. Our solution
                 separates Fab Form evaluation into a precomputation
                 stage and a runtime stage. Parts of the geometry and
                 design validity (such as manufacturability) are
                 evaluated and stored in the precomputation stage by
                 adaptively sampling the design space. At runtime the
                 remainder of the evaluation is performed. This allows
                 interactive navigation in the valid regions of the
                 design space using an automatically generated Web user
                 interface (UI). We evaluate our approach by converting
                 several parametric models into corresponding Fab
                 Forms.",
  acknowledgement = ack-nhfb,
  articleno =    "100",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sun:2015:CDT,
  author =       "Timothy Sun and Changxi Zheng",
  title =        "Computational design of twisty joints and puzzles",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "101:1--101:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766961",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present the first computational method that allows
                 ordinary users to create complex twisty joints and
                 puzzles inspired by the Rubik's Cube mechanism. Given a
                 user-supplied 3D model and a small subset of rotation
                 axes, our method automatically adjusts those rotation
                 axes and adds others to construct a ``non-blocking''
                 twisty joint in the shape of the 3D model. Our method
                 outputs the shapes of pieces which can be directly 3D
                 printed and assembled into an interlocking puzzle. We
                 develop a group-theoretic approach to representing a
                 wide class of twisty puzzles by establishing a
                 connection between non-blocking twisty joints and the
                 finite subgroups of the rotation group SO(3). The
                 theoretical foundation enables us to build an efficient
                 system for automatically completing the set of rotation
                 axes and fast collision detection between pieces. We
                 also generalize the Rubik's Cube mechanism to a large
                 family of twisty puzzles.",
  acknowledgement = ack-nhfb,
  articleno =    "101",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Musialski:2015:ROS,
  author =       "Przemyslaw Musialski and Thomas Auzinger and Michael
                 Birsak and Michael Wimmer and Leif Kobbelt",
  title =        "Reduced-order shape optimization using offset
                 surfaces",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "102:1--102:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766955",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Given the 2-manifold surface of a 3d object, we
                 propose a novel method for the computation of an offset
                 surface with varying thickness such that the solid
                 volume between the surface and its offset satisfies a
                 set of prescribed constraints and at the same time
                 minimizes a given objective functional. Since the
                 constraints as well as the objective functional can
                 easily be adjusted to specific application
                 requirements, our method provides a flexible and
                 powerful tool for shape optimization. We use manifold
                 harmonics to derive a reduced-order formulation of the
                 optimization problem, which guarantees a smooth offset
                 surface and speeds up the computation independently
                 from the input mesh resolution without affecting the
                 quality of the result. The constrained optimization
                 problem can be solved in a numerically robust manner
                 with commodity solvers. Furthermore, the method allows
                 simultaneously optimizing an inner and an outer offset
                 in order to increase the degrees of freedom. We
                 demonstrate our method in a number of examples where we
                 control the physical mass properties of rigid objects
                 for the purpose of 3d printing.",
  acknowledgement = ack-nhfb,
  articleno =    "102",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Monszpart:2015:RRM,
  author =       "Aron Monszpart and Nicolas Mellado and Gabriel J.
                 Brostow and Niloy J. Mitra",
  title =        "{RAPter}: rebuilding man-made scenes with regular
                 arrangements of planes",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "103:1--103:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766995",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "With the proliferation of acquisition devices,
                 gathering massive volumes of 3D data is now easy.
                 Processing such large masses of pointclouds, however,
                 remains a challenge. This is particularly a problem for
                 raw scans with missing data, noise, and varying
                 sampling density. In this work, we present a simple,
                 scalable, yet powerful data reconstruction algorithm.
                 We focus on reconstruction of man-made scenes as
                 regular arrangements of planes (RAP), thereby selecting
                 both local plane-based approximations along with their
                 global inter-plane relations. We propose a novel
                 selection formulation to directly balance between data
                 fitting and the simplicity of the resulting arrangement
                 of extracted planes. The main technical contribution is
                 a formulation that allows less-dominant orientations to
                 still retain their internal regularity, and not become
                 overwhelmed and regularized by the dominant scene
                 orientations. We evaluate our approach on a variety of
                 complex 2D and 3D pointclouds, and demonstrate the
                 advantages over existing alternative methods.",
  acknowledgement = ack-nhfb,
  articleno =    "103",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Demir:2015:CSS,
  author =       "Ilke Demir and Daniel G. Aliaga and Bedrich Benes",
  title =        "Coupled segmentation and similarity detection for
                 architectural models",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "104:1--104:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766923",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recent shape retrieval and interactive modeling
                 algorithms enable the re-use of existing models in many
                 applications. However, most of those techniques require
                 a pre-labeled model with some semantic information. We
                 introduce a fully automatic approach to simultaneously
                 segment and detect similarities within an existing 3D
                 architectural model. Our framework approaches the
                 segmentation problem as a weighted minimum set cover
                 over an input triangle soup, and maximizes the
                 repetition of similar segments to find a best set of
                 unique component types and instances. The solution for
                 this set-cover formulation starts with a search space
                 reduction to eliminate unlikely combinations of
                 triangles, and continues with a combinatorial
                 optimization within each disjoint subspace that outputs
                 the components and their types. We show the discovered
                 components of a variety of architectural models
                 obtained from public databases. We demonstrate
                 experiments testing the robustness of our algorithm, in
                 terms of threshold sensitivity, vertex displacement,
                 and triangulation variations of the original model. In
                 addition, we compare our components with those of
                 competing approaches and evaluate our results against
                 user-based segmentations. We have processed a database
                 of 50 buildings, with various structures and over 200K
                 polygons per building, with a segmentation time
                 averaging up to 4 minutes.",
  acknowledgement = ack-nhfb,
  articleno =    "104",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ritchie:2015:CPM,
  author =       "Daniel Ritchie and Ben Mildenhall and Noah D. Goodman
                 and Pat Hanrahan",
  title =        "Controlling procedural modeling programs with
                 stochastically-ordered sequential {Monte Carlo}",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "105:1--105:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766895",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for controlling the output of
                 procedural modeling programs using Sequential Monte
                 Carlo (SMC). Previous probabilistic methods for
                 controlling procedural models use Markov Chain Monte
                 Carlo (MCMC), which receives control feedback only for
                 completely-generated models. In contrast, SMC receives
                 feedback incrementally on incomplete models, allowing
                 it to reallocate computational resources and converge
                 quickly. To handle the many possible sequentializations
                 of a structured, recursive procedural modeling program,
                 we develop and prove the correctness of a new SMC
                 variant, Stochastically-Ordered Sequential Monte Carlo
                 (SOSMC). We implement SOSMC for general-purpose
                 programs using a new programming primitive: the
                 stochastic future. Finally, we show that SOSMC reliably
                 generates high-quality outputs for a variety of
                 programs and control scoring functions. For small
                 computational budgets, SOSMC's outputs often score
                 nearly twice as high as those of MCMC or normal SMC.",
  acknowledgement = ack-nhfb,
  articleno =    "105",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Emilien:2015:WIE,
  author =       "Arnaud Emilien and Ulysse Vimont and Marie-Paule Cani
                 and Pierre Poulin and Bedrich Benes",
  title =        "{WorldBrush}: interactive example-based synthesis of
                 procedural virtual worlds",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "106:1--106:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766975",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel approach for the interactive
                 synthesis and editing of virtual worlds. Our method is
                 inspired by painting operations and uses methods for
                 statistical example-based synthesis to automate content
                 synthesis and deformation. Our real-time approach takes
                 a form of local inverse procedural modeling based on
                 intermediate statistical models: selected regions of
                 procedurally and manually constructed example scenes
                 are analyzed, and their parameters are stored as
                 distributions in a palette, similar to colors on a
                 painter's palette. These distributions can then be
                 interactively applied with brushes and combined in
                 various ways, like in painting systems. Selected
                 regions can also be moved or stretched while
                 maintaining the consistency of their content. Our
                 method captures both distributions of elements and
                 structured objects, and models their interactions.
                 Results range from the interactive editing of 2D
                 artwork maps to the design of 3D virtual worlds, where
                 constraints set by the terrain's slope are also taken
                 into account.",
  acknowledgement = ack-nhfb,
  articleno =    "106",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schwarz:2015:APM,
  author =       "Michael Schwarz and Pascal M{\"u}ller",
  title =        "Advanced procedural modeling of architecture",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "107:1--107:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766956",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present the novel grammar language CGA++ for the
                 procedural modeling of architecture. While existing
                 grammar-based approaches can produce stunning results,
                 they are limited in what modeling scenarios can be
                 realized. In particular, many context-sensitive tasks
                 are precluded, not least because within the rules
                 specifying how one shape is refined, the necessary
                 knowledge about other shapes is not available.
                 Transcending such limitations, CGA++ significantly
                 raises the expressiveness and offers a generic and
                 integrated solution for many advanced procedural
                 modeling problems. Pivotally, CGA++ grants first-class
                 citizenship to shapes, enabling, within a grammar,
                 directly accessing shapes and shape trees, operations
                 on multiple shapes, rewriting shape (sub)trees, and
                 spawning new trees (e.g., to explore multiple
                 alternatives). The new linguistic device of events
                 allows coordination across multiple shapes, featuring
                 powerful dynamic grouping and synchronization. Various
                 examples illustrate CGA++, demonstrating solutions to
                 previously infeasible modeling challenges.",
  acknowledgement = ack-nhfb,
  articleno =    "107",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guerrero:2015:LSP,
  author =       "Paul Guerrero and Stefan Jeschke and Michael Wimmer
                 and Peter Wonka",
  title =        "Learning shape placements by example",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "108:1--108:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766933",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method to learn and propagate shape
                 placements in 2D polygonal scenes from a few examples
                 provided by a user. The placement of a shape is modeled
                 as an oriented bounding box. Simple geometric
                 relationships between this bounding box and nearby
                 scene polygons define a feature set for the placement.
                 The feature sets of all example placements are then
                 used to learn a probabilistic model over all possible
                 placements and scenes. With this model, we can generate
                 a new set of placements with similar geometric
                 relationships in any given scene. We introduce
                 extensions that enable propagation and generation of
                 shapes in 3D scenes, as well as the application of a
                 learned modeling session to large scenes without
                 additional user interaction. These concepts allow us to
                 generate complex scenes with thousands of objects with
                 relatively little user interaction.",
  acknowledgement = ack-nhfb,
  articleno =    "108",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nagano:2015:SMD,
  author =       "Koki Nagano and Graham Fyffe and Oleg Alexander and
                 Jernej Barbi{\c{c}} and Hao Li and Abhijeet Ghosh and
                 Paul Debevec",
  title =        "Skin microstructure deformation with displacement map
                 convolution",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "109:1--109:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766894",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a technique for synthesizing the effects of
                 skin microstructure deformation by anisotropically
                 convolving a high-resolution displacement map to match
                 normal distribution changes in measured skin samples.
                 We use a 10-micron resolution scanning technique to
                 measure several in vivo skin samples as they are
                 stretched and compressed in different directions,
                 quantifying how stretching smooths the skin and
                 compression makes it rougher. We tabulate the resulting
                 surface normal distributions, and show that convolving
                 a neutral skin microstructure displacement map with
                 blurring and sharpening filters can mimic normal
                 distribution changes and microstructure deformations.
                 We implement the spatially-varying displacement map
                 filtering on the GPU to interactively render the
                 effects of dynamic microgeometry on animated faces
                 obtained from high-resolution facial scans.",
  acknowledgement = ack-nhfb,
  articleno =    "109",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aittala:2015:TSS,
  author =       "Miika Aittala and Tim Weyrich and Jaakko Lehtinen",
  title =        "Two-shot {SVBRDF} capture for stationary materials",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "110:1--110:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766967",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Material appearance acquisition usually makes a
                 trade-off between acquisition effort and richness of
                 reflectance representation. In this paper, we instead
                 aim for both a light-weight acquisition procedure and a
                 rich reflectance representation simultaneously, by
                 restricting ourselves to one, but very important, class
                 of appearance phenomena: texture-like materials. While
                 such materials' reflectance is generally spatially
                 varying, they exhibit self-similarity in the sense that
                 for any point on the texture there exist many others
                 with similar reflectance properties. We show that the
                 texturedness assumption allows reflectance capture
                 using only two images of a planar sample, taken with
                 and without a headlight flash. Our reconstruction
                 pipeline starts with redistributing reflectance
                 observations across the image, followed by a
                 regularized texture statistics transfer and a
                 non-linear optimization to fit a spatially-varying BRDF
                 (SVBRDF) to the resulting data. The final result
                 describes the material as spatially-varying, diffuse
                 and specular, anisotropic reflectance over a detailed
                 normal map. We validate the method by side-by-side and
                 novel-view comparisons to photographs, comparing normal
                 map resolution to sub-micron ground truth scans, as
                 well as simulated results. Our method is robust enough
                 to use handheld, JPEG-compressed photographs taken with
                 a mobile phone camera and built-in flash.",
  acknowledgement = ack-nhfb,
  articleno =    "110",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ren:2015:IBR,
  author =       "Peiran Ren and Yue Dong and Stephen Lin and Xin Tong
                 and Baining Guo",
  title =        "Image based relighting using neural networks",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "111:1--111:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766899",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a neural network regression method for
                 relighting realworld scenes from a small number of
                 images. The relighting in this work is formulated as
                 the product of the scene's light transport matrix and
                 new lighting vectors, with the light transport matrix
                 reconstructed from the input images. Based on the
                 observation that there should exist non-linear local
                 coherence in the light transport matrix, our method
                 approximates matrix segments using neural networks that
                 model light transport as a non-linear function of light
                 source position and pixel coordinates. Central to this
                 approach is a proposed neural network design which
                 incorporates various elements that facilitate modeling
                 of light transport from a small image set. In contrast
                 to most image based relighting techniques, this
                 regression-based approach allows input images to be
                 captured under arbitrary illumination conditions,
                 including light sources moved freely by hand. We
                 validate our method with light transport data of real
                 scenes containing complex lighting effects, and
                 demonstrate that fewer input images are required in
                 comparison to related techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "111",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dong:2015:MBE,
  author =       "Bo Dong and Yue Dong and Xin Tong and Pieter Peers",
  title =        "Measurement-based editing of diffuse albedo with
                 consistent interreflections",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "112:1--112:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766979",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel measurement-based method for
                 editing the albedo of diffuse surfaces with consistent
                 interreflections in a photograph of a scene under
                 natural lighting. Key to our method is a novel
                 technique for decomposing a photograph of a scene in
                 several images that encode how much of the observed
                 radiance has interacted a specified number of times
                 with the target diffuse surface. Altering the albedo of
                 the target area is then simply a weighted sum of the
                 decomposed components. We estimate the interaction
                 components by recursively applying the light transport
                 operator and formulate the resulting radiance in each
                 recursion as a linear expression in terms of the
                 relevant interaction components. Our method only
                 requires a camera-projector pair, and the number of
                 required measurements per scene is linearly
                 proportional to the decomposition degree for a single
                 target area. Our method does not impose restrictions on
                 the lighting or on the material properties in the
                 unaltered part of the scene. Furthermore, we extend our
                 method to accommodate editing of the albedo in multiple
                 target areas with consistent interreflections and we
                 introduce a prediction model for reducing the
                 acquisition cost. We demonstrate our method on a
                 variety of scenes and validate the accuracy on both
                 synthetic and real examples.",
  acknowledgement = ack-nhfb,
  articleno =    "112",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Martin:2015:ODD,
  author =       "Tobias Martin and Nobuyuki Umetani and Bernd Bickel",
  title =        "{OmniAD}: data-driven omni-directional aerodynamics",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "113:1--113:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766919",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces ``OmniAD,'' a novel data-driven
                 pipeline to model and acquire the aerodynamics of
                 three-dimensional rigid objects. Traditionally,
                 aerodynamics are examined through elaborate wind tunnel
                 experiments or expensive fluid dynamics computations,
                 and are only measured for a small number of discrete
                 wind directions. OmniAD allows the evaluation of
                 aerodynamic forces, such as drag and lift, for any
                 incoming wind direction using a novel representation
                 based on spherical harmonics. Our data-driven technique
                 acquires the aerodynamic properties of an object simply
                 by capturing its falling motion using a single camera.
                 Once model parameters are estimated, OmniAD enables
                 realistic real-time simulation of rigid bodies, such as
                 the tumbling and gliding of leaves, without simulating
                 the surrounding air. In addition, we propose an
                 intuitive user interface based on OmniAD to
                 interactively design three-dimensional kites that
                 actually fly. Various non-traditional kites were
                 designed to demonstrate the physical validity of our
                 model.",
  acknowledgement = ack-nhfb,
  articleno =    "113",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Peer:2015:IVF,
  author =       "Andreas Peer and Markus Ihmsen and Jens Cornelis and
                 Matthias Teschner",
  title =        "An implicit viscosity formulation for {SPH} fluids",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "114:1--114:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766925",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel implicit formulation for highly
                 viscous fluids simulated with Smoothed Particle
                 Hydrodynamics SPH. Compared to explicit methods, our
                 formulation is significantly more efficient and handles
                 a larger range of viscosities. Differing from existing
                 implicit formulations, our approach reconstructs the
                 velocity field from a target velocity gradient. This
                 gradient encodes a desired shear-rate damping and
                 preserves the velocity divergence that is introduced by
                 the SPH pressure solver to counteract density
                 deviations. The target gradient ensures that pressure
                 and viscosity computation do not interfere. Therefore,
                 only one pressure projection step is required, which is
                 in contrast to state-of-the-art implicit Eulerian
                 formulations. While our model differs from true
                 viscosity in that vorticity diffusion is not encoded in
                 the target gradient, it nevertheless captures many of
                 the qualitative behaviors of viscous liquids. Our
                 formulation can easily be incorporated into complex
                 scenarios with one- and two-way coupled solids and
                 multiple fluid phases with different densities and
                 viscosities.",
  acknowledgement = ack-nhfb,
  articleno =    "114",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhu:2015:CNN,
  author =       "Bo Zhu and Minjae Lee and Ed Quigley and Ronald
                 Fedkiw",
  title =        "Codimensional non-{Newtonian} fluids",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "115:1--115:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766981",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel method to simulate codimensional
                 non-Newtonian fluids on simplicial complexes. Our
                 method extends previous work for codimensional
                 incompressible flow to various types of non-Newtonian
                 fluids including both shear thinning and thickening,
                 Bingham plastics, and elastoplastics. We propose a
                 novel time integration scheme for semi-implicitly
                 treating elasticity, which when combined with a
                 semi-implicit method for variable viscosity alleviates
                 the need for small time steps. Furthermore, we propose
                 an improved treatment of viscosity on the rims of thin
                 fluid sheets that allows us to capture their elusive,
                 visually appealing twisting motion. In order to
                 simulate complex phenomena such as the mixing of
                 colored paint, we adopt a multiple level set framework
                 and propose a discretization on simplicial complexes
                 that facilitates the tracking of material interfaces
                 across codimensions. We demonstrate the efficacy of our
                 approach by simulating a wide variety of non-Newtonian
                 fluid phenomena exhibiting various codimensional
                 features.",
  acknowledgement = ack-nhfb,
  articleno =    "115",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Clegg:2015:AHD,
  author =       "Alexander Clegg and Jie Tan and Greg Turk and C. Karen
                 Liu",
  title =        "Animating human dressing",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "116:1--116:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766986",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Dressing is one of the most common activities in human
                 society. Perfecting the skill of dressing can take an
                 average child three to four years of daily practice.
                 The challenge is primarily due to the combined
                 difficulty of coordinating different body parts and
                 manipulating soft and deformable objects (clothes). We
                 present a technique to synthesize human dressing by
                 controlling a human character to put on an article of
                 simulated clothing. We identify a set of primitive
                 actions which account for the vast majority of motions
                 observed in human dressing. These primitive actions can
                 be assembled into a variety of motion sequences for
                 dressing different garments with different styles.
                 Exploiting both feed-forward and feedback control
                 mechanisms, we develop a dressing controller to handle
                 each of the primitive actions. The controller plans a
                 path to achieve the action goal while making constant
                 adjustments locally based on the current state of the
                 simulated cloth when necessary. We demonstrate that our
                 framework is versatile and able to animate dressing
                 with different clothing types including a jacket, a
                 pair of shorts, a robe, and a vest. Our controller is
                 also robust to different cloth mesh resolutions which
                 can cause the cloth simulator to generate significantly
                 different cloth motions. In addition, we show that the
                 same controller can be extended to assistive
                 dressing.",
  acknowledgement = ack-nhfb,
  articleno =    "116",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sigal:2015:PCS,
  author =       "Leonid Sigal and Moshe Mahler and Spencer Diaz and
                 Kyna McIntosh and Elizabeth Carter and Timothy Richards
                 and Jessica Hodgins",
  title =        "A perceptual control space for garment simulation",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "117:1--117:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766971",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a perceptual control space for simulation
                 of cloth that works with any physical simulator,
                 treating it as a black box. The perceptual control
                 space provides intuitive, art-directable control over
                 the simulation behavior based on a learned mapping from
                 common descriptors for cloth (e.g., flowiness,
                 softness) to the parameters of the simulation. To learn
                 the mapping, we perform a series of perceptual
                 experiments in which the simulation parameters are
                 varied and participants assess the values of the common
                 terms of the cloth on a scale. A multi-dimensional
                 sub-space regression is performed on the results to
                 build a perceptual generative model over the simulator
                 parameters. We evaluate the perceptual control space by
                 demonstrating that the generative model does in fact
                 create simulated clothing that is rated by participants
                 as having the expected properties. We also show that
                 this perceptual control space generalizes to garments
                 and motions not in the original experiments.",
  acknowledgement = ack-nhfb,
  articleno =    "117",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guay:2015:STS,
  author =       "Martin Guay and R{\'e}mi Ronfard and Michael Gleicher
                 and Marie-Paule Cani",
  title =        "Space-time sketching of character animation",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "118:1--118:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766893",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a space-time abstraction for the
                 sketch-based design of character animation. It allows
                 animators to draft a full coordinated motion using a
                 single stroke called the space-time curve (STC). From
                 the STC we compute a dynamic line of action (DLOA) that
                 drives the motion of a 3D character through projective
                 constraints. Our dynamic models for the line's motion
                 are entirely geometric, require no pre-existing data,
                 and allow full artistic control. The resulting DLOA can
                 be refined by over-sketching strokes along the
                 space-time curve, or by composing another DLOA on top
                 leading to control over complex motions with few
                 strokes. Additionally, the resulting dynamic line of
                 action can be applied to arbitrary body parts or
                 characters. To match a 3D character to the 2D line over
                 time, we introduce a robust matching algorithm based on
                 closed-form solutions, yielding a tight match while
                 allowing squash and stretch of the character's
                 skeleton. Our experiments show that space-time
                 sketching has the potential of bringing animation
                 design within the reach of beginners while saving time
                 for skilled artists.",
  acknowledgement = ack-nhfb,
  articleno =    "118",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xia:2015:RST,
  author =       "Shihong Xia and Congyi Wang and Jinxiang Chai and
                 Jessica Hodgins",
  title =        "Realtime style transfer for unlabeled heterogeneous
                 human motion",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "119:1--119:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766999",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a novel solution for realtime
                 generation of stylistic human motion that automatically
                 transforms unlabeled, heterogeneous motion data into
                 new styles. The key idea of our approach is an online
                 learning algorithm that automatically constructs a
                 series of local mixtures of autoregressive models (MAR)
                 to capture the complex relationships between styles of
                 motion. We construct local MAR models on the fly by
                 searching for the closest examples of each input pose
                 in the database. Once the model parameters are
                 estimated from the training data, the model adapts the
                 current pose with simple linear transformations. In
                 addition, we introduce an efficient local regression
                 model to predict the timings of synthesized poses in
                 the output style. We demonstrate the power of our
                 approach by transferring stylistic human motion for a
                 wide variety of actions, including walking, running,
                 punching, kicking, jumping and transitions between
                 those behaviors. Our method achieves superior
                 performance in a comparison against alternative
                 methods. We have also performed experiments to evaluate
                 the generalization ability of our data-driven model as
                 well as the key components of our system.",
  acknowledgement = ack-nhfb,
  articleno =    "119",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pons-Moll:2015:DMD,
  author =       "Gerard Pons-Moll and Javier Romero and Naureen Mahmood
                 and Michael J. Black",
  title =        "Dyna: a model of dynamic human shape in motion",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "120:1--120:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766993",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "To look human, digital full-body avatars need to have
                 soft-tissue deformations like those of real people. We
                 learn a model of soft-tissue deformations from examples
                 using a high-resolution 4D capture system and a method
                 that accurately registers a template mesh to sequences
                 of 3D scans. Using over 40,000 scans of ten subjects,
                 we learn how soft-tissue motion causes mesh triangles
                 to deform relative to a base 3D body model. Our Dyna
                 model uses a low-dimensional linear subspace to
                 approximate soft-tissue deformation and relates the
                 subspace coefficients to the changing pose of the body.
                 Dyna uses a second-order auto-regressive model that
                 predicts soft-tissue deformations based on previous
                 deformations, the velocity and acceleration of the
                 body, and the angular velocities and accelerations of
                 the limbs. Dyna also models how deformations vary with
                 a person's body mass index (BMI), producing different
                 deformations for people with different shapes. Dyna
                 realistically represents the dynamics of soft tissue
                 for previously unseen subjects and motions. We provide
                 tools for animators to modify the deformations and
                 apply them to new stylized characters.",
  acknowledgement = ack-nhfb,
  articleno =    "120",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Moon:2015:ARL,
  author =       "Bochang Moon and Jose A. Iglesias-Guitian and Sung-Eui
                 Yoon and Kenny Mitchell",
  title =        "Adaptive rendering with linear predictions",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "121:1--121:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766992",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a new adaptive rendering algorithm that
                 enhances the performance of Monte Carlo ray tracing by
                 reducing the noise, i.e., variance, while preserving a
                 variety of high-frequency edges in rendered images
                 through a novel prediction based reconstruction. To
                 achieve our goal, we iteratively build multiple, but
                 sparse linear models. Each linear model has its
                 prediction window, where the linear model predicts the
                 unknown ground truth image that can be generated with
                 an infinite number of samples. Our method recursively
                 estimates prediction errors introduced by linear
                 predictions performed with different prediction
                 windows, and selects an optimal prediction window
                 minimizing the error for each linear model. Since each
                 linear model predicts multiple pixels within its
                 optimal prediction interval, we can construct our
                 linear models only at a sparse set of pixels in the
                 image screen. Predicting multiple pixels with a single
                 linear model poses technical challenges, related to
                 deriving error analysis for regions rather than pixels,
                 and has not been addressed in the field. We address
                 these technical challenges, and our method with robust
                 error analysis leads to a drastically reduced
                 reconstruction time even with higher rendering quality,
                 compared to state-of-the-art adaptive methods. We have
                 demonstrated that our method outperforms previous
                 methods numerically and visually with high performance
                 ray tracing kernels such as OptiX and Embree.",
  acknowledgement = ack-nhfb,
  articleno =    "121",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kalantari:2015:MLA,
  author =       "Nima Khademi Kalantari and Steve Bako and Pradeep
                 Sen",
  title =        "A machine learning approach for filtering {Monte
                 Carlo} noise",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "122:1--122:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766977",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The most successful approaches for filtering Monte
                 Carlo noise use feature-based filters (e.g.,
                 cross-bilateral and cross non-local means filters) that
                 exploit additional scene features such as world
                 positions and shading normals. However, their main
                 challenge is finding the optimal weights for each
                 feature in the filter to reduce noise but preserve
                 scene detail. In this paper, we observe there is a
                 complex relationship between the noisy scene data and
                 the ideal filter parameters, and propose to learn this
                 relationship using a nonlinear regression model. To do
                 this, we use a multilayer perceptron neural network and
                 combine it with a matching filter during both training
                 and testing. To use our framework, we first train it in
                 an offline process on a set of noisy images of scenes
                 with a variety of distributed effects. Then at
                 run-time, the trained network can be used to drive the
                 filter parameters for new scenes to produce filtered
                 images that approximate the ground truth. We
                 demonstrate that our trained network can generate
                 filtered images in only a few seconds that are superior
                 to previous approaches on a wide range of distributed
                 effects such as depth of field, motion blur, area
                 lighting, glossy reflections, and global
                 illumination.",
  acknowledgement = ack-nhfb,
  articleno =    "122",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kettunen:2015:GDP,
  author =       "Markus Kettunen and Marco Manzi and Miika Aittala and
                 Jaakko Lehtinen and Fr{\'e}do Durand and Matthias
                 Zwicker",
  title =        "Gradient-domain path tracing",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "123:1--123:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766997",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce gradient-domain rendering for Monte Carlo
                 image synthesis. While previous gradient-domain
                 Metropolis Light Transport sought to distribute more
                 samples in areas of high gradients, we show, in
                 contrast, that estimating image gradients is also
                 possible using standard (non-Metropolis) Monte Carlo
                 algorithms, and furthermore, that even without changing
                 the sample distribution, this often leads to
                 significant error reduction. This broadens the
                 applicability of gradient rendering considerably. To
                 gain insight into the conditions under which
                 gradient-domain sampling is beneficial, we present a
                 frequency analysis that compares Monte Carlo sampling
                 of gradients followed by Poisson reconstruction to
                 traditional Monte Carlo sampling. Finally, we describe
                 Gradient-Domain Path Tracing (G-PT), a relatively
                 simple modification of the standard path tracing
                 algorithm that can yield far superior results.",
  acknowledgement = ack-nhfb,
  articleno =    "123",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pilleboue:2015:VAM,
  author =       "Adrien Pilleboue and Gurprit Singh and David
                 Coeurjolly and Michael Kazhdan and Victor
                 Ostromoukhov",
  title =        "Variance analysis for {Monte Carlo} integration",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "124:1--124:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766930",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a new spectral analysis of the variance in
                 Monte Carlo integration, expressed in terms of the
                 power spectra of the sampling pattern and the integrand
                 involved. We build our framework in the Euclidean space
                 using Fourier tools and on the sphere using spherical
                 harmonics. We further provide a theoretical background
                 that explains how our spherical framework can be
                 extended to the hemispherical domain. We use our
                 framework to estimate the variance convergence rate of
                 different state-of-the-art sampling patterns in both
                 the Euclidean and spherical domains, as the number of
                 samples increases. Furthermore, we formulate design
                 principles for constructing sampling methods that can
                 be tailored according to available resources. We
                 validate our theoretical framework by performing
                 numerical integration over several integrands sampled
                 using different sampling patterns.",
  acknowledgement = ack-nhfb,
  articleno =    "124",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hu:2015:SVH,
  author =       "Liwen Hu and Chongyang Ma and Linjie Luo and Hao Li",
  title =        "Single-view hair modeling using a hairstyle database",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "125:1--125:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766931",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Human hair presents highly convoluted structures and
                 spans an extraordinarily wide range of hairstyles,
                 which is essential for the digitization of compelling
                 virtual avatars but also one of the most challenging to
                 create. Cutting-edge hair modeling techniques typically
                 rely on expensive capture devices and significant
                 manual labor. We introduce a novel data-driven
                 framework that can digitize complete and highly complex
                 3D hairstyles from a single-view photograph. We first
                 construct a large database of manually crafted hair
                 models from several online repositories. Given a
                 reference photo of the target hairstyle and a few user
                 strokes as guidance, we automatically search for
                 multiple best matching examples from the database and
                 combine them consistently into a single hairstyle to
                 form the large-scale structure of the hair model. We
                 then synthesize the final hair strands by jointly
                 optimizing for the projected 2D similarity to the
                 reference photo, the physical plausibility of each
                 strand, as well as the local orientation coherency
                 between neighboring strands. We demonstrate the
                 effectiveness and robustness of our method on a variety
                 of hairstyles and challenging images, and compare our
                 system with state-of-the-art hair modeling
                 algorithms.",
  acknowledgement = ack-nhfb,
  articleno =    "125",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{DePaoli:2015:SSB,
  author =       "Chris {De Paoli} and Karan Singh",
  title =        "{SecondSkin}: sketch-based construction of layered
                 {$3$D} models",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "126:1--126:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766948",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "SecondSkin is a sketch-based modeling system focused
                 on the creation of structures comprised of layered,
                 shape interdependent 3D volumes. Our approach is built
                 on three novel insights gleaned from an analysis of
                 representative artist sketches. First, we observe that
                 a closed loop of strokes typically define surface
                 patches that bound volumes in conjunction with
                 underlying surfaces. Second, a significant majority of
                 these strokes map to a small set of curve-types, that
                 describe the 3D geometric relationship between the
                 stroke and underlying layer geometry. Third, we find
                 that a few simple geometric features allow us to
                 consistently classify 2D strokes to our proposed set of
                 3D curve-types. Our algorithm thus processes strokes as
                 they are drawn, identifies their curve-type, and
                 interprets them as 3D curves on and around underlying
                 3D geometry, using other connected 3D curves for
                 context. Curve loops are automatically surfaced and
                 turned into volumes bound to the underlying layer,
                 creating additional curves and surfaces as necessary.
                 Stroke classification by 15 viewers on a suite of
                 ground truth sketches validates our curve-types and
                 classification algorithm. We evaluate SecondSkin via a
                 compelling gallery of layered 3D models that would be
                 tedious to produce using current sketch modelers.",
  acknowledgement = ack-nhfb,
  articleno =    "126",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pan:2015:FAS,
  author =       "Hao Pan and Yang Liu and Alla Sheffer and Nicholas
                 Vining and Chang-Jian Li and Wenping Wang",
  title =        "Flow aligned surfacing of curve networks",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "127:1--127:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766990",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a new approach for automatic surfacing of
                 3D curve networks, a long standing computer graphics
                 problem which has garnered new attention with the
                 emergence of sketch based modeling systems capable of
                 producing such networks. Our approach is motivated by
                 recent studies suggesting that artist-designed curve
                 networks consist of descriptive curves that convey
                 intrinsic shape properties, and are dominated by
                 representative flow lines designed to convey the
                 principal curvature lines on the surface. Studies
                 indicate that viewers complete the intended surface
                 shape by envisioning a surface whose curvature lines
                 smoothly blend these flow-line curves. Following these
                 observations we design a surfacing framework that
                 automatically aligns the curvature lines of the
                 constructed surface with the representative flow lines
                 and smoothly interpolates these representative flow, or
                 curvature directions while minimizing undesired
                 curvature variation. Starting with an initial triangle
                 mesh of the network, we dynamically adapt the mesh to
                 maximize the agreement between the principal curvature
                 direction field on the surface and a smooth flow field
                 suggested by the representative flow-line curves. Our
                 main technical contribution is a framework for
                 curvature-based surface modeling, that facilitates the
                 creation of surfaces with prescribed curvature
                 characteristics. We validate our method via visual
                 inspection, via comparison to artist created and ground
                 truth surfaces, as well as comparison to prior art, and
                 confirm that our results are well aligned with the
                 computed flow fields and with viewer perception of the
                 input networks.",
  acknowledgement = ack-nhfb,
  articleno =    "127",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zou:2015:TCS,
  author =       "Ming Zou and Michelle Holloway and Nathan Carr and Tao
                 Ju",
  title =        "Topology-constrained surface reconstruction from
                 cross-sections",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "128:1--128:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766976",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this work we detail the first algorithm that
                 provides topological control during surface
                 reconstruction from an input set of planar
                 cross-sections. Our work has broad application in a
                 number of fields including surface modeling and
                 biomedical image analysis, where surfaces of known
                 topology must be recovered. Given curves on arbitrarily
                 oriented cross-sections, our method produces a manifold
                 interpolating surface that exactly matches a
                 user-specified genus. The key insight behind our
                 approach is to formulate the topological search as a
                 divide-and-conquer optimization process which scores
                 local sets of topologies and combines them to satisfy
                 the global topology constraint. We further extend our
                 method to allow image data to guide the topological
                 search, achieving even better results than relying on
                 the curves alone. By simultaneously satisfying both
                 geometric and topological constraints, we are able to
                 produce accurate reconstructions with fewer input
                 cross-sections, hence reducing the manual time needed
                 to extract the desired shape.",
  acknowledgement = ack-nhfb,
  articleno =    "128",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sitthi-Amorn:2015:MMV,
  author =       "Pitchaya Sitthi-Amorn and Javier E. Ramos and Yuwang
                 Wangy and Joyce Kwan and Justin Lan and Wenshou Wang
                 and Wojciech Matusik",
  title =        "{MultiFab}: a machine vision assisted platform for
                 multi-material {$3$D} printing",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "129:1--129:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766962",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We have developed a multi-material 3D printing
                 platform that is high-resolution, low-cost, and
                 extensible. The key part of our platform is an
                 integrated machine vision system. This system allows
                 for self-calibration of printheads, 3D scanning, and a
                 closed-feedback loop to enable print corrections. The
                 integration of machine vision with 3D printing
                 simplifies the overall platform design and enables new
                 applications such as 3D printing over auxiliary parts.
                 Furthermore, our platform dramatically expands the
                 range of parts that can be 3D printed by simultaneously
                 supporting up to 10 different materials that can
                 interact optically and mechanically. The platform
                 achieves a resolution of at least $ 40 \mu $ m by
                 utilizing piezoelectric inkjet printheads adapted for
                 3D printing. The hardware is low cost (less than
                 \$7,000) since it is built exclusively from
                 off-the-shelf components. The architecture is
                 extensible and modular --- adding, removing, and
                 exchanging printing modules can be done quickly. We
                 provide a detailed analysis of the system's
                 performance. We also demonstrate a variety of
                 fabricated multi-material objects.",
  acknowledgement = ack-nhfb,
  articleno =    "129",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pjanic:2015:CIP,
  author =       "Petar Pjanic and Roger D. Hersch",
  title =        "Color imaging and pattern hiding on a metallic
                 substrate",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "130:1--130:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766944",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new approach for the reproduction of
                 color images on a metallic substrate that look bright
                 and colorful under specular reflection observation
                 conditions and also look good under non-specular
                 reflection observation conditions. We fit amounts of
                 both the white ink and the classical cyan, magenta and
                 yellow inks according to a formula optimizing the
                 reproduction of colors simultaneously under specular
                 and non-specular observation conditions. In addition,
                 we can hide patterns such as text or graphical symbols
                 in one viewing mode, specular or non-specular, and
                 reveal them in the other viewing mode. We rely on the
                 trade-off between amounts of white diffuse ink and
                 amounts of cyan, magenta and yellow inks to control
                 lightness in specular and in non-specular observation
                 conditions. Further effects are grayscale images that
                 alternate from a first image to a second independent
                 image when tilting the print from specular to
                 non-specular reflection observation conditions.
                 Applications comprise art and entertainment, publicity,
                 posters, as well as document security.",
  acknowledgement = ack-nhfb,
  articleno =    "130",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2015:CHP,
  author =       "Yizhong Zhang and Chunji Yin and Changxi Zheng and Kun
                 Zhou",
  title =        "Computational hydrographic printing",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "131:1--131:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766932",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Hydrographic printing is a well-known technique in
                 industry for transferring color inks on a thin film to
                 the surface of a manufactured 3D object. It enables
                 high-quality coloring of object surfaces and works with
                 a wide range of materials, but suffers from the
                 inability to accurately register color texture to
                 complex surface geometries. Thus, it is hardly usable
                 by ordinary users with customized shapes and textures.
                 We present computational hydrographic printing, a new
                 method that inherits the versatility of traditional
                 hydrographic printing, while also enabling precise
                 alignment of surface textures to possibly complex 3D
                 surfaces. In particular, we propose the first
                 computational model for simulating hydrographic
                 printing process. This simulation enables us to compute
                 a color image to feed into our hydrographic system for
                 precise texture registration. We then build a physical
                 hydrographic system upon off-the-shelf hardware,
                 integrating virtual simulation, object calibration and
                 controlled immersion. To overcome the difficulty of
                 handling complex surfaces, we further extend our method
                 to enable multiple immersions, each with a different
                 object orientation, so the combined colors of
                 individual immersions form a desired texture on the
                 object surface. We validate the accuracy of our
                 computational model through physical experiments, and
                 demonstrate the efficacy and robustness of our system
                 using a variety of objects with complex surface
                 textures.",
  acknowledgement = ack-nhfb,
  articleno =    "131",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tournier:2015:SCD,
  author =       "Maxime Tournier and Matthieu Nesme and Benjamin Gilles
                 and Fran{\c{c}}ois Faure",
  title =        "Stable constrained dynamics",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "132:1--132:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766969",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a unification of the two main approaches to
                 simulate deformable solids, namely elasticity and
                 constraints. Elasticity accurately handles soft to
                 moderately stiff objects, but becomes numerically hard
                 as stiffness increases. Constraints efficiently handle
                 high stiffness, but when integrated in time they can
                 suffer from instabilities in the nullspace directions,
                 generating spurious transverse vibrations when pulling
                 hard on thin inextensible objects or articulated rigid
                 bodies. We show that geometric stiffness, the tensor
                 encoding the change of force directions (as opposed to
                 intensities) in response to a change of positions, is
                 the missing piece between the two approaches. This
                 previously neglected stiffness term is easy to
                 implement and dramatically improves the stability of
                 inextensible objects and articulated chains, without
                 adding artificial bending forces. This allows time step
                 increases up to several orders of magnitude using
                 standard linear solvers.",
  acknowledgement = ack-nhfb,
  articleno =    "132",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Muller:2015:AMR,
  author =       "Matthias M{\"u}ller and Nuttapong Chentanez and
                 Tae-Yong Kim and Miles Macklin",
  title =        "Air meshes for robust collision handling",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "133:1--133:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766907",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a new method for both collision detection
                 and collision response geared towards handling complex
                 deformable objects in close contact. Our method does
                 not miss collision events between time steps and solves
                 the challenging problem of untangling automatically and
                 robustly. It is conceptually simple and straight
                 forward to parallelize due to the regularity of the
                 algorithm. The main idea is to tessellate the air
                 between objects once before the simulation and by
                 considering one unilateral constraint per element that
                 prevents its inversion during the simulation. If large
                 relative rotations and translations are present in the
                 simulation, an additional dynamic mesh optimization
                 step is needed to prevent mesh locking. This step is
                 fast in 2D and allows the simulation of arbitrary
                 scenes. Because mesh optimization is expensive in 3D,
                 however, the method is best suited for the subclass of
                 3D scenarios in which relative motions are limited.
                 This subclass contains two important problems, namely
                 the simulation of multi-layered clothing and tissue on
                 animated characters.",
  acknowledgement = ack-nhfb,
  articleno =    "133",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Allen:2015:AFI,
  author =       "Andrew Allen and Nikunj Raghuvanshi",
  title =        "Aerophones in flatland: interactive wave simulation of
                 wind instruments",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "134:1--134:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2767001",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present the first real-time technique to synthesize
                 full-bandwidth sounds for 2D virtual wind instruments.
                 A novel interactive wave solver is proposed that
                 synthesizes audio at 128,000Hz on commodity graphics
                 cards. Simulating the wave equation captures the
                 resonant and radiative properties of the instrument
                 body automatically. We show that a variety of existing
                 non-linear excitation mechanisms such as reed or lips
                 can be successfully coupled to the instrument's 2D wave
                 field. Virtual musical performances can be created by
                 mapping user inputs to control geometric features of
                 the instrument body, such as tone holes, and modifying
                 parameters of the excitation model, such as blowing
                 pressure. Field visualizations are also produced. Our
                 technique promotes experimentation by providing instant
                 audio-visual feedback from interactive virtual designs.
                 To allow artifact-free audio despite dynamic geometric
                 modification, we present a novel time-varying Perfectly
                 Matched Layer formulation that yields smooth,
                 natural-sounding transitions between notes. We find
                 that visco-thermal wall losses are crucial for musical
                 sound in 2D simulations and propose a practical
                 approximation. Weak non-linearity at high amplitudes is
                 incorporated to improve the sound quality of brass
                 instruments.",
  acknowledgement = ack-nhfb,
  articleno =    "134",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Panetta:2015:ETA,
  author =       "Julian Panetta and Qingnan Zhou and Luigi Malomo and
                 Nico Pietroni and Paolo Cignoni and Denis Zorin",
  title =        "Elastic textures for additive fabrication",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "135:1--135:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766937",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce elastic textures: a set of parametric,
                 tileable, printable, cubic patterns achieving a broad
                 range of isotropic elastic material properties: the
                 softest pattern is over a thousand times softer than
                 the stiffest, and the Poisson's ratios range from below
                 zero to nearly 0.5. Using a combinatorial search over
                 topologies followed by shape optimization, we explore a
                 wide space of truss-like, symmetric 3D patterns to
                 obtain a small family. This pattern family can be
                 printed without internal support structure on a
                 single-material 3D printer and can be used to fabricate
                 objects with prescribed mechanical behavior. The family
                 can be extended easily to create anisotropic patterns
                 with target orthotropic properties. We demonstrate that
                 our elastic textures are able to achieve a
                 user-supplied varying material property distribution.
                 We also present a material optimization algorithm to
                 choose material properties at each point within an
                 object to best fit a target deformation under a
                 prescribed scenario. We show that, by fabricating these
                 spatially varying materials with elastic textures, the
                 desired behavior is achieved.",
  acknowledgement = ack-nhfb,
  articleno =    "135",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schumacher:2015:MCE,
  author =       "Christian Schumacher and Bernd Bickel and Jan Rys and
                 Steve Marschner and Chiara Daraio and Markus Gross",
  title =        "Microstructures to control elasticity in {$3$D}
                 printing",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "136:1--136:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766926",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a method for fabricating deformable objects
                 with spatially varying elasticity using 3D printing.
                 Using a single, relatively stiff printer material, our
                 method designs an assembly of small-scale
                 microstructures that have the effect of a softer
                 material at the object scale, with properties depending
                 on the microstructure used in each part of the object.
                 We build on work in the area of metamaterials, using
                 numerical optimization to design tiled microstructures
                 with desired properties, but with the key difference
                 that our method designs families of related structures
                 that can be interpolated to smoothly vary the material
                 properties over a wide range. To create an object with
                 spatially varying elastic properties, we tile the
                 object's interior with microstructures drawn from these
                 families, generating a different microstructure for
                 each cell using an efficient algorithm to select
                 compatible structures for neighboring cells. We show
                 results computed for both 2D and 3D objects, validating
                 several 2D and 3D printed structures using standard
                 material tests as well as demonstrating various example
                 applications.",
  acknowledgement = ack-nhfb,
  articleno =    "136",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dumas:2015:ESS,
  author =       "J{\'e}r{\'e}mie Dumas and An Lu and Sylvain Lefebvre
                 and Jun Wu and T. U. M{\"u}nchen and Christian Dick and
                 T. U. M{\"u}nchen",
  title =        "By-example synthesis of structurally sound patterns",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "137:1--137:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766984",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Several techniques exist to automatically synthesize a
                 2D image resembling an input exemplar texture. Most of
                 the approaches optimize a new image so that the color
                 neighborhoods in the output closely match those in the
                 input, across all scales. In this paper we revisit
                 by-example texture synthesis in the context of additive
                 manufacturing. Our goal is to generate not only colors,
                 but also structure along output surfaces: given an
                 exemplar indicating 'solid' and 'empty' pixels, we
                 generate a similar pattern along the output surface.
                 The core challenge is to guarantee that the pattern is
                 not only fully connected, but also structurally sound.
                 To achieve this goal we propose a novel formulation for
                 on-surface by-example texture synthesis that directly
                 works in a voxel shell around the surface. It enables
                 efficient local updates to the pattern, letting our
                 structural optimizer perform changes that improve the
                 overall rigidity of the pattern. We use this technique
                 in an iterative scheme that jointly optimizes for
                 appearance and structural soundness. We consider
                 fabricability constraints and a user-provided
                 description of a force profile that the object has to
                 resist. Our results fully exploit the capabilities of
                 additive manufacturing by letting users design
                 intricate structures along surfaces. The structures are
                 complex, yet they resemble input exemplars, resulting
                 in a modeling tool accessible to casual users.",
  acknowledgement = ack-nhfb,
  articleno =    "137",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Perez:2015:DFF,
  author =       "Jes{\'u}s P{\'e}rez and Bernhard Thomaszewski and
                 Stelian Coros and Bernd Bickel and Jos{\'e} A. Canabal
                 and Robert Sumner and Miguel A. Otaduy",
  title =        "Design and fabrication of flexible rod meshes",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "138:1--138:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766998",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a computational tool for
                 fabrication-oriented design of flexible rod meshes.
                 Given a deformable surface and a set of deformed poses
                 as input, our method automatically computes a printable
                 rod mesh that, once manufactured, closely matches the
                 input poses under the same boundary conditions. The
                 core of our method is formed by an optimization scheme
                 that adjusts the cross-sectional profiles of the rods
                 and their rest centerline in order to best approximate
                 the target deformations. This approach allows us to
                 locally control the bending and stretching resistance
                 of the surface with a single material, yielding high
                 design flexibility and low fabrication cost.",
  acknowledgement = ack-nhfb,
  articleno =    "138",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chang:2015:PBP,
  author =       "Huiwen Chang and Ohad Fried and Yiming Liu and Stephen
                 DiVerdi and Adam Finkelstein",
  title =        "Palette-based photo recoloring",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "139:1--139:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766978",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Image editing applications offer a wide array of tools
                 for color manipulation. Some of these tools are easy to
                 understand but offer a limited range of expressiveness.
                 Other more powerful tools are time consuming for
                 experts and inscrutable to novices. Researchers have
                 described a variety of more sophisticated methods but
                 these are typically not interactive, which is crucial
                 for creative exploration. This paper introduces a
                 simple, intuitive and interactive tool that allows
                 non-experts to recolor an image by editing a color
                 palette. This system is comprised of several
                 components: a GUI that is easy to learn and understand,
                 an efficient algorithm for creating a color palette
                 from an image, and a novel color transfer algorithm
                 that recolors the image based on a user-modified
                 palette. We evaluate our approach via a user study,
                 showing that it is faster and easier to use than two
                 alternatives, and allows untrained users to achieve
                 results comparable to those of experts using
                 professional software.",
  acknowledgement = ack-nhfb,
  articleno =    "139",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Denning:2015:FCS,
  author =       "Jonathan D. Denning and Valentina Tibaldo and Fabio
                 Pellacini",
  title =        "{$3$DFlow}: continuous summarization of mesh editing
                 workflows",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "140:1--140:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766936",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Mesh editing software is improving, allowing skilled
                 artists to create detailed meshes efficiently. For a
                 variety of reasons, artists are interested in sharing
                 not just their final mesh but also their whole
                 workflow, though the common media for sharing has
                 limitations. In this paper, we present 3DFlow, an
                 algorithm that computes continuous summarizations of
                 mesh editing workflows. 3DFlow takes as input a
                 sequence of meshes and outputs a visualization of the
                 workflow summarized at any level of detail. The output
                 is enhanced by highlighting edited regions and, if
                 provided, overlaying visual annotations to indicated
                 the artist's work, e.g. summarizing brush strokes in
                 sculpting. We tested 3DFlow with a large set of inputs
                 using a variety of mesh editing techniques, from
                 digital sculpting to low-poly modeling, and found
                 3DFlow performed well for all. Furthermore, 3DFlow is
                 independent of the modeling software used because it
                 requires only mesh snapshots, and uses the additional
                 information only for optional overlays. We release
                 3DFlow as open source for artists to showcase their
                 work and release all our datasets so other researchers
                 can improve upon our work.",
  acknowledgement = ack-nhfb,
  articleno =    "140",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Livesu:2015:PHM,
  author =       "Marco Livesu and Alla Sheffer and Nicholas Vining and
                 Marco Tarini",
  title =        "Practical hex-mesh optimization via edge-cone
                 rectification",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "141:1--141:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766905",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The usability of hexahedral meshes depends on the
                 degree to which the shape of their elements deviates
                 from a perfect cube; a single concave, or inverted
                 element makes a mesh unusable. While a range of methods
                 exist for discretizing 3D objects with an initial
                 topologically suitable hex mesh, their output meshes
                 frequently contain poorly shaped and even inverted
                 elements, requiring a further quality optimization
                 step. We introduce a novel framework for optimizing
                 hex-mesh quality capable of generating inversion-free
                 high-quality meshes from such poor initial inputs. We
                 recast hex quality improvement as an optimization of
                 the shape of overlapping cones, or unions, of
                 tetrahedra surrounding every directed edge in the hex
                 mesh, and show the two to be equivalent. We then
                 formulate cone shape optimization as a sequence of
                 convex quadratic optimization problems, where hex
                 convexity is encoded via simple linear inequality
                 constraints. As this solution space may be empty, we
                 therefore present an alternate formulation which allows
                 the solver to proceed even when constraints cannot be
                 satisfied exactly. We iteratively improve mesh element
                 quality by solving at each step a set of local,
                 per-cone, convex constrained optimization problems,
                 followed by a global energy minimization step which
                 reconciles these local solutions. This latter method
                 provides no theoretical guarantees on the solution but
                 produces inversion-free, high quality meshes in
                 practice. We demonstrate the robustness of our
                 framework by optimizing numerous poor quality input
                 meshes generated using a variety of initial meshing
                 methods and producing high-quality inversion-free
                 meshes in each case. We further validate our algorithm
                 by comparing it against previous work, and demonstrate
                 a significant improvement in both worst and average
                 element quality.",
  acknowledgement = ack-nhfb,
  articleno =    "141",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gao:2015:HMR,
  author =       "Xifeng Gao and Zhigang Deng and Guoning Chen",
  title =        "Hexahedral mesh re-parameterization from aligned
                 base-complex",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "142:1--142:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766941",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recently, generating a high quality all-hex mesh of a
                 given volume has gained much attention. However,
                 little, if any, effort has been put into the
                 optimization of the hex-mesh structure, which is
                 equally important to the local element quality of a
                 hex-mesh that may influence the performance and
                 accuracy of subsequent computations. In this paper, we
                 present a first and complete pipeline to optimize the
                 global structure of a hex-mesh. Specifically, we first
                 extract the base-complex of a hex-mesh and study the
                 misalignments among its singularities by adapting the
                 previously introduced hexahedral sheets to the
                 base-complex. Second, we identify the valid removal
                 base-complex sheets from the base-complex that contain
                 misaligned singularities. We then propose an effective
                 algorithm to remove these valid removal sheets in
                 order. Finally, we present a structure-aware
                 optimization strategy to improve the geometric quality
                 of the resulting hex-mesh after fixing the
                 misalignments. Our experimental results demonstrate
                 that our pipeline can significantly reduce the number
                 of components of a variety of hex-meshes generated by
                 state-of-the-art methods, while maintaining high
                 geometric quality.",
  acknowledgement = ack-nhfb,
  articleno =    "142",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kovacs:2015:DMS,
  author =       "Denis Kovacs and Justin Bisceglio and Denis Zorin",
  title =        "Dyadic {T}-mesh subdivision",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "143:1--143:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766972",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Meshes with T-joints (T-meshes) and related high-order
                 surfaces have many advantages in situations where
                 flexible local refinement is needed. At the same time,
                 designing subdivision rules and bases for T-meshes is
                 much more difficult, and fewer options are available.
                 For common geometric modeling tasks it is desirable to
                 retain the simplicity and flexibility of commonly used
                 subdivision surfaces, and extend them to handle
                 T-meshes. We propose a subdivision scheme extending
                 Catmull--Clark and NURSS to a special class of quad
                 T-meshes, dyadic T-meshes, which have no more than one
                 T-joint per edge. Our scheme is based on a
                 factorization with the same structure as Catmull--Clark
                 subdivision. On regular T-meshes it is a refinement
                 scheme for a subset of standard T-splines. While we use
                 more variations of subdivision masks compared to
                 Catmull--Clark and NURSS, the minimal size of the
                 stencil is maintained, and all variations in formulas
                 are due to simple changes in coefficients.",
  acknowledgement = ack-nhfb,
  articleno =    "143",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bernstein:2015:LUT,
  author =       "Gilbert Louis Bernstein and Wilmot Li",
  title =        "Lillicon: using transient widgets to create scale
                 variations of icons",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "144:1--144:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766980",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Good icons are legible, and legible icons are
                 scale-dependent. Experienced icon designers use a set
                 of common strategies to create legible scale variations
                 of icons, but executing those strategies with current
                 tools can be challenging. In part, this is because many
                 apparent objects, like hairlines formed by negative
                 space, are not explicitly represented as objects in
                 vector drawings. We present transient widgets as a
                 mechanism for selecting and manipulating apparent
                 objects that is independent of the underlying drawing
                 representation. We implement transient widgets using a
                 constraint-based editing framework; demonstrate their
                 utility for performing the kinds of edits most common
                 when producing scale variations of icons; and report
                 qualitative feedback on the system from professional
                 icon designers.",
  acknowledgement = ack-nhfb,
  articleno =    "144",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dalstein:2015:VGA,
  author =       "Boris Dalstein and R{\'e}mi Ronfard and Michiel van de
                 Panne",
  title =        "Vector graphics animation with time-varying topology",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "145:1--145:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766913",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce the Vector Animation Complex (VAC), a
                 novel data structure for vector graphics animation,
                 designed to support the modeling of time-continuous
                 topological events. This allows features of a connected
                 drawing to merge, split, appear, or disappear at
                 desired times via keyframes that introduce the desired
                 topological change. Because the resulting space-time
                 complex directly captures the time-varying topological
                 structure, features are readily edited in both space
                 and time in a way that reflects the intent of the
                 drawing. A formal description of the data structure is
                 provided, along with topological and geometric
                 invariants. We illustrate our modeling paradigm with
                 experimental results on various examples.",
  acknowledgement = ack-nhfb,
  articleno =    "145",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Batra:2015:AVG,
  author =       "Vineet Batra and Mark J. Kilgard and Harish Kumar and
                 Tristan Lorach",
  title =        "Accelerating vector graphics rendering using the
                 graphics hardware pipeline",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "146:1--146:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766968",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe our successful initiative to accelerate
                 Adobe Illustrator with the graphics hardware pipeline
                 of modern GPUs. Relying on OpenGL 4.4 plus recent
                 OpenGL extensions for advanced blend modes and
                 first-class GPU-accelerated path rendering, we
                 accelerate the Adobe Graphics Model (AGM) layer
                 responsible for rendering sophisticated Illustrator
                 scenes. Illustrator documents render in either an RGB
                 or CMYK color mode. While GPUs are designed and
                 optimized for RGB rendering, we orchestrate OpenGL
                 rendering of vector content in the proper CMYK color
                 space and accommodate the 5+ color components required.
                 We support both non-isolated and isolated transparency
                 groups, knockout, patterns, and arbitrary path
                 clipping. We harness GPU tessellation to shade paths
                 smoothly with gradient meshes. We do all this and
                 render complex Illustrator scenes 2 to 6x faster than
                 CPU rendering at Full HD resolutions; and 5 to 16x
                 faster at Ultra HD resolutions.",
  acknowledgement = ack-nhfb,
  articleno =    "146",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Patney:2015:PFA,
  author =       "Anjul Patney and Stanley Tzeng and Kerry A. {Seitz,
                 Jr.} and John D. Owens",
  title =        "Piko: a framework for authoring programmable graphics
                 pipelines",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "147:1--147:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766973",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present Piko, a framework for designing,
                 optimizing, and retargeting implementations of graphics
                 pipelines on multiple architectures. Piko programmers
                 express a graphics pipeline by organizing the
                 computation within each stage into spatial bins and
                 specifying a scheduling preference for these bins. Our
                 compiler, Pikoc, compiles this input into an optimized
                 implementation targeted to a massively-parallel GPU or
                 a multicore CPU. Piko manages work granularity in a
                 programmable and flexible manner, allowing programmers
                 to build load-balanced parallel pipeline
                 implementations, to exploit spatial and
                 producer-consumer locality in a pipeline
                 implementation, and to explore tradeoffs between these
                 considerations. We demonstrate that Piko can implement
                 a wide range of pipelines, including rasterization,
                 Reyes, ray tracing, rasterization/ray tracing hybrid,
                 and deferred rendering. Piko allows us to implement
                 efficient graphics pipelines with relative ease and to
                 quickly explore design alternatives by modifying the
                 spatial binning configurations and scheduling
                 preferences for individual stages, all while delivering
                 real-time performance that is within a factor six of
                 state-of-the-art rendering systems.",
  acknowledgement = ack-nhfb,
  articleno =    "147",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chentanez:2015:FGF,
  author =       "Nuttapong Chentanez and Matthias M{\"u}ller and Miles
                 Macklin and Tae-Yong Kim",
  title =        "Fast grid-free surface tracking",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "148:1--148:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766991",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel explicit surface tracking method.
                 Its main advantage over existing approaches is the fact
                 that it is both completely grid-free and fast which
                 makes it ideal for the use in large unbounded domains.
                 A further advantage is that its running time is less
                 sensitive to temporal variations of the input mesh than
                 existing approaches. In terms of performance, the
                 method provides a good trade-off point between speed
                 and quality. The main idea behind our approach to
                 handle topological changes is to delete all overlapping
                 triangles and to fill or join the resulting holes in a
                 robust and efficient way while guaranteeing that the
                 output mesh is both manifold and without boundary. We
                 demonstrate the flexibility, speed and quality of our
                 method in various applications such as Eulerian and
                 Lagrangian liquid simulations and the simulation of
                 solids under large plastic deformations.",
  acknowledgement = ack-nhfb,
  articleno =    "148",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Da:2015:DBS,
  author =       "Fang Da and Christopher Batty and Chris Wojtan and
                 Eitan Grinspun",
  title =        "Double bubbles sans toil and trouble: discrete
                 circulation-preserving vortex sheets for soap films and
                 foams",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "149:1--149:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2767003",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Simulating the delightful dynamics of soap films,
                 bubbles, and foams has traditionally required the use
                 of a fully three-dimensional many-phase Navier--Stokes
                 solver, even though their visual appearance is
                 completely dominated by the thin liquid surface. We
                 depart from earlier work on soap bubbles and foams by
                 noting that their dynamics are naturally described by a
                 Lagrangian vortex sheet model in which circulation is
                 the primary variable. This leads us to derive a novel
                 circulation-preserving surface-only discretization of
                 foam dynamics driven by surface tension on a
                 non-manifold triangle mesh. We represent the surface
                 using a mesh-based multimaterial surface tracker which
                 supports complex bubble topology changes, and evolve
                 the surface according to the ambient air flow induced
                 by a scalar circulation field stored on the mesh.
                 Surface tension forces give rise to a simple update
                 rule for circulation, even at non-manifold Plateau
                 borders, based on a discrete measure of signed scalar
                 mean curvature. We further incorporate vertex
                 constraints to enable the interaction of soap films
                 with wires. The result is a method that is at once
                 simple, robust, and efficient, yet able to capture an
                 array of soap films behaviors including foam
                 rearrangement, catenoid collapse, blowing bubbles, and
                 double bubbles being pulled apart.",
  acknowledgement = ack-nhfb,
  articleno =    "149",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhu:2015:SRB,
  author =       "Yufeng Zhu and Robert Bridson and Chen Greif",
  title =        "Simulating rigid body fracture with surface meshes",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "150:1--150:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766942",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new brittle fracture simulation method
                 based on a boundary integral formulation of elasticity
                 and recent explicit surface mesh evolution algorithms.
                 Unlike prior physically-based simulations in graphics,
                 this avoids the need for volumetric sampling and
                 calculations, which aren't reflected in the rendered
                 output. We represent each quasi-rigid body by a closed
                 triangle mesh of its boundary, on which we solve
                 quasi-static linear elasticity via boundary integrals
                 in response to boundary conditions and loads such as
                 impact forces and gravity. A fracture condition based
                 on maximum tensile stress is subsequently evaluated at
                 mesh vertices, while crack initiation and propagation
                 are formulated as an interface tracking procedure in
                 material space. Existing explicit mesh tracking methods
                 are modified to support evolving cracks directly in the
                 triangle mesh representation, giving highly detailed
                 fractures with sharp features, independent of any
                 volumetric sampling (unlike tetrahedral mesh or level
                 set approaches); the triangle mesh representation also
                 allows simple integration into rigid body engines. We
                 also give details on our well-conditioned integral
                 equation treatment solved with a kernel-independent
                 Fast Multipole Method for linear time summation.
                 Various brittle fracture scenarios demonstrate the
                 efficacy and robustness of our new method.",
  acknowledgement = ack-nhfb,
  articleno =    "150",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hahn:2015:HRB,
  author =       "David Hahn and Chris Wojtan",
  title =        "High-resolution brittle fracture simulation with
                 boundary elements",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "151:1--151:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766896",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for simulating brittle fracture
                 under the assumptions of quasi-static linear elastic
                 fracture mechanics (LEFM). Using the boundary element
                 method (BEM) and Lagrangian crack-fronts, we produce
                 highly detailed fracture surfaces. The computational
                 cost of the BEM is alleviated by using a low-resolution
                 mesh and interpolating the resulting stress intensity
                 factors when propagating the high-resolution
                 crack-front. Our system produces physics-based fracture
                 surfaces with high spatial and temporal resolution,
                 taking spatial variation of material toughness and/or
                 strength into account. It also allows for crack
                 initiation to be handled separately from crack
                 propagation, which is not only more reasonable from a
                 physics perspective, but can also be used to control
                 the simulation. Separating the resolution of the
                 crack-front from the resolution of the computational
                 mesh increases the efficiency and therefore the amount
                 of visual detail on the resulting fracture surfaces.
                 The BEM also allows us to re-use previously computed
                 blocks of the system matrix.",
  acknowledgement = ack-nhfb,
  articleno =    "151",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wei:2015:ILF,
  author =       "Li-Yi Wei and Chia-Kai Liang and Graham Myhre and
                 Colvin Pitts and Kurt Akeley",
  title =        "Improving light field camera sample design with
                 irregularity and aberration",
  journal =      j-TOG,
  volume =       "34",
  number =       "4",
  pages =        "152:1--152:??",
  month =        aug,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2766885",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 28 17:22:44 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Conventional camera designs usually shun sample
                 irregularities and lens aberrations. We demonstrate
                 that such irregularities and aberrations, when properly
                 applied, can improve the quality and usability of light
                 field cameras. Examples include spherical aberrations
                 for the mainlens, and misaligned sampling patterns for
                 the microlens and photosensor elements. These
                 observations are a natural consequence of a key
                 difference between conventional and light field
                 cameras: optimizing for a single captured 2D image
                 versus a range of reprojected 2D images from a captured
                 4D light field. We propose designs in mainlens
                 aberrations and microlens/photosensor sample patterns,
                 and evaluate them through simulated measurements and
                 captured results with our hardware prototype.",
  acknowledgement = ack-nhfb,
  articleno =    "152",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gryka:2015:LRS,
  author =       "Maciej Gryka and Michael Terry and Gabriel J.
                 Brostow",
  title =        "Learning to Remove Soft Shadows",
  journal =      j-TOG,
  volume =       "34",
  number =       "5",
  pages =        "153:1--153:??",
  month =        oct,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2732407",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 8 08:05:22 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Manipulated images lose believability if the user's
                 edits fail to account for shadows. We propose a method
                 that makes removal and editing of soft shadows easy.
                 Soft shadows are ubiquitous, but remain notoriously
                 difficult to extract and manipulate. We posit that soft
                 shadows can be segmented, and therefore edited, by
                 learning a mapping function for image patches that
                 generates shadow mattes. We validate this premise by
                 removing soft shadows from photographs with only a
                 small amount of user input. Given only broad user brush
                 strokes that indicate the region to be processed, our
                 new supervised regression algorithm automatically
                 unshadows an image, removing the umbra and penumbra.
                 The resulting lit image is frequently perceived as a
                 believable shadow-free version of the scene. We tested
                 the approach on a large set of soft shadow images, and
                 performed a user study that compared our method to the
                 state-of-the-art and to real lit scenes. Our results
                 are more difficult to identify as being altered and are
                 perceived as preferable compared to prior work.",
  acknowledgement = ack-nhfb,
  articleno =    "153",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Valentin:2015:SIL,
  author =       "Julien Valentin and Vibhav Vineet and Ming-Ming Cheng
                 and David Kim and Jamie Shotton and Pushmeet Kohli and
                 Matthias Nie{\ss}ner and Antonio Criminisi and Shahram
                 Izadi and Philip Torr",
  title =        "{SemanticPaint}: Interactive {$3$D} Labeling and
                 Learning at your Fingertips",
  journal =      j-TOG,
  volume =       "34",
  number =       "5",
  pages =        "154:1--154:??",
  month =        oct,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2751556",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 8 08:05:22 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new interactive and online approach to 3D
                 scene understanding. Our system, SemanticPaint, allows
                 users to simultaneously scan their environment whilst
                 interactively segmenting the scene simply by reaching
                 out and touching any desired object or surface. Our
                 system continuously learns from these segmentations,
                 and labels new unseen parts of the environment. Unlike
                 offline systems where capture, labeling, and batch
                 learning often take hours or even days to perform, our
                 approach is fully online. This provides users with
                 continuous live feedback of the recognition during
                 capture, allowing to immediately correct errors in the
                 segmentation and/or learning-a feature that has so far
                 been unavailable to batch and offline methods. This
                 leads to models that are tailored or personalized
                 specifically to the user's environments and object
                 classes of interest, opening up the potential for new
                 applications in augmented reality, interior design, and
                 human/robot navigation. It also provides the ability to
                 capture substantial labeled 3D datasets for training
                 large-scale visual recognition systems.",
  acknowledgement = ack-nhfb,
  articleno =    "154",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jung:2015:SFD,
  author =       "Amaury Jung and Stefanie Hahmann and Damien Rohmer and
                 Antoine Begault and Laurence Boissieux and Marie-Paule
                 Cani",
  title =        "Sketching Folds: Developable Surfaces from Non-Planar
                 Silhouettes",
  journal =      j-TOG,
  volume =       "34",
  number =       "5",
  pages =        "155:1--155:??",
  month =        oct,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2749458",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 8 08:05:22 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present the first sketch-based modeling method for
                 developable surfaces with pre-designed folds, such as
                 garments or leather products. The main challenge we
                 address for building folded surfaces from sketches is
                 that silhouette strokes on the sketch correspond to
                 discontinuous sets of non-planar curves on the 3D
                 model. We introduce a new zippering algorithm for
                 progressively identifying silhouette edges on the model
                 and tying them to silhouette strokes. Our solution
                 ensures that the strokes are fully covered and
                 optimally sampled by the model. This new method,
                 interleaved with developability optimization steps, is
                 implemented in a multiview sketching system where the
                 user can sketch the contours of internal folds in
                 addition to the usual silhouettes, borders, and seam
                 lines. All strokes are interpreted as hard constraints,
                 while developability is only optimized. The
                 developability error map we provide then enables users
                 to add local seams or darts where needed and
                 progressively improve their design. This makes our
                 method robust, even to coarse input for which no fully
                 developable solution exists.",
  acknowledgement = ack-nhfb,
  articleno =    "155",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gupta:2015:PIG,
  author =       "Mohit Gupta and Shree K. Nayar and Matthias B. Hullin
                 and Jaime Martin",
  title =        "Phasor Imaging: a Generalization of Correlation-Based
                 Time-of-Flight Imaging",
  journal =      j-TOG,
  volume =       "34",
  number =       "5",
  pages =        "156:1--156:??",
  month =        oct,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2735702",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 8 08:05:22 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In correlation-based time-of-flight (C-ToF) imaging
                 systems, light sources with temporally varying
                 intensities illuminate the scene. Due to global
                 illumination, the temporally varying radiance received
                 at the sensor is a combination of light received along
                 multiple paths. Recovering scene properties (e.g.,
                 scene depths) from the received radiance requires
                 separating these contributions, which is challenging
                 due to the complexity of global illumination and the
                 additional temporal dimension of the radiance. We
                 propose phasor imaging, a framework for performing fast
                 inverse light transport analysis using C-ToF sensors.
                 Phasor imaging is based on the idea that, by
                 representing light transport quantities as phasors and
                 light transport events as phasor transformations, light
                 transport analysis can be simplified in the temporal
                 frequency domain. We study the effect of temporal
                 illumination frequencies on light transport and show
                 that, for a broad range of scenes, global radiance
                 (inter-reflections and volumetric scattering) vanishes
                 for frequencies higher than a scene-dependent
                 threshold. We use this observation for developing two
                 novel scene recovery techniques. First, we present
                 micro-ToF imaging, a ToF-based shape recovery technique
                 that is robust to errors due to inter-reflections
                 (multipath interference) and volumetric scattering.
                 Second, we present a technique for separating the
                 direct and global components of radiance. Both
                 techniques require capturing as few as 3--4 images and
                 minimal computations. We demonstrate the validity of
                 the presented techniques via simulations and
                 experiments performed with our hardware prototype.",
  acknowledgement = ack-nhfb,
  articleno =    "156",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tsai:2015:MCT,
  author =       "Yu-Ting Tsai",
  title =        "Multiway {$K$}-Clustered Tensor Approximation: Toward
                 High-Performance Photorealistic Data-Driven Rendering",
  journal =      j-TOG,
  volume =       "34",
  number =       "5",
  pages =        "157:1--157:??",
  month =        oct,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2753756",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 8 08:05:22 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article presents a generalized sparse multilinear
                 model, namely multiway $K$-clustered tensor
                 approximation (MK-CTA), for synthesizing photorealistic
                 3D images from large-scale multidimensional visual
                 datasets. MK-CTA extends previous tensor approximation
                 algorithms, particularly $K$-clustered tensor
                 approximation (K-CTA) [Tsai and Shih 2012], to
                 partition a multidimensional dataset along more than
                 one dimension into overlapped clusters. On the
                 contrary, $K$-CTA only sparsely clusters a dataset
                 along just one dimension and often fails to efficiently
                 approximate other unclustered dimensions. By
                 generalizing $K$-CTA with multiway sparse clustering,
                 MK-CTA can be regarded as a novel sparse tensor-based
                 model that simultaneously exploits the intra- and
                 inter-cluster coherence among different dimensions of
                 an input dataset. Our experiments demonstrate that
                 MK-CTA can accurately and compactly represent various
                 multidimensional datasets with complex and sharp visual
                 features, including bidirectional texture functions
                 (BTFs) [Dana et al. 1999], time-varying light fields
                 (TVLFs) [Bando et al. 2013], and time-varying volume
                 data (TVVD) [Wang et al. 2010], while easily achieving
                 high rendering rates in practical graphics
                 applications.",
  acknowledgement = ack-nhfb,
  articleno =    "157",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2015:ATB,
  author =       "Chuan Li and Michael Wand",
  title =        "Approximate Translational Building Blocks for Image
                 Decomposition and Synthesis",
  journal =      j-TOG,
  volume =       "34",
  number =       "5",
  pages =        "158:1--158:??",
  month =        oct,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2757287",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 8 08:05:22 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce approximate translational building blocks
                 for unsupervised image decomposition. Such building
                 blocks are frequently appearing copies of image patches
                 that are mapped coherently under translations. We
                 exploit the coherency assumption to find approximate
                 building blocks in noisy and ambiguous image data,
                 using a spectral embedding of re-occurrence patterns.
                 We quantitatively evaluate our method on a large
                 benchmark dataset and obtain clear improvements over
                 state-of-the-art methods. We apply our method to
                 texture synthesis by integrating building block
                 constraints and their offset statistics into a
                 conventional Markov random field model. A user study
                 shows improved retargeting results even if the images
                 are only partially described by a few classes of
                 building blocks.",
  acknowledgement = ack-nhfb,
  articleno =    "158",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2015:OSA,
  author =       "Yizhong Zhang and Weiwei Xu and Yiying Tong and Kun
                 Zhou",
  title =        "Online Structure Analysis for Real-Time Indoor Scene
                 Reconstruction",
  journal =      j-TOG,
  volume =       "34",
  number =       "5",
  pages =        "159:1--159:??",
  month =        oct,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2768821",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 8 08:05:22 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a real-time approach for indoor scene
                 reconstruction. It is capable of producing a
                 ready-to-use 3D geometric model even while the user is
                 still scanning the environment with a consumer depth
                 camera. Our approach features explicit representations
                 of planar regions and nonplanar objects extracted from
                 the noisy feed of the depth camera, via an online
                 structure analysis on the dynamic, incomplete data. The
                 structural information is incorporated into the
                 volumetric representation of the scene, resulting in a
                 seamless integration with KinectFusion's global data
                 structure and an efficient implementation of the whole
                 reconstruction process. Moreover, heuristics based on
                 rectilinear shapes in typical indoor scenes effectively
                 eliminate camera tracking drift and further improve
                 reconstruction accuracy. The instantaneous feedback
                 enabled by our on-the-fly structure analysis, including
                 repeated object recognition, allows the user to
                 selectively scan the scene and produce high-fidelity
                 large-scale models efficiently. We demonstrate the
                 capability of our system with real-life examples.",
  acknowledgement = ack-nhfb,
  articleno =    "159",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yue:2015:CFM,
  author =       "Yonghao Yue and Breannan Smith and Christopher Batty
                 and Changxi Zheng and Eitan Grinspun",
  title =        "Continuum Foam: a Material Point Method for
                 Shear-Dependent Flows",
  journal =      j-TOG,
  volume =       "34",
  number =       "5",
  pages =        "160:1--160:??",
  month =        oct,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2751541",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 8 08:05:22 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We consider the simulation of dense foams composed of
                 microscopic bubbles, such as shaving cream and whipped
                 cream. We represent foam not as a collection of
                 discrete bubbles, but instead as a continuum. We employ
                 the material point method (MPM) to discretize a
                 hyperelastic constitutive relation augmented with the
                 Herschel--Bulkley model of non-Newtonian viscoplastic
                 flow, which is known to closely approximate foam
                 behavior. Since large shearing flows in foam can
                 produce poor distributions of material points, a
                 typical MPM implementation can produce non-physical
                 internal holes in the continuum. To address these
                 artifacts, we introduce a particle resampling method
                 for MPM. In addition, we introduce an explicit tearing
                 model to prevent regions from shearing into
                 artificially thin, honey-like threads. We evaluate our
                 method's efficacy by simulating a number of dense
                 foams, and we validate our method by comparing to
                 real-world footage of foam.",
  acknowledgement = ack-nhfb,
  articleno =    "160",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Soler:2015:EAS,
  author =       "Cyril Soler and Mahdi M. Bagher and Derek
                 Nowrouzezahrai",
  title =        "Efficient and Accurate Spherical Kernel Integrals
                 Using Isotropic Decomposition",
  journal =      j-TOG,
  volume =       "34",
  number =       "5",
  pages =        "161:1--161:??",
  month =        oct,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2797136",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Oct 29 16:12:30 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Spherical filtering is fundamental to many problems in
                 image synthesis, such as computing the reflected light
                 over a surface or anti-aliasing mirror reflections over
                 a pixel. This operation is challenging since the
                 profile of spherical filters (e.g., the view-evaluated
                 BRDF or the geometry-warped pixel footprint, mentioned
                 before) typically exhibits both spatial and rotational
                 variation at each pixel, precluding precomputed
                 solutions. We accelerate complex spherical filtering
                 tasks using isotropic spherical decomposition (ISD),
                 decomposing spherical filters into a linear combination
                 of simpler isotropic kernels. Our general ISD is
                 flexible to the choice of the isotropic kernels, and we
                 demonstrate practical realizations of ISD on several
                 problems in rendering: shading and prefiltering with
                 spatially varying BRDFs,
                 anti-aliasing-environment-mapped mirror reflections,
                 and filtering of noisy reflectance data. Compared to
                 previous basis-space rendering solutions, our shading
                 solution generates ground-truth-quality results at
                 interactive rates, avoiding costly reconstruction and
                 large approximation errors.",
  acknowledgement = ack-nhfb,
  articleno =    "161",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bessmeltsev:2015:MCC,
  author =       "Mikhail Bessmeltsev and Will Chang and Nicholas Vining
                 and Alla Sheffer and Karan Singh",
  title =        "Modeling Character Canvases from Cartoon Drawings",
  journal =      j-TOG,
  volume =       "34",
  number =       "5",
  pages =        "162:1--162:??",
  month =        oct,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2801134",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Oct 29 16:12:30 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a novel technique for the construction of
                 a 3D character proxy, or canvas, directly from a 2D
                 cartoon drawing and a user-provided correspondingly
                 posed 3D skeleton. Our choice of input is motivated by
                 the observation that traditional cartoon characters are
                 well approximated by a union of generalized surface of
                 revolution body parts, anchored by a skeletal
                 structure. While typical 2D character contour drawings
                 allow ambiguities in 3D interpretation, our use of a 3D
                 skeleton eliminates such ambiguities and enables the
                 construction of believable character canvases from
                 complex drawings. Our canvases conform to the 2D
                 contours of the input drawings, and are consistent with
                 the perceptual principles of Gestalt continuity,
                 simplicity, and contour persistence. We first segment
                 the input 2D contours into individual body-part
                 outlines corresponding to 3D skeletal bones using the
                 Gestalt continuation principle to correctly resolve
                 inter-part occlusions in the drawings. We then use this
                 segmentation to compute the canvas geometry, generating
                 3D generalized surfaces of revolution around the
                 skeletal bones that conform to the original outlines
                 and balance simplicity against contour persistence. The
                 combined method generates believable canvases for
                 characters drawn in complex poses with numerous
                 inter-part occlusions, variable contour depth, and
                 significant foreshortening. Our canvases serve as 3D
                 geometric proxies for cartoon characters, enabling
                 unconstrained 3D viewing, articulation, and
                 non-photorealistic rendering. We validate our algorithm
                 via a range of user studies and comparisons to
                 ground-truth 3D models and artist-drawn results. We
                 further demonstrate a compelling gallery of 3D
                 character canvases created from a diverse set of
                 cartoon drawings with matching 3D skeletons.",
  acknowledgement = ack-nhfb,
  articleno =    "162",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Boyadzhiev:2015:BSD,
  author =       "Ivaylo Boyadzhiev and Kavita Bala and Sylvain Paris
                 and Edward Adelson",
  title =        "Band-Sifting Decomposition for Image-Based Material
                 Editing",
  journal =      j-TOG,
  volume =       "34",
  number =       "5",
  pages =        "163:1--163:??",
  month =        oct,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2809796",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Oct 29 16:12:30 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Photographers often ``prep'' their subjects to achieve
                 various effects; for example, toning down overly shiny
                 skin, covering blotches, etc. Making such adjustments
                 digitally after a shoot is possible, but difficult
                 without good tools and good skills. Making such
                 adjustments to video footage is harder still. We
                 describe and study a set of 2D image operations, based
                 on multiscale image analysis, that are easy and
                 straightforward and that can consistently modify
                 perceived material properties. These operators first
                 build a subband decomposition of the image and then
                 selectively modify the coefficients within the
                 subbands. We call this selection process band sifting.
                 We show that different siftings of the coefficients can
                 be used to modify the appearance of properties such as
                 gloss, smoothness, pigmentation, or weathering. The
                 band-sifting operators have particularly striking
                 effects when applied to faces; they can provide
                 ``knobs'' to make a face look wetter or drier, younger
                 or older, and with heavy or light variation in
                 pigmentation. Through user studies, we identify a set
                 of operators that yield consistent subjective effects
                 for a variety of materials and scenes. We demonstrate
                 that these operators are also useful for processing
                 video sequences.",
  acknowledgement = ack-nhfb,
  articleno =    "163",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Duchene:2015:MII,
  author =       "Sylvain Duch{\^e}ne and Clement Riant and Gaurav
                 Chaurasia and Jorge Lopez Moreno and Pierre-Yves
                 Laffont and Stefan Popov and Adrien Bousseau and George
                 Drettakis",
  title =        "Multiview Intrinsic Images of Outdoors Scenes with an
                 Application to Relighting",
  journal =      j-TOG,
  volume =       "34",
  number =       "5",
  pages =        "164:1--164:??",
  month =        oct,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2756549",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Oct 29 16:12:30 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a method to compute intrinsic images for
                 a multiview set of outdoor photos with cast shadows,
                 taken under the same lighting. We use an automatic 3D
                 reconstruction from these photos and the sun direction
                 as input and decompose each image into reflectance and
                 shading layers, despite the inaccuracies and missing
                 data of the 3D model. Our approach is based on two key
                 ideas. First, we progressively improve the accuracy of
                 the parameters of our image formation model by
                 performing iterative estimation and combining 3D
                 lighting simulation with 2D image optimization methods.
                 Second, we use the image formation model to express
                 reflectance as a function of discrete visibility values
                 for shadow and light, which allows to introduce a
                 robust visibility classifier for pairs of points in a
                 scene. This classifier is used for shadow labeling,
                 allowing to compute high-quality reflectance and
                 shading layers. Our multiview intrinsic decomposition
                 is of sufficient quality to allow relighting of the
                 input images. We create shadow-caster geometry which
                 preserves shadow silhouettes and, using the intrinsic
                 layers, we can perform multiview relighting with moving
                 cast shadows. We present results on several multiview
                 datasets, and show how it is now possible to perform
                 image-based rendering with changing illumination
                 conditions.",
  acknowledgement = ack-nhfb,
  articleno =    "164",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kauvar:2015:ACD,
  author =       "Isaac Kauvar and Samuel J. Yang and Liang Shi and Ian
                 McDowall and Gordon Wetzstein",
  title =        "Adaptive color display via perceptually-driven
                 factored spectral projection",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "165:1--165:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818070",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Fundamental display characteristics are constantly
                 being improved, especially resolution, dynamic range,
                 and color reproduction. However, whereas high
                 resolution and high-dynamic range displays have matured
                 as a technology, it remains largely unclear how to
                 extend the color gamut of a display without either
                 sacrificing light throughput or making other tradeoffs.
                 In this paper, we advocate for adaptive color display;
                 with hardware implementations that allow for color
                 primaries to be dynamically chosen, an optimal gamut
                 and corresponding pixel states can be computed in a
                 content-adaptive and user-centric manner. We build a
                 flexible gamut projector and develop a
                 perceptually-driven optimization framework that
                 robustly factors a wide color gamut target image into a
                 set of time-multiplexed primaries and corresponding
                 pixel values. We demonstrate that adaptive primary
                 selection has many benefits over fixed gamut selection
                 and show that our algorithm for joint primary selection
                 and gamut mapping performs better than existing
                 methods. Finally, we evaluate the proposed
                 computational display system extensively in simulation
                 and, via photographs and user experiments, with a
                 prototype adaptive color projector.",
  acknowledgement = ack-nhfb,
  articleno =    "165",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vangorp:2015:MLA,
  author =       "Peter Vangorp and Karol Myszkowski and Erich W. Graf
                 and Rafa{\l} K. Mantiuk",
  title =        "A model of local adaptation",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "166:1--166:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818086",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The visual system constantly adapts to different
                 luminance levels when viewing natural scenes. The state
                 of visual adaptation is the key parameter in many
                 visual models. While the time-course of such adaptation
                 is well understood, there is little known about the
                 spatial pooling that drives the adaptation signal. In
                 this work we propose a new empirical model of local
                 adaptation, that predicts how the adaptation signal is
                 integrated in the retina. The model is based on
                 psychophysical measurements on a high dynamic range
                 (HDR) display. We employ a novel approach to model
                 discovery, in which the experimental stimuli are
                 optimized to find the most predictive model. The model
                 can be used to predict the steady state of adaptation,
                 but also conservative estimates of the visibility
                 (detection) thresholds in complex images. We
                 demonstrate the utility of the model in several
                 applications, such as perceptual error bounds for
                 physically based rendering, determining the backlight
                 resolution for HDR displays, measuring the maximum
                 visible dynamic range in natural scenes, simulation of
                 afterimages, and gaze-dependent tone mapping.",
  acknowledgement = ack-nhfb,
  articleno =    "166",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pjanic:2015:CCE,
  author =       "Petar Pjanic and Roger D. Hersch",
  title =        "Color changing effects with anisotropic halftone
                 prints on metal",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "167:1--167:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818083",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a color reproduction framework for creating
                 specularly reflecting color images printed on a
                 metallic substrate that change hue or chroma upon
                 in-plane rotation by {90$^\circ $}. This framework is
                 based on the anisotropic dot gain of line halftones
                 when viewed under specular reflection. The proposed
                 framework relies on a spectral prediction model
                 specially conceived for predicting the color of
                 non-rotated and of {90$^\circ $} in-plane rotated
                 cross-halftones formed of superpositions of horizontal
                 and vertical cyan, magenta and yellow line halftones.
                 Desired non-rotated and rotated image colors are mapped
                 onto the sub-gamut allowing for the desired hue or
                 chroma shift and then, using a 6D correspondence table,
                 converted to optimal cross-halftone ink surface
                 coverages. The proposed recolorization and
                 decolorization framework is especially effective for
                 creating surprising effects such as image parts whose
                 hues change, or gray regions that become colorful. It
                 can be adapted to commercial printers capable of
                 printing with cyan, magenta and yellow inks on
                 substrates formed by an ink attracting polymer lying on
                 top of a metallic film layer. Applications may include
                 art, advertisement, exhibitions and document
                 security.",
  acknowledgement = ack-nhfb,
  articleno =    "167",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2015:CAS,
  author =       "Xueting Liu and Tien-Tsin Wong and Pheng-Ann Heng",
  title =        "Closure-aware sketch simplification",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "168:1--168:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818067",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we propose a novel approach to simplify
                 sketch drawings. The core problem is how to group
                 sketchy strokes meaningfully, and this depends on how
                 humans understand the sketches. The existing methods
                 mainly rely on thresholding low-level geometric
                 properties among the strokes, such as proximity,
                 continuity and parallelism. However, it is not uncommon
                 to have strokes with equal geometric properties but
                 different semantics. The lack of semantic analysis will
                 lead to the inability in differentiating the above
                 semantically different scenarios. In this paper, we
                 point out that, due to the gestalt phenomenon of
                 closure, the grouping of strokes is actually highly
                 influenced by the interpretation of regions. On the
                 other hand, the interpretation of regions is also
                 influenced by the interpretation of strokes since
                 regions are formed and depicted by strokes. This is
                 actually a chicken-or-the-egg dilemma and we solve it
                 by an iterative cyclic refinement approach. Once the
                 formed stroke groups are stabilized, we can simplify
                 the sketchy strokes by replacing each stroke group with
                 a smooth curve. We evaluate our method on a wide range
                 of different sketch styles and semantically meaningful
                 simplification results can be obtained in all test
                 cases.",
  acknowledgement = ack-nhfb,
  articleno =    "168",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xing:2015:AHD,
  author =       "Jun Xing and Li-Yi Wei and Takaaki Shiratori and Koji
                 Yatani",
  title =        "Autocomplete hand-drawn animations",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "169:1--169:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818079",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Hand-drawn animation is a major art form and
                 communication medium, but can be challenging to
                 produce. We present a system to help people create
                 frame-by-frame animations through manual sketches. We
                 design our interface to be minimalistic: it contains
                 only a canvas and a few controls. When users draw on
                 the canvas, our system silently analyzes all past
                 sketches and predicts what might be drawn in the future
                 across spatial locations and temporal frames. The
                 interface also offers suggestions to beautify existing
                 drawings. Our system can reduce manual workload and
                 improve output quality without compromising natural
                 drawing flow and control: users can accept, ignore, or
                 modify such predictions visualized on the canvas by
                 simple gestures. Our key idea is to extend the local
                 similarity method in [Xing et al. 2014], which handles
                 only low-level spatial repetitions such as hatches
                 within a single frame, to a global similarity that can
                 capture high-level structures across multiple frames
                 such as dynamic objects. We evaluate our system through
                 a preliminary user study and confirm that it can
                 enhance both users' objective performance and
                 subjective satisfaction.",
  acknowledgement = ack-nhfb,
  articleno =    "169",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sacht:2015:NC,
  author =       "Leonardo Sacht and Etienne Vouga and Alec Jacobson",
  title =        "Nested cages",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "170:1--170:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818093",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many tasks in geometry processing and physical
                 simulation benefit from multiresolution hierarchies.
                 One important characteristic across a variety of
                 applications is that coarser layers strictly encage
                 finer layers, nesting one another. Existing techniques
                 such as surface mesh decimation, voxelization, or
                 contouring distance level sets do not provide
                 sufficient control over the quality of the output
                 surfaces while maintaining strict nesting. We propose a
                 solution that enables use of application-specific
                 decimation and quality metrics. The method constructs
                 each next-coarsest level of the hierarchy, using a
                 sequence of decimation, flow, and contact-aware
                 optimization steps. From coarse to fine, each layer
                 then fully encages the next while retaining a snug fit.
                 The method is applicable to a wide variety of shapes of
                 complex geometry and topology. We demonstrate the
                 effectiveness of our nested cages not only for
                 multigrid solvers, but also for conservative collision
                 detection, domain discretization for elastic
                 simulation, and cage-based geometric modeling.",
  acknowledgement = ack-nhfb,
  articleno =    "170",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhou:2015:GCD,
  author =       "Yang Zhou and Kangxue Yin and Hui Huang and Hao Zhang
                 and Minglun Gong and Daniel Cohen-Or",
  title =        "Generalized cylinder decomposition",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "171:1--171:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818074",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Decomposing a complex shape into geometrically simple
                 primitives is a fundamental problem in geometry
                 processing. We are interested in a shape decomposition
                 problem where the simple primitives sought are
                 generalized cylinders, which are ubiquitous in both
                 organic forms and man-made artifacts. We introduce a
                 quantitative measure of cylindricity for a shape part
                 and develop a cylindricity-driven optimization
                 algorithm, with a global objective function, for
                 generalized cylinder decomposition. As a measure of
                 geometric simplicity and following the minimum
                 description length principle, cylindricity is defined
                 as the cost of representing a cylinder through skeletal
                 and cross-section profile curves. Our decomposition
                 algorithm progressively builds local to non-local
                 cylinders, which form over-complete covers of the input
                 shape. The over-completeness of the cylinder covers
                 ensures a conservative buildup of the cylindrical
                 parts, leaving the final decision on decomposition to
                 global optimization. We solve the global optimization
                 by finding an exact cover, which optimizes the global
                 objective function. We demonstrate results of our
                 optimal decomposition algorithm on numerous examples
                 and compare with other alternatives.",
  acknowledgement = ack-nhfb,
  articleno =    "171",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jiang:2015:PP,
  author =       "Caigui Jiang and Chengcheng Tang and Amir Vaxman and
                 Peter Wonka and Helmut Pottmann",
  title =        "Polyhedral patterns",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "172:1--172:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818077",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We study the design and optimization of polyhedral
                 patterns, which are patterns of planar polygonal faces
                 on freeform surfaces. Working with polyhedral patterns
                 is desirable in architectural geometry and industrial
                 design. However, the classical tiling patterns on the
                 plane must take on various shapes in order to
                 faithfully and feasibly approximate curved surfaces. We
                 define and analyze the deformations these tiles must
                 undertake to account for curvature, and discover the
                 symmetries that remain invariant under such
                 deformations. We propose a novel method to regularize
                 polyhedral patterns while maintaining these symmetries
                 into a plethora of aesthetic and feasible patterns.",
  acknowledgement = ack-nhfb,
  articleno =    "172",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2015:RGN,
  author =       "Peng-Shuai Wang and Xiao-Ming Fu and Yang Liu and Xin
                 Tong and Shi-Lin Liu and Baining Guo",
  title =        "Rolling guidance normal filter for geometric
                 processing",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "173:1--173:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818068",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "3D geometric features constitute rich details of
                 polygonal meshes. Their analysis and editing can lead
                 to vivid appearance of shapes and better understanding
                 of the underlying geometry for shape processing and
                 analysis. Traditional mesh smoothing techniques mainly
                 focus on noise filtering and they cannot distinguish
                 different scales of features well, even mixing them up.
                 We present an efficient method to process different
                 scale geometric features based on a novel
                 rolling-guidance normal filter. Given a 3D mesh, our
                 method iteratively applies a joint bilateral filter to
                 face normals at a specified scale, which empirically
                 smooths small-scale geometric features while preserving
                 large-scale features. Our method recovers the mesh from
                 the filtered face normals by a modified Poisson-based
                 gradient deformation that yields better surface quality
                 than existing methods. We demonstrate the effectiveness
                 and superiority of our method on a series of geometry
                 processing tasks, including geometry texture removal
                 and enhancement, coating transfer, mesh segmentation
                 and level-of-detail meshing.",
  acknowledgement = ack-nhfb,
  articleno =    "173",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2015:ECS,
  author =       "Yong-Jin Liu and Chun-Xu Xu and Dian Fan and Ying He",
  title =        "Efficient construction and simplification of
                 {Delaunay} meshes",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "174:1--174:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818076",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Delaunay meshes (DM) are a special type of triangle
                 mesh where the local Delaunay condition holds
                 everywhere. We present an efficient algorithm to
                 convert an arbitrary manifold triangle mesh M into a
                 Delaunay mesh. We show that the constructed DM has O (
                 Kn) vertices, where n is the number of vertices in M
                 and K is a model-dependent constant. We also develop a
                 novel algorithm to simplify Delaunay meshes, allowing a
                 smooth choice of detail levels. Our methods are
                 conceptually simple, theoretically sound and easy to
                 implement. The DM construction algorithm also scales
                 well due to its O(n K log K) time complexity.
                 Delaunay meshes have many favorable geometric and
                 numerical properties. For example, a DM has exactly the
                 same geometry as the input mesh, and it can be encoded
                 by any mesh data structure. Moreover, the empty
                 geodesic circumcircle property implies that the
                 commonly used cotangent Laplace--Beltrami operator has
                 non-negative weights. Therefore, the existing digital
                 geometry processing algorithms can benefit the
                 numerical stability of DM without changing any codes.
                 We observe that DMs can improve the accuracy of the
                 heat method for computing geodesic distances. Also,
                 popular parameterization techniques, such as discrete
                 harmonic mapping, produce more stable results on the
                 DMs than on the input meshes.",
  acknowledgement = ack-nhfb,
  articleno =    "174",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sung:2015:DDS,
  author =       "Minhyuk Sung and Vladimir G. Kim and Roland Angst and
                 Leonidas Guibas",
  title =        "Data-driven structural priors for shape completion",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "175:1--175:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818094",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Acquiring 3D geometry of an object is a tedious and
                 time-consuming task, typically requiring scanning the
                 surface from multiple viewpoints. In this work we focus
                 on reconstructing complete geometry from a single scan
                 acquired with a low-quality consumer-level scanning
                 device. Our method uses a collection of example 3D
                 shapes to build structural part-based priors that are
                 necessary to complete the shape. In our representation,
                 we associate a local coordinate system to each part and
                 learn the distribution of positions and orientations of
                 all the other parts from the database, which implicitly
                 also defines positions of symmetry planes and symmetry
                 axes. At the inference stage, this knowledge enables us
                 to analyze incomplete point clouds with substantial
                 occlusions, because observing only a few regions is
                 still sufficient to infer the global structure. Once
                 the parts and the symmetries are estimated, both data
                 sources, symmetry and database, are fused to complete
                 the point cloud. We evaluate our technique on a
                 synthetic dataset containing 481 shapes, and on real
                 scans acquired with a Kinect scanner. Our method
                 demonstrates high accuracy for the estimated part
                 structure and detected symmetries, enabling higher
                 quality shape completions in comparison to alternative
                 techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "175",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2015:DPC,
  author =       "Shihao Wu and Hui Huang and Minglun Gong and Matthias
                 Zwicker and Daniel Cohen-Or",
  title =        "Deep points consolidation",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "176:1--176:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818073",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we present a consolidation method that
                 is based on a new representation of 3D point sets. The
                 key idea is to augment each surface point into a deep
                 point by associating it with an inner point that
                 resides on the meso-skeleton, which consists of a
                 mixture of skeletal curves and sheets. The deep points
                 representation is a result of a joint optimization
                 applied to both ends of the deep points. The
                 optimization objective is to fairly distribute the end
                 points across the surface and the meso-skeleton, such
                 that the deep point orientations agree with the surface
                 normals. The optimization converges where the inner
                 points form a coherent meso-skeleton, and the surface
                 points are consolidated with the missing regions
                 completed. The strength of this new representation
                 stems from the fact that it is comprised of both local
                 and non-local geometric information. We demonstrate the
                 advantages of the deep points consolidation technique
                 by employing it to consolidate and complete noisy
                 point-sampled geometry with large missing parts.",
  acknowledgement = ack-nhfb,
  articleno =    "176",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2015:ACS,
  author =       "Kai Xu and Hui Huang and Yifei Shi and Hao Li and
                 Pinxin Long and Jianong Caichen and Wei Sun and Baoquan
                 Chen",
  title =        "Autoscanning for coupled scene reconstruction and
                 proactive object analysis",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "177:1--177:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818075",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Detailed scanning of indoor scenes is tedious for
                 humans. We propose autonomous scene scanning by a robot
                 to relieve humans from such a laborious task. In an
                 autonomous setting, detailed scene acquisition is
                 inevitably coupled with scene analysis at the required
                 level of detail. We develop a framework for
                 object-level scene reconstruction coupled with
                 object-centric scene analysis. As a result, the
                 autoscanning and reconstruction will be object-aware,
                 guided by the object analysis. The analysis is, in
                 turn, gradually improved with progressively increased
                 object-wise data fidelity. In realizing such a
                 framework, we drive the robot to execute an iterative
                 analyze-and-validate algorithm which interleaves
                 between object analysis and guided validations. The
                 object analysis incorporates online learning into a
                 robust graph-cut based segmentation framework,
                 achieving a global update of object-level segmentation
                 based on the knowledge gained from robot-operated local
                 validation. Based on the current analysis, the robot
                 performs proactive validation over the scene with
                 physical push and scan refinement, aiming at reducing
                 the uncertainty of both object-level segmentation and
                 object-wise reconstruction. We propose a joint entropy
                 to measure such uncertainty based on segmentation
                 confidence and reconstruction quality, and formulate
                 the selection of validation actions as a maximum
                 information gain problem. The output of our system is a
                 reconstructed scene with both object extraction and
                 object-wise geometry fidelity.",
  acknowledgement = ack-nhfb,
  articleno =    "177",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Moreno:2015:USL,
  author =       "Daniel Moreno and Fatih Calakli and Gabriel Taubin",
  title =        "Unsynchronized structured light",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "178:1--178:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818062",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Various Structured Light (SL) methods are used to
                 capture 3D range images, where a number of binary or
                 continuous light patterns are sequentially projected
                 onto a scene of interest, while a digital camera
                 captures images of the illuminated scene. All existing
                 SL methods require the projector and camera to be
                 hardware or software synchronized, with one image
                 captured per projected pattern. A 3D range image is
                 computed from the captured images. The two
                 synchronization methods have disadvantages, which limit
                 the use of SL methods to niche industrial and low
                 quality consumer applications. Unsynchronized
                 Structured Light (USL) is a novel SL method which does
                 not require synchronization of pattern projection and
                 image capture. The light patterns are projected and the
                 images are captured independently, at constant, but
                 possibly different, frame rates. USL synthesizes new
                 binary images as would be decoded from the images
                 captured by a camera synchronized to the projector,
                 reducing the subsequent computation to standard SL. USL
                 works both with global and rolling shutter cameras. USL
                 enables most burst-mode-capable cameras, such as modern
                 smartphones, tablets, DSLRs, and point-and-shoots, to
                 function as high quality 3D snapshot cameras. Beyond
                 the software, which can run in the devices, a separate
                 SL Flash, able to project the sequence of patterns
                 cyclically, during the acquisition time, is needed to
                 enable the functionality.",
  acknowledgement = ack-nhfb,
  articleno =    "178",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fisher:2015:ACS,
  author =       "Matthew Fisher and Manolis Savva and Yangyan Li and
                 Pat Hanrahan and Matthias Nie{\ss}ner",
  title =        "Activity-centric scene synthesis for functional {$3$D}
                 scene modeling",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "179:1--179:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818057",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel method to generate 3D scenes that
                 allow the same activities as real environments captured
                 through noisy and incomplete 3D scans. As robust object
                 detection and instance retrieval from low-quality depth
                 data is challenging, our algorithm aims to model
                 semantically-correct rather than geometrically-accurate
                 object arrangements. Our core contribution is a new
                 scene synthesis technique which, conditioned on a
                 coarse geometric scene representation, models
                 functionally similar scenes using prior knowledge
                 learned from a scene database. The key insight
                 underlying our scene synthesis approach is that many
                 real-world environments are structured to facilitate
                 specific human activities, such as sleeping or eating.
                 We represent scene functionalities through virtual
                 agents that associate object arrangements with the
                 activities for which they are typically used. When
                 modeling a scene, we first identify the activities
                 supported by a scanned environment. We then determine
                 semantically-plausible arrangements of virtual objects
                 --- retrieved from a shape database --- constrained by
                 the observed scene geometry. For a given 3D scan, our
                 algorithm produces a variety of synthesized scenes
                 which support the activities of the captured real
                 environments. In a perceptual evaluation study, we
                 demonstrate that our results are judged to be visually
                 appealing and functionally comparable to manually
                 designed scenes.",
  acknowledgement = ack-nhfb,
  articleno =    "179",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2015:PRS,
  author =       "Yoonsang Lee and Kyungho Lee and Soon-Sun Kwon and
                 Jiwon Jeong and Carol O'Sullivan and Moon Seok Park and
                 Jehee Lee",
  title =        "Push-recovery stability of biped locomotion",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "180:1--180:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818124",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Biped controller design pursues two fundamental goals;
                 simulated walking should look human-like and robust
                 against perturbation while maintaining its balance.
                 Normal gait is a pattern of walking that humans
                 normally adopt in undisturbed situations. It has
                 previously been postulated that normal gait is more
                 energy efficient than abnormal or impaired gaits.
                 However, it is not clear whether normal gait is also
                 superior to abnormal gait patterns with respect to
                 other factors, such as stability. Understanding the
                 correlation between gait and stability is an important
                 aspect of biped controller design. We studied this
                 issue in two sets of experiments with human
                 participants and a simulated biped. The experiments
                 evaluated the degree of resilience to external pushes
                 for various gait patterns. We identified four gait
                 factors that affect the balance-recovery capabilities
                 of both human and simulated walking. We found that
                 crouch gait is significantly more stable than normal
                 gait against lateral push. Walking speed and the
                 timing/magnitude of disturbance also affect gait
                 stability. Our work would provide a potential way to
                 compare the performance of biped controllers by
                 normalizing their output gaits and improve their
                 performance by adjusting these decisive factors.",
  acknowledgement = ack-nhfb,
  articleno =    "180",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rhodin:2015:GWG,
  author =       "Helge Rhodin and James Tompkin and Kwang In Kim and
                 Edilson de Aguiar and Hanspeter Pfister and Hans-Peter
                 Seidel and Christian Theobalt",
  title =        "Generalizing wave gestures from sparse examples for
                 real-time character control",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "181:1--181:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818082",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Motion-tracked real-time character control is
                 important for games and VR, but current solutions are
                 limited: retargeting is hard for non-human characters,
                 with locomotion bound to the sensing volume; and pose
                 mappings are ambiguous with difficult dynamic motion
                 control. We robustly estimate wave properties ---
                 amplitude, frequency, and phase ---for a set of
                 interactively-defined gestures by mapping user motions
                 to a low-dimensional independent representation. The
                 mapping separates simultaneous or intersecting
                 gestures, and extrapolates gesture variations from
                 single training examples. For animations such as
                 locomotion, wave properties map naturally to stride
                 length, step frequency, and progression, and allow
                 smooth transitions from standing, to walking, to
                 running. Interpolating out-of-phase locomotions is
                 hard, e.g., quadruped legs between walks and runs
                 switch phase, so we introduce a new time-interpolation
                 scheme to reduce artifacts. These improvements to
                 real-time motion-tracked character control are
                 important for common cyclic animations. We validate
                 this in a user study, and show versatility to apply to
                 part- and full-body motions across a variety of
                 sensors.",
  acknowledgement = ack-nhfb,
  articleno =    "181",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2015:VAD,
  author =       "Yilong Liu and Feng Xu and Jinxiang Chai and Xin Tong
                 and Lijuan Wang and Qiang Huo",
  title =        "Video-audio driven real-time facial animation",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "182:1--182:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818122",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a real-time facial tracking and animation
                 system based on a Kinect sensor with video and audio
                 input. Our method requires no user-specific training
                 and is robust to occlusions, large head rotations, and
                 background noise. Given the color, depth and speech
                 audio frames captured from an actor, our system first
                 reconstructs 3D facial expressions and 3D mouth shapes
                 from color and depth input with a multi-linear model.
                 Concurrently a speaker-independent DNN acoustic model
                 is applied to extract phoneme state posterior
                 probabilities (PSPP) from the audio frames. After that,
                 a lip motion regressor refines the 3D mouth shape based
                 on both PSPP and expression weights of the 3D mouth
                 shapes, as well as their confidences. Finally, the
                 refined 3D mouth shape is combined with other parts of
                 the 3D face to generate the final result. The whole
                 process is fully automatic and executed in real time.
                 The key component of our system is a data-driven
                 regresor for modeling the correlation between speech
                 data and mouth shapes. Based on a precaptured database
                 of accurate 3D mouth shapes and associated speech audio
                 from one speaker, the regressor jointly uses the input
                 speech and visual features to refine the mouth shape of
                 a new actor. We also present an improved DNN acoustic
                 model. It not only preserves accuracy but also achieves
                 real-time performance. Our method efficiently fuses
                 visual and acoustic information for 3D facial
                 performance capture. It generates more accurate 3D
                 mouth motions than other approaches that are based on
                 audio or video input only. It also supports video or
                 audio only input for real-time facial animation. We
                 evaluate the performance of our system with speech and
                 facial expressions captured from different actors.
                 Results demonstrate the efficiency and robustness of
                 our method.",
  acknowledgement = ack-nhfb,
  articleno =    "182",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Thies:2015:RTE,
  author =       "Justus Thies and Michael Zollh{\"o}fer and Matthias
                 Nie{\ss}ner and Levi Valgaerts and Marc Stamminger and
                 Christian Theobalt",
  title =        "Real-time expression transfer for facial reenactment",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "183:1--183:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818056",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for the real-time transfer of
                 facial expressions from an actor in a source video to
                 an actor in a target video, thus enabling the ad-hoc
                 control of the facial expressions of the target actor.
                 The novelty of our approach lies in the transfer and
                 photorealistic re-rendering of facial deformations and
                 detail into the target video in a way that the
                 newly-synthesized expressions are virtually
                 indistinguishable from a real video. To achieve this,
                 we accurately capture the facial performances of the
                 source and target subjects in real-time using a
                 commodity RGB-D sensor. For each frame, we jointly fit
                 a parametric model for identity, expression, and skin
                 reflectance to the input color and depth data, and also
                 reconstruct the scene lighting. For expression
                 transfer, we compute the difference between the source
                 and target expressions in parameter space, and modify
                 the target parameters to match the source expressions.
                 A major challenge is the convincing re-rendering of the
                 synthesized target face into the corresponding video
                 stream. This requires a careful consideration of the
                 lighting and shading design, which both must correspond
                 to the real-world environment. We demonstrate our
                 method in a live setup, where we modify a video
                 conference feed such that the facial expressions of a
                 different person (e.g., translator) are matched in
                 real-time.",
  acknowledgement = ack-nhfb,
  articleno =    "183",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zell:2015:SSE,
  author =       "Eduard Zell and Carlos Aliaga and Adrian Jarabo and
                 Katja Zibrek and Diego Gutierrez and Rachel McDonnell
                 and Mario Botsch",
  title =        "To stylize or not to stylize?: the effect of shape and
                 material stylization on the perception of
                 computer-generated faces",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "184:1--184:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818126",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Virtual characters contribute strongly to the entire
                 visuals of 3D animated films. However, designing
                 believable characters remains a challenging task.
                 Artists rely on stylization to increase appeal or
                 expressivity, exaggerating or softening specific
                 features. In this paper we analyze two of the most
                 influential factors that define how a character looks:
                 shape and material. With the help of artists, we design
                 a set of carefully crafted stimuli consisting of
                 different stylization levels for both parameters, and
                 analyze how different combinations affect the perceived
                 realism, appeal, eeriness, and familiarity of the
                 characters. Moreover, we additionally investigate how
                 this affects the perceived intensity of different
                 facial expressions (sadness, anger, happiness, and
                 surprise). Our experiments reveal that shape is the
                 dominant factor when rating realism and expression
                 intensity, while material is the key component for
                 appeal. Furthermore our results show that realism alone
                 is a bad predictor for appeal, eeriness, or
                 attractiveness.",
  acknowledgement = ack-nhfb,
  articleno =    "184",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yan:2015:PAR,
  author =       "Ling-Qi Yan and Chi-Wei Tseng and Henrik Wann Jensen
                 and Ravi Ramamoorthi",
  title =        "Physically-accurate fur reflectance: modeling,
                 measurement and rendering",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "185:1--185:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818080",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Rendering photo-realistic animal fur is a
                 long-standing problem in computer graphics.
                 Considerable effort has been made on modeling the
                 geometric complexity of fur, but the reflectance of fur
                 fibers is not well understood. Fur has a distinct
                 diffusive and saturated appearance, that is not
                 captured by either the Marschner hair model or the
                 Kajiya-Kay model. In this paper, we develop a
                 physically-accurate reflectance model for fur fibers.
                 Based on anatomical literature and measurements, we
                 develop a double cylinder model for the reflectance of
                 a single fur fiber, where an outer cylinder represents
                 the biological observation of a cortex covered by
                 multiple cuticle layers, and an inner cylinder
                 represents the scattering interior structure known as
                 the medulla. Our key contribution is to model medulla
                 scattering accurately---in contrast, for human hair,
                 the medulla has minimal width and thus negligible
                 contributions to the reflectance. Medulla scattering
                 introduces additional reflection and transmission
                 paths, as well as diffusive reflectance lobes. We
                 validate our physical model with measurements on real
                 fur fibers, and introduce the first database in
                 computer graphics of reflectance profiles for nine fur
                 samples. We show that our model achieves significantly
                 better fits to the measured data than the Marschner
                 hair reflectance model. For efficient rendering, we
                 develop a method to precompute 2D medulla scattering
                 profiles and analytically approximate our reflectance
                 model with factored lobes. The accuracy of the approach
                 is validated by comparing our rendering model to full
                 3D light transport simulations. Our model provides an
                 enriched set of controls, where the parameters we fit
                 can be directly used to render realistic fur, or serve
                 as a starting point from which artists can manually
                 tune parameters for desired appearances.",
  acknowledgement = ack-nhfb,
  articleno =    "185",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nielsen:2015:OMB,
  author =       "Jannik Boll Nielsen and Henrik Wann Jensen and Ravi
                 Ramamoorthi",
  title =        "On optimal, minimal {BRDF} sampling for reflectance
                 acquisition",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "186:1--186:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818085",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The bidirectional reflectance distribution function
                 (BRDF) is critical for rendering, and accurate material
                 representation requires data-driven reflectance models.
                 However, isotropic BRDFs are 3D functions, and
                 measuring the reflectance of a flat sample can require
                 a million incident and outgoing direction pairs, making
                 the use of measured BRDFs impractical. In this paper,
                 we address the problem of reconstructing a measured
                 BRDF from a limited number of samples. We present a
                 novel mapping of the BRDF space, allowing for
                 extraction of descriptive principal components from
                 measured databases, such as the MERL BRDF database. We
                 optimize for the best sampling directions, and
                 explicitly provide the optimal set of incident and
                 outgoing directions in the Rusinkiewicz
                 parameterization for n = {1, 2, 5, 10, 20} samples.
                 Based on the principal components, we describe a method
                 for accurately reconstructing BRDF data from these
                 limited sets of samples. We validate our results on the
                 MERL BRDF database, including favorable comparisons to
                 previous sets of industry-standard sampling directions,
                 as well as with BRDF measurements of new flat material
                 samples acquired with a gantry system. As an extension,
                 we also demonstrate how this method can be used to find
                 optimal sampling directions when imaging a sphere of a
                 homogeneous material; in this case, only two images are
                 often adequate for high accuracy.",
  acknowledgement = ack-nhfb,
  articleno =    "186",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{He:2015:SRA,
  author =       "Yong He and Tim Foley and Natalya Tatarchuk and Kayvon
                 Fatahalian",
  title =        "A system for rapid, automatic shader level-of-detail",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "187:1--187:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818104",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Level-of-detail (LOD) rendering is a key optimization
                 used by modern video game engines to achieve
                 high-quality rendering with fast performance. These LOD
                 systems require simplified shaders, but generating
                 simplified shaders remains largely a manual
                 optimization task for game developers. Prior efforts to
                 automate this process have taken hours to generate
                 simplified shader candidates, making them impractical
                 for use in modern shader authoring workflows for
                 complex scenes. We present an end-to-end system for
                 automatically generating a LOD policy for an input
                 shader. The system operates on shaders used in both
                 forward and deferred rendering pipelines, requires no
                 additional semantic information beyond input shader
                 source code, and in only seconds to minutes generates
                 LOD policies (consisting of simplified shader, the
                 desired LOD distance set, and transition generation)
                 with performance and quality characteristics comparable
                 to custom hand-authored solutions. Our design
                 contributes new shader simplification transforms such
                 as approximate common subexpression elimination and
                 movement of GPU logic to parameter bind-time processing
                 on the CPU, and it uses a greedy search algorithm that
                 employs extensive caching and upfront collection of
                 input shader statistics to rapidly identify simplified
                 shaders with desirable performance-quality
                 trade-offs.",
  acknowledgement = ack-nhfb,
  articleno =    "187",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Andersson:2015:MDC,
  author =       "Magnus Andersson and Jon Hasselgren and Tomas
                 Akenine-M{\"o}ller",
  title =        "Masked depth culling for graphics hardware",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "188:1--188:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818138",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Hierarchical depth culling is an important
                 optimization, which is present in all modern high
                 performance graphics processors. We present a novel
                 culling algorithm based on a layered depth
                 representation, with a per-sample mask indicating which
                 layer each sample belongs to. Our algorithm is feed
                 forward in nature in contrast to previous work, which
                 rely on a delayed feedback loop. It is simple to
                 implement and has fewer constraints than competing
                 algorithms, which makes it easier to load-balance a
                 hardware architecture. Compared to previous work our
                 algorithm performs very well, and it will often reach
                 over 90\% of the efficiency of an optimal culling
                 oracle. Furthermore, we can reduce bandwidth by up to
                 16\% by compressing the hierarchical depth buffer.",
  acknowledgement = ack-nhfb,
  articleno =    "188",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jakob:2015:IFA,
  author =       "Wenzel Jakob and Marco Tarini and Daniele Panozzo and
                 Olga Sorkine-Hornung",
  title =        "Instant field-aligned meshes",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "189:1--189:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818078",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel approach to remesh a surface into
                 an isotropic triangular or quad-dominant mesh using a
                 unified local smoothing operator that optimizes both
                 the edge orientations and vertex positions in the
                 output mesh. Our algorithm produces meshes with high
                 isotropy while naturally aligning and snapping edges to
                 sharp features. The method is simple to implement and
                 parallelize, and it can process a variety of input
                 surface representations, such as point clouds, range
                 scans and triangle meshes. Our full pipeline executes
                 instantly (less than a second) on meshes with hundreds
                 of thousands of faces, enabling new types of
                 interactive workflows. Since our algorithm avoids any
                 global optimization, and its key steps scale linearly
                 with input size, we are able to process extremely large
                 meshes and point clouds, with sizes exceeding several
                 hundred million elements. To demonstrate the robustness
                 and effectiveness of our method, we apply it to
                 hundreds of models of varying complexity and provide
                 our cross-platform reference implementation in the
                 supplemental material.",
  acknowledgement = ack-nhfb,
  articleno =    "189",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aigerman:2015:OTE,
  author =       "Noam Aigerman and Yaron Lipman",
  title =        "Orbifold {Tutte} embeddings",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "190:1--190:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818099",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Injective parameterizations of surface meshes are
                 vital for many applications in Computer Graphics,
                 Geometry Processing and related fields. Tutte's
                 embedding, and its generalization to convex combination
                 maps, are among the most popular approaches for
                 computing parameterizations of surface meshes into the
                 plane, as they guarantee injectivity, and their
                 computation only requires solving a sparse linear
                 system. However, they are only applicable to disk-type
                 and toric surface meshes. In this paper we suggest a
                 generalization of Tutte's embedding to other surface
                 topologies, and in particular the common, yet untreated
                 case, of sphere-type surfaces. The basic idea is to
                 enforce certain boundary conditions on the
                 parameterization so as to achieve a Euclidean orbifold
                 structure. The orbifold-Tutte embedding is a seamless,
                 globally bijective parameterization that, similarly to
                 the classic Tutte embedding, only requires solving a
                 sparse linear system for its computation. In case the
                 cotangent weights are used, the orbifold-Tutte
                 embedding globally minimizes the Dirichlet energy and
                 is shown to approximate conformal and four-point
                 quasiconformal mappings. As far as we are aware, this
                 is the first fully-linear method that produces
                 bijective approximations to conformal mappings. Aside
                 from parameterizations, the orbifold-Tutte embedding
                 can be used to generate bijective inter-surface
                 mappings with three or four landmarks and symmetric
                 patterns on sphere-type surfaces.",
  acknowledgement = ack-nhfb,
  articleno =    "190",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kovalsky:2015:LSB,
  author =       "Shahar Z. Kovalsky and Noam Aigerman and Ronen Basri
                 and Yaron Lipman",
  title =        "Large-scale bounded distortion mappings",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "191:1--191:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818098",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose an efficient algorithm for computing
                 large-scale bounded distortion maps of triangular and
                 tetrahedral meshes. Specifically, given an initial map,
                 we compute a similar map whose differentials are
                 orientation preserving and have bounded condition
                 number. Inspired by alternating optimization and
                 Gauss--Newton approaches, we devise a first order
                 method which combines the advantages of both. On the
                 one hand, its iterations are as computationally
                 efficient as those of alternating optimization. On the
                 other hand, it enjoys preferable convergence
                 properties, associated with Gauss--Newton like
                 approaches. We demonstrate the utility of the proposed
                 approach in efficiently solving geometry processing
                 problems, focusing on challenging large-scale
                 problems.",
  acknowledgement = ack-nhfb,
  articleno =    "191",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Campen:2015:QGP,
  author =       "Marcel Campen and David Bommes and Leif Kobbelt",
  title =        "Quantized global parametrization",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "192:1--192:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818140",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Global surface parametrization often requires the use
                 of cuts or charts due to non-trivial topology. In
                 recent years a focus has been on so-called seamless
                 parametrizations, where the transition functions across
                 the cuts are rigid transformations with a rotation
                 about some multiple of {90$^\circ $}. Of particular
                 interest, e.g. for quadrilateral meshing, paneling, or
                 texturing, are those instances where in addition the
                 translational part of these transitions is integral (or
                 more generally: quantized). We show that finding not
                 even the optimal, but just an arbitrary valid
                 quantization (one that does not imply parametric
                 degeneracies), is a complex combinatorial problem. We
                 present a novel method that allows us to solve it, i.e.
                 to find valid as well as good quality quantizations. It
                 is based on an original approach to quickly construct
                 solutions to linear Diophantine equation systems,
                 exploiting the specific geometric nature of the
                 parametrization problem. We thereby largely outperform
                 the state-of-the-art, sometimes by several orders of
                 magnitude.",
  acknowledgement = ack-nhfb,
  articleno =    "192",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Keinert:2015:SFM,
  author =       "Benjamin Keinert and Matthias Innmann and Michael
                 S{\"a}nger and Marc Stamminger",
  title =        "Spherical {Fibonacci} mapping",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "193:1--193:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818131",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/fibquart.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Spherical Fibonacci point sets yield nearly uniform
                 point distributions on the unit sphere $ S^2 \subset
                 R^3 $. The forward generation of these point sets has
                 been widely researched and is easy to implement, such
                 that they have been used in various applications.
                 Unfortunately, the lack of an efficient mapping from
                 points on the unit sphere to their closest spherical
                 Fibonacci point set neighbors rendered them impractical
                 for a wide range of applications, especially in
                 computer graphics. Therefore, we introduce an inverse
                 mapping from points on the unit sphere which yields the
                 nearest neighbor in an arbitrarily sized spherical
                 Fibonacci point set in constant time, without requiring
                 any precomputations or table lookups. We show how to
                 implement this inverse mapping on GPUs while addressing
                 arising floating point precision problems. Further, we
                 demonstrate the use of this mapping and its variants,
                 and show how to apply it to fast unit vector
                 quantization. Finally, we illustrate the means by which
                 to modify this inverse mapping for texture mapping with
                 smooth filter kernels and showcase its use in the field
                 of procedural modeling.",
  acknowledgement = ack-nhfb,
  articleno =    "193",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Balakrishnan:2015:VDH,
  author =       "Guha Balakrishnan and Fr{\'e}do Durand and John
                 Guttag",
  title =        "Video diff: highlighting differences between similar
                 actions in videos",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "194:1--194:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818125",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "When looking at videos of very similar actions with
                 the naked eye, it is often difficult to notice subtle
                 motion differences between them. In this paper we
                 introduce video diffing, an algorithm that highlights
                 the important differences between a pair of video
                 recordings of similar actions. We overlay the edges of
                 one video onto the frames of the second, and color the
                 edges based on a measure of local dissimilarity between
                 the videos. We measure dissimilarity by extracting
                 spatiotemporal gradients from both videos and
                 calculating how dissimilar histograms of these
                 gradients are at varying spatial scales. We performed a
                 user study with 54 people to compare the ease with
                 which users could use our method to find differences.
                 Users gave our method an average grade of 4.04 out of 5
                 for ease of use, compared to 3.48 and 2.08 for two
                 baseline approaches. Anecdotal results also show that
                 our overlays are useful in the specific use cases of
                 professional golf instruction and analysis of animal
                 locomotion simulations.",
  acknowledgement = ack-nhfb,
  articleno =    "194",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fan:2015:JNS,
  author =       "Qingnan Fan and Fan Zhong and Dani Lischinski and
                 Daniel Cohen-Or and Baoquan Chen",
  title =        "{JumpCut}: non-successive mask transfer and
                 interpolation for video cutout",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "195:1--195:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818105",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce JumpCut, a new mask transfer and
                 interpolation method for interactive video cutout.
                 Given a source frame for which a foreground mask is
                 already available, we compute an estimate of the
                 foreground mask at another, typically non-successive,
                 target frame. Observing that the background and
                 foreground regions typically exhibit different motions,
                 we leverage these differences by computing two separate
                 nearest-neighbor fields (split-NNF) from the target to
                 the source frame. These NNFs are then used to jointly
                 predict a coherent labeling of the pixels in the target
                 frame. The same split-NNF is also used to aid a novel
                 edge classifier in detecting silhouette edges (S-edges)
                 that separate the foreground from the background. A
                 modified level set method is then applied to produce a
                 clean mask, based on the pixel labels and the S-edges
                 computed by the previous two steps. The resulting mask
                 transfer method may also be used for coherently
                 interpolating the foreground masks between two distant
                 source frames. Our results demonstrate that the
                 proposed method is significantly more accurate than the
                 existing state-of-the-art on a wide variety of video
                 sequences. Thus, it reduces the required amount of user
                 effort, and provides a basis for an effective
                 interactive video object cutout tool.",
  acknowledgement = ack-nhfb,
  articleno =    "195",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bonneel:2015:BVT,
  author =       "Nicolas Bonneel and James Tompkin and Kalyan
                 Sunkavalli and Deqing Sun and Sylvain Paris and
                 Hanspeter Pfister",
  title =        "Blind video temporal consistency",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "196:1--196:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818107",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Extending image processing techniques to videos is a
                 non-trivial task; applying processing independently to
                 each video frame often leads to temporal
                 inconsistencies, and explicitly encoding temporal
                 consistency requires algorithmic changes. We describe a
                 more general approach to temporal consistency. We
                 propose a gradient-domain technique that is blind to
                 the particular image processing algorithm. Our
                 technique takes a series of processed frames that
                 suffers from flickering and generates a
                 temporally-consistent video sequence. The core of our
                 solution is to infer the temporal regularity from the
                 original unprocessed video, and use it as a temporal
                 consistency guide to stabilize the processed sequence.
                 We formally characterize the frequency properties of
                 our technique, and demonstrate, in practice, its
                 ability to stabilize a wide range of popular image
                 processing techniques including enhancement and
                 stylization of color and tone, intrinsic images, and
                 depth estimation.",
  acknowledgement = ack-nhfb,
  articleno =    "196",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liao:2015:FCS,
  author =       "Jing Liao and Mark Finch and Hugues Hoppe",
  title =        "Fast computation of seamless video loops",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "197:1--197:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818061",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Short looping videos concisely capture the dynamism of
                 natural scenes. Creating seamless loops usually
                 involves maximizing spatiotemporal consistency and
                 applying Poisson blending. We take an end-to-end view
                 of the problem and present new techniques that jointly
                 improve loop quality while also significantly reducing
                 processing time. A key idea is to relax the consistency
                 constraints to anticipate the subsequent blending,
                 thereby enabling looping of low-frequency content like
                 moving clouds and changing illumination. We also
                 analyze the input video to remove an undesired bias
                 toward short loops. The quality gains are demonstrated
                 visually and confirmed quantitatively using a new
                 gradient-domain consistency metric. We improve system
                 performance by classifying potentially loopable pixels,
                 masking the 2D graph cut, pruning graph-cut labels
                 based on dominant periods, and optimizing on a coarse
                 grid while retaining finer detail. Together these
                 techniques reduce computation times from tens of
                 minutes to nearly real-time.",
  acknowledgement = ack-nhfb,
  articleno =    "197",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Eilertsen:2015:RTN,
  author =       "Gabriel Eilertsen and Rafa{\l} K. Mantiuk and Jonas
                 Unger",
  title =        "Real-time noise-aware tone mapping",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "198:1--198:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818092",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Real-time high quality video tone mapping is needed
                 for many applications, such as digital viewfinders in
                 cameras, display algorithms which adapt to ambient
                 light, in-camera processing, rendering engines for
                 video games and video post-processing. We propose a
                 viable solution for these applications by designing a
                 video tone-mapping operator that controls the
                 visibility of the noise, adapts to display and viewing
                 environment, minimizes contrast distortions, preserves
                 or enhances image details, and can be run in real-time
                 on an incoming sequence without any preprocessing. To
                 our knowledge, no existing solution offers all these
                 features. Our novel contributions are: a fast procedure
                 for computing local display-adaptive tone-curves which
                 minimize contrast distortions, a fast method for detail
                 enhancement free from ringing artifacts, and an
                 integrated video tone-mapping solution combining all
                 the above features.",
  acknowledgement = ack-nhfb,
  articleno =    "198",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ladicky:2015:DDF,
  author =       "L{\'u}bor Ladick{\'y} and SoHyeon Jeong and Barbara
                 Solenthaler and Marc Pollefeys and Markus Gross",
  title =        "Data-driven fluid simulations using regression
                 forests",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "199:1--199:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818129",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Traditional fluid simulations require large
                 computational resources even for an average sized scene
                 with the main bottleneck being a very small time step
                 size, required to guarantee the stability of the
                 solution. Despite a large progress in parallel
                 computing and efficient algorithms for pressure
                 computation in the recent years, realtime fluid
                 simulations have been possible only under very
                 restricted conditions. In this paper we propose a novel
                 machine learning based approach, that formulates
                 physics-based fluid simulation as a regression problem,
                 estimating the acceleration of every particle for each
                 frame. We designed a feature vector, directly modelling
                 individual forces and constraints from the
                 Navier--Stokes equations, giving the method strong
                 generalization properties to reliably predict positions
                 and velocities of particles in a large time step
                 setting on yet unseen test videos. We used a regression
                 forest to approximate the behaviour of particles
                 observed in the large training set of simulations
                 obtained using a traditional solver. Our GPU
                 implementation led to a speed-up of one to three orders
                 of magnitude compared to the state-of-the-art
                 position-based fluid solver and runs in real-time for
                 systems with up to 2 million particles.",
  acknowledgement = ack-nhfb,
  articleno =    "199",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2015:WGB,
  author =       "Zhili Chen and Byungmoon Kim and Daichi Ito and Huamin
                 Wang",
  title =        "{Wetbrush}: {GPU}-based {$3$D} painting simulation at
                 the bristle level",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "200:1--200:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818066",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a real-time painting system that simulates
                 the interactions among brush, paint, and canvas at the
                 bristle level. The key challenge is how to model and
                 simulate sub-pixel paint details, given the limited
                 computational resource in each time step. To achieve
                 this goal, we propose to define paint liquid in a
                 hybrid fashion: the liquid close to the brush is
                 modeled by particles, and the liquid away from the
                 brush is modeled by a density field. Based on this
                 representation, we develop a variety of techniques to
                 ensure the performance and robustness of our simulator
                 under large time steps, including brush and particle
                 simulations in non-inertial frames, a fixed-point
                 method for accelerating Jacobi iterations, and a new
                 Eulerian--Lagrangian approach for simulating detailed
                 liquid effects. The resulting system can realistically
                 simulate not only the motions of brush bristles and
                 paint liquid, but also the liquid transfer processes
                 among different representations. We implement the whole
                 system on GPU by CUDA. Our experiment shows that
                 artists can use the system to draw realistic and vivid
                 digital paintings, by applying the painting techniques
                 that they are familiar with but not offered by many
                 existing systems.",
  acknowledgement = ack-nhfb,
  articleno =    "200",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yang:2015:FMF,
  author =       "Tao Yang and Jian Chang and Bo Ren and Ming C. Lin and
                 Jian Jun Zhang and Shi-Min Hu",
  title =        "Fast multiple-fluid simulation using {Helmholtz} free
                 energy",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "201:1--201:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818117",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Multiple-fluid interaction is an interesting and
                 common visual phenomenon we often observe. In this
                 paper, we present an energy-based Lagrangian method
                 that expands the capability of existing multiple-fluid
                 methods to handle various phenomena, such as
                 extraction, partial dissolution, etc. Based on our
                 user-adjusted Helmholtz free energy functions, the
                 simulated fluid evolves from high-energy states to
                 low-energy states, allowing flexible capture of various
                 mixing and unmixing processes. We also extend the
                 original Cahn--Hilliard equation to be better able to
                 simulate complex fluid-fluid interaction and rich
                 visual phenomena such as motion-related mixing and
                 position based pattern. Our approach is easily
                 integrated with existing state-of-the-art smooth
                 particle hydrodynamic (SPH) solvers and can be further
                 implemented on top of the position based dynamics (PBD)
                 method, improving the stability and incompressibility
                 of the fluid during Lagrangian simulation under large
                 time steps. Performance analysis shows that our method
                 is at least 4 times faster than the state-of-the-art
                 multiple-fluid method. Examples are provided to
                 demonstrate the new capability and effectiveness of our
                 approach.",
  acknowledgement = ack-nhfb,
  articleno =    "201",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mercier:2015:STP,
  author =       "Olivier Mercier and Cynthia Beauchemin and Nils
                 Thuerey and Theodore Kim and Derek Nowrouzezahrai",
  title =        "Surface turbulence for particle-based liquid
                 simulations",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "202:1--202:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818115",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method to increase the apparent
                 resolution of particle-based liquid simulations. Our
                 method first outputs a dense, temporally coherent,
                 regularized point set from a coarse particle-based
                 liquid simulation. We then apply a surface-only
                 Lagrangian wave simulation to this high-resolution
                 point set. We develop novel methods for seeding and
                 simulating waves over surface points, and use them to
                 generate high-resolution details. We avoid error-prone
                 surface mesh processing, and robustly propagate waves
                 without the need for explicit connectivity information.
                 Our seeding strategy combines a robust curvature
                 evaluation with multiple bands of seeding oscillators,
                 injects waves with arbitrarily fine-scale structures,
                 and properly handles obstacle boundaries. We generate
                 detailed fluid surfaces from coarse simulations as an
                 independent post-process that can be applied to most
                 particle-based fluid solvers.",
  acknowledgement = ack-nhfb,
  articleno =    "202",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2015:GMD,
  author =       "Xiaowu Chen and Bin Zhou and Feixiang Lu and Lin Wang
                 and Lang Bi and Ping Tan",
  title =        "Garment modeling with a depth camera",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "203:1--203:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818059",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Previous garment modeling techniques mainly focus on
                 designing novel garments to dress up virtual
                 characters. We study the modeling of real garments and
                 develop a system that is intuitive to use even for
                 novice users. Our system includes garment component
                 detectors and design attribute classifiers learned from
                 a manually labeled garment image database. In the
                 modeling time, we scan the garment with a Kinect and
                 build a rough shape by KinectFusion from the raw RGBD
                 sequence. The detectors and classifiers will identify
                 garment components (e.g. collar, sleeve, pockets, belt,
                 and buttons) and their design attributes (e.g. falbala
                 collar or lapel collar, hubble-bubble sleeve or
                 straight sleeve) from the RGB images. Our system also
                 contains a 3D deformable template database for garment
                 components. Once the components and their designs are
                 determined, we choose appropriate templates, stitch
                 them together, and fit them to the initial garment mesh
                 generated by KinectFusion. Experiments on various
                 different garment styles consistently generate high
                 quality results.",
  acknowledgement = ack-nhfb,
  articleno =    "203",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chai:2015:HQH,
  author =       "Menglei Chai and Linjie Luo and Kalyan Sunkavalli and
                 Nathan Carr and Sunil Hadap and Kun Zhou",
  title =        "High-quality hair modeling from a single portrait
                 photo",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "204:1--204:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818112",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel system to reconstruct a
                 high-quality hair depth map from a single portrait
                 photo with minimal user input. We achieve this by
                 combining depth cues such as occlusions, silhouettes,
                 and shading, with a novel 3D helical structural prior
                 for hair reconstruction. We fit a parametric morphable
                 face model to the input photo and construct a base
                 shape in the face, hair and body regions using
                 occlusion and silhouette constraints. We then estimate
                 the normals in the hair region via a
                 Shape-from-Shading-based optimization that uses the
                 lighting inferred from the face model and enforces an
                 adaptive albedo prior that models the typical color and
                 occlusion variations of hair. We introduce a 3D helical
                 hair prior that captures the geometric structure of
                 hair, and show that it can be robustly recovered from
                 the input photo in an automatic manner. Our system
                 combines the base shape, the normals estimated by Shape
                 from Shading, and the 3D helical hair prior to
                 reconstruct high-quality 3D hair models. Our
                 single-image reconstruction closely matches the results
                 of a state-of-the-art multi-view stereo applied on a
                 multi-view stereo dataset. Our technique can
                 reconstruct a wide variety of hairstyles ranging from
                 short to long and from straight to messy, and we
                 demonstrate the use of our 3D hair models for
                 high-quality portrait relighting, novel view synthesis
                 and 3D-printed portrait reliefs.",
  acknowledgement = ack-nhfb,
  articleno =    "204",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Salvati:2015:MCM,
  author =       "Gabriele Salvati and Christian Santoni and Valentina
                 Tibaldo and Fabio Pellacini",
  title =        "{MeshHisto}: collaborative modeling by sharing and
                 retargeting editing histories",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "205:1--205:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818110",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Current modeling packages have polished interfaces for
                 editing polygonal meshes, where artists work
                 individually on each mesh. A variety of recent
                 cloud-based services have shown the benefits of editing
                 documents in real-time collaboration with others. In
                 this paper, we present a system for collaborative
                 editing of low-polygonal and subdivision mesh models.
                 We cast collaborative editing as a special instance of
                 distributed version control. We support concurrent
                 editing by robustly sharing and merging mesh version
                 histories in real-time. We store and transmit mesh
                 differences efficiently by encoding them as sequences
                 of primitive editing operations. We enable
                 collaboration by merging and detecting conflicts. We
                 extend this model letting artists adapt others' editing
                 histories by retargeting sequences of editing
                 operations to new parts of the mesh with potentially
                 different topology. We tested our algorithms by editing
                 meshes with up to thousand edits, in collaborative
                 editing sessions lasting a few hours, and by
                 retargeting sequences of several hundred edits. We
                 found the proposed system to be reliable, fast and
                 scaling well with mesh complexity. We demonstrate that
                 our merge algorithm is more robust than prior work. We
                 further validated the proposed collaborative workflow
                 with a user study where MeshHisto was consistently
                 preferred over other alternatives for collaborative
                 workflows.",
  acknowledgement = ack-nhfb,
  articleno =    "205",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dang:2015:IDP,
  author =       "Minh Dang and Stefan Lienhard and Duygu Ceylan and
                 Boris Neubert and Peter Wonka and Mark Pauly",
  title =        "Interactive design of probability density functions
                 for shape grammars",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "206:1--206:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818069",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A shape grammar defines a procedural shape space
                 containing a variety of models of the same class, e.g.
                 buildings, trees, furniture, airplanes, bikes, etc. We
                 present a framework that enables a user to
                 interactively design a probability density function
                 (pdf) over such a shape space and to sample models
                 according to the designed pdf. First, we propose a user
                 interface that enables a user to quickly provide
                 preference scores for selected shapes and suggest
                 sampling strategies to decide which models to present
                 to the user to evaluate. Second, we propose a novel
                 kernel function to encode the similarity between two
                 procedural models. Third, we propose a framework to
                 interpolate user preference scores by combining
                 multiple techniques: function factorization, Gaussian
                 process regression, autorelevance detection, and l$_1$
                 regularization. Fourth, we modify the original grammars
                 to generate models with a pdf proportional to the user
                 preference scores. Finally, we provide evaluations of
                 our user interface and framework parameters and a
                 comparison to other exploratory modeling techniques
                 using modeling tasks in five example shape spaces:
                 furniture, low-rise buildings, skyscrapers, airplanes,
                 and vegetation.",
  acknowledgement = ack-nhfb,
  articleno =    "206",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jin:2015:AIA,
  author =       "Ming Jin and Dan Gopstein and Yotam Gingold and Andrew
                 Nealen",
  title =        "{AniMesh}: interleaved animation, modeling, and
                 editing",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "207:1--207:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818114",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce AniMesh, a system that supports
                 interleaved modeling and animation creation and
                 editing. AniMesh is suitable for rapid prototyping and
                 easily accessible to non-experts. Source animations can
                 be obtained from commodity motion capture devices or by
                 adapting canned motion sequences. We propose skeleton
                 abstraction and motion retargeting algorithms for
                 finding correspondences and transferring motion between
                 skeletons, or portions of skeletons, with varied
                 topology. Motion can be copied-and-pasted between
                 kinematic chains with different skeletal topologies,
                 and entire model parts can be cut and reattached, while
                 always retaining plausible, composite animations.",
  acknowledgement = ack-nhfb,
  articleno =    "207",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Qin:2015:UPG,
  author =       "Hao Qin and Xin Sun and Qiming Hou and Baining Guo and
                 Kun Zhou",
  title =        "Unbiased photon gathering for light transport
                 simulation",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "208:1--208:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818119",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Photon mapping (PM) has been widely regarded as an
                 efficient solution for light transport simulation,
                 including challenging caustics paths and many-bounce
                 indirect lighting. The efficiency of PM comes from
                 reusing traced photons. However, the handling of photon
                 gathering in existing PM algorithms is universally
                 biased --- the expected value of their results does not
                 necessarily agree with the true solution of the
                 rendering equation. We present a novel photon gathering
                 method to efficiently achieve unbiased rendering with
                 photon mapping. Instead of aggregating the gathered
                 photons into an estimated density as in classical
                 photon mapping, we process each photon individually and
                 connect the corresponding light sub-path with the eye
                 sub-path that generates the gather point, creating an
                 unbiased path sample. The Monte Carlo estimate for such
                 a path sample is calculated by evaluating all relevant
                 terms in a strict and unbiased way, leading to a
                 self-contained unbiased sampling technique. We further
                 develop a set of multiple importance sampling (MIS)
                 weights that allow our method to be optimally combined
                 with bidirectional path tracing (BDPT), resulting in an
                 unbiased rendering algorithm that can efficiently
                 handle a wide variety of light paths and that compares
                 favorably with previous algorithms. Experiments
                 demonstrate the efficacy and robustness of our
                 method.",
  acknowledgement = ack-nhfb,
  articleno =    "208",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2015:AGM,
  author =       "Tzu-Mao Li and Jaakko Lehtinen and Ravi Ramamoorthi
                 and Wenzel Jakob and Fr{\'e}do Durand",
  title =        "Anisotropic {Gaussian} mutations for {Metropolis Light
                 Transport} through {Hessian--Hamiltonian} dynamics",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "209:1--209:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818084",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The simulation of light transport in the presence of
                 multi-bounce glossy effects and motion is challenging
                 because the integrand is high dimensional and areas of
                 high-contribution tend to be narrow and hard to sample.
                 We present a Markov Chain Monte Carlo (MCMC) rendering
                 algorithm that extends Metropolis Light Transport by
                 automatically and explicitly adapting to the local
                 shape of the integrand, thereby increasing the
                 acceptance rate. Our algorithm characterizes the local
                 behavior of throughput in path space using its gradient
                 as well as its Hessian. In particular, the Hessian is
                 able to capture the strong anisotropy of the integrand.
                 We obtain the derivatives using automatic
                 differentiation, which makes our solution general and
                 easy to extend to additional sampling dimensions such
                 as time. However, the resulting second order Taylor
                 expansion is not a proper distribution and cannot be
                 used directly for importance sampling. Instead, we use
                 ideas from Hamiltonian Monte-Carlo and simulate the
                 Hamiltonian dynamics in a flipped version of the Taylor
                 expansion where gravity pulls particles towards the
                 high-contribution region. Whereas such methods usually
                 require numerical integration, we show that our
                 quadratic landscape leads to a closed-form anisotropic
                 Gaussian distribution for the final particle positions,
                 and it results in a standard Metropolis--Hastings
                 algorithm. Our method excels at rendering
                 glossy-to-glossy reflections on small and highly curved
                 surfaces. Furthermore, unlike previous work that
                 derives sampling anisotropy with pen and paper and only
                 considers specific effects such as specular BSDFs, we
                 characterize the local shape of throughput through
                 automatic differentiation. This makes our approach very
                 general. In particular, our method is the first MCMC
                 rendering algorithm that is able to resolve the
                 anisotropy in the time dimension and render difficult
                 moving caustics.",
  acknowledgement = ack-nhfb,
  articleno =    "209",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huo:2015:MSR,
  author =       "Yuchi Huo and Rui Wang and Shihao Jin and Xinguo Liu
                 and Hujun Bao",
  title =        "A matrix sampling-and-recovery approach for
                 many-lights rendering",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "210:1--210:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818120",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Instead of computing on a large number of virtual
                 point lights (VPLs), scalable many-lights rendering
                 methods effectively simulate various illumination
                 effects only using hundreds or thousands of
                 representative VPLs. However, gathering illuminations
                 from these representative VPLs, especially computing
                 the visibility, is still a tedious and time-consuming
                 task. In this paper, we propose a new matrix
                 sampling-and-recovery scheme to efficiently gather
                 illuminations by only sampling a small number of
                 visibilities between representative VPLs and surface
                 points. Our approach is based on the observation that
                 the lighting matrix used in manylights rendering is of
                 low-rank, so that it is possible to sparsely sample a
                 small number of entries, and then numerically complete
                 the entire matrix. We propose a three-step algorithm to
                 explore this observation. First, we design a new VPL
                 clustering algorithm to slice the rows and group the
                 columns of the full lighting matrix into a number of
                 reduced matrices, which are sampled and recovered
                 individually. Second, we propose a novel prediction
                 method that predicts visibility of matrix entries from
                 sparsely and randomly sampled entries. Finally, we
                 adapt the matrix separation technique to recover the
                 entire reduced matrix and compute final shadings.
                 Experimental results show that our method heavily
                 reduces the required visibility sampling in the final
                 gathering and achieves 3--7 times speedup compared with
                 the state-of-the-art methods on test scenes.",
  acknowledgement = ack-nhfb,
  articleno =    "210",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jiang:2015:BNS,
  author =       "Min Jiang and Yahan Zhou and Rui Wang and Richard
                 Southern and Jian Jun Zhang",
  title =        "Blue noise sampling using an {SPH}-based method",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "211:1--211:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818102",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel algorithm for blue noise sampling
                 inspired by the Smoothed Particle Hydrodynamics (SPH)
                 method. SPH is a well-known method in fluid simulation
                 --- it computes particle distributions to minimize the
                 internal pressure variance. We found that this results
                 in sample points (i.e., particles) with a high quality
                 blue-noise spectrum. Inspired by this, we tailor the
                 SPH method for blue noise sampling. Our method achieves
                 fast sampling in general dimensions for both surfaces
                 and volumes. By varying a single parameter our method
                 can generate a variety of blue noise samples with
                 different distribution properties, ranging from Lloyd's
                 relaxation to Capacity Constrained Voronoi
                 Tessellations (CCVT). Our method is fast and supports
                 adaptive sampling and multi-class sampling. We have
                 also performed experimental studies of the SPH kernel
                 and its influence on the distribution properties of
                 samples. We demonstrate with examples that our method
                 can generate a variety of controllable blue noise
                 sample patterns, suitable for applications such as
                 image stippling and re-meshing.",
  acknowledgement = ack-nhfb,
  articleno =    "211",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ahmed:2015:APP,
  author =       "Abdalla G. M. Ahmed and Hui Huang and Oliver Deussen",
  title =        "{AA} patterns for point sets with controlled spectral
                 properties",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "212:1--212:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818139",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe a novel technique for the fast production
                 of large point sets with different spectral properties.
                 In contrast to tile-based methods we use so-called AA
                 Patterns: ornamental point sets obtained from
                 quantization errors. These patterns have a discrete and
                 structured number-theoretic nature, can be produced at
                 very low costs, and possess an inherent structural
                 indexing mechanism equivalent to those used in
                 recursive tiling techniques. This allows us to
                 generate, manipulate and store point sets very
                 efficiently. The technique outperforms existing methods
                 in speed, memory footprint, quality, and flexibility.
                 This is demonstrated by a number of measurements and
                 comparisons to existing point generation algorithms.",
  acknowledgement = ack-nhfb,
  articleno =    "212",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2015:DDP,
  author =       "Xuelin Chen and Hao Zhang and Jinjie Lin and Ruizhen
                 Hu and Lin Lu and Qixing Huang and Bedrich Benes and
                 Daniel Cohen-Or and Baoquan Chen",
  title =        "Dapper: decompose-and-pack for {$3$D} printing",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "213:1--213:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818087",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We pose the decompose-and-pack or DAP problem, which
                 tightly combines shape decomposition and packing. While
                 in general, DAP seeks to decompose an input shape into
                 a small number of parts which can be efficiently
                 packed, our focus is geared towards 3D printing. The
                 goal is to optimally decompose-and-pack a 3D object
                 into a printing volume to minimize support material,
                 build time, and assembly cost. We present Dapper, a
                 global optimization algorithm for the DAP problem which
                 can be applied to both powder- and FDM-based 3D
                 printing. The solution search is top-down and
                 iterative. Starting with a coarse decomposition of the
                 input shape into few initial parts, we progressively
                 pack a pile in the printing volume, by iteratively
                 docking parts, possibly while introducing cuts, onto
                 the pile. Exploration of the search space is via a
                 prioritized and bounded beam search, with breadth and
                 depth pruning guided by local and global DAP
                 objectives. A key feature of Dapper is that it works
                 with pyramidal primitives, which are packing- and
                 printing-friendly. Pyramidal shapes are also more
                 general than boxes to reduce part counts, while still
                 maintaining a suitable level of simplicity to
                 facilitate DAP optimization. We demonstrate printing
                 efficiency gains achieved by Dapper, compare to
                 state-of-the-art alternatives, and show how fabrication
                 criteria such as cut area and part size can be easily
                 incorporated into our solution framework to produce
                 more physically plausible fabrications.",
  acknowledgement = ack-nhfb,
  articleno =    "213",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yao:2015:LSB,
  author =       "Miaojun Yao and Zhili Chen and Linjie Luo and Rui Wang
                 and Huamin Wang",
  title =        "Level-set-based partitioning and packing optimization
                 of a printable model",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "214:1--214:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818064",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "As the 3D printing technology starts to revolutionize
                 our daily life and the manufacturing industries, a
                 critical problem is about to e-merge: how can we find
                 an automatic way to divide a 3D model into multiple
                 printable pieces, so as to save the space, to reduce
                 the printing time, or to make a large model printable
                 by small printers. In this paper, we present a
                 systematic study on the partitioning and packing of 3D
                 models under the multi-phase level set framework. We
                 first construct analysis tools to evaluate the
                 qualities of a partitioning using six metrics: stress
                 load, surface details, interface area, packed size,
                 printability, and assembling. Based on this analysis,
                 we then formulate level set methods to improve the
                 qualities of the partitioning according to the metrics.
                 These methods are integrated into an automatic system,
                 which repetitively and locally optimizes the
                 partitioning. Given the optimized partitioning result,
                 we further provide a container structure modeling
                 algorithm to facilitate the packing process of the
                 printed pieces. Our experiment shows that the system
                 can generate quality partitioning of various 3D models
                 for space saving and fast production purposes.",
  acknowledgement = ack-nhfb,
  articleno =    "214",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2015:PMP,
  author =       "Xiaoting Zhang and Xinyi Le and Athina Panotopoulou
                 and Emily Whiting and Charlie C. L. Wang",
  title =        "Perceptual models of preference in {$3$D} printing
                 direction",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "215:1--215:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818121",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces a perceptual model for
                 determining 3D printing orientations. Additive
                 manufacturing methods involving low-cost 3D printers
                 often require robust branching support structures to
                 prevent material collapse at overhangs. Although the
                 designed shape can successfully be made by adding
                 supports, residual material remains at the contact
                 points after the supports have been removed, resulting
                 in unsightly surface artifacts. Moreover, fine surface
                 details on the fabricated model can easily be damaged
                 while removing supports. To prevent the visual impact
                 of these artifacts, we present a method to find
                 printing directions that avoid placing supports in
                 perceptually significant regions. Our model for
                 preference in 3D printing direction is formulated as a
                 combination of metrics including area of support,
                 visual saliency, preferred viewpoint and smoothness
                 preservation. We develop a training-and-learning
                 methodology to obtain a closed-form solution for our
                 perceptual model and perform a large-scale study. We
                 demonstrate the performance of this perceptual model on
                 both natural and man-made objects.",
  acknowledgement = ack-nhfb,
  articleno =    "215",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Megaro:2015:IDP,
  author =       "Vittorio Megaro and Bernhard Thomaszewski and Maurizio
                 Nitti and Otmar Hilliges and Markus Gross and Stelian
                 Coros",
  title =        "Interactive design of {$3$D}-printable robotic
                 creatures",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "216:1--216:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818137",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an interactive design system that allows
                 casual users to quickly create 3D-printable robotic
                 creatures. Our approach automates the tedious parts of
                 the design process while providing ample room for
                 customization of morphology, proportions, gait and
                 motion style. The technical core of our framework is an
                 efficient optimization-based solution that generates
                 stable motions for legged robots of arbitrary designs.
                 An intuitive set of editing tools allows the user to
                 interactively explore the space of feasible designs and
                 to study the relationship between morphological
                 features and the resulting motions. Fabrication
                 blueprints are generated automatically such that the
                 robot designs can be manufactured using 3D-printing and
                 off-the-shelf servo motors. We demonstrate the
                 effectiveness of our solution by designing six robotic
                 creatures with a variety of morphological features:
                 two, four or five legs, point or area feet, actuated
                 spines and different proportions. We validate the
                 feasibility of the designs generated with our system
                 through physics simulations and physically-fabricated
                 prototypes.",
  acknowledgement = ack-nhfb,
  articleno =    "216",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2015:IMT,
  author =       "Jiawei Huang and Tsuyoshi Mori and Kazuki Takashima
                 and Shuichiro Hashi and Yoshifumi Kitamura",
  title =        "{IM6D}: magnetic tracking system with {$6$-DOF}
                 passive markers for dexterous {$3$D} interaction and
                 motion",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "217:1--217:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818135",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose IM6D, a novel real-time magnetic
                 motion-tracking system using multiple identifiable,
                 tiny, lightweight, wireless and occlusion-free markers.
                 It provides reasonable accuracy and update rates and an
                 appropriate working space for dexterous 3D interaction.
                 Our system follows a novel electromagnetic induction
                 principle to externally excite wireless LC coils and
                 uses an externally located pickup coil array to track
                 each of the LC coils with 5-DOF. We apply this
                 principle to design a practical motion-tracking system
                 using multiple markers with 6-DOF and to achieve
                 reliable tracking with reasonable speed. We also solved
                 the principle's inherent dead-angle problem. Based on
                 this method, we simulated the configuration of
                 parameters for designing a system with scalability for
                 dexterous 3D motion. We implemented an actual system
                 and applied a parallel computation structure to
                 increase the tracking speed. We also built some
                 examples to show how well our system works for actual
                 situations.",
  acknowledgement = ack-nhfb,
  articleno =    "217",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Miyashita:2015:MSO,
  author =       "Leo Miyashita and Ryota Yonezawa and Yoshihiro
                 Watanabe and Masatoshi Ishikawa",
  title =        "{$3$D} motion sensing of any object without prior
                 knowledge",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "218:1--218:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818133",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel three-dimensional motion sensing
                 method using lasers. Recently, object motion
                 information is being used in various applications, and
                 the types of targets that can be sensed continue to
                 diversify. Nevertheless, conventional motion sensing
                 systems have low universality because they require some
                 devices to be mounted on the target, such as
                 accelerometers and gyro sensors, or because they are
                 based on cameras, which limits the types of targets
                 that can be detected. Our method solves this problem
                 and enables noncontact, high-speed, deterministic
                 measurement of the velocity of a moving target without
                 any prior knowledge about the target shape and texture,
                 and can be applied to any unconstrained, unspecified
                 target. These distinctive features are achieved by
                 using a system consisting of a laser range finder, a
                 laser Doppler velocimeter, and a beam controller, in
                 addition to a robust 3D motion calculation method. The
                 motion of the target is recovered from fragmentary
                 physical information, such as the distance and speed of
                 the target at the laser irradiation points. From the
                 acquired laser information, our method can provide a
                 numerically stable solution based on the generalized
                 weighted Tikhonov regularization. Using this technique
                 and a prototype system that we developed, we also
                 demonstrated a number of applications, including motion
                 capture, video game control, and 3D shape integration
                 with everyday objects.",
  acknowledgement = ack-nhfb,
  articleno =    "218",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Adib:2015:CHF,
  author =       "Fadel Adib and Chen-Yu Hsu and Hongzi Mao and Dina
                 Katabi and Fr{\'e}do Durand",
  title =        "Capturing the human figure through a wall",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "219:1--219:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818072",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present RF-Capture, a system that captures the
                 human figure --- i.e., a coarse skeleton --- through a
                 wall. RF-Capture tracks the 3D positions of a person's
                 limbs and body parts even when the person is fully
                 occluded from its sensor, and does so without placing
                 any markers on the subject's body. In designing
                 RF-Capture, we built on recent advances in wireless
                 research, which have shown that certain radio frequency
                 (RF) signals can traverse walls and reflect off the
                 human body, allowing for the detection of human motion
                 through walls. In contrast to these past systems which
                 abstract the entire human body as a single point and
                 find the overall location of that point through walls,
                 we show how we can reconstruct various human body parts
                 and stitch them together to capture the human figure.
                 We built a prototype of RF-Capture and tested it on 15
                 subjects. Our results show that the system can capture
                 a representative human figure through walls and use it
                 to distinguish between various users.",
  acknowledgement = ack-nhfb,
  articleno =    "219",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Peters:2015:STM,
  author =       "Christoph Peters and Jonathan Klein and Matthias B.
                 Hullin and Reinhard Klein",
  title =        "Solving trigonometric moment problems for fast
                 transient imaging",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "220:1--220:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818103",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Transient images help to analyze light transport in
                 scenes. Besides two spatial dimensions, they are
                 resolved in time of flight. Cost-efficient approaches
                 for their capture use amplitude modulated continuous
                 wave lidar systems but typically take more than a
                 minute of capture time. We propose new techniques for
                 measurement and reconstruction of transient images,
                 which drastically reduce this capture time. To this
                 end, we pose the problem of reconstruction as a
                 trigonometric moment problem. A vast body of
                 mathematical literature provides powerful solutions to
                 such problems. In particular, the maximum entropy
                 spectral estimate and the Pisarenko estimate provide
                 two closed-form solutions for reconstruction using
                 continuous densities or sparse distributions,
                 respectively. Both methods can separate $m$ distinct
                 returns using measurements at $m$ modulation
                 frequencies. For $ m = 3$ our experiments with measured
                 data confirm this. Our GPU-accelerated implementation
                 can reconstruct more than 100000 frames of a transient
                 image per second. Additionally, we propose
                 modifications of the capture routine to achieve the
                 required sinusoidal modulation without increasing the
                 capture time. This allows us to capture up to 18.6
                 transient images per second, leading to transient
                 video. An important byproduct is a method for removal
                 of multipath interference in range imaging.",
  acknowledgement = ack-nhfb,
  articleno =    "220",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Iarussi:2015:WCA,
  author =       "Emmanuel Iarussi and Wilmot Li and Adrien Bousseau",
  title =        "{WrapIt}: computer-assisted crafting of wire wrapped
                 jewelry",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "221:1--221:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818118",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Wire wrapping is a traditional form of handmade
                 jewelry that involves bending metal wire to create
                 intricate shapes. The technique appeals to novices and
                 casual crafters because of its low cost, accessibility
                 and unique aesthetic. We present a computational design
                 tool that addresses the two main challenges of creating
                 2D wire-wrapped jewelry: decomposing an input drawing
                 into a set of wires, and bending the wires to give them
                 shape. Our main contribution is an automatic wire
                 decomposition algorithm that segments a drawing into a
                 small number of wires based on aesthetic and
                 fabrication principles. We formulate the task as a
                 constrained graph labeling problem and present a
                 stochastic optimization approach that produces good
                 results for a variety of inputs. Given a decomposition,
                 our system generates a 3D-printed custom support
                 structure, or jig, that helps users bend the wire into
                 the appropriate shape. We validated our wire
                 decomposition algorithm against existing wire-wrapped
                 designs, and used our end-to-end system to create new
                 jewelry from clipart drawings. We also evaluated our
                 approach with novice users, who were able to create
                 various pieces of jewelry in less than half an hour.",
  acknowledgement = ack-nhfb,
  articleno =    "221",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Luo:2015:LOL,
  author =       "Sheng-Jie Luo and Yonghao Yue and Chun-Kai Huang and
                 Yu-Huan Chung and Sei Imai and Tomoyuki Nishita and
                 Bing-Yu Chen",
  title =        "{Legolization}: optimizing {LEGO} designs",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "222:1--222:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818091",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Building LEGO sculptures requires accounting for the
                 target object's shape, colors, and stability. In
                 particular, finding a good layout of LEGO bricks that
                 prevents the sculpture from collapsing (due to its own
                 weight) is usually challenging, and it becomes
                 increasingly difficult as the target object becomes
                 larger or more complex. We devise a force-based
                 analysis for estimating physical stability of a given
                 sculpture. Unlike previous techniques for Legolization,
                 which typically use heuristic-based metrics for
                 stability estimation, our force-based metric gives (1)
                 an ordering in the strength so that we know which
                 structure is more stable, and (2) a threshold for
                 stability so that we know which one is stable enough.
                 In addition, our stability analysis tells us the weak
                 portion of the sculpture. Building atop our stability
                 analysis, we present a layout refinement algorithm that
                 iteratively improves the structure around the weak
                 portion, allowing for automatic generation of a LEGO
                 brick layout from a given $3$D model, accounting for
                 color information, required workload (in terms of the
                 number of bricks) and physical stability. We
                 demonstrate the success of our method with real LEGO
                 sculptures built up from a wide variety of 3D models,
                 and compare against previous methods.",
  acknowledgement = ack-nhfb,
  articleno =    "222",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bharaj:2015:CDM,
  author =       "Gaurav Bharaj and David I. W. Levin and James Tompkin
                 and Yun Fei and Hanspeter Pfister and Wojciech Matusik
                 and Changxi Zheng",
  title =        "Computational design of metallophone contact sounds",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "223:1--223:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818108",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Metallophones such as glockenspiels produce sounds in
                 response to contact. Building these instruments is a
                 complicated process, limiting their shapes to
                 well-understood designs such as bars. We automatically
                 optimize the shape of arbitrary 2D and 3D objects
                 through deformation and perforation to produce sounds
                 when struck which match user-supplied frequency and
                 amplitude spectra. This optimization requires
                 navigating a complex energy landscape, for which we
                 develop Latin Complement Sampling to both speed up
                 finding minima and provide probabilistic bounds on
                 landscape exploration. Our method produces instruments
                 which perform similarly to those that have been
                 professionally-manufactured, while also expanding the
                 scope of shape and sound that can be realized, e.g.,
                 single object chords. Furthermore, we can optimize
                 sound spectra to create overtones and to dampen
                 specific frequencies. Thus our technique allows even
                 novices to design metallophones with unique sound and
                 appearance.",
  acknowledgement = ack-nhfb,
  articleno =    "223",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Skouras:2015:ISD,
  author =       "M{\'e}lina Skouras and Stelian Coros and Eitan
                 Grinspun and Bernhard Thomaszewski",
  title =        "Interactive surface design with interlocking
                 elements",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "224:1--224:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818128",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an interactive tool for designing physical
                 surfaces made from flexible interlocking quadrilateral
                 elements of a single size and shape. With the element
                 shape fixed, the design task becomes one of finding a
                 discrete structure---i.e., element connectivity and
                 binary orientations---that leads to a desired geometry.
                 In order to address this challenging problem of
                 combinatorial geometry, we propose a forward modeling
                 tool that allows the user to interactively explore the
                 space of feasible designs. Paralleling principles from
                 conventional modeling software, our approach leverages
                 a library of base shapes that can be instantiated,
                 combined, and extended using two fundamental
                 operations: merging and extrusion. In order to assist
                 the user in building the designs, we furthermore
                 propose a method to automatically generate assembly
                 instructions. We demonstrate the versatility of our
                 method by creating a diverse set of digital and
                 physical examples that can serve as personalized lamps
                 or decorative items.",
  acknowledgement = ack-nhfb,
  articleno =    "224",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shi:2015:BAR,
  author =       "Jianping Shi and Xin Tao and Li Xu and Jiaya Jia",
  title =        "{Break Ames} room illusion: depth from general single
                 images",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "225:1--225:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818136",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Photos compress 3D visual data to 2D. However, it is
                 still possible to infer depth information even without
                 sophisticated object learning. We propose a solution
                 based on small-scale defocus blur inherent in optical
                 lens and tackle the estimation problem by proposing a
                 non-parametric matching scheme for natural images. It
                 incorporates a matching prior with our newly
                 constructed edgelet dataset using a non-local scheme,
                 and includes semantic depth order cues for physically
                 based inference. Several applications are enabled on
                 natural images, including geometry based rendering and
                 editing.",
  acknowledgement = ack-nhfb,
  articleno =    "225",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wadhwa:2015:DMR,
  author =       "Neal Wadhwa and Tali Dekel and Donglai Wei and
                 Fr{\'e}do Durand and William T. Freeman",
  title =        "Deviation magnification: revealing departures from
                 ideal geometries",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "226:1--226:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818109",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Structures and objects are often supposed to have
                 idealized geometries such as straight lines or circles.
                 Although not always visible to the naked eye, in
                 reality, these objects deviate from their idealized
                 models. Our goal is to reveal and visualize such subtle
                 geometric deviations, which can contain useful,
                 surprising information about our world. Our framework,
                 termed Deviation Magnification, takes a still image as
                 input, fits parametric models to objects of interest,
                 computes the geometric deviations, and renders an
                 output image in which the departures from ideal
                 geometries are exaggerated. We demonstrate the
                 correctness and usefulness of our method through
                 quantitative evaluation on a synthetic dataset and by
                 application to challenging natural images.",
  acknowledgement = ack-nhfb,
  articleno =    "226",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dekel:2015:RMN,
  author =       "Tali Dekel and Tomer Michaeli and Michal Irani and
                 William T. Freeman",
  title =        "Revealing and modifying non-local variations in a
                 single image",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "227:1--227:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818113",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an algorithm for automatically detecting
                 and visualizing small non-local variations between
                 repeating structures in a single image. Our method
                 allows to automatically correct these variations, thus
                 producing an 'idealized' version of the image in which
                 the resemblance between recurring structures is
                 stronger. Alternatively, it can be used to magnify
                 these variations, thus producing an exaggerated image
                 which highlights the various variations that are
                 difficult to spot in the input image. We formulate the
                 estimation of deviations from perfect recurrence as a
                 general optimization problem, and demonstrate it in the
                 particular cases of geometric deformations and color
                 variations.",
  acknowledgement = ack-nhfb,
  articleno =    "227",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gharbi:2015:TRE,
  author =       "Micha{\"e}l Gharbi and YiChang Shih and Gaurav
                 Chaurasia and Jonathan Ragan-Kelley and Sylvain Paris
                 and Fr{\'e}do Durand",
  title =        "Transform recipes for efficient cloud photo
                 enhancement",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "228:1--228:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818127",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Cloud image processing is often proposed as a solution
                 to the limited computing power and battery life of
                 mobile devices: it allows complex algorithms to run on
                 powerful servers with virtually unlimited energy
                 supply. Unfortunately, this overlooks the time and
                 energy cost of uploading the input and downloading the
                 output images. When transfer overhead is accounted for,
                 processing images on a remote server becomes less
                 attractive and many applications do not benefit from
                 cloud offloading. We aim to change this in the case of
                 image enhancements that preserve the overall content of
                 an image. Our key insight is that, in this case, the
                 server can compute and transmit a description of the
                 transformation from input to output, which we call a
                 transform recipe. At equivalent quality, our recipes
                 are much more compact than JPEG images: this reduces
                 the client's download. Furthermore, recipes can be
                 computed from highly compressed inputs which
                 significantly reduces the data uploaded to the server.
                 The client reconstructs a high-fidelity approximation
                 of the output by applying the recipe to its local
                 high-quality input. We demonstrate our results on 168
                 images and 10 image processing applications, showing
                 that our recipes form a compact representation for a
                 diverse set of image filters. With an equivalent
                 transmission budget, they provide higher-quality
                 results than JPEG-compressed input/output images, with
                 a gain of the order of 10 dB in many cases. We
                 demonstrate the utility of recipes on a mobile phone by
                 profiling the energy consumption and latency for both
                 local and cloud computation: a transform recipe-based
                 pipeline runs 2--4x faster and uses 2--7x less energy
                 than local or naive cloud computation.",
  acknowledgement = ack-nhfb,
  articleno =    "228",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Martinez:2015:SAO,
  author =       "Jon{\`a}s Mart{\'\i}nez and J{\'e}r{\'e}mie Dumas and
                 Sylvain Lefebvre and Li-Yi Wei",
  title =        "Structure and appearance optimization for controllable
                 shape design",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "229:1--229:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818101",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The field of topology optimization seeks to optimize
                 shapes under structural objectives, such as achieving
                 the most rigid shape using a given quantity of
                 material. Besides optimal shape design, these methods
                 are increasingly popular as design tools, since they
                 automatically produce structures having desirable
                 physical properties, a task hard to perform by hand
                 even for skilled designers. However, there is no simple
                 way to control the appearance of the generated objects.
                 In this paper, we propose to optimize shapes for both
                 their structural properties and their appearance, the
                 latter being controlled by a user-provided pattern
                 example. These two objectives are challenging to
                 combine, as optimal structural properties fully define
                 the shape, leaving no degrees of freedom for
                 appearance. We propose a new formulation where
                 appearance is optimized as an objective while
                 structural properties serve as constraints. This
                 produces shapes with sufficient rigidity while allowing
                 enough freedom for the appearance of the final
                 structure to resemble the input exemplar. Our approach
                 generates rigid shapes using a specified quantity of
                 material while observing optional constraints such as
                 voids, fills, attachment points, and external forces.
                 The appearance is defined by examples, making our
                 technique accessible to casual users. We demonstrate
                 its use in the context of fabrication using a laser
                 cutter to manufacture real objects from optimized
                 shapes.",
  acknowledgement = ack-nhfb,
  articleno =    "229",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Doraiswamy:2015:TBC,
  author =       "Harish Doraiswamy and Nivan Ferreira and Marcos Lage
                 and Huy Vo and Luc Wilson and Heidi Werner and Muchan
                 Park and Cl{\'a}udio Silva",
  title =        "Topology-based catalogue exploration framework for
                 identifying view-enhanced tower designs",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "230:1--230:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818134",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "There is a growing expectation for high performance
                 design in architecture which negotiates between the
                 requirements of the client and the physical constraints
                 of a building site. Clients for building projects often
                 challenge architects to maximize view quality since it
                 can significantly increase real estate value. To pursue
                 this challenge, architects typically move through
                 several design revision cycles to identify a set of
                 design options which satisfy these view quality
                 expectations in coordination with other goals of the
                 project. However, reviewing a large quantity of design
                 options within the practical time constraints is
                 challenging due to the limitations of existing tools
                 for view performance evaluation. These challenges
                 include flexibility in the definition of view quality
                 and the ability to handle the expensive computation
                 involved in assessing both the view quality and the
                 exploration of a large number of possible design
                 options. To address these challenges, we propose a
                 catalogue-based framework that enables the interactive
                 exploration of conceptual building design options based
                 on adjustable view preferences. We achieve this by
                 integrating a flexible mechanism to combine different
                 view measures with an indexing scheme for view
                 computation that achieves high performance and
                 precision. Furthermore, the combined view measures are
                 then used to model the building design space as a high
                 dimensional scalar function. The topological features
                 of this function are then used as candidate building
                 designs. Finally, we propose an interactive design
                 catalogue for the exploration of potential building
                 designs based on the given view preferences. We
                 demonstrate the effectiveness of our approach through
                 two use case scenarios to assess view potential and
                 explore conceptual building designs on sites with high
                 development likelihood in Manhattan, New York City.",
  acknowledgement = ack-nhfb,
  articleno =    "230",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Koyama:2015:ACD,
  author =       "Yuki Koyama and Shinjiro Sueda and Emma Steinhardt and
                 Takeo Igarashi and Ariel Shamir and Wojciech Matusik",
  title =        "{AutoConnect}: computational design of
                 {$3$D}-printable connectors",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "231:1--231:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818060",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present AutoConnect, an automatic method that
                 creates customized, 3D-printable connectors attaching
                 two physical objects together. Users simply position
                 and orient virtual models of the two objects that they
                 want to connect and indicate some auxiliary information
                 such as weight and dimensions. Then, AutoConnect
                 creates several alternative designs that users can
                 choose from for 3D printing. The design of the
                 connector is created by combining two holders, one for
                 each object. We categorize the holders into two types.
                 The first type holds standard objects such as pipes and
                 planes. We utilize a database of parameterized
                 mechanical holders and optimize the holder shape based
                 on the grip strength and material consumption. The
                 second type holds free-form objects. These are
                 procedurally generated shell-gripper designs created
                 based on geometric analysis of the object. We
                 illustrate the use of our method by demonstrating many
                 examples of connectors and practical use cases.",
  acknowledgement = ack-nhfb,
  articleno =    "231",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2015:MDA,
  author =       "Kang Chen and Kun Xu and Yizhou Yu and Tian-Yi Wang
                 and Shi-Min Hu",
  title =        "Magic decorator: automatic material suggestion for
                 indoor digital scenes",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "232:1--232:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818096",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Assigning textures and materials within 3D scenes is a
                 tedious and labor-intensive task. In this paper, we
                 present Magic Decorator, a system that automatically
                 generates material suggestions for 3D indoor scenes. To
                 achieve this goal, we introduce local material rules,
                 which describe typical material patterns for a small
                 group of objects or parts, and global aesthetic rules,
                 which account for the harmony among the entire set of
                 colors in a specific scene. Both rules are obtained
                 from collections of indoor scene images. We cast the
                 problem of material suggestion as a combinatorial
                 optimization considering both local material and global
                 aesthetic rules. We have tested our system on various
                 complex indoor scenes. A user study indicates that our
                 system can automatically and efficiently produce a
                 series of visually plausible material suggestions which
                 are comparable to those produced by artists.",
  acknowledgement = ack-nhfb,
  articleno =    "232",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hueting:2015:CJU,
  author =       "Moos Hueting and Maks Ovsjanikov and Niloy J. Mitra",
  title =        "{CrossLink}: joint understanding of image and {$3$D}
                 model collections through shape and camera pose
                 variations",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "233:1--233:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818097",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Collections of images and 3D models hide in them many
                 interesting aspects of our surroundings. Significant
                 efforts have been devoted to organize and explore such
                 data repositories. Most such efforts, however, process
                 the two data modalities separately, and do not take
                 full advantage of the complementary information that
                 exist in different domains, which can help to solve
                 difficult problems in one by exploiting the structure
                 in the other. Beyond the obvious difference in data
                 representations, a key difficulty in such joint
                 analysis lies in the significant variability in the
                 structure and inherent properties of the 2D and 3D data
                 collections, which hinders cross-domain analysis and
                 exploration. We introduce CrossLink, a system for joint
                 image-3D model processing that uses the complementary
                 strengths of each data modality to facilitate analysis
                 and exploration. We first show how our system
                 significantly improves the quality of text-based 3D
                 model search by using side information coming from an
                 image database. We then demonstrate how to consistently
                 align the filtered 3D model collections, and then use
                 them to re-sort image collections based on pose and
                 shape attributes. We evaluate our framework both
                 quantitatively and qualitatively on 20 object
                 categories of 2D image and 3D model collections, and
                 quantitatively demonstrate how a wide variety of tasks
                 in each data modality can strongly benefit from the
                 complementary information present in the other, paving
                 the way to a richer 2D and 3D processing toolbox.",
  acknowledgement = ack-nhfb,
  articleno =    "233",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2015:JES,
  author =       "Yangyan Li and Hao Su and Charles Ruizhongtai Qi and
                 Noa Fish and Daniel Cohen-Or and Leonidas J. Guibas",
  title =        "Joint embeddings of shapes and images via {CNN} image
                 purification",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "234:1--234:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818071",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Both 3D models and 2D images contain a wealth of
                 information about everyday objects in our environment.
                 However, it is difficult to semantically link together
                 these two media forms, even when they feature identical
                 or very similar objects. We propose a joint embedding
                 space populated by both 3D shapes and 2D images of
                 objects, where the distances between embedded entities
                 reflect similarity between the underlying objects. This
                 joint embedding space facilitates comparison between
                 entities of either form, and allows for cross-modality
                 retrieval. We construct the embedding space using 3D
                 shape similarity measure, as 3D shapes are more pure
                 and complete than their appearance in images, leading
                 to more robust distance metrics. We then employ a
                 Convolutional Neural Network (CNN) to ``purify'' images
                 by muting distracting factors. The CNN is trained to
                 map an image to a point in the embedding space, so that
                 it is close to a point attributed to a 3D model of a
                 similar object to the one depicted in the image. This
                 purifying capability of the CNN is accomplished with
                 the help of a large amount of training data consisting
                 of images synthesized from 3D shapes. Our joint
                 embedding allows cross-view image retrieval,
                 image-based shape retrieval, as well as shape-based
                 image retrieval. We evaluate our method on these
                 retrieval tasks and show that it consistently
                 out-performs state-of-the-art methods, and demonstrate
                 the usability of a joint embedding in a number of
                 additional applications.",
  acknowledgement = ack-nhfb,
  articleno =    "234",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kleiman:2015:SSE,
  author =       "Yanir Kleiman and Oliver van Kaick and Olga
                 Sorkine-Hornung and Daniel Cohen-Or",
  title =        "{SHED}: shape edit distance for fine-grained shape
                 similarity",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "235:1--235:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818116",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Computing similarities or distances between 3D shapes
                 is a crucial building block for numerous tasks,
                 including shape retrieval, exploration and
                 classification. Current state-of-the-art distance
                 measures mostly consider the overall appearance of the
                 shapes and are less sensitive to fine changes in shape
                 structure or geometry. We present shape edit distance
                 (SHED) that measures the amount of effort needed to
                 transform one shape into the other, in terms of
                 re-arranging the parts of one shape to match the parts
                 of the other shape, as well as possibly adding and
                 removing parts. The shape edit distance takes into
                 account both the similarity of the overall shape
                 structure and the similarity of individual parts of the
                 shapes. We show that SHED is favorable to
                 state-of-the-art distance measures in a variety of
                 applications and datasets, and is especially successful
                 in scenarios where detecting fine details of the shapes
                 is important, such as shape retrieval and
                 exploration.",
  acknowledgement = ack-nhfb,
  articleno =    "235",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Alhashim:2015:DDT,
  author =       "Ibraheem Alhashim and Kai Xu and Yixin Zhuang and
                 Junjie Cao and Patricio Simari and Hao Zhang",
  title =        "Deformation-driven topology-varying {$3$D} shape
                 correspondence",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "236:1--236:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818088",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a deformation-driven approach to
                 topology-varying 3D shape correspondence. In this
                 paradigm, the best correspondence between two shapes is
                 the one that results in a minimal-energy, possibly
                 topology-varying, deformation that transforms one shape
                 to conform to the other while respecting the
                 correspondence. Our deformation model, called GeoTopo
                 transform, allows both geometric and topological
                 operations such as part split, duplication, and
                 merging, leading to fine-grained and piecewise
                 continuous correspondence results. The key ingredient
                 of our correspondence scheme is a deformation energy
                 that penalizes geometric distortion, encourages
                 structure preservation, and simultaneously allows
                 topology changes. This is accomplished by connecting
                 shape parts using structural rods, which behave
                 similarly to virtual springs but simultaneously allow
                 the encoding of energies arising from geometric,
                 structural, and topological shape variations. Driven by
                 the combined deformation energy, an optimal shape
                 correspondence is obtained via a pruned beam search. We
                 demonstrate our deformation-driven correspondence
                 scheme on extensive sets of man-made models with rich
                 geometric and topological variation and compare the
                 results to state-of-the-art approaches.",
  acknowledgement = ack-nhfb,
  articleno =    "236",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Siegl:2015:RTP,
  author =       "Christian Siegl and Matteo Colaianni and Lucas Thies
                 and Justus Thies and Michael Zollh{\"o}fer and Shahram
                 Izadi and Marc Stamminger and Frank Bauer",
  title =        "Real-time pixel luminance optimization for dynamic
                 multi-projection mapping",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "237:1--237:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818111",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Using projection mapping enables us to bring virtual
                 worlds into shared physical spaces. In this paper, we
                 present a novel, adaptable and real-time projection
                 mapping system, which supports multiple projectors and
                 high quality rendering of dynamic content on surfaces
                 of complex geometrical shape. Our system allows for
                 smooth blending across multiple projectors using a new
                 optimization framework that simulates the diffuse
                 direct light transport of the physical world to
                 continuously adapt the color output of each projector
                 pixel. We present a real-time solution to this
                 optimization problem using off-the-shelf graphics
                 hardware, depth cameras and projectors. Our approach
                 enables us to move projectors, depth camera or objects
                 while maintaining the correct illumination, in
                 realtime, without the need for markers on the object.
                 It also allows for projectors to be removed or
                 dynamically added, and provides compelling results with
                 only commodity hardware.",
  acknowledgement = ack-nhfb,
  articleno =    "237",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Joubert:2015:ITD,
  author =       "Niels Joubert and Mike Roberts and Anh Truong and
                 Floraine Berthouzoz and Pat Hanrahan",
  title =        "An interactive tool for designing quadrotor camera
                 shots",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "238:1--238:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818106",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Cameras attached to small quadrotor aircraft are
                 rapidly becoming a ubiquitous tool for
                 cinematographers, enabling dynamic camera movements
                 through 3D environments. Currently, professionals use
                 these cameras by flying quadrotors manually, a process
                 which requires much skill and dexterity. In this paper,
                 we investigate the needs of quadrotor cinematographers,
                 and build a tool to support video capture using
                 quadrotor-based camera systems. We begin by conducting
                 semi-structured interviews with professional
                 photographers and videographers, from which we extract
                 a set of design principles. We present a tool based on
                 these principles for designing and autonomously
                 executing quadrotor-based camera shots. Our tool
                 enables users to: (1) specify shots visually using
                 keyframes; (2) preview the resulting shots in a virtual
                 environment; (3) precisely control the timing of shots
                 using easing curves; and (4) capture the resulting
                 shots in the real world with a single button click
                 using commercially available quadrotors. We evaluate
                 our tool in a user study with novice and expert
                 cinematographers. We show that our tool makes it
                 possible for novices and experts to design compelling
                 and challenging shots, and capture them fully
                 autonomously.",
  acknowledgement = ack-nhfb,
  articleno =    "238",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Davis:2015:ISM,
  author =       "Abe Davis and Justin G. Chen and Fr{\'e}do Durand",
  title =        "Image-space modal bases for plausible manipulation of
                 objects in video",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "239:1--239:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818095",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present algorithms for extracting an image-space
                 representation of object structure from video and using
                 it to synthesize physically plausible animations of
                 objects responding to new, previously unseen forces.
                 Our representation of structure is derived from an
                 image-space analysis of modal object deformation:
                 projections of an object's resonant modes are recovered
                 from the temporal spectra of optical flow in a video,
                 and used as a basis for the image-space simulation of
                 object dynamics. We describe how to extract this basis
                 from video, and show that it can be used to create
                 physically-plausible animations of objects without any
                 knowledge of scene geometry or material properties.",
  acknowledgement = ack-nhfb,
  articleno =    "239",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shin:2015:VTL,
  author =       "Hijung Valentina Shin and Floraine Berthouzoz and
                 Wilmot Li and Fr{\'e}do Durand",
  title =        "Visual transcripts: lecture notes from
                 blackboard-style lecture videos",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "240:1--240:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818123",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Blackboard-style lecture videos are popular, but
                 learning using existing video player interfaces can be
                 challenging. Viewers cannot consume the lecture
                 material at their own pace, and the content is also
                 difficult to search or skim. For these reasons, some
                 people prefer lecture notes to videos. To address these
                 limitations, we present Visual Transcripts, a readable
                 representation of lecture videos that combines visual
                 information with transcript text. To generate a Visual
                 Transcript, we first segment the visual content of a
                 lecture into discrete visual entities that correspond
                 to equations, figures, or lines of text. Then, we
                 analyze the temporal correspondence between the
                 transcript and visuals to determine how sentences
                 relate to visual entities. Finally, we arrange the text
                 and visuals in a linear layout based on these
                 relationships. We compare our result with a standard
                 video player, and a state-of-the-art interface designed
                 specifically for blackboard-style lecture videos. User
                 evaluation suggests that users prefer our interface for
                 learning and that our interface is effective in helping
                 them browse or search through lecture videos.",
  acknowledgement = ack-nhfb,
  articleno =    "240",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2015:UAS,
  author =       "Xiaofeng Wu and Rajaditya Mukherjee and Huamin Wang",
  title =        "A unified approach for subspace simulation of
                 deformable bodies in multiple domains",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "241:1--241:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818065",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Multi-domain subspace simulation can efficiently and
                 conveniently simulate the deformation of a large
                 deformable body, by constraining the deformation of
                 each domain into a different subspace. The key
                 challenge in implementing this method is how to handle
                 the coupling among multiple deformable domains, so that
                 the overall effect is free of gap or locking issues. In
                 this paper, we present a new domain decomposition
                 framework that connects two disjoint domains through
                 coupling elements. Under this framework, we present a
                 unified simulation system that solves subspace
                 deformations and rigid motions of all of the domains by
                 a single linear solve. Since the coupling elements are
                 part of the deformable body, their elastic properties
                 are the same as the rest of the body and our system
                 does not need stiffness parameter tuning. To quickly
                 evaluate the reduced elastic forces and their Jacobian
                 matrices caused by the coupling elements, we further
                 develop two cubature optimization schemes using uniform
                 and non-uniform cubature weights. Our experiment shows
                 that the whole system can efficiently handle large and
                 complex scenes, many of which cannot be easily
                 simulated by previous techniques without limitations.",
  acknowledgement = ack-nhfb,
  articleno =    "241",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pan:2015:SDS,
  author =       "Zherong Pan and Hujun Bao and Jin Huang",
  title =        "Subspace dynamic simulation using rotation-strain
                 coordinates",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "242:1--242:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818090",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we propose a full featured and
                 efficient subspace simulation method in the
                 rotation-strain (RS) space for elastic objects. Sharply
                 different from previous methods using the
                 rotation-strain space, except for the ability to handle
                 non-linear elastic materials and external forces, our
                 method correctly formulates the kinetic energy,
                 centrifugal and Coriolis forces which significantly
                 reduces the dynamic artifacts. We show many techniques
                 used in the Euclidean space methods, such as modal
                 derivatives, polynomial and cubature approximation, can
                 be adapted to our RS simulator. Carefully designed
                 experiments show that the equation of motion in RS
                 space has less non-linearity than its Euclidean
                 counterpart, and as a consequence, our method has great
                 advantages of lower dimension and computational
                 complexity than state-of-the-art methods in the
                 Euclidean space.",
  acknowledgement = ack-nhfb,
  articleno =    "242",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yang:2015:EPR,
  author =       "Yin Yang and Dingzeyu Li and Weiwei Xu and Yuan Tian
                 and Changxi Zheng",
  title =        "Expediting precomputation for reduced deformable
                 simulation",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "243:1--243:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818089",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Model reduction has popularized itself for simulating
                 elastic deformation for graphics applications. While
                 these techniques enjoy orders-of-magnitude speedups at
                 runtime simulation, the efficiency of precomputing
                 reduced subspaces remains largely over-looked. We
                 present a complete system of precomputation pipeline as
                 a faster alternative to the classic linear and
                 nonlinear modal analysis. We identify three bottlenecks
                 in the traditional model reduction precomputation,
                 namely modal matrix construction, cubature training,
                 and training dataset generation, and accelerate each of
                 them. Even with complex deformable models, our method
                 has achieved orders-of-magnitude speedups over the
                 traditional precomputation steps, while retaining
                 comparable runtime simulation quality.",
  acknowledgement = ack-nhfb,
  articleno =    "243",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2015:MRV,
  author =       "Beibei Liu and Gemma Mason and Julian Hodgson and
                 Yiying Tong and Mathieu Desbrun",
  title =        "Model-reduced variational fluid simulation",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "244:1--244:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818130",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a model-reduced variational Eulerian
                 integrator for incompressible fluids, which combines
                 the efficiency gains of dimension reduction, the
                 qualitative robustness of coarse spatial and temporal
                 resolutions of geometric integrators, and the
                 simplicity of sub-grid accurate boundary conditions on
                 regular grids to deal with arbitrarily-shaped domains.
                 At the core of our contributions is a functional map
                 approach to fluid simulation for which scalar- and
                 vector-valued eigenfunctions of the Laplacian operator
                 can be easily used as reduced bases. Using a
                 variational integrator in time to preserve liveliness
                 and a simple, yet accurate embedding of the fluid
                 domain onto a Cartesian grid, our model-reduced fluid
                 simulator can achieve realistic animations in
                 significantly less computational time than full-scale
                 non-dissipative methods but without the numerical
                 viscosity from which current reduced methods suffer. We
                 also demonstrate the versatility of our approach by
                 showing how it easily extends to magnetohydrodynamics
                 and turbulence modeling in 2D, 3D and curved domains.",
  acknowledgement = ack-nhfb,
  articleno =    "244",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tamstorf:2015:SAM,
  author =       "Rasmus Tamstorf and Toby Jones and Stephen F.
                 McCormick",
  title =        "Smoothed aggregation multigrid for cloth simulation",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "245:1--245:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818081",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Existing multigrid methods for cloth simulation are
                 based on geometric multigrid. While good results have
                 been reported, geometric methods are problematic for
                 unstructured grids, widely varying material properties,
                 and varying anisotropies, and they often have
                 difficulty handling constraints arising from
                 collisions. This paper applies the algebraic multigrid
                 method known as smoothed aggregation to cloth
                 simulation. This method is agnostic to the underlying
                 tessellation, which can even vary over time, and it
                 only requires the user to provide a fine-level mesh. To
                 handle contact constraints efficiently, a prefiltered
                 preconditioned conjugate gradient method is introduced.
                 For highly efficient preconditioners, like the ones
                 proposed here, prefiltering is essential, but, even for
                 simple preconditioners, prefiltering provides
                 significant benefits in the presence of many
                 constraints. Numerical tests of the new approach on a
                 range of examples confirm 6--8 x speedups on a fully
                 dressed character with 371k vertices, and even larger
                 speedups on synthetic examples.",
  acknowledgement = ack-nhfb,
  articleno =    "245",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2015:CSI,
  author =       "Huamin Wang",
  title =        "A {Chebyshev} semi-iterative approach for accelerating
                 projective and position-based dynamics",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "246:1--246:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818063",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we study the use of the Chebyshev
                 semi-iterative approach in projective and
                 position-based dynamics. Although projective dynamics
                 is fundamentally nonlinear, its convergence behavior is
                 similar to that of an iterative method solving a linear
                 system. Because of that, we can estimate the ``spectral
                 radius'' and use it in the Chebyshev approach to
                 accelerate the convergence by at least one order of
                 magnitude, when the global step is handled by the
                 direct solver, the Jacobi solver, or even the
                 Gauss--Seidel solver. Our experiment shows that the
                 combination of the Chebyshev approach and the direct
                 solver runs fastest on CPU, while the combination of
                 the Chebyshev approach and the Jacobi solver
                 outperforms any other combination on GPU, as it is
                 highly compatible with parallel computing. Our
                 experiment further shows position-based dynamics can be
                 accelerated by the Chebyshev approach as well, although
                 the effect is less obvious for tetrahedral meshes. The
                 whole approach is simple, fast, effective,
                 GPU-friendly, and has a small memory cost.",
  acknowledgement = ack-nhfb,
  articleno =    "246",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mitchell:2015:NML,
  author =       "Nathan Mitchell and Mridul Aanjaneya and Rajsekhar
                 Setaluri and Eftychios Sifakis",
  title =        "Non-manifold level sets: a multivalued implicit
                 surface representation with applications to
                 self-collision processing",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "247:1--247:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818100",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Level sets have been established as highly versatile
                 implicit surface representations, with widespread use
                 in graphics applications including modeling and dynamic
                 simulation. Nevertheless, level sets are often presumed
                 to be limited, compared to explicit meshes, in their
                 ability to represent domains with thin topological
                 features (e.g. narrow slits and gaps) or, even worse,
                 material overlap. Geometries with such features may
                 arise from modeling tools that tolerate occasional
                 self-intersections, fracture modeling algorithms that
                 create narrow or zero-width cuts by design, or as
                 transient states in collision processing pipelines for
                 deformable objects. Converting such models to level
                 sets can alter their topology if thin features are not
                 resolved by the grid size. We argue that this
                 ostensible limitation is not an inherent defect of the
                 implicit surface concept, but a collateral consequence
                 of the standard Cartesian lattice used to store the
                 level set values. We propose storing signed distance
                 values on a regular hexahedral mesh which can have
                 multiple collocated cubic elements and non-manifold
                 bifurcation to accommodate non-trivial topology. We
                 show how such non-manifold level sets can be
                 systematically generated from convenient alternative
                 geometric representations. Finally we demonstrate how
                 this representation can facilitate fast and robust
                 treatment of self-collision in simulations of
                 volumetric elastic deformable bodies.",
  acknowledgement = ack-nhfb,
  articleno =    "247",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Loper:2015:SSM,
  author =       "Matthew Loper and Naureen Mahmood and Javier Romero
                 and Gerard Pons-Moll and Michael J. Black",
  title =        "{SMPL}: a skinned multi-person linear model",
  journal =      j-TOG,
  volume =       "34",
  number =       "6",
  pages =        "248:1--248:??",
  month =        nov,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816795.2818013",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Oct 26 17:24:10 MDT 2015",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a learned model of human body shape and
                 pose-dependent shape variation that is more accurate
                 than previous models and is compatible with existing
                 graphics pipelines. Our Skinned Multi-Person Linear
                 model (SMPL) is a skinned vertex-based model that
                 accurately represents a wide variety of body shapes in
                 natural human poses. The parameters of the model are
                 learned from data including the rest pose template,
                 blend weights, pose-dependent blend shapes,
                 identity-dependent blend shapes, and a regressor from
                 vertices to joint locations. Unlike previous models,
                 the pose-dependent blend shapes are a linear function
                 of the elements of the pose rotation matrices. This
                 simple formulation enables training the entire model
                 from a relatively large number of aligned 3D meshes of
                 different people in different poses. We quantitatively
                 evaluate variants of SMPL using linear or
                 dual-quaternion blend skinning and show that both are
                 more accurate than a Blend-SCAPE model trained on the
                 same data. We also extend SMPL to realistically model
                 dynamic soft-tissue deformations. Because it is based
                 on blend skinning, SMPL is compatible with existing
                 rendering engines and we make it available for research
                 purposes.",
  acknowledgement = ack-nhfb,
  articleno =    "248",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Khungurn:2015:MRF,
  author =       "Pramook Khungurn and Daniel Schroeder and Shuang Zhao
                 and Kavita Bala and Steve Marschner",
  title =        "Matching Real Fabrics with Micro-Appearance Models",
  journal =      j-TOG,
  volume =       "35",
  number =       "1",
  pages =        "1:1--1:??",
  month =        dec,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2818648",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 8 08:02:07 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Micro-appearance models explicitly model the
                 interaction of light with microgeometry at the fiber
                 scale to produce realistic appearance. To effectively
                 match them to real fabrics, we introduce a new
                 appearance matching framework to determine their
                 parameters. Given a micro-appearance model and
                 photographs of the fabric under many different lighting
                 conditions, we optimize for parameters that best match
                 the photographs using a method based on calculating
                 derivatives during rendering. This highly applicable
                 framework, we believe, is a useful research tool
                 because it simplifies development and testing of new
                 models. Using the framework, we systematically compare
                 several types of micro-appearance models. We acquired
                 computed microtomography (micro CT) scans of several
                 fabrics, photographed the fabrics under many
                 viewing/illumination conditions, and matched several
                 appearance models to this data. We compare a new
                 fiber-based light scattering model to the previously
                 used microflake model. We also compare representing
                 cloth microgeometry using volumes derived directly from
                 the micro CT data to using explicit fibers
                 reconstructed from the volumes. From our comparisons,
                 we make the following conclusions: (1) given a
                 fiber-based scattering model, volume- and fiber-based
                 microgeometry representations are capable of very
                 similar quality, and (2) using a fiber-specific
                 scattering model is crucial to good results as it
                 achieves considerably higher accuracy than prior
                 work.",
  acknowledgement = ack-nhfb,
  articleno =    "1",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2015:IAT,
  author =       "Dingzeyu Li and Yun Fei and Changxi Zheng",
  title =        "Interactive Acoustic Transfer Approximation for Modal
                 Sound",
  journal =      j-TOG,
  volume =       "35",
  number =       "1",
  pages =        "2:1--2:??",
  month =        dec,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2820612",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 8 08:02:07 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Current linear modal sound models are tightly coupled
                 with their frequency content. Both the modal vibration
                 of object surfaces and the resulting sound radiation
                 depend on the vibration frequency. Whenever the user
                 tweaks modal parameters to adjust frequencies the modal
                 sound model changes completely, necessitating expensive
                 recomputation of modal vibration and sound radiation.
                 We propose a new method for interactive and continuous
                 editing as well as exploration of modal sound
                 parameters. We start by sampling a number of key points
                 around a vibrating object, and then devise a compact,
                 low-memory representation of frequency-varying acoustic
                 transfer values at each key point using Prony series.
                 We efficiently precompute these series using an
                 adaptive frequency sweeping algorithm and
                 volume-velocity-preserving mesh simplification. At
                 runtime, we approximate acoustic transfer values using
                 standard multipole expansions. Given user-specified
                 modal frequencies, we solve a small least-squares
                 system to estimate the expansion coefficients, and
                 thereby quickly compute the resulting sound pressure
                 value at arbitrary listening locations. We demonstrate
                 the numerical accuracy, the runtime performance of our
                 method on a set of comparisons and examples, and
                 evaluate sound quality with user perception studies.",
  acknowledgement = ack-nhfb,
  articleno =    "2",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guo:2015:MLD,
  author =       "Kan Guo and Dongqing Zou and Xiaowu Chen",
  title =        "{$3$D} Mesh Labeling via Deep Convolutional Neural
                 Networks",
  journal =      j-TOG,
  volume =       "35",
  number =       "1",
  pages =        "3:1--3:??",
  month =        dec,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2835487",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 8 08:02:07 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article presents a novel approach for 3D mesh
                 labeling by using deep Convolutional Neural Networks
                 (CNNs). Many previous methods on 3D mesh labeling
                 achieve impressive performances by using predefined
                 geometric features. However, the generalization
                 abilities of such low-level features, which are
                 heuristically designed to process specific meshes, are
                 often insufficient to handle all types of meshes. To
                 address this problem, we propose to learn a robust mesh
                 representation that can adapt to various 3D meshes by
                 using CNNs. In our approach, CNNs are first trained in
                 a supervised manner by using a large pool of classical
                 geometric features. In the training process, these
                 low-level features are nonlinearly combined and
                 hierarchically compressed to generate a compact and
                 effective representation for each triangle on the mesh.
                 Based on the trained CNNs and the mesh representations,
                 a label vector is initialized for each triangle to
                 indicate its probabilities of belonging to various
                 object parts. Eventually, a graph-based mesh-labeling
                 algorithm is adopted to optimize the labels of
                 triangles by considering the label consistencies.
                 Experimental results on several public benchmarks show
                 that the proposed approach is robust for various 3D
                 meshes, and outperforms state-of-the-art approaches as
                 well as classic learning algorithms in recognizing mesh
                 labels.",
  acknowledgement = ack-nhfb,
  articleno =    "3",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Brunton:2015:PLC,
  author =       "Alan Brunton and Can Ates Arikan and Philipp Urban",
  title =        "Pushing the Limits of {$3$D} Color Printing: Error
                 Diffusion with Translucent Materials",
  journal =      j-TOG,
  volume =       "35",
  number =       "1",
  pages =        "4:1--4:??",
  month =        dec,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2832905",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 8 08:02:07 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Accurate color reproduction is important in many
                 applications of 3D printing, from design prototypes to
                 3D color copies or portraits. Although full color is
                 available via other technologies, multi-jet printers
                 have greater potential for graphical 3D printing, in
                 terms of reproducing complex appearance properties.
                 However, to date these printers cannot produce full
                 color, and doing so poses substantial technical
                 challenges, from the shear amount of data to the
                 translucency of the available color materials. In this
                 article, we propose an error diffusion halftoning
                 approach to achieve full color with multi-jet printers,
                 which operates on multiple isosurfaces or layers within
                 the object. We propose a novel traversal algorithm for
                 voxel surfaces, which allows the transfer of existing
                 error diffusion algorithms from 2D printing. The
                 resulting prints faithfully reproduce colors, color
                 gradients and fine-scale details.",
  acknowledgement = ack-nhfb,
  articleno =    "4",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Song:2015:VRF,
  author =       "Ying Song and Jiaping Wang and Li-Yi Wei and Wencheng
                 Wang",
  title =        "Vector Regression Functions for Texture Compression",
  journal =      j-TOG,
  volume =       "35",
  number =       "1",
  pages =        "5:1--5:??",
  month =        dec,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2818996",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 8 08:02:07 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Raster images are the standard format for texture
                 mapping, but they suffer from limited resolution.
                 Vector graphics are resolution-independent but are less
                 general and more difficult to implement on a GPU. We
                 propose a hybrid representation called vector
                 regression functions (VRFs), which compactly
                 approximate any point-sampled image and support GPU
                 texture mapping, including random access and filtering
                 operations. Unlike standard GPU texture compression,
                 (VRFs) provide a variable-rate encoding in which
                 piecewise smooth regions compress to the square root of
                 the original size. Our key idea is to represent images
                 using the multilayer perceptron, allowing general
                 encoding via regression and efficient decoding via a
                 simple GPU pixel shader. We also propose a
                 content-aware spatial partitioning scheme to reduce the
                 complexity of the neural network model. We demonstrate
                 benefits of our method including its quality, size, and
                 runtime speed.",
  acknowledgement = ack-nhfb,
  articleno =    "5",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Usai:2015:EQL,
  author =       "Francesco Usai and Marco Livesu and Enrico Puppo and
                 Marco Tarini and Riccardo Scateni",
  title =        "Extraction of the Quad Layout of a Triangle Mesh
                 Guided by Its Curve Skeleton",
  journal =      j-TOG,
  volume =       "35",
  number =       "1",
  pages =        "6:1--6:??",
  month =        dec,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2809785",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 8 08:02:07 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Starting from the triangle mesh of a digital shape,
                 that is, mainly an articulated object, we produce a
                 coarse quad layout that can be used in character
                 modeling and animation. Our quad layout follows the
                 intrinsic object structure described by its curve
                 skeleton; it contains few irregular vertices of low
                 degree; it can be immediately refined into a
                 semiregular quad mesh; it provides a structured domain
                 for UV mapping and parametrization. Our method is fast,
                 one-click, and does not require any parameter setting.
                 The user can steer and refine the process through
                 simple interactive tools during the construction of the
                 quad layout.",
  acknowledgement = ack-nhfb,
  articleno =    "6",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yan:2015:FSF,
  author =       "Ling-Qi Yan and Soham Uday Mehta and Ravi Ramamoorthi
                 and Fredo Durand",
  title =        "Fast {$4$D} Sheared Filtering for Interactive
                 Rendering of Distribution Effects",
  journal =      j-TOG,
  volume =       "35",
  number =       "1",
  pages =        "7:1--7:??",
  month =        dec,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2816814",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 8 08:02:07 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Soft shadows, depth of field, and diffuse global
                 illumination are common distribution effects, usually
                 rendered by Monte Carlo ray tracing. Physically
                 correct, noise-free images can require hundreds or
                 thousands of ray samples per pixel, and take a long
                 time to compute. Recent approaches have exploited
                 sparse sampling and filtering; the filtering is either
                 fast (axis-aligned), but requires more input samples,
                 or needs fewer input samples but is very slow
                 (sheared). We present a new approach for fast sheared
                 filtering on the GPU. Our algorithm factors the 4D
                 sheared filter into four 1D filters. We derive
                 complexity bounds for our method, showing that the
                 per-pixel complexity is reduced from O(n$^2$ l$^2$)
                 to O(nl), where n is the linear filter width (filter
                 size is O(n$^2$)) and l is the (usually very small)
                 number of samples for each dimension of the light or
                 lens per pixel (spp is l$^2$). We thus reduce sheared
                 filtering overhead dramatically. We demonstrate
                 rendering of depth of field, soft shadows and diffuse
                 global illumination at interactive speeds. We reduce
                 the number of samples needed by 5-8$ \times $, compared
                 to axis-aligned filtering, and framerates are 4$ \times
                 $ faster for equal quality.",
  acknowledgement = ack-nhfb,
  articleno =    "7",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2015:QMC,
  author =       "Pan Li and Bin Wang and Feng Sun and Xiaohu Guo and
                 Caiming Zhang and Wenping Wang",
  title =        "{Q-MAT}: Computing Medial Axis Transform By Quadratic
                 Error Minimization",
  journal =      j-TOG,
  volume =       "35",
  number =       "1",
  pages =        "8:1--8:??",
  month =        dec,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2753755",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 8 08:02:07 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The medial axis transform (MAT) is an important shape
                 representation for shape approximation, shape
                 recognition, and shape retrieval. Despite years of
                 research, there is still a lack of effective methods
                 for efficient, robust and accurate computation of the
                 MAT. We present an efficient method, called Q-MAT, that
                 uses quadratic error minimization to compute a
                 structurally simple, geometrically accurate, and
                 compact representation of the MAT. We introduce a new
                 error metric for approximation and a new quantitative
                 characterization of unstable branches of the MAT, and
                 integrate them in an extension of the well-known
                 quadric error metric (QEM) framework for mesh
                 decimation. Q-MAT is fast, removes insignificant
                 unstable branches effectively, and produces a simple
                 and accurate piecewise linear approximation of the MAT.
                 The method is thoroughly validated and compared with
                 existing methods for MAT computation.",
  acknowledgement = ack-nhfb,
  articleno =    "8",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dong:2015:PAM,
  author =       "Zhao Dong and Bruce Walter and Steve Marschner and
                 Donald P. Greenberg",
  title =        "Predicting Appearance from Measured Microgeometry of
                 Metal Surfaces",
  journal =      j-TOG,
  volume =       "35",
  number =       "1",
  pages =        "9:1--9:??",
  month =        dec,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2815618",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 8 08:02:07 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The visual appearance of many materials is created by
                 micro-scale details of their surface geometry. In this
                 article, we investigate a new approach to capturing the
                 appearance of metal surfaces without reflectance
                 measurements, by deriving microfacet distributions
                 directly from measured surface topography. Modern
                 profilometers are capable of measuring surfaces with
                 subwavelength resolution at increasingly rapid rates.
                 We consider both wave- and geometric-optics methods for
                 predicting BRDFs of measured surfaces and compare the
                 results to optical measurements from a
                 gonioreflectometer for five rough metal samples.
                 Surface measurements are also used to predict spatial
                 variation, or texture, which is especially important
                 for the appearance of our anisotropic brushed metal
                 samples. Profilometer-based BRDF acquisition offers
                 many potential advantages over traditional techniques,
                 including speed and easy handling of anisotropic,
                 highly directional materials. We also introduce a new
                 generalized normal distribution function, the
                 ellipsoidal NDF, to compactly represent nonsymmetric
                 features in our measured data and texture synthesis.",
  acknowledgement = ack-nhfb,
  articleno =    "9",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schreck:2015:NDG,
  author =       "Camille Schreck and Damien Rohmer and Stefanie Hahmann
                 and Marie-Paule Cani and Shuo Jin and Charlie C. L.
                 Wang and Jean-Francis Bloch",
  title =        "Nonsmooth Developable Geometry for Interactively
                 Animating Paper Crumpling",
  journal =      j-TOG,
  volume =       "35",
  number =       "1",
  pages =        "10:1--10:??",
  month =        dec,
  year =         "2015",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2829948",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jan 8 08:02:07 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present the first method to animate sheets of paper
                 at interactive rates, while automatically generating a
                 plausible set of sharp features when the sheet is
                 crumpled. The key idea is to interleave standard
                 physically based simulation steps with procedural
                 generation of a piecewise continuous developable
                 surface. The resulting hybrid surface model captures
                 new singular points dynamically appearing during the
                 crumpling process, mimicking the effect of paper fiber
                 fracture. Although the model evolves over time to take
                 these irreversible damages into account, the mesh used
                 for simulation is kept coarse throughout the animation,
                 leading to efficient computations. Meanwhile, the
                 geometric layer ensures that the surface stays almost
                 isometric to its original 2D pattern. We validate our
                 model through measurements and visual comparison with
                 real paper manipulation, and show results on a variety
                 of crumpled paper configurations.",
  acknowledgement = ack-nhfb,
  articleno =    "10",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yan:2016:APA,
  author =       "Zhicheng Yan and Hao Zhang and Baoyuan Wang and
                 Sylvain Paris and Yizhou Yu",
  title =        "Automatic Photo Adjustment Using Deep Neural
                 Networks",
  journal =      j-TOG,
  volume =       "35",
  number =       "2",
  pages =        "11:1--11:??",
  month =        may,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2790296",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 20 09:13:19 MDT 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Photo retouching enables photographers to invoke
                 dramatic visual impressions by artistically enhancing
                 their photos through stylistic color and tone
                 adjustments. However, it is also a time-consuming and
                 challenging task that requires advanced skills beyond
                 the abilities of casual photographers. Using an
                 automated algorithm is an appealing alternative to
                 manual work, but such an algorithm faces many hurdles.
                 Many photographic styles rely on subtle adjustments
                 that depend on the image content and even its
                 semantics. Further, these adjustments are often
                 spatially varying. Existing automatic algorithms are
                 still limited and cover only a subset of these
                 challenges. Recently, deep learning has shown unique
                 abilities to address hard problems. This motivated us
                 to explore the use of deep neural networks (DNNs) in
                 the context of photo editing. In this article, we
                 formulate automatic photo adjustment in a manner
                 suitable for this approach. We also introduce an image
                 descriptor accounting for the local semantics of an
                 image. Our experiments demonstrate that training DNNs
                 using these descriptors successfully capture
                 sophisticated photographic styles. In particular and
                 unlike previous techniques, it can model local
                 adjustments that depend on image semantics. We show
                 that this yields results that are qualitatively and
                 quantitatively better than previous work.",
  acknowledgement = ack-nhfb,
  articleno =    "11",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tang:2016:IDD,
  author =       "Chengcheng Tang and Pengbo Bo and Johannes Wallner and
                 Helmut Pottmann",
  title =        "Interactive Design of Developable Surfaces",
  journal =      j-TOG,
  volume =       "35",
  number =       "2",
  pages =        "12:1--12:??",
  month =        may,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2832906",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 20 09:13:19 MDT 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new approach to geometric modeling with
                 developable surfaces and the design of curved-creased
                 origami. We represent developables as splines and
                 express the nonlinear conditions relating to
                 developability and curved folds as quadratic equations.
                 This allows us to utilize a constraint solver, which
                 may be described as energy-guided projection onto the
                 constraint manifold, and which is fast enough for
                 interactive modeling. Further, a combined primal-dual
                 surface representation enables us to robustly and
                 quickly solve approximation problems.",
  acknowledgement = ack-nhfb,
  articleno =    "12",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shin:2016:REE,
  author =       "Hijung V. Shin and Christopher F. Porst and Etienne
                 Vouga and John Ochsendorf and Fr{\'e}do Durand",
  title =        "Reconciling Elastic and Equilibrium Methods for Static
                 Analysis",
  journal =      j-TOG,
  volume =       "35",
  number =       "2",
  pages =        "13:1--13:??",
  month =        may,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2835173",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 20 09:13:19 MDT 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We examine two widely used classes of methods for
                 static analysis of masonry buildings: linear elasticity
                 analysis using finite elements and equilibrium methods.
                 It is often claimed in the literature that finite
                 element analysis is less accurate than equilibrium
                 analysis when it comes to masonry analysis; we examine
                 and qualify this claimed inaccuracy, provide a
                 systematic explanation for the discrepancy observed
                 between their results, and present a unified
                 formulation of the two approaches to stability
                 analysis. We prove that both approaches can be viewed
                 as equivalent, dual methods for getting the same answer
                 to the same problem. We validate our observations with
                 simulations and physical tilt experiments of
                 structures.",
  acknowledgement = ack-nhfb,
  articleno =    "13",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2016:CMC,
  author =       "Ruimin Wang and Ligang Liu and Zhouwang Yang and Kang
                 Wang and Wen Shan and Jiansong Deng and Falai Chen",
  title =        "Construction of Manifolds via Compatible Sparse
                 Representations",
  journal =      j-TOG,
  volume =       "35",
  number =       "2",
  pages =        "14:1--14:??",
  month =        may,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2835488",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 20 09:13:19 MDT 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Manifold is an important technique to model geometric
                 objects with arbitrary topology. In this article, we
                 propose a novel approach for constructing manifolds
                 from discrete meshes based on sparse optimization. The
                 local geometry for each chart is sparsely represented
                 by a set of redundant atom functions, which have the
                 flexibility to represent various geometries with
                 varying smoothness. A global optimization is then
                 proposed to guarantee compatible sparse representations
                 in the overlapping regions of different charts. Our
                 method can construct manifolds of varying smoothness
                 including sharp features (creases, darts, or cusps). As
                 an application, we can easily construct a skinning
                 manifold surface from a given curve network. Examples
                 show that our approach has much flexibility to generate
                 manifold surfaces with good quality.",
  acknowledgement = ack-nhfb,
  articleno =    "14",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kadambi:2016:OIT,
  author =       "Achuta Kadambi and Hang Zhao and Boxin Shi and Ramesh
                 Raskar",
  title =        "Occluded Imaging with Time-of-Flight Sensors",
  journal =      j-TOG,
  volume =       "35",
  number =       "2",
  pages =        "15:1--15:??",
  month =        may,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2836164",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 20 09:13:19 MDT 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We explore the question of whether phase-based
                 time-of-flight (TOF) range cameras can be used for
                 looking around corners and through scattering
                 diffusers. By connecting TOF measurements with theory
                 from array signal processing, we conclude that
                 performance depends on two primary factors: camera
                 modulation frequency and the width of the specular lobe
                 (``shininess'') of the wall. For purely Lambertian
                 walls, commodity TOF sensors achieve resolution on the
                 order of meters between targets. For seemingly diffuse
                 walls, such as posterboard, the resolution is
                 drastically reduced, to the order of 10cm. In
                 particular, we find that the relationship between
                 reflectance and resolution is nonlinear-a slight amount
                 of shininess can lead to a dramatic improvement in
                 resolution. Since many realistic scenes exhibit a
                 slight amount of shininess, we believe that
                 off-the-shelf TOF cameras can look around corners.",
  acknowledgement = ack-nhfb,
  articleno =    "15",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hill:2016:EFS,
  author =       "David J. Hill and Ronald D. Henderson",
  title =        "Efficient Fluid Simulation on the Surface of a
                 Sphere",
  journal =      j-TOG,
  volume =       "35",
  number =       "2",
  pages =        "16:1--16:??",
  month =        may,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2879177",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 20 09:13:19 MDT 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "For the purposes of computer graphics, we have
                 developed a simulation tool to model fluid flow on the
                 surface of a sphere with the inclusion of control
                 parameters for the benefit of art directability.
                 Difficulties associated with the use of spherical
                 coordinates were surmounted by the use of locally
                 modified consistent equations that result from an
                 analysis of the singular equations in the neighborhood
                 of the poles. The resulting system was solved
                 efficiently for only a small additional cost when
                 compared to a two-dimensional planar simulation.",
  acknowledgement = ack-nhfb,
  articleno =    "16",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ochiai:2016:FLF,
  author =       "Yoichi Ochiai and Kota Kumagai and Takayuki Hoshi and
                 Jun Rekimoto and Satoshi Hasegawa and Yoshio Hayasaki",
  title =        "Fairy Lights in Femtoseconds: Aerial and Volumetric
                 Graphics Rendered by Focused Femtosecond Laser Combined
                 with Computational Holographic Fields",
  journal =      j-TOG,
  volume =       "35",
  number =       "2",
  pages =        "17:1--17:??",
  month =        may,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2850414",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 20 09:13:19 MDT 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method of rendering aerial and volumetric
                 graphics using femtosecond lasers. A high-intensity
                 laser excites physical matter to emit light at an
                 arbitrary three-dimensional position. Popular
                 applications can thus be explored, especially because
                 plasma induced by a femtosecond laser is less harmful
                 than that generated by a nanosecond laser. There are
                 two methods of rendering graphics with a femtosecond
                 laser in air: producing holograms using spatial light
                 modulation technology and scanning of a laser beam by a
                 galvano mirror. The holograms and workspace of the
                 system proposed here occupy a volume of up to 1 cm$^3$;
                 however, this size is scalable depending on the optical
                 devices and their setup. This article provides details
                 of the principles, system setup, and experimental
                 evaluation, and discusses the scalability, design
                 space, and applications of this system. We tested two
                 laser sources: an adjustable (30--100fs) laser that
                 projects up to 1,000 pulses/s at an energy of up to
                 7mJ/pulse and a 269fs laser that projects up to 200,000
                 pulses/s at an energy of up to 50 $ \mu $J/pulse. We
                 confirmed that the spatiotemporal resolution of
                 volumetric displays implemented using these laser
                 sources is 4,000 and 200,000 dots/s, respectively.
                 Although we focus on laser-induced plasma in air, the
                 discussion presented here is also applicable to other
                 rendering principles such as fluorescence and
                 microbubbles in solid or liquid materials.",
  acknowledgement = ack-nhfb,
  articleno =    "17",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yeung:2016:ICC,
  author =       "Yu-Hong Yeung and Jessica Crouch and Alex Pothen",
  title =        "Interactively Cutting and Constraining Vertices in
                 Meshes Using Augmented Matrices",
  journal =      j-TOG,
  volume =       "35",
  number =       "2",
  pages =        "18:1--18:??",
  month =        may,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2856317",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 20 09:13:19 MDT 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a finite-element solution method that is
                 well suited for interactive simulations of cutting
                 meshes in the regime of linear elastic models. Our
                 approach features fast updates to the solution of the
                 stiffness system of equations to account for real-time
                 changes in mesh connectivity and boundary conditions.
                 Updates are accomplished by augmenting the stiffness
                 matrix to keep it consistent with changes to the
                 underlying model, without refactoring the matrix at
                 each step of cutting. The initial stiffness matrix and
                 its Cholesky factors are used to implicitly form and
                 solve a Schur complement system using an iterative
                 solver. As changes accumulate over many simulation
                 timesteps, the augmented solution method slows down due
                 to the size of the augmented matrix. However, by
                 periodically refactoring the stiffness matrix in a
                 concurrent background process, fresh Cholesky factors
                 that incorporate recent model changes can replace the
                 initial factors. This controls the size of the
                 augmented matrices and provides a way to maintain a
                 fast solution rate as the number of changes to a model
                 grows. We exploit sparsity in the stiffness matrix, the
                 right-hand-side vectors and the solution vectors to
                 compute the solutions fast, and show that the time
                 complexity of the update steps is bounded linearly by
                 the size of the Cholesky factor of the initial matrix.
                 Our complexity analysis and experimental results
                 demonstrate that this approach scales well with problem
                 size. Results for cutting and deformation of 3D linear
                 elastic models are reported for meshes representing the
                 brain, eye, and model problems with element counts up
                 to 167,000; these show the potential of this method for
                 real-time interactivity. An application to limbal
                 incisions for surgical correction of astigmatism, for
                 which linear elastic models and small deformations are
                 sufficient, is included.",
  acknowledgement = ack-nhfb,
  articleno =    "18",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Harish:2016:PIK,
  author =       "Pawan Harish and Mentar Mahmudi and Beno{\^\i}t {Le
                 Callennec} and Ronan Boulic",
  title =        "Parallel Inverse Kinematics for Multithreaded
                 Architectures",
  journal =      j-TOG,
  volume =       "35",
  number =       "2",
  pages =        "19:1--19:??",
  month =        may,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2887740",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 20 09:13:19 MDT 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this article, we present a parallel prioritized
                 Jacobian-based inverse kinematics algorithm for
                 multithreaded architectures. We solve damped least
                 squares inverse kinematics using a parallel line search
                 by identifying and sampling critical input parameters.
                 Parallel competing execution paths are spawned for each
                 parameter in order to select the optimum that minimizes
                 the error criteria. Our algorithm is highly scalable
                 and can handle complex articulated bodies at
                 interactive frame rates. We show results on complex
                 skeletons consisting of more than 600 degrees of
                 freedom while being controlled using multiple end
                 effectors. We implement the algorithm both on multicore
                 and GPU architectures and demonstrate how the GPU can
                 further exploit fine-grain parallelism not directly
                 available on a multicore processor. Our implementations
                 are 10 to 150 times faster compared to a
                 state-of-the-art serial implementation while providing
                 higher accuracy. We also demonstrate the scalability of
                 the algorithm over multiple scenarios and explore the
                 GPU implementation in detail.",
  acknowledgement = ack-nhfb,
  articleno =    "19",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bernstein:2016:WNP,
  author =       "Gilbert Louis Bernstein and Fredrik Kjolstad",
  title =        "Why New Programming Languages for Simulation?",
  journal =      j-TOG,
  volume =       "35",
  number =       "2",
  pages =        "20:1--20:??",
  month =        may,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2930661",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 20 09:13:19 MDT 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Writing highly performant simulations requires a lot
                 of human effort to optimize for an increasingly diverse
                 set of hardware platforms, such as multi-core CPUs,
                 GPUs, and distributed machines. Since these
                 optimizations cut across both the design of geometric
                 data structures and numerical linear algebra, code
                 reusability and portability is frequently sacrificed
                 for performance. We believe the key to make simulation
                 programmers more productive at developing portable and
                 performant code is to introduce new linguistic
                 abstractions, as in rendering and image processing. In
                 this perspective, we distill the core ideas from our
                 two languages, Ebb and Simit, that are published in
                 this journal.",
  acknowledgement = ack-nhfb,
  articleno =    "20e",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kjolstad:2016:SLP,
  author =       "Fredrik Kjolstad and Shoaib Kamil and Jonathan
                 Ragan-Kelley and David I. W. Levin and Shinjiro Sueda
                 and Desai Chen and Etienne Vouga and Danny M. Kaufman
                 and Gurtej Kanwar and Wojciech Matusik and Saman
                 Amarasinghe",
  title =        "{Simit}: a Language for Physical Simulation",
  journal =      j-TOG,
  volume =       "35",
  number =       "2",
  pages =        "20:1--20:??",
  month =        may,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2866569",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 20 09:13:19 MDT 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "With existing programming tools, writing
                 high-performance simulation code is labor intensive and
                 requires sacrificing readability and portability. The
                 alternative is to prototype simulations in a high-level
                 language like Matlab, thereby sacrificing performance.
                 The Matlab programming model naturally describes the
                 behavior of an entire physical system using the
                 language of linear algebra. However, simulations also
                 manipulate individual geometric elements, which are
                 best represented using linked data structures like
                 meshes. Translating between the linked data structures
                 and linear algebra comes at significant cost, both to
                 the programmer and to the machine. High-performance
                 implementations avoid the cost by rephrasing the
                 computation in terms of linked or index data
                 structures, leaving the code complicated and
                 monolithic, often increasing its size by an order of
                 magnitude. In this article, we present Simit, a new
                 language for physical simulations that lets the
                 programmer view the system both as a linked data
                 structure in the form of a hypergraph and as a set of
                 global vectors, matrices, and tensors depending on what
                 is convenient at any given time. Simit provides a novel
                 assembly construct that makes it conceptually easy and
                 computationally efficient to move between the two
                 abstractions. Using the information provided by the
                 assembly construct, the compiler generates efficient
                 in-place computation on the graph. We demonstrate that
                 Simit is easy to use: a Simit program is typically
                 shorter than a Matlab program; that it is high
                 performance: a Simit program running sequentially on a
                 CPU performs comparably to hand-optimized simulations;
                 and that it is portable: Simit programs can be compiled
                 for GPUs with no change to the program, delivering 4 to
                 20$ \times $ speedups over our optimized CPU code.",
  acknowledgement = ack-nhfb,
  articleno =    "20",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bernstein:2016:EDP,
  author =       "Gilbert Louis Bernstein and Chinmayee Shah and Crystal
                 Lemire and Zachary Devito and Matthew Fisher and Philip
                 Levis and Pat Hanrahan",
  title =        "{Ebb}: a {DSL} for Physical Simulation on {CPUs} and
                 {GPUs}",
  journal =      j-TOG,
  volume =       "35",
  number =       "2",
  pages =        "21:1--21:??",
  month =        may,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2892632",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 20 09:13:19 MDT 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Designing programming environments for physical
                 simulation is challenging because simulations rely on
                 diverse algorithms and geometric domains. These
                 challenges are compounded when we try to run
                 efficiently on heterogeneous parallel architectures. We
                 present Ebb, a Domain-Specific Language (DSL) for
                 simulation, that runs efficiently on both CPUs and
                 GPUs. Unlike previous DSLs, Ebb uses a three-layer
                 architecture to separate (1) simulation code, (2)
                 definition of data structures for geometric domains,
                 and (3) runtimes supporting parallel architectures.
                 Different geometric domains are implemented as
                 libraries that use a common, unified, relational data
                 model. By structuring the simulation framework in this
                 way, programmers implementing simulations can focus on
                 the physics and algorithms for each simulation without
                 worrying about their implementation on parallel
                 computers. Because the geometric domain libraries are
                 all implemented using a common runtime based on
                 relations, new geometric domains can be added as
                 needed, without specifying the details of memory
                 management, mapping to different parallel
                 architectures, or having to expand the runtime's
                 interface. We evaluate Ebb by comparing it to several
                 widely used simulations, demonstrating comparable
                 performance to handwritten GPU code where available,
                 and surpassing existing CPU performance optimizations
                 by up to 9 $ \times $ when no GPU code exists.",
  acknowledgement = ack-nhfb,
  articleno =    "21",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yucer:2016:EOS,
  author =       "Kaan Y{\"u}cer and Alexander Sorkine-Hornung and
                 Oliver Wang and Olga Sorkine-Hornung",
  title =        "Efficient {$3$D} Object Segmentation from Densely
                 Sampled Light Fields with Applications to {$3$D}
                 Reconstruction",
  journal =      j-TOG,
  volume =       "35",
  number =       "3",
  pages =        "22:1--22:??",
  month =        jun,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2876504",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 20 09:13:19 MDT 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Precise object segmentation in image data is a
                 fundamental problem with various applications,
                 including 3D object reconstruction. We present an
                 efficient algorithm to automatically segment a static
                 foreground object from highly cluttered background in
                 light fields. A key insight and contribution of our
                 article is that a significant increase of the available
                 input data can enable the design of novel, highly
                 efficient approaches. In particular, the central idea
                 of our method is to exploit high spatio-angular
                 sampling on the order of thousands of input frames, for
                 example, captured as a hand-held video, such that new
                 structures are revealed due to the increased coherence
                 in the data. We first show how purely local gradient
                 information contained in slices of such a dense light
                 field can be combined with information about the camera
                 trajectory to make efficient estimates of the
                 foreground and background. These estimates are then
                 propagated to textureless regions using edge-aware
                 filtering in the epipolar volume. Finally, we enforce
                 global consistency in a gathering step to derive a
                 precise object segmentation in both 2D and 3D space,
                 which captures fine geometric details even in very
                 cluttered scenes. The design of each of these steps is
                 motivated by efficiency and scalability, allowing us to
                 handle large, real-world video datasets on a standard
                 desktop computer. We demonstrate how the results of our
                 method can be used for considerably improving the speed
                 and quality of image-based 3D reconstruction
                 algorithms, and we compare our results to
                 state-of-the-art segmentation and multiview stereo
                 methods.",
  acknowledgement = ack-nhfb,
  articleno =    "22",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2016:DCC,
  author =       "Beibei Liu and Yiying Tong and Fernando {De Goes} and
                 Mathieu Desbrun",
  title =        "Discrete Connection and Covariant Derivative for
                 Vector Field Analysis and Design",
  journal =      j-TOG,
  volume =       "35",
  number =       "3",
  pages =        "23:1--23:??",
  month =        jun,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2870629",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 20 09:13:19 MDT 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this article, we introduce a discrete definition of
                 connection on simplicial manifolds, involving
                 closed-form continuous expressions within simplices and
                 finite rotations across simplices. The
                 finite-dimensional parameters of this connection are
                 optimally computed by minimizing a quadratic measure of
                 the deviation to the (discontinuous) Levi-Civita
                 connection induced by the embedding of the input
                 triangle mesh, or to any metric connection with
                 arbitrary cone singularities at vertices. From this
                 discrete connection, a covariant derivative is
                 constructed through exact differentiation, leading to
                 explicit expressions for local integrals of first-order
                 derivatives (such as divergence, curl, and the
                 Cauchy--Riemann operator) and for L$_2$ -based energies
                 (such as the Dirichlet energy). We finally demonstrate
                 the utility, flexibility, and accuracy of our discrete
                 formulations for the design and analysis of vector, n
                 -vector, and n -direction fields.",
  acknowledgement = ack-nhfb,
  articleno =    "23",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Damberg:2016:HBH,
  author =       "Gerwin Damberg and James Gregson and Wolfgang
                 Heidrich",
  title =        "High Brightness {HDR} Projection Using Dynamic
                 Freeform Lensing",
  journal =      j-TOG,
  volume =       "35",
  number =       "3",
  pages =        "24:1--24:??",
  month =        jun,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2857051",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 20 09:13:19 MDT 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Cinema projectors need to compete with home theater
                 displays in terms of image quality. High frame rate and
                 spatial resolution as well as stereoscopic 3D are
                 common features today, but even the most advanced
                 cinema projectors lack in-scene contrast and, more
                 important, high peak luminance, both of which are
                 essential perceptual attributes of images appearing
                 realistic. At the same time, HDR image statistics
                 suggest that the average image intensity in a
                 controlled ambient viewing environment such as the
                 cinema can be as low as 1\% for cinematic HDR content
                 and not often higher than 18\%, middle gray in
                 photography. Traditional projection systems form images
                 and colors by blocking the source light from a lamp,
                 therefore attenuating between 99\% and 82\% of light,
                 on average. This inefficient use of light poses
                 significant challenges for achieving higher peak
                 brightness levels. In this work, we propose a new
                 projector architecture built around commercially
                 available components, in which light can be steered to
                 form images. The gain in system efficiency
                 significantly reduces the total cost of ownership of a
                 projector (fewer components and lower operating cost),
                 and at the same time increases peak luminance and
                 improves black level beyond what is practically
                 achievable with incumbent projector technologies. At
                 the heart of this computational display technology is a
                 new projector hardware design using phase modulation in
                 combination with a new optimization algorithm that is
                 capable of on-the-fly computation of freeform lens
                 surfaces.",
  acknowledgement = ack-nhfb,
  articleno =    "24",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xin:2016:IGF,
  author =       "Shi-Qing Xin and Wenping Wang and Shuangmin Chen and
                 Jieyu Zhao and Zhenyu Shu",
  title =        "Intrinsic Girth Function for Shape Processing",
  journal =      j-TOG,
  volume =       "35",
  number =       "3",
  pages =        "25:1--25:??",
  month =        jun,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2866570",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 20 09:13:19 MDT 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Shape description and feature detection are
                 fundamental problems in computer graphics and geometric
                 modeling. Among many existing techniques, those based
                 on geodesic distance have proven effective in providing
                 intrinsic and discriminative shape descriptors. In this
                 article we introduce a new intrinsic function for a
                 three-dimensional (3D) shape and use it for shape
                 description and geometric feature detection.
                 Specifically, we introduce the intrinsic girth function
                 (IGF) defined on a 2D closed surface. For a point p on
                 the surface, the value of the IGF at p is the length of
                 the shortest nonzero geodesic path starting and ending
                 at p. The IGF is invariant under isometry, insensitive
                 to mesh tessellations, and robust to surface noise. We
                 propose a fast method for computing the IGF and discuss
                 its applications to shape retrieval and detecting tips,
                 tubes, and plates that are constituent parts of 3D
                 objects.",
  acknowledgement = ack-nhfb,
  articleno =    "25",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Haines:2016:MTY,
  author =       "Tom S. F. Haines and Oisin Mac Aodha and Gabriel J.
                 Brostow",
  title =        "My Text in Your Handwriting",
  journal =      j-TOG,
  volume =       "35",
  number =       "3",
  pages =        "26:1--26:??",
  month =        jun,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2886099",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 20 09:13:19 MDT 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "There are many scenarios where we wish to imitate a
                 specific author's pen-on-paper handwriting style.
                 Rendering new text in someone's handwriting is
                 difficult because natural handwriting is highly
                 variable, yet follows both intentional and involuntary
                 structure that makes a person's style self-consistent.
                 The variability means that naive example-based texture
                 synthesis can be conspicuously repetitive. We propose
                 an algorithm that renders a desired input string in an
                 author's handwriting. An annotated sample of the
                 author's handwriting is required; the system is
                 flexible enough that historical documents can usually
                 be used with only a little extra effort. Experiments
                 show that our glyph-centric approach, with learned
                 parameters for spacing, line thickness, and pressure,
                 produces novel images of handwriting that look
                 hand-made to casual observers, even when printed on
                 paper.",
  acknowledgement = ack-nhfb,
  articleno =    "26",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sahillioglu:2016:DPM,
  author =       "Yusuf Sahillioglu and Ladislav Kavan",
  title =        "Detail-Preserving Mesh Unfolding for Nonrigid Shape
                 Retrieval",
  journal =      j-TOG,
  volume =       "35",
  number =       "3",
  pages =        "27:1--27:??",
  month =        jun,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2893477",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 20 09:13:19 MDT 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a shape deformation algorithm that unfolds
                 any given 3D shape into a canonical pose that is
                 invariant to nonrigid transformations. Unlike classical
                 approaches, such as least-squares multidimensional
                 scaling, we preserve the geometric details of the input
                 shape in the resulting shape, which in turn leads to a
                 content-based nonrigid shape retrieval application with
                 higher accuracy. Our optimization framework, fed with a
                 triangular or a tetrahedral mesh in 3D, tries to move
                 each vertex as far away from each other as possible
                 subject to finite element regularization constraints.
                 Intuitively this effort minimizes the bending over the
                 shape while preserving the details. Avoiding geodesic
                 distances in our computation renders the method robust
                 to topological noise. Compared to state-of-the-art
                 approaches, our method is simpler to implement, faster,
                 more accurate in shape retrieval, and less sensitive to
                 topological errors.",
  acknowledgement = ack-nhfb,
  articleno =    "27",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Garrido:2016:RPF,
  author =       "Pablo Garrido and Michael Zollh{\"o}fer and Dan Casas
                 and Levi Valgaerts and Kiran Varanasi and Patrick
                 P{\'e}rez and Christian Theobalt",
  title =        "Reconstruction of Personalized {$3$D} Face Rigs from
                 Monocular Video",
  journal =      j-TOG,
  volume =       "35",
  number =       "3",
  pages =        "28:1--28:??",
  month =        jun,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2890493",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 20 09:13:19 MDT 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel approach for the automatic creation
                 of a personalized high-quality 3D face rig of an actor
                 from just monocular video data (e.g., vintage movies).
                 Our rig is based on three distinct layers that allow us
                 to model the actor's facial shape as well as capture
                 his person-specific expression characteristics at high
                 fidelity, ranging from coarse-scale geometry to
                 fine-scale static and transient detail on the scale of
                 folds and wrinkles. At the heart of our approach is a
                 parametric shape prior that encodes the plausible
                 subspace of facial identity and expression variations.
                 Based on this prior, a coarse-scale reconstruction is
                 obtained by means of a novel variational fitting
                 approach. We represent person-specific idiosyncrasies,
                 which cannot be represented in the restricted shape and
                 expression space, by learning a set of medium-scale
                 corrective shapes. Fine-scale skin detail, such as
                 wrinkles, are captured from video via shading-based
                 refinement, and a generative detail formation model is
                 learned. Both the medium- and fine-scale detail layers
                 are coupled with the parametric prior by means of a
                 novel sparse linear regression formulation. Once
                 reconstructed, all layers of the face rig can be
                 conveniently controlled by a low number of blendshape
                 expression parameters, as widely used by animation
                 artists. We show captured face rigs and their motions
                 for several actors filmed in different monocular video
                 formats, including legacy footage from YouTube, and
                 demonstrate how they can be used for 3D animation and
                 2D video editing. Finally, we evaluate our approach
                 qualitatively and quantitatively and compare to related
                 state-of-the-art methods.",
  acknowledgement = ack-nhfb,
  articleno =    "28",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2016:GLC,
  author =       "Libin Liu and Michiel {Van De Panne} and Kangkang
                 Yin",
  title =        "Guided Learning of Control Graphs for Physics-Based
                 Characters",
  journal =      j-TOG,
  volume =       "35",
  number =       "3",
  pages =        "29:1--29:??",
  month =        jun,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2893476",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 20 09:13:19 MDT 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The difficulty of developing control strategies has
                 been a primary bottleneck in the adoption of
                 physics-based simulations of human motion. We present a
                 method for learning robust feedback strategies around
                 given motion capture clips as well as the transition
                 paths between clips. The output is a control graph that
                 supports real-time physics-based simulation of multiple
                 characters, each capable of a diverse range of robust
                 movement skills, such as walking, running, sharp turns,
                 cartwheels, spin-kicks, and flips. The control
                 fragments that compose the control graph are developed
                 using guided learning. This leverages the results of
                 open-loop sampling-based reconstruction in order to
                 produce state-action pairs that are then transformed
                 into a linear feedback policy for each control fragment
                 using linear regression. Our synthesis framework allows
                 for the development of robust controllers with a
                 minimal amount of prior knowledge.",
  acknowledgement = ack-nhfb,
  articleno =    "29",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Thiery:2016:AMA,
  author =       "Jean-Marc Thiery and {\'E}milie Guy and Tamy Boubekeur
                 and Elmar Eisemann",
  title =        "Animated Mesh Approximation With Sphere-Meshes",
  journal =      j-TOG,
  volume =       "35",
  number =       "3",
  pages =        "30:1--30:??",
  month =        jun,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2898350",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Jun 20 09:13:19 MDT 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Performance capture systems are used to acquire
                 high-quality animated 3D surfaces, usually in form of a
                 dense 3D triangle mesh. Extracting a more compact yet
                 faithful representation is often desirable, but
                 existing solutions for animated sequences are surface
                 based, which leads to a limited approximation power in
                 the case of extreme simplification. We introduce
                 animated sphere-meshes, which are meshes indexing a set
                 of animated spheres. Our solution is the first to
                 output an animated volumetric structure to approximate
                 animated 3D surfaces and optimizes for the sphere
                 approximation, connectivity, and temporal coherence. As
                 a result, our algorithm produces a multiresolution
                 structure from which a level of simplification can be
                 selected in real time, preserving a faithful
                 approximation of the input, even at the coarsest
                 levels. We demonstrate the use of animated
                 sphere-meshes for low-cost approximate collision
                 detection. Additionally, we propose a skinning
                 decomposition, which automatically rigs the input mesh
                 to the chosen level of detail. The resulting set of
                 weights are smooth, compress the animation, and enable
                 easy edits.",
  acknowledgement = ack-nhfb,
  articleno =    "30",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Freeman:2016:DAF,
  author =       "Bill Freeman",
  title =        "The diffractive achromat full spectrum computational
                 imaging with diffractive optics",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "31:1--31:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925941",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Diffractive optical elements (DOEs) have recently
                 drawn great attention in computational imaging because
                 they can drastically reduce the size and weight of
                 imaging devices compared to their refractive
                 counterparts. However, the inherent strong dispersion
                 is a tremendous obstacle that limits the use of DOEs in
                 full spectrum imaging, causing unacceptable loss of
                 color fidelity in the images. In particular, metamerism
                 introduces a data dependency in the image blur, which
                 has been neglected in computational imaging methods so
                 far. We introduce both a diffractive achromat based on
                 computational optimization, as well as a corresponding
                 algorithm for correction of residual aberrations. Using
                 this approach, we demonstrate high fidelity color
                 diffractive-only imaging over the full visible
                 spectrum. In the optical design, the height profile of
                 a diffractive lens is optimized to balance the focusing
                 contributions of different wavelengths for a specific
                 focal length. The spectral point spread functions
                 (PSFs) become nearly identical to each other, creating
                 approximately spectrally invariant blur kernels. This
                 property guarantees good color preservation in the
                 captured image and facilitates the correction of
                 residual aberrations in our fast two-step deconvolution
                 without additional color priors. We demonstrate our
                 design of diffractive achromat on a 0.5mm ultrathin
                 substrate by photolithography techniques. Experimental
                 results show that our achromatic diffractive lens
                 produces high color fidelity and better image quality
                 in the full visible spectrum.",
  acknowledgement = ack-nhfb,
  articleno =    "31",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{LeGendre:2016:PML,
  author =       "Chloe LeGendre and Xueming Yu and Dai Liu and Jay
                 Busch and Andrew Jones and Sumanta Pattanaik and Paul
                 Debevec",
  title =        "Practical multispectral lighting reproduction",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "32:1--32:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925934",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a practical framework for reproducing
                 omnidirectional incident illumination conditions with
                 complex spectra using a light stage with multispectral
                 LED lights. For lighting acquisition, we augment
                 standard RGB panoramic photography with one or more
                 observations of a color chart with numerous reflectance
                 spectra. We then solve for how to drive the
                 multispectral light sources so that they best reproduce
                 the appearance of the color charts in the original
                 lighting. Even when solving for non-negative
                 intensities, we show that accurate lighting
                 reproduction is achievable using just four or six
                 distinct LED spectra for a wide range of incident
                 illumination spectra. A significant benefit of our
                 approach is that it does not require the use of
                 specialized equipment (other than the light stage) such
                 as monochromators, spectroradiometers, or explicit
                 knowledge of the LED power spectra, camera spectral
                 response functions, or color chart reflectance spectra.
                 We describe two simple devices for multispectral
                 lighting capture, one for slow measurements of detailed
                 angular spectral detail, and one for fast measurements
                 with coarse angular detail. We validate the approach by
                 realistically compositing real subjects into acquired
                 lighting environments, showing accurate matches to how
                 the subject would actually look within the
                 environments, even for those including complex
                 multispectral illumination. We also demonstrate dynamic
                 lighting capture and playback using the technique.",
  acknowledgement = ack-nhfb,
  articleno =    "32",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shrestha:2016:CIM,
  author =       "Shikhar Shrestha and Felix Heide and Wolfgang Heidrich
                 and Gordon Wetzstein",
  title =        "Computational imaging with multi-camera time-of-flight
                 systems",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "33:1--33:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925928",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Depth cameras are a ubiquitous technology used in a
                 wide range of applications, including robotic and
                 machine vision, human-computer interaction, autonomous
                 vehicles as well as augmented and virtual reality. In
                 this paper, we explore the design and applications of
                 phased multi-camera time-of-flight (ToF) systems. We
                 develop a reproducible hardware system that allows for
                 the exposure times and waveforms of up to three cameras
                 to be synchronized. Using this system, we analyze
                 waveform interference between multiple light sources in
                 ToF applications and propose simple solutions to this
                 problem. Building on the concept of orthogonal
                 frequency design, we demonstrate state-of-the-art
                 results for instantaneous radial velocity capture via
                 Doppler time-of-flight imaging and we explore new
                 directions for optically probing global illumination,
                 for example by de-scattering dynamic scenes and by
                 non-line-of-sight motion detection via frequency
                 gating.",
  acknowledgement = ack-nhfb,
  articleno =    "33",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jones:2016:EBP,
  author =       "Ben Jones and Nils Thuerey and Tamar Shinar and Adam
                 W. Bargteil",
  title =        "Example-based plastic deformation of rigid bodies",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "34:1--34:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925979",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Physics-based animation is often used to animate
                 scenes containing destruction of near-rigid, man-made
                 materials. For these applications, the most important
                 visual features are plastic deformation and fracture.
                 Methods based on continuum mechanics model these
                 materials as elastoplastic, and must perform expensive
                 elasticity computations even though elastic
                 deformations are imperceptibly small for rigid
                 materials. We introduce an example-based plasticity
                 model based on linear blend skinning that allows
                 artists to author simulation objects using familiar
                 tools. Dynamics are computed using an unmodified rigid
                 body simulator, making our method computationally
                 efficient and easy to integrate into existing
                 pipelines. We introduce a flexible technique for
                 mapping impulses computed by the rigid body solver to
                 local, example-based deformations. For completeness,
                 our method also supports prescoring based fracture. We
                 demonstrate the practicality of our method by animating
                 a variety of destructive scenes.",
  acknowledgement = ack-nhfb,
  articleno =    "34",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2016:PSS,
  author =       "Hongyi Xu and Jernej Barbic",
  title =        "Pose-space subspace dynamics",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "35:1--35:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925916",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We enrich character animations with secondary
                 soft-tissue Finite Element Method (FEM) dynamics
                 computed under arbitrary rigged or skeletal motion. Our
                 method optionally incorporates pose-space deformation
                 (PSD). It runs at milliseconds per frame for complex
                 characters, and fits directly into standard character
                 animation pipelines. Our simulation method does not
                 require any skin data capture; hence, it can be applied
                 to humans, animals, and arbitrary (real-world or
                 fictional) characters. In standard model reduction of
                 three-dimensional nonlinear solid elastic models, one
                 builds a reduced model around a single pose, typically
                 the rest configuration. We demonstrate how to perform
                 multi-model reduction of Finite Element Method (FEM)
                 nonlinear elasticity, where separate reduced models are
                 precomputed around a representative set of object
                 poses, and then combined at runtime into a single fast
                 dynamic system, using subspace interpolation. While
                 time-varying reduction has been demonstrated before for
                 offline applications, our method is fast and suitable
                 for hard real-time applications in games and virtual
                 reality. Our method supports self-contact, which we
                 achieve by computing linear modes and derivatives under
                 contact constraints.",
  acknowledgement = ack-nhfb,
  articleno =    "35",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mukai:2016:EDS,
  author =       "Tomohiko Mukai and Shigeru Kuriyama",
  title =        "Efficient dynamic skinning with low-rank helper bone
                 controllers",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "36:1--36:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925905",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Dynamic skin deformation is vital for creating
                 life-like characters, and its real-time computation is
                 in great demand in interactive applications. We propose
                 a practical method to synthesize plausible and dynamic
                 skin deformation based on a helper bone rig. This
                 method builds helper bone controllers for the
                 deformations caused not only by skeleton poses but also
                 secondary dynamics effects. We introduce a state-space
                 model for a discrete time linear time-invariant system
                 that efficiently maps the skeleton motion to the
                 dynamic movement of the helper bones. Optimal transfer
                 of nonlinear, complicated deformations, including the
                 effect of soft-tissue dynamics, is obtained by learning
                 the training sequence consisting of skeleton motions
                 and corresponding skin deformations. Our approximation
                 method for a dynamics model is highly accurate and
                 efficient owing to its low-rank property obtained by a
                 sparsity-oriented nuclear norm optimization. The
                 resulting linear model is simple enough to easily
                 implement in the existing workflows and graphics
                 pipelines. We demonstrate the superior performance of
                 our method compared to conventional dynamic skinning in
                 terms of computational efficiency including LOD
                 controls, stability in interactive controls, and
                 flexible expression in deformations.",
  acknowledgement = ack-nhfb,
  articleno =    "36",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Le:2016:RTS,
  author =       "Binh Huy Le and Jessica K. Hodgins",
  title =        "Real-time skeletal skinning with optimized centers of
                 rotation",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "37:1--37:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925959",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Skinning algorithms that work across a broad range of
                 character designs and poses are crucial to creating
                 compelling animations. Currently, linear blend skinning
                 (LBS) and dual quaternion skinning (DQS) are the most
                 widely used, especially for real-time applications.
                 Both techniques are efficient to compute and are
                 effective for many purposes. However, they also have
                 many well-known artifacts, such as collapsing elbows,
                 candy wrapper twists, and bulging around the joints.
                 Due to the popularity of LBS and DQS, it would be of
                 great benefit to reduce these artifacts without
                 changing the animation pipeline or increasing the
                 computational cost significantly. In this paper, we
                 introduce a new direct skinning method that addresses
                 this problem. Our key idea is to pre-compute the
                 optimized center of rotation for each vertex from the
                 rest pose and skinning weights. At runtime, these
                 centers of rotation are used to interpolate the rigid
                 transformation for each vertex. Compared to other
                 direct skinning methods, our method significantly
                 reduces the artifacts of LBS and DQS while maintaining
                 real-time performance and backwards compatibility with
                 the animation pipeline.",
  acknowledgement = ack-nhfb,
  articleno =    "37",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yan:2016:ETM,
  author =       "Yajie Yan and Kyle Sykes and Erin Chambers and David
                 Letscher and Tao Ju",
  title =        "Erosion thickness on medial axes of {$3$D} shapes",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "38:1--38:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925938",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "While playing a fundamental role in shape
                 understanding, the medial axis is known to be sensitive
                 to small boundary perturbations. Methods for pruning
                 the medial axis are usually guided by some measure of
                 significance. The majority of significance measures
                 over the medial axes of 3D shapes are locally defined
                 and hence unable to capture the scale of features. We
                 introduce a global significance measure that
                 generalizes in 3D the classical Erosion Thickness (ET)
                 measure over the medial axes of 2D shapes. We give
                 precise definition of ET in 3D, analyze its properties,
                 and present an efficient approximation algorithm with
                 bounded error on a piece-wise linear medial axis.
                 Experiments showed that ET outperforms local measures
                 in differentiating small boundary noise from prominent
                 shape features, and it is significantly faster to
                 compute than existing global measures. We demonstrate
                 the utility of ET in extracting clean, shape-revealing
                 and topology-preserving skeletons of 3D shapes.",
  acknowledgement = ack-nhfb,
  articleno =    "38",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhou:2016:MAS,
  author =       "Qingnan Zhou and Eitan Grinspun and Denis Zorin and
                 Alec Jacobson",
  title =        "Mesh arrangements for solid geometry",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "39:1--39:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925901",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many high-level geometry processing tasks rely on
                 low-level constructive solid geometry operations.
                 Though trivial for implicit representations, boolean
                 operations are notoriously difficult to execute
                 robustly for explicit boundary representations.
                 Existing methods for 3D triangle meshes fall short in
                 one way or another. Some methods are fast but fail to
                 produce closed, self-intersection free output. Other
                 methods are robust but place prohibitively strict
                 assumptions on the input, e.g., no hollow cavities,
                 non-manifold edges or self-intersections. We propose a
                 systematic recipe for conducting a family of exact
                 constructive solid geometry operations. The two-stage
                 method makes no general position assumptions and does
                 not resort to numerical perturbation. The method is
                 variadic, operating on any number of input meshes. This
                 generalizes unary mesh-repair operations, classic
                 binary boolean differencing, and n -ary operations such
                 as finding all regions inside at least k out of n
                 inputs. We demonstrate the superior effectiveness and
                 robustness of our method on a dataset of 10,000
                 ``real-world'' meshes from a popular online repository.
                 To encourage development, validation, and comparison,
                 we release both our code and dataset to the public.",
  acknowledgement = ack-nhfb,
  articleno =    "39",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Moon:2016:APR,
  author =       "Bochang Moon and Steven McDonagh and Kenny Mitchell
                 and Markus Gross",
  title =        "Adaptive polynomial rendering",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "40:1--40:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925936",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we propose a new adaptive rendering
                 method to improve the performance of Monte Carlo ray
                 tracing, by reducing noise contained in rendered images
                 while preserving high-frequency edges. Our method
                 locally approximates an image with polynomial functions
                 and the optimal order of each polynomial function is
                 estimated so that our reconstruction error can be
                 minimized. To robustly estimate the optimal order, we
                 propose a multi-stage error estimation process that
                 iteratively estimates our reconstruction error. In
                 addition, we present an energy-preserving outlier
                 removal technique to remove spike noise without causing
                 noticeable energy loss in our reconstruction result.
                 Also, we adaptively allocate additional ray samples to
                 high error regions guided by our error estimation. We
                 demonstrate that our approach outperforms
                 state-of-the-art methods by controlling the tradeoff
                 between reconstruction bias and variance through
                 locally defining our polynomial order, even without
                 need for filtering bandwidth optimization, the common
                 approach of other recent methods.",
  acknowledgement = ack-nhfb,
  articleno =    "40",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Heitz:2016:RTP,
  author =       "Eric Heitz and Jonathan Dupuy and Stephen Hill and
                 David Neubelt",
  title =        "Real-time polygonal-light shading with linearly
                 transformed cosines",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "41:1--41:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925895",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we show that applying a linear
                 transformation---represented by a 3 x 3 matrix---to the
                 direction vectors of a spherical distribution yields
                 another spherical distribution, for which we derive a
                 closed-form expression. With this idea, we can use any
                 spherical distribution as a base shape to create a new
                 family of spherical distributions with parametric
                 roughness, elliptic anisotropy and skewness. If the
                 original distribution has an analytic expression,
                 normalization, integration over spherical polygons, and
                 importance sampling, then these properties are
                 inherited by the linearly transformed distributions. By
                 choosing a clamped cosine for the original distribution
                 we obtain a family of distributions, which we call
                 Linearly Transformed Cosines (LTCs), that provide a
                 good approximation to physically based BRDFs and that
                 can be analytically integrated over arbitrary spherical
                 polygons. We show how to use these properties in a
                 realtime polygonal-light shading application. Our
                 technique is robust, fast, accurate and simple to
                 implement.",
  acknowledgement = ack-nhfb,
  articleno =    "41",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vorba:2016:ADR,
  author =       "Jir{\'\i} Vorba and Jaroslav Kriv{\'a}nek",
  title =        "Adjoint-driven {Russian} roulette and splitting in
                 light transport simulation",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "42:1--42:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925912",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "While Russian roulette (RR) and splitting are
                 considered fundamental importance sampling techniques
                 in neutron transport simulations, they have so far
                 received relatively little attention in light
                 transport. In computer graphics, RR and splitting are
                 most often based solely on local reflectance
                 properties. However, this strategy can be far from
                 optimal in common scenes with non-uniform light
                 distribution as it does not accurately predict the
                 actual path contribution. In our approach, like in
                 neutron transport, we estimate the expected
                 contribution of a path as the product of the path
                 weight and a pre-computed estimate of the adjoint
                 transport solution. We use this estimate to generate
                 so-called weight window which keeps the path
                 contribution roughly constant through RR and splitting.
                 As a result, paths in unimportant regions tend to be
                 terminated early while in the more important regions
                 they are spawned by splitting. This results in
                 substantial variance reduction in both path tracing and
                 photon tracing-based simulations. Furthermore, unlike
                 the standard computer graphics RR, our approach does
                 not interfere with importance-driven sampling of
                 scattering directions, which results in superior
                 convergence when such a technique is combined with our
                 approach. We provide a justification of this behavior
                 by relating our approach to the zero-variance random
                 walk theory.",
  acknowledgement = ack-nhfb,
  articleno =    "42",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schuller:2016:CT,
  author =       "Christian Sch{\"u}ller and Daniele Panozzo and Anselm
                 Grundh{\"o}fer and Henning Zimmer and Evgeni Sorkine
                 and Olga Sorkine-Hornung",
  title =        "Computational thermoforming",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "43:1--43:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925914",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a method to fabricate textured 3D models
                 using thermoforming. Differently from industrial
                 techniques, which target mass production of a specific
                 shape, we propose a combined hardware and software
                 solution to manufacture customized, unique objects. Our
                 method simulates the forming process and converts the
                 texture of a given digital 3D model into a
                 pre-distorted image that we transfer onto a plastic
                 sheet. During thermoforming, the sheet deforms to
                 create a faithful physical replica of the digital
                 model. Our hardware setup uses off-the-shelf components
                 and can be calibrated with an automatic algorithm that
                 extracts the simulation parameters from a single
                 calibration object produced by the same process.",
  acknowledgement = ack-nhfb,
  articleno =    "43",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Martinez:2016:PVF,
  author =       "Jon{\`a}s Mart{\'\i}nez and J{\'e}r{\'e}mie Dumas and
                 Sylvain Lefebvre",
  title =        "Procedural {Voronoi} foams for additive
                 manufacturing",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "44:1--44:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925922",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Microstructures at the scale of tens of microns change
                 the physical properties of objects, making them lighter
                 or more flexible. While traditionally difficult to
                 produce, additive manufacturing now lets us physically
                 realize such microstructures at low cost. In this paper
                 we propose to study procedural, aperiodic
                 microstructures inspired by Voronoi open-cell foams.
                 The absence of regularity affords for a simple approach
                 to grade the foam geometry --- and thus its mechanical
                 properties --- within a target object and its surface.
                 Rather than requiring a global optimization process,
                 the microstructures are directly generated to exhibit a
                 specified elastic behavior. The implicit evaluation is
                 akin to procedural textures in computer graphics, and
                 locally adapts to follow the elasticity field. This
                 allows very detailed structures to be generated in
                 large objects without having to explicitly produce a
                 full representation --- mesh or voxels --- of the
                 complete object: the structures are added on the fly,
                 just before each object slice is manufactured. We study
                 the elastic behavior of the microstructures and provide
                 a complete description of the procedure generating
                 them. We explain how to determine the geometric
                 parameters of the microstructures from a target
                 elasticity, and evaluate the result on printed samples.
                 Finally, we apply our approach to the fabrication of
                 objects with spatially varying elasticity, including
                 the implicit modeling of a frame following the object
                 surface and seamlessly connecting to the
                 microstructures.",
  acknowledgement = ack-nhfb,
  articleno =    "44",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Song:2016:CCF,
  author =       "Peng Song and Bailin Deng and Ziqi Wang and Zhichao
                 Dong and Wei Li and Chi-Wing Fu and Ligang Liu",
  title =        "{CofiFab}: coarse-to-fine fabrication of large {$3$D}
                 objects",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "45:1--45:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925876",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents CofiFab, a coarse-to-fine 3D
                 fabrication solution, combining 3D printing and 2D
                 laser cutting for cost-effective fabrication of large
                 objects at lower cost and higher speed. Our key
                 approach is to first build coarse internal base
                 structures within the given 3D object using laser
                 cutting, and then attach thin 3D-printed parts, as an
                 external shell, onto the base to recover the fine
                 surface details. CofiFab achieves this with three novel
                 algorithmic components. First, we formulate an
                 optimization model to compute fabricatable polyhedrons
                 of maximized volume, as the geometry of the internal
                 base. Second, we devise a new interlocking scheme to
                 tightly connect the laser-cut parts into a strong
                 internal base, by iteratively building a network of
                 nonorthogonal joints and interlocking parts around
                 polyhedral corners. Lastly, we optimize the
                 partitioning of the external object shell into
                 3D-printable parts, while saving support material and
                 avoiding overhangs. Besides cost saving, these
                 components also consider aesthetics, stability and
                 balancing. Hence, CofiFab can efficiently produce large
                 objects by assembly. To evaluate CofiFab, we fabricate
                 objects of varying shapes and sizes, and show that
                 CofiFab can significantly outperform previous
                 methods.",
  acknowledgement = ack-nhfb,
  articleno =    "45",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guerrero:2016:RRA,
  author =       "Paul Guerrero and Niloy J. Mitra and Peter Wonka",
  title =        "{RAID}: a relation-augmented image descriptor",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "46:1--46:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925939",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "As humans, we regularly interpret scenes based on how
                 objects are related, rather than based on the objects
                 themselves. For example, we see a person riding an
                 object X or a plank bridging two objects. Current
                 methods provide limited support to search for content
                 based on such relations. We present raid, a
                 relation-augmented image descriptor that supports
                 queries based on inter-region relations. The key idea
                 of our descriptor is to encode region-to-region
                 relations as the spatial distribution of
                 point-to-region relationships between two image
                 regions. raid allows sketch-based retrieval and
                 requires minimal training data, thus making it suited
                 even for querying uncommon relations. We evaluate the
                 proposed descriptor by querying into large image
                 databases and successfully extract non-trivial images
                 demonstrating complex inter-region relations, which are
                 easily missed or erroneously classified by existing
                 methods. We assess the robustness of raid on multiple
                 datasets even when the region segmentation is computed
                 automatically or very noisy.",
  acknowledgement = ack-nhfb,
  articleno =    "46",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hu:2016:LHO,
  author =       "Ruizhen Hu and Oliver van Kaick and Bojian Wu and Hui
                 Huang and Ariel Shamir and Hao Zhang",
  title =        "Learning how objects function via co-analysis of
                 interactions",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "47:1--47:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925870",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a co-analysis method which learns a
                 functionality model for an object category, e.g.,
                 strollers or backpacks. Like previous works on
                 functionality, we analyze object-to-object interactions
                 and intra-object properties and relations. Differently
                 from previous works, our model goes beyond providing a
                 functionality-oriented descriptor for a single object;
                 it prototypes the functionality of a category of 3D
                 objects by co-analyzing typical interactions involving
                 objects from the category. Furthermore, our co-analysis
                 localizes the studied properties to the specific
                 locations, or surface patches, that support specific
                 functionalities, and then integrates the patch-level
                 properties into a category functionality model. Thus
                 our model focuses on the how, via common interactions,
                 and where, via patch localization, of functionality
                 analysis. Given a collection of 3D objects belonging to
                 the same category, with each object provided within a
                 scene context, our co-analysis yields a set of
                 proto-patches, each of which is a patch prototype
                 supporting a specific type of interaction, e.g.,
                 stroller handle held by hand. The learned category
                 functionality model is composed of proto-patches, along
                 with their pairwise relations, which together summarize
                 the functional properties of all the patches that
                 appear in the input object category. With the learned
                 functionality models for various object categories
                 serving as a knowledge base, we are able to form a
                 functional understanding of an individual 3D object,
                 without a scene context. With patch localization in the
                 model, functionality-aware modeling, e.g, functional
                 object enhancement and the creation of functional
                 object hybrids, is made possible.",
  acknowledgement = ack-nhfb,
  articleno =    "47",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guerrero:2016:PEP,
  author =       "Paul Guerrero and Gilbert Bernstein and Wilmot Li and
                 Niloy J. Mitra",
  title =        "{PATEX}: exploring pattern variations",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "48:1--48:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925950",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Patterns play a central role in 2D graphic design. A
                 critical step in the design of patterns is evaluating
                 multiple design alternatives. Exploring these
                 alternatives with existing tools is challenging because
                 most tools force users to work with a single fixed
                 representation of the pattern that encodes a specific
                 set of geometric relationships between pattern
                 elements. However, for most patterns, there are many
                 different interpretations of its regularity that
                 correspond to different design variations. The
                 exponential nature of this variation space makes the
                 problem of finding all variations intractable. We
                 present a method called PATEX to characterize and
                 efficiently identify distinct and valid pattern
                 variations, allowing users to directly navigate the
                 variation space. Technically, we propose a novel linear
                 approximation to handle the complexity of the problem
                 and efficiently enumerate suitable pattern variations
                 under proposed element movements. We also present two
                 pattern editing interfaces that expose the detected
                 pattern variations as suggested edits to the user. We
                 show a diverse collection of pattern edits and
                 variations created with PATEX. The results from our
                 user study indicate that our suggested variations can
                 be useful and inspirational for typical pattern editing
                 tasks.",
  acknowledgement = ack-nhfb,
  articleno =    "48",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{McCann:2016:CMK,
  author =       "James McCann and Lea Albaugh and Vidya Narayanan and
                 April Grow and Wojciech Matusik and Jennifer Mankoff
                 and Jessica Hodgins",
  title =        "A compiler for {$3$D} machine knitting",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "49:1--49:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925940",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Industrial knitting machines can produce finely
                 detailed, seamless, 3D surfaces quickly and without
                 human intervention. However, the tools used to program
                 them require detailed manipulation and understanding of
                 low-level knitting operations. We present a compiler
                 that can automatically turn assemblies of high-level
                 shape primitives (tubes, sheets) into low-level machine
                 instructions. These high-level shape primitives allow
                 knit objects to be scheduled, scaled, and otherwise
                 shaped in ways that require thousands of edits to
                 low-level instructions. At the core of our compiler is
                 a heuristic transfer planning algorithm for knit
                 cycles, which we prove is both sound and complete. This
                 algorithm enables the translation of high-level shaping
                 and scheduling operations into needle-level operations.
                 We show a wide range of examples produced with our
                 compiler and demonstrate a basic visual design
                 interface that uses our compiler as a backend.",
  acknowledgement = ack-nhfb,
  articleno =    "49",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bartle:2016:PDP,
  author =       "Aric Bartle and Alla Sheffer and Vladimir G. Kim and
                 Danny M. Kaufman and Nicholas Vining and Floraine
                 Berthouzoz",
  title =        "Physics-driven pattern adjustment for direct {$3$D}
                 garment editing",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "50:1--50:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925896",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Designers frequently reuse existing designs as a
                 starting point for creating new garments. In order to
                 apply garment modifications, which the designer
                 envisions in 3D, existing tools require meticulous
                 manual editing of 2D patterns. These 2D edits need to
                 account both for the envisioned geometric changes in
                 the 3D shape, as well as for various physical factors
                 that affect the look of the draped garment. We propose
                 a new framework that allows designers to directly apply
                 the changes they envision in 3D space; and creates the
                 2D patterns that replicate this envisioned target
                 geometry when lifted into 3D via a physical draping
                 simulation. Our framework removes the need for
                 laborious and knowledge-intensive manual 2D edits and
                 allows users to effortlessly mix existing garment
                 designs as well as adjust for garment length and fit.
                 Following each user specified editing operation we
                 first compute a target 3D garment shape, one that
                 maximally preserves the input garment's style-its
                 proportions, fit and shape-subject to the modifications
                 specified by the user. We then automatically compute 2D
                 patterns that recreate the target garment shape when
                 draped around the input mannequin within a
                 user-selected simulation environment. To generate these
                 patterns, we propose a fixed-point optimization scheme
                 that compensates for the deformation due to the
                 physical forces affecting the drape and is independent
                 of the underlying simulation tool used. Our experiments
                 show that this method quickly and reliably converges to
                 patterns that, under simulation, form the desired
                 target look, and works well with different black-box
                 physical simulators. We demonstrate a range of edited
                 and resimulated garments, and further validate our
                 approach via expert and amateur critique, and
                 comparisons to alternative solutions.",
  acknowledgement = ack-nhfb,
  articleno =    "50",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhao:2016:FPY,
  author =       "Shuang Zhao and Fujun Luan and Kavita Bala",
  title =        "Fitting procedural yarn models for realistic cloth
                 rendering",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "51:1--51:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925932",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Fabrics play a significant role in many applications
                 in design, prototyping, and entertainment. Recent
                 fiber-based models capture the rich visual appearance
                 of fabrics, but are too onerous to design and edit.
                 Yarn-based procedural models are powerful and
                 convenient, but too regular and not realistic enough in
                 appearance. In this paper, we introduce an automatic
                 fitting approach to create high-quality procedural yarn
                 models of fabrics with fiber-level details. We fit CT
                 data to procedural models to automatically recover a
                 full range of parameters, and augment the models with a
                 measurement-based model of flyaway fibers. We validate
                 our fabric models against CT measurements and
                 photographs, and demonstrate the utility of this
                 approach for fabric modeling and editing.",
  acknowledgement = ack-nhfb,
  articleno =    "51",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lau:2016:TMS,
  author =       "Manfred Lau and Kapil Dev and Weiqi Shi and Julie
                 Dorsey and Holly Rushmeier",
  title =        "Tactile mesh saliency",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "52:1--52:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925927",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "While the concept of visual saliency has been
                 previously explored in the areas of mesh and image
                 processing, saliency detection also applies to other
                 sensory stimuli. In this paper, we explore the problem
                 of tactile mesh saliency, where we define salient
                 points on a virtual mesh as those that a human is more
                 likely to grasp, press, or touch if the mesh were a
                 real-world object. We solve the problem of taking as
                 input a 3D mesh and computing the relative tactile
                 saliency of every mesh vertex. Since it is difficult to
                 manually define a tactile saliency measure, we
                 introduce a crowdsourcing and learning framework. It is
                 typically easy for humans to provide relative rankings
                 of saliency between vertices rather than absolute
                 values. We thereby collect crowdsourced data of such
                 relative rankings and take a learning-to-rank approach.
                 We develop a new formulation to combine deep learning
                 and learning-to-rank methods to compute a tactile
                 saliency measure. We demonstrate our framework with a
                 variety of 3D meshes and various applications including
                 material suggestion for rendering and fabrication.",
  acknowledgement = ack-nhfb,
  articleno =    "52",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hoyet:2016:PES,
  author =       "Ludovic Hoyet and Anne-Helene Olivier and Richard
                 Kulpa and Julien Pettr{\'e}",
  title =        "Perceptual effect of shoulder motions on crowd
                 animations",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "53:1--53:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925931",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A typical crowd engine pipeline animates numerous
                 moving characters according to a two-step process:
                 global trajectories are generated by a crowd simulator,
                 whereas full body motions are generated by animation
                 engines. Because interactions are only considered at
                 the first stage, animations sometimes lead to residual
                 collisions and/or characters walking as if they were
                 alone, showing no sign to the influence of others. In
                 this paper, we investigate the value of adding shoulder
                 motions to characters passing at close distances on the
                 perceived visual quality of crowd animations (i.e.,
                 perceived residual collisions and animation
                 naturalness). We present two successive perceptual
                 experiments exploring this question where we
                 investigate first, local interactions between two
                 isolated characters, and second, crowd scenarios. The
                 first experiment shows that shoulder motions have a
                 strong positive effect on both perceived residual
                 collisions and animation naturalness. The second
                 experiment demonstrates that the effect of shoulder
                 motions on animation naturalness is preserved in the
                 context of crowd scenarios, even though the complexity
                 of the scene is largely increased. Our general
                 conclusion is that adding secondary motions in
                 character interactions has a significant impact on the
                 visual quality of crowd animations, with a very light
                 impact on the computational cost of the whole animation
                 pipeline. Our results advance crowd animation
                 techniques by enhancing the simulation of complex
                 interactions between crowd characters with simple
                 secondary motion triggering techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "53",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Streuber:2016:BTC,
  author =       "Stephan Streuber and M. Alejandra Quiros-Ramirez and
                 Matthew Q. Hill and Carina A. Hahn and Silvia Zuffi and
                 Alice O'Toole and Michael J. Black",
  title =        "Body talk: crowdshaping realistic {$3$D} avatars with
                 words",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "54:1--54:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925981",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Realistic, metrically accurate, 3D human avatars are
                 useful for games, shopping, virtual reality, and health
                 applications. Such avatars are not in wide use because
                 solutions for creating them from high-end scanners,
                 low-cost range cameras, and tailoring measurements all
                 have limitations. Here we propose a simple solution and
                 show that it is surprisingly accurate. We use
                 crowdsourcing to generate attribute ratings of 3D body
                 shapes corresponding to standard linguistic
                 descriptions of 3D shape. We then learn a linear
                 function relating these ratings to 3D human shape
                 parameters. Given an image of a new body, we again turn
                 to the crowd for ratings of the body shape. The
                 collection of linguistic ratings of a photograph
                 provides remarkably strong constraints on the metric 3D
                 shape. We call the process crowdshaping and show that
                 our Body Talk system produces shapes that are
                 perceptually indistinguishable from bodies created from
                 high-resolution scans and that the metric accuracy is
                 sufficient for many tasks. This makes body ``scanning''
                 practical without a scanner, opening up new
                 applications including database search, visualization,
                 and extracting avatars from books.",
  acknowledgement = ack-nhfb,
  articleno =    "54",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Piovarci:2016:IAP,
  author =       "Michal Piovarci and David I. W. Levin and Jason
                 Rebello and Desai Chen and Roman Durikovic and
                 Hanspeter Pfister and Wojciech Matusik and Piotr
                 Didyk",
  title =        "An interaction-aware, perceptual model for non-linear
                 elastic objects",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "55:1--55:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925885",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Everyone, from a shopper buying shoes to a doctor
                 palpating a growth, uses their sense of touch to learn
                 about the world. 3D printing is a powerful technology
                 because it gives us the ability to control the haptic
                 impression an object creates. This is critical for both
                 replicating existing, real-world constructs and
                 designing novel ones. However, each 3D printer has
                 different capabilities and supports different
                 materials, leaving us to ask: How can we best replicate
                 a given haptic result on a particular output device? In
                 this work, we address the problem of mapping a
                 real-world material to its nearest 3D printable
                 counterpart by constructing a perceptual model for the
                 compliance of nonlinearly elastic objects. We begin by
                 building a perceptual space from experimentally
                 obtained user comparisons of twelve 3D-printed
                 metamaterials. By comparing this space to a number of
                 hypothetical computational models, we identify those
                 that can be used to accurately and efficiently evaluate
                 human-perceived differences in nonlinear stiffness.
                 Furthermore, we demonstrate how such models can be
                 applied to complex geometries in an interaction-aware
                 way where the compliance is influenced not only by the
                 material properties from which the object is made but
                 also its geometry. We demonstrate several applications
                 of our method in the context of fabrication and
                 evaluate them in a series of user experiments.",
  acknowledgement = ack-nhfb,
  articleno =    "55",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yan:2016:PND,
  author =       "Ling-Qi Yan and Milos Hasan and Steve Marschner and
                 Ravi Ramamoorthi",
  title =        "Position-normal distributions for efficient rendering
                 of specular microstructure",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "56:1--56:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925915",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Specular BRDF rendering traditionally approximates
                 surface microstructure using a smooth normal
                 distribution, but this ignores glinty effects, easily
                 observable in the real world. While modeling the actual
                 surface microstructure is possible, the resulting
                 rendering problem is prohibitively expensive. Recently,
                 Yan et al. [2014] and Jakob et al. [2014] made progress
                 on this problem, but their approaches are still
                 expensive and lack full generality in their material
                 and illumination support. We introduce an efficient and
                 general method that can be easily integrated in a
                 standard rendering system. We treat a specular surface
                 as a four-dimensional position-normal distribution, and
                 fit this distribution using millions of 4D Gaussians,
                 which we call elements. This leads to closed-form
                 solutions to the required BRDF evaluation and sampling
                 queries, enabling the first practical solution to
                 rendering specular microstructure.",
  acknowledgement = ack-nhfb,
  articleno =    "56",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Raymond:2016:MSR,
  author =       "Boris Raymond and Ga{\"e}l Guennebaud and Pascal
                 Barla",
  title =        "Multi-scale rendering of scratched materials using a
                 structured {SV-BRDF} model",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "57:1--57:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925945",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a Spatially-Varying BRDF model tailored
                 to the multi-scale rendering of scratched materials
                 such as metals, plastics or finished woods. Our
                 approach takes advantage of the regular structure of
                 scratch distributions to achieve high performance
                 without compromising visual quality. We provide users
                 with controls over the profile, micro-BRDF, density and
                 orientation of scratches, while updating our material
                 model at interactive rates. The BRDF for a single
                 scratch is simulated using an optimized 2D ray-tracer
                 and compactly stored in a three-component 2D texture.
                 In contrast to existing models, our approach takes into
                 account all interreflections inside a scratch,
                 including Fresnel effects. At render time, the SV-BRDF
                 for the scratch distribution under a pixel or ray
                 footprint is obtained by linear combination of
                 individual scratch BRDFs. We show how to evaluate it
                 using both importance and light sampling, in direct and
                 global illumination settings.",
  acknowledgement = ack-nhfb,
  articleno =    "57",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Heitz:2016:MSM,
  author =       "Eric Heitz and Johannes Hanika and Eugene d'Eon and
                 Carsten Dachsbacher",
  title =        "Multiple-scattering microfacet {BSDFs} with the
                 {Smith} model",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "58:1--58:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925943",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Modeling multiple scattering in microfacet theory is
                 considered an important open problem because a
                 non-negligible portion of the energy leaving rough
                 surfaces is due to paths that bounce multiple times. In
                 this paper we derive the missing multiple-scattering
                 components of the popular family of BSDFs based on the
                 Smith microsurface model. Our derivations are based
                 solely on the original assumptions of the Smith model.
                 We validate our BSDFs using raytracing simulations of
                 explicit random Beckmann surfaces. Our main insight is
                 that the microfacet theory for surfaces with the Smith
                 model can be derived as a special case of the
                 microflake theory for volumes, with additional
                 constraints to enforce the presence of a sharp
                 interface, i.e. to transform the volume into a surface.
                 We derive new free-path distributions and phase
                 functions such that plane-parallel scattering from a
                 microvolume with these distributions exactly produces
                 the BSDF based on the Smith microsurface model, but
                 with the addition of higher-order scattering. With this
                 new formulation, we derive multiple-scattering
                 micro-facet BSDFs made of either diffuse, conductive,
                 or dielectric material. Our resulting BSDFs are
                 reciprocal, energy conserving, and support popular
                 anisotropic parametric normal distribution functions
                 such as Beckmann and GGX. While we do not provide
                 closed-form expressions for the BSDFs, they are
                 mathematically well-defined and can be evaluated at
                 arbitrary precision. We show how to practically use
                 them with Monte Carlo physically based rendering
                 algorithms by providing analytic importance sampling
                 and unbiased stochastic evaluation. Our implementation
                 is analytic and does not use per-BSDF precomputed data,
                 which makes our BSDFs usable with textured albedos,
                 roughness, and anisotropy.",
  acknowledgement = ack-nhfb,
  articleno =    "58",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Efrat:2016:CLS,
  author =       "Netalee Efrat and Piotr Didyk and Mike Foshey and
                 Wojciech Matusik and Anat Levin",
  title =        "{Cinema $3$D}: large scale automultiscopic display",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "59:1--59:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925921",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "While 3D movies are gaining popularity, viewers in a
                 3D cinema still need to wear cumbersome glasses in
                 order to enjoy them. Automultiscopic displays provide a
                 better alternative to the display of 3D content, as
                 they present multiple angular images of the same scene
                 without the need for special eyewear. However,
                 automultiscopic displays cannot be directly implemented
                 in a wide cinema setting due to variants of two main
                 problems: (i) The range of angles at which the screen
                 is observed in a large cinema is usually very wide, and
                 there is an unavoidable tradeoff between the range of
                 angular images supported by the display and its spatial
                 or angular resolutions. (ii) Parallax is usually
                 observed only when a viewer is positioned at a limited
                 range of distances from the screen. This work proposes
                 a new display concept, which supports automultiscopic
                 content in a wide cinema setting. It builds on the
                 typical structure of cinemas, such as the fixed seat
                 positions and the fact that different rows are located
                 on a slope at different heights. Rather than attempting
                 to display many angular images spanning the full range
                 of viewing angles in a wide cinema, our design only
                 displays the narrow angular range observed within the
                 limited width of a single seat. The same narrow range
                 content is then replicated to all rows and seats in the
                 cinema. To achieve this, it uses an optical
                 construction based on two sets of parallax barriers, or
                 lenslets, placed in front of a standard screen. This
                 paper derives the geometry of such a display, analyzes
                 its limitations, and demonstrates a proof-of-concept
                 prototype.",
  acknowledgement = ack-nhfb,
  articleno =    "59",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2016:ALF,
  author =       "Seungjae Lee and Changwon Jang and Seokil Moon and
                 Jaebum Cho and Byoungho Lee",
  title =        "Additive light field displays: realization of
                 augmented reality with holographic optical elements",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "60:1--60:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925971",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a see-through additive light field display
                 as a novel type of compressive light field display. We
                 utilize holographic optical elements (HOEs) as
                 transparent additive layers. The HOE layers are almost
                 free from diffraction unlike spatial light modulator
                 layers, which makes this additive light field display
                 more advantageous when modifying the number of layers,
                 thickness, and pixel density compared with conventional
                 compressive displays. Meanwhile, the additive light
                 field display maintains advantages of compressive light
                 field displays. The proposed additive light field
                 display shows bright and full-color volumetric images
                 in high definition. In addition, users can view
                 real-world scenes beyond the displays. Hence, we expect
                 that our method can contribute to the realization of
                 augmented reality. Here, we describe implementation of
                 a prototype additive light field display with two
                 additive layers, evaluate the performance of
                 transparent HOE layers, describe several results of
                 display experiments, discuss the diffraction effect of
                 spatial light modulators, and analyze the ability of
                 the additive light field display to express
                 uncorrelated light fields.",
  acknowledgement = ack-nhfb,
  articleno =    "60",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Roberts:2016:GDF,
  author =       "Mike Roberts and Pat Hanrahan",
  title =        "Generating dynamically feasible trajectories for
                 quadrotor cameras",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "61:1--61:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925980",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "When designing trajectories for quadrotor cameras, it
                 is important that the trajectories respect the dynamics
                 and physical limits of quadrotor hardware. We refer to
                 such trajectories as being feasible. In this paper, we
                 introduce a fast and user-friendly algorithm for
                 generating feasible quadrotor camera trajectories. Our
                 algorithm takes as input an infeasible trajectory
                 designed by a user, and produces as output a feasible
                 trajectory that is as similar as possible to the user's
                 input. By design, our algorithm does not change the
                 spatial layout or visual contents of the input
                 trajectory. Instead, our algorithm guarantees the
                 feasibility of the output trajectory by re-timing the
                 input trajectory, perturbing its timing as little as
                 possible while remaining within velocity and control
                 force limits. Our choice to perturb the timing of a
                 shot, while leaving the spatial layout and visual
                 contents of the shot intact, leads to a well-behaved
                 non-convex optimization problem that can be solved at
                 interactive rates. We implement our algorithm in an
                 open-source tool for designing quadrotor camera shots,
                 where we achieve interactive performance across a wide
                 range of camera trajectories. We demonstrate that our
                 algorithm is between 25x and 45x faster than a
                 spacetime constraints approach implemented using a
                 commercially available solver. As we scale to more
                 finely discretized trajectories, this performance gap
                 widens, with our algorithm outperforming spacetime
                 constraints by between 90x and 180x. Finally, we fly 5
                 feasible trajectories generated by our algorithm on a
                 real quadrotor camera, producing video footage that is
                 faithful to Google Earth shot previews, even when the
                 trajectories are at the quadrotor's physical limits.",
  acknowledgement = ack-nhfb,
  articleno =    "61",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2016:RAP,
  author =       "Wenbin Li and Fabio Viola and Jonathan Starck and
                 Gabriel J. Brostow and Neill D. F. Campbell",
  title =        "{Roto++}: accelerating professional rotoscoping using
                 shape manifolds",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "62:1--62:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925973",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Rotoscoping (cutting out different
                 characters/objects/layers in raw video footage) is a
                 ubiquitous task in modern post-production and
                 represents a significant investment in person-hours. In
                 this work, we study the particular task of professional
                 rotoscoping for high-end, live action movies and
                 propose a new framework that works with roto-artists to
                 accelerate the workflow and improve their productivity.
                 Working with the existing keyframing paradigm, our
                 first contribution is the development of a shape model
                 that is updated as artists add successive keyframes.
                 This model is used to improve the output of traditional
                 interpolation and tracking techniques, reducing the
                 number of keyframes that need to be specified by the
                 artist. Our second contribution is to use the same
                 shape model to provide a new interactive tool that
                 allows an artist to reduce the time spent editing each
                 keyframe. The more keyframes that are edited, the
                 better the interactive tool becomes, accelerating the
                 process and making the artist more efficient without
                 compromising their control. Finally, we also provide a
                 new, professionally rotoscoped dataset that enables
                 truly representative, real-world evaluation of
                 rotoscoping methods. We used this dataset to perform a
                 number of experiments, including an expert study with
                 professional roto-artists, to show, quantitatively, the
                 advantages of our approach.",
  acknowledgement = ack-nhfb,
  articleno =    "62",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2016:ROS,
  author =       "Jungjin Lee and Bumki Kim and Kyehyun Kim and Younghui
                 Kim and Junyong Noh",
  title =        "Rich360: optimized spherical representation from
                 structured panoramic camera arrays",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "63:1--63:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925983",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents Rich360, a novel system for
                 creating and viewing a $ 360^\circ $ panoramic video
                 obtained from multiple cameras placed on a structured
                 rig. Rich360 provides an as-rich-as-possible $
                 360^\circ $ viewing experience by effectively resolving
                 two issues that occur in the existing pipeline. First,
                 a deformable spherical projection surface is utilized
                 to minimize the parallax from multiple cameras. The
                 surface is deformed spatio-temporally according to the
                 depth constraints estimated from the overlapping video
                 regions. This enables fast and efficient parallax-free
                 stitching independent of the number of views. Next, a
                 non-uniform spherical ray sampling is performed. The
                 density of the sampling varies depending on the
                 importance of the image region. Finally, for
                 interactive viewing, the non-uniformly sampled video is
                 mapped onto a uniform viewing sphere using a UV map.
                 This approach can preserve the richness of the input
                 videos when the resolution of the final $ 360^\circ $
                 panoramic video is smaller than the overall resolution
                 of the input videos, which is the case for most $
                 360^\circ $ panoramic videos. We show various results
                 from Rich360 to demonstrate the richness of the output
                 video and the advancement in the stitching results.",
  acknowledgement = ack-nhfb,
  articleno =    "63",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sun:2016:MVP,
  author =       "Qi Sun and Li-Yi Wei and Arie Kaufman",
  title =        "Mapping virtual and physical reality",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "64:1--64:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925883",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Real walking offers higher immersive presence for
                 virtual reality (VR) applications than alternative
                 locomotive means such as walking-in-place and external
                 control gadgets, but needs to take into consideration
                 different room sizes, wall shapes, and surrounding
                 objects in the virtual and real worlds. Despite
                 perceptual study of impossible spaces and redirected
                 walking, there are no general methods to match a given
                 pair of virtual and real scenes. We propose a system to
                 match a given pair of virtual and physical worlds for
                 immersive VR navigation. We first compute a planar map
                 between the virtual and physical floor plans that
                 minimizes angular and distal distortions while
                 conforming to the virtual environment goals and
                 physical environment constraints. Our key idea is to
                 design maps that are globally surjective to allow
                 proper folding of large virtual scenes into smaller
                 real scenes but locally injective to avoid locomotion
                 ambiguity and intersecting virtual objects. From these
                 maps we derive altered rendering to guide user
                 navigation within the physical environment while
                 retaining visual fidelity to the virtual environment.
                 Our key idea is to properly warp the virtual world
                 appearance into real world geometry with sufficient
                 quality and performance. We evaluate our method through
                 a formative user study, and demonstrate applications in
                 gaming, architecture walkthrough, and medical
                 imaging.",
  acknowledgement = ack-nhfb,
  articleno =    "64",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aittala:2016:RMN,
  author =       "Miika Aittala and Timo Aila and Jaakko Lehtinen",
  title =        "Reflectance modeling by neural texture synthesis",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "65:1--65:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925917",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We extend parametric texture synthesis to capture
                 rich, spatially varying parametric reflectance models
                 from a single image. Our input is a single head-lit
                 flash image of a mostly flat, mostly stationary
                 (textured) surface, and the output is a tile of SVBRDF
                 parameters that reproduce the appearance of the
                 material. No user intervention is required. Our key
                 insight is to make use of a recent, powerful texture
                 descriptor based on deep convolutional neural network
                 statistics for ``softly'' comparing the model
                 prediction and the examplars without requiring an
                 explicit point-to-point correspondence between them.
                 This is in contrast to traditional reflectance capture
                 that requires pointwise constraints between inputs and
                 outputs under varying viewing and lighting conditions.
                 Seen through this lens, our method is an indirect
                 algorithm for fitting photorealistic SVBRDFs. The
                 problem is severely ill-posed and non-convex. To guide
                 the optimizer towards desirable solutions, we introduce
                 a soft Fourier-domain prior for encouraging spatial
                 stationarity of the reflectance parameters and their
                 correlations, and a complementary preconditioning
                 technique that enables efficient exploration of such
                 solutions by L-BFGS, a standard non-linear numerical
                 optimizer.",
  acknowledgement = ack-nhfb,
  articleno =    "65",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Miyashita:2016:ZSP,
  author =       "Leo Miyashita and Kota Ishihara and Yoshihiro Watanabe
                 and Masatoshi Ishikawa",
  title =        "{ZoeMatrope}: a system for physical material design",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "66:1--66:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925925",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Reality is the most realistic representation. We
                 introduce a material display called ZoeMatrope that can
                 reproduce a variety of materials with high resolution,
                 dynamic range and light field reproducibility by using
                 compositing and animation principles used in a zoetrope
                 and a thaumatrope. With ZoeMatrope, the quality of the
                 material is equivalent to that of real objects and the
                 range of expressible materials is diversified by
                 overlaying a set of base materials in a linear
                 combination. ZoeMatrope is also able to express
                 spatially-varying materials, and even augmented
                 materials such as materials with an alpha channel. In
                 this paper, we propose a method for selecting the
                 optimal material set and determining the weights of the
                 linear combination to reproduce a wide range of target
                 materials properly. We also demonstrate the
                 effectiveness of this approach with the developed
                 system and show the results for various materials.",
  acknowledgement = ack-nhfb,
  articleno =    "66",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Templin:2016:EDC,
  author =       "Krzysztof Templin and Piotr Didyk and Karol Myszkowski
                 and Hans-Peter Seidel",
  title =        "Emulating displays with continuously varying frame
                 rates",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "67:1--67:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925879",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The visual quality of a motion picture is
                 significantly influenced by the choice of the
                 presentation frame rate. Increasing the frame rate
                 improves the clarity of the image and helps to
                 alleviate many artifacts, such as blur, strobing,
                 flicker, or judder. These benefits, however, come at
                 the price of losing well-established film aesthetics,
                 often referred to as the ``cinematic look''. Current
                 technology leaves artists with a sparse set of choices,
                 e.g., 24 Hz or 48 Hz, limiting the freedom in adjusting
                 the frame rate to artistic needs, content, and display
                 technology. In this paper, we solve this problem by
                 proposing a novel filtering technique which enables
                 emulating the whole spectrum of presentation frame
                 rates on a single-frame-rate display. The key component
                 of our technique is a set of simple yet powerful
                 filters calibrated and evaluated in psychophysical
                 experiments. By varying their parameters we can achieve
                 an impression of continuously varying presentation
                 frame rate in both the spatial and temporal dimensions.
                 This allows artists to achieve the best balance between
                 the aesthetics and the objective quality of the motion
                 picture. Furthermore, we show how our technique,
                 informed by cinematic guidelines, can adapt to the
                 content and achieve this balance automatically.",
  acknowledgement = ack-nhfb,
  articleno =    "67",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kellnhofer:2016:GSD,
  author =       "Petr Kellnhofer and Piotr Didyk and Karol Myszkowski
                 and Mohamed M. Hefeeda and Hans-Peter Seidel and
                 Wojciech Matusik",
  title =        "{GazeStereo$3$D}: seamless disparity manipulations",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "68:1--68:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925866",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Producing a high quality stereoscopic impression on
                 current displays is a challenging task. The content has
                 to be carefully prepared in order to maintain visual
                 comfort, which typically affects the quality of depth
                 reproduction. In this work, we show that this problem
                 can be significantly alleviated when the eye fixation
                 regions can be roughly estimated. We propose a new
                 method for stereoscopic depth adjustment that utilizes
                 eye tracking or other gaze prediction information. The
                 key idea that distinguishes our approach from the
                 previous work is to apply gradual depth adjustments at
                 the eye fixation stage, so that they remain
                 unnoticeable. To this end, we measure the limits
                 imposed on the speed of disparity changes in various
                 depth adjustment scenarios, and formulate a new model
                 that can guide such seamless stereoscopic content
                 processing. Based on this model, we propose a real-time
                 controller that applies local manipulations to
                 stereoscopic content to find the optimum between depth
                 reproduction and visual comfort. We show that the
                 controller is mostly immune to the limitations of
                 low-cost eye tracking solutions. We also demonstrate
                 benefits of our model in off-line applications, such as
                 stereoscopic movie production, where skillful directors
                 can reliably guide and predict viewers' attention or
                 where attended image regions are identified during eye
                 tracking sessions. We validate both our model and the
                 controller in a series of user experiments. They show
                 significant improvements in depth perception without
                 sacrificing the visual quality when our techniques are
                 applied.",
  acknowledgement = ack-nhfb,
  articleno =    "68",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Koutaki:2016:BCI,
  author =       "Gou Koutaki",
  title =        "Binary continuous image decomposition for multi-view
                 display",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "69:1--69:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925949",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper proposes multi-view display using a digital
                 light processing (DLP) projector and new active shutter
                 glasses. In conventional stereoscopic active shutter
                 systems, active shutter glasses have a 0--1 (open and
                 closed) state, and the right and left frames are
                 temporally divided. However, this causes the display to
                 flicker because the human eye perceives the appearance
                 of black frames when the other shutter is closing.
                 Furthermore, it is difficult to increase the number of
                 views because the number of frames representing images
                 is also divided. We solve these problems by extending
                 the active shutter beyond the use of the 0--1 state to
                 a continuous range of states [0, 1] instead. This
                 relaxation leads to the formulation of a new DLP
                 imaging model and an optimization problem. The special
                 structure of DLP binary imaging and the continuous
                 transmittance of the new active shutter glasses require
                 the solution of a binary continuous image decomposition
                 problem. Although it contains NP-hard problems, the
                 proposed algorithm can efficiently solve the problem.
                 The implementation of our imaging system requires the
                 development of an active shutter device with continuous
                 transmittance. We implemented the control of the
                 transmittance of the liquid crystal display (LCD)
                 shutter by using a pulse-width modulation (PWM). A
                 simulation and the developed multi-view display system
                 were used to show that our model can represent
                 multi-view images more accurately than the conventional
                 time-division 0-1 active shutter system.",
  acknowledgement = ack-nhfb,
  articleno =    "69",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shen:2016:SVS,
  author =       "Wuyao Shen and Xiangyu Mao and Xinghong Hu and
                 Tien-Tsin Wong",
  title =        "Seamless visual sharing with color vision
                 deficiencies",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "70:1--70:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925878",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Approximately 250 million people suffer from color
                 vision deficiency (CVD). They can hardly share the same
                 visual content with normal-vision audiences. In this
                 paper, we propose the first system that allows CVD and
                 normal-vision audiences to share the same visual
                 content simultaneously. The key that we can achieve
                 this is because the ordinary stereoscopic display
                 (non-autostereoscopic ones) offers users two visual
                 experiences (with and without wearing stereoscopic
                 glasses). By allocating one experience to CVD audiences
                 and one to normal-vision audiences, we allow them to
                 share. The core problem is to synthesize an image pair,
                 that when they are presented binocularly, CVD audiences
                 can distinguish the originally indistinguishable
                 colors; and when it is in monocular presentation,
                 normal-vision audiences cannot distinguish its
                 difference from the original image. We solve the
                 image-pair recoloring problem by optimizing an
                 objective function that minimizes the color deviation
                 for normal-vision audiences, and maximizes the color
                 distinguishability and binocular fusibility for CVD
                 audiences. Our method is extensively evaluated via
                 multiple quantitative experiments and user studies.
                 Convincing results are obtained in all our test
                 cases.",
  acknowledgement = ack-nhfb,
  articleno =    "70",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bonneel:2016:WBC,
  author =       "Nicolas Bonneel and Gabriel Peyr{\'e} and Marco
                 Cuturi",
  title =        "{Wasserstein} barycentric coordinates: histogram
                 regression using optimal transport",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "71:1--71:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925918",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article defines a new way to perform intuitive
                 and geometrically faithful regressions on
                 histogram-valued data. It leverages the theory of
                 optimal transport, and in particular the definition of
                 Wasserstein barycenters, to introduce for the first
                 time the notion of barycentric coordinates for
                 histograms. These coordinates take into account the
                 underlying geometry of the ground space on which the
                 histograms are defined, and are thus particularly
                 meaningful for applications in graphics to shapes,
                 color or material modification. Beside this abstract
                 construction, we propose a fast numerical optimization
                 scheme to solve this backward problem (finding the
                 barycentric coordinates of a given histogram) with a
                 low computational overhead with respect to the forward
                 problem (computing the barycenter). This scheme relies
                 on a backward algorithmic differentiation of the
                 Sinkhorn algorithm which is used to optimize the
                 entropic regularization of Wasserstein barycenters. We
                 showcase an illustrative set of applications of these
                 Wasserstein coordinates to various problems in computer
                 graphics: shape approximation, BRDF acquisition and
                 color editing.",
  acknowledgement = ack-nhfb,
  articleno =    "71",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Solomon:2016:EMA,
  author =       "Justin Solomon and Gabriel Peyr{\'e} and Vladimir G.
                 Kim and Suvrit Sra",
  title =        "Entropic metric alignment for correspondence
                 problems",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "72:1--72:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925903",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many shape and image processing tools rely on
                 computation of correspondences between geometric
                 domains. Efficient methods that stably extract ``soft''
                 matches in the presence of diverse geometric structures
                 have proven to be valuable for shape retrieval and
                 transfer of labels or semantic information. With these
                 applications in mind, we present an algorithm for
                 probabilistic correspondence that optimizes an
                 entropy-regularized Gromov-Wasserstein (GW) objective.
                 Built upon recent developments in numerical optimal
                 transportation, our algorithm is compact, provably
                 convergent, and applicable to any geometric domain
                 expressible as a metric measure matrix. We provide
                 comprehensive experiments illustrating the convergence
                 and applicability of our algorithm to a variety of
                 graphics tasks. Furthermore, we expand entropic GW
                 correspondence to a framework for other matching
                 problems, incorporating partial distance matrices, user
                 guidance, shape exploration, symmetry detection, and
                 joint analysis of more than two domains. These
                 applications expand the scope of entropic GW
                 correspondence to major shape analysis problems and are
                 stable to distortion and noise.",
  acknowledgement = ack-nhfb,
  articleno =    "72",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Maron:2016:PRE,
  author =       "Haggai Maron and Nadav Dym and Itay Kezurer and Shahar
                 Kovalsky and Yaron Lipman",
  title =        "Point registration via efficient convex relaxation",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "73:1--73:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925913",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Point cloud registration is a fundamental task in
                 computer graphics, and more specifically, in rigid and
                 non-rigid shape matching. The rigid shape matching
                 problem can be formulated as the problem of
                 simultaneously aligning and labelling two point clouds
                 in 3D so that they are as similar as possible. We name
                 this problem the Procrustes matching (PM) problem. The
                 non-rigid shape matching problem can be formulated as a
                 higher dimensional PM problem using the functional maps
                 method. High dimensional PM problems are difficult
                 non-convex problems which currently can only be solved
                 locally using iterative closest point (ICP) algorithms
                 or similar methods. Good initialization is crucial for
                 obtaining a good solution. We introduce a novel and
                 efficient convex SDP (semidefinite programming)
                 relaxation for the PM problem. The algorithm is
                 guaranteed to return a correct global solution of the
                 problem when matching two isometric shapes which are
                 either asymmetric or bilaterally symmetric. We show our
                 algorithm gives state of the art results on popular
                 shape matching datasets. We also show that our
                 algorithm gives state of the art results for anatomical
                 classification of shapes. Finally we demonstrate the
                 power of our method in aligning shape collections.",
  acknowledgement = ack-nhfb,
  articleno =    "73",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Campen:2016:BMS,
  author =       "Marcel Campen and Cl{\'a}udio T. Silva and Denis
                 Zorin",
  title =        "Bijective maps from simplicial foliations",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "74:1--74:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925890",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a method for bijective
                 parametrization of 2D and 3D objects over canonical
                 domains. While a range of solutions for the
                 two-dimensional case are well-known, our method
                 guarantees bijectivity of mappings also for a large,
                 combinatorially-defined class of tetrahedral meshes
                 (shellable meshes). The key concept in our method is
                 the piecewise-linear (PL) foliation, decomposing the
                 mesh into one-dimensional submanifolds and reducing the
                 mapping problem to parametrization of a
                 lower-dimensional manifold (a foliation section). The
                 maps resulting from these foliations are proved to be
                 bijective and continuous, and shown to have provably
                 bijective PL approximations. We describe exact,
                 numerically robust evaluation methods and demonstrate
                 our implementation's capabilities on a large variety of
                 meshes.",
  acknowledgement = ack-nhfb,
  articleno =    "74",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhu:2016:GOT,
  author =       "Haichao Zhu and Xueting Liu and Tien-Tsin Wong and
                 Pheng-Ann Heng",
  title =        "Globally optimal toon tracking",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "75:1--75:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925872",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The ability to identify objects or region
                 correspondences between consecutive frames of a given
                 hand-drawn animation sequence is an indispensable tool
                 for automating animation modification tasks such as
                 sequence-wide recoloring or shape-editing of a specific
                 animated character. Existing correspondence
                 identification methods heavily rely on appearance
                 features, but these features alone are insufficient to
                 reliably identify region correspondences when there
                 exist occlusions or when two or more objects share
                 similar appearances. To resolve the above problems,
                 manual assistance is often required. In this paper, we
                 propose a new correspondence identification method
                 which considers both appearance features and motions of
                 regions in a global manner. We formulate correspondence
                 likelihoods between temporal region pairs as a network
                 flow graph problem which can be solved by a
                 well-established optimization algorithm. We have
                 evaluated our method with various animation sequences
                 and results show that our method consistently
                 outperforms the state-of-the-art methods without any
                 user guidance.",
  acknowledgement = ack-nhfb,
  articleno =    "75",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2016:RFB,
  author =       "Xinxin Zhang and Minchen Li and Robert Bridson",
  title =        "Resolving fluid boundary layers with particle strength
                 exchange and weak adaptivity",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "76:1--76:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925910",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Most fluid scenarios in graphics have a high Reynolds
                 number, where viscosity is dominated by inertial
                 effects, thus most solvers drop viscosity altogether:
                 numerical damping from coarse grids is generally
                 stronger than physical viscosity while resembling it in
                 character. However, viscosity remains crucial near
                 solid boundaries, in the boundary layer, to a large
                 extent determining the look of the flow as a function
                 of Reynolds number. Typical graphics simulations do not
                 resolve boundary layer dynamics, so their look is
                 determined mostly by numerical errors with the given
                 grid size and time step, rather than physical
                 parameters. We introduce two complementary techniques
                 to capture boundary layer dynamics, bringing more
                 physical control and predictability. We extend the FLIP
                 particle-grid method with viscous particle strength
                 exchange[Rivoalen and Huberson 2001] to better transfer
                 momentum at solid boundaries, dubbed VFLIP. We also
                 introduce Weakly Higher Resolution Regional Projection
                 (WHIRP), a cheap and simple way to increase grid
                 resolution where important by overlaying high
                 resolution grids on the global coarse grid.",
  acknowledgement = ack-nhfb,
  articleno =    "76",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chern:2016:SS,
  author =       "Albert Chern and Felix Kn{\"o}ppel and Ulrich Pinkall
                 and Peter Schr{\"o}der and Steffen Wei{\ss}mann",
  title =        "{Schr{\"o}dinger}'s smoke",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "77:1--77:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925868",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe a new approach for the purely Eulerian
                 simulation of incompressible fluids. In it, the fluid
                 state is represented by a $ C^2$-valued wave function
                 evolving under the Schr{\"o}dinger equation subject to
                 incompressibility constraints. The underlying dynamical
                 system is Hamiltonian and governed by the kinetic
                 energy of the fluid together with an energy of
                 Landau--Lifshitz type. The latter ensures that dynamics
                 due to thin vortical structures, all important for
                 visual simulation, are faithfully reproduced. This
                 enables robust simulation of intricate phenomena such
                 as vortical wakes and interacting vortex filaments,
                 even on modestly sized grids. Our implementation uses a
                 simple splitting method for time integration, employing
                 the FFT for Schr{\"o}dinger evolution as well as
                 constraint projection. Using a standard penalty method
                 we also allow arbitrary obstacles. The resulting
                 algorithm is simple, unconditionally stable, and
                 efficient. In particular it does not require any
                 Lagrangian techniques for advection or to counteract
                 the loss of vorticity. We demonstrate its use in a
                 variety of scenarios, compare it with experiments, and
                 evaluate it against benchmark tests. A full
                 implementation is included in the ancillary
                 materials.",
  acknowledgement = ack-nhfb,
  articleno =    "77",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Da:2016:SOL,
  author =       "Fang Da and David Hahn and Christopher Batty and Chris
                 Wojtan and Eitan Grinspun",
  title =        "Surface-only liquids",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "78:1--78:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925899",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel surface-only technique for
                 simulating incompressible, inviscid and uniform-density
                 liquids with surface tension in three dimensions. The
                 liquid surface is captured by a triangle mesh on which
                 a Lagrangian velocity field is stored. Because
                 advection of the velocity field may violate the
                 incompressibility condition, we devise an orthogonal
                 projection technique to remove the divergence while
                 requiring the evaluation of only two boundary
                 integrals. The forces of surface tension, gravity, and
                 solid contact are all treated by a boundary element
                 solve, allowing us to perform detailed simulations of a
                 wide range of liquid phenomena, including waterbells,
                 droplet and jet collisions, fluid chains, and crown
                 splashes.",
  acknowledgement = ack-nhfb,
  articleno =    "78",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yan:2016:MSS,
  author =       "Xiao Yan and Yun-Tao Jiang and Chen-Feng Li and Ralph
                 R. Martin and Shi-Min Hu",
  title =        "Multiphase {SPH} simulation for interactive fluids and
                 solids",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "79:1--79:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925897",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This work extends existing multiphase-fluid SPH
                 frameworks to cover solid phases, including deformable
                 bodies and granular materials. In our extended
                 multiphase SPH framework, the distribution and shapes
                 of all phases, both fluids and solids, are uniformly
                 represented by their volume fraction functions. The
                 dynamics of the multiphase system is governed by
                 conservation of mass and momentum within different
                 phases. The behavior of individual phases and the
                 interactions between them are represented by
                 corresponding constitutive laws, which are functions of
                 the volume fraction fields and the velocity fields. Our
                 generalized multiphase SPH framework does not require
                 separate equations for specific phases or tedious
                 interface tracking. As the distribution, shape and
                 motion of each phase is represented and resolved in the
                 same way, the proposed approach is robust, efficient
                 and easy to implement. Various simulation results are
                 presented to demonstrate the capabilities of our new
                 multiphase SPH framework, including deformable bodies,
                 granular materials, interaction between multiple fluids
                 and deformable solids, flow in porous media, and
                 dissolution of deformable solids.",
  acknowledgement = ack-nhfb,
  articleno =    "79",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Satoi:2016:UMP,
  author =       "Daiki Satoi and Mikihiro Hagiwara and Akira Uemoto and
                 Hisanao Nakadai and Junichi Hoshino",
  title =        "Unified motion planner for fishes with various
                 swimming styles",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "80:1--80:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925977",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a unified motion planner that reproduces
                 variations in swimming styles based on the differences
                 in the fish skeletal structures or the variations in
                 the swimming styles based on changes in environmental
                 conditions. The key idea in our method, based on
                 biology, is the following. We considered the common
                 decision-making mechanism in fish that allows them to
                 instantly decide ``where and how to swim.'' The unified
                 motion planner comprises two stages. In the first
                 stage, where to swim to is decided. Using a probability
                 distribution generated by integrating the perceptual
                 information, the short-term target position and target
                 speed are decided. In the second stage, how to swim is
                 decided. A style of swimming that matches the
                 information for transitioning from the current speed to
                 the target speed is selected. Using the proposed
                 method, we demonstrate 12 types of CG models with
                 completely different sizes and skeletal structures,
                 such as manta ray, tuna, and boxfish, as well as a
                 scene where a school of a few thousand fish swim
                 realistically. Our method is easy to integrate into
                 existing graphics pipelines. In addition, in our
                 method, the movement characteristics can easily be
                 changed by adjusting the parameters. The method also
                 has a feature where the expression of an entire school
                 of fish, such as tornado or circling, can be designated
                 top-down.",
  acknowledgement = ack-nhfb,
  articleno =    "80",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Peng:2016:TAL,
  author =       "Xue Bin Peng and Glen Berseth and Michiel van de
                 Panne",
  title =        "Terrain-adaptive locomotion skills using deep
                 reinforcement learning",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "81:1--81:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925881",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Reinforcement learning offers a promising methodology
                 for developing skills for simulated characters, but
                 typically requires working with sparse hand-crafted
                 features. Building on recent progress in deep
                 reinforcement learning (DeepRL), we introduce a mixture
                 of actor-critic experts (MACE) approach that learns
                 terrain-adaptive dynamic locomotion skills using
                 high-dimensional state and terrain descriptions as
                 input, and parameterized leaps or steps as output
                 actions. MACE learns more quickly than a single
                 actor-critic approach and results in actor-critic
                 experts that exhibit specialization. Additional
                 elements of our solution that contribute towards
                 efficient learning include Boltzmann exploration and
                 the use of initial actor biases to encourage
                 specialization. Results are demonstrated for multiple
                 planar characters and terrain classes.",
  acknowledgement = ack-nhfb,
  articleno =    "81",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Agrawal:2016:TBL,
  author =       "Shailen Agrawal and Michiel van de Panne",
  title =        "Task-based locomotion",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "82:1--82:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925893",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "High quality locomotion is key to achieving believable
                 character animation, but is often modeled as a generic
                 stepping motion between two locations. In practice,
                 locomotion often has task-specific characteristics and
                 can exhibit a rich vocabulary of step types, including
                 side steps, toe pivots, heel pivots, and intentional
                 foot slides. We develop a model for such types of
                 behaviors, based on task-specific foot-step plans that
                 act as motion templates. The footstep plans are invoked
                 and optimized at interactive rates and then serve as
                 the basis for producing full body motion. We
                 demonstrate the production of high-quality motions for
                 three tasks: whiteboard writing, moving boxes, and
                 sitting behaviors. The model enables retargeting to
                 characters of varying proportions by yielding motion
                 plans that are appropriately tailored to these
                 proportions. We also show how the task effort or
                 duration can be taken into account, yielding
                 coarticulation behaviors.",
  acknowledgement = ack-nhfb,
  articleno =    "82",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mullapudi:2016:ASH,
  author =       "Ravi Teja Mullapudi and Andrew Adams and Dillon
                 Sharlet and Jonathan Ragan-Kelley and Kayvon
                 Fatahalian",
  title =        "Automatically scheduling halide image processing
                 pipelines",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "83:1--83:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925952",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The Halide image processing language has proven to be
                 an effective system for authoring high-performance
                 image processing code. Halide programmers need only
                 provide a high-level strategy for mapping an image
                 processing pipeline to a parallel machine (a schedule
                ), and the Halide compiler carries out the mechanical
                 task of generating platform-specific code that
                 implements the schedule. Unfortunately, designing
                 high-performance schedules for complex image processing
                 pipelines requires substantial knowledge of modern
                 hardware architecture and code-optimization techniques.
                 In this paper we provide an algorithm for automatically
                 generating high-performance schedules for Halide
                 programs. Our solution extends the function bounds
                 analysis already present in the Halide compiler to
                 automatically perform locality and
                 parallelism-enhancing global program transformations
                 typical of those employed by expert Halide developers.
                 The algorithm does not require costly (and often
                 impractical) auto-tuning, and, in seconds, generates
                 schedules for a broad set of image processing
                 benchmarks that are performance-competitive with, and
                 often better than, schedules manually authored by
                 expert Halide developers on server and mobile CPUs, as
                 well as GPUs.",
  acknowledgement = ack-nhfb,
  articleno =    "83",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Heide:2016:PEI,
  author =       "Felix Heide and Steven Diamond and Matthias
                 Nie{\ss}ner and Jonathan Ragan-Kelley and Wolfgang
                 Heidrich and Gordon Wetzstein",
  title =        "{ProxImaL}: efficient image optimization using
                 proximal algorithms",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "84:1--84:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925875",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Computational photography systems are becoming
                 increasingly diverse, while computational
                 resources---for example on mobile platforms---are
                 rapidly increasing. As diverse as these camera systems
                 may be, slightly different variants of the underlying
                 image processing tasks, such as demosaicking,
                 deconvolution, denoising, inpainting, image fusion, and
                 alignment, are shared between all of these systems.
                 Formal optimization methods have recently been
                 demonstrated to achieve state-of-the-art quality for
                 many of these applications. Unfortunately, different
                 combinations of natural image priors and optimization
                 algorithms may be optimal for different problems, and
                 implementing and testing each combination is currently
                 a time-consuming and error-prone process. ProxImaL is a
                 domain-specific language and compiler for image
                 optimization problems that makes it easy to experiment
                 with different problem formulations and algorithm
                 choices. The language uses proximal operators as the
                 fundamental building blocks of a variety of linear and
                 nonlinear image formation models and cost functions,
                 advanced image priors, and noise models. The compiler
                 intelligently chooses the best way to translate a
                 problem formulation and choice of optimization
                 algorithm into an efficient solver implementation. In
                 applications to the image processing pipeline,
                 deconvolution in the presence of Poisson-distributed
                 shot noise, and burst denoising, we show that a few
                 lines of ProxImaL code can generate highly efficient
                 solvers that achieve state-of-the-art results. We also
                 show applications to the nonlinear and nonconvex
                 problem of phase retrieval.",
  acknowledgement = ack-nhfb,
  articleno =    "84",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hegarty:2016:RFM,
  author =       "James Hegarty and Ross Daly and Zachary DeVito and
                 Jonathan Ragan-Kelley and Mark Horowitz and Pat
                 Hanrahan",
  title =        "{Rigel}: flexible multi-rate image processing
                 hardware",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "85:1--85:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925892",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Image processing algorithms implemented using custom
                 hardware or FPGAs of can be orders-of-magnitude more
                 energy efficient and performant than software.
                 Unfortunately, converting an algorithm by hand to a
                 hardware description language suitable for compilation
                 on these platforms is frequently too time consuming to
                 be practical. Recent work on hardware synthesis of
                 high-level image processing languages demonstrated that
                 a single-rate pipeline of stencil kernels can be
                 synthesized into hardware with provably minimal
                 buffering. Unfortunately, few advanced image processing
                 or vision algorithms fit into this highly-restricted
                 programming model. In this paper, we present Rigel,
                 which takes pipelines specified in our new multi-rate
                 architecture and lowers them to FPGA implementations.
                 Our flexible multi-rate architecture supports pyramid
                 image processing, sparse computations, and space-time
                 implementation tradeoffs. We demonstrate depth from
                 stereo, Lucas--Kanade, the SIFT descriptor, and a
                 Gaussian pyramid running on two FPGA boards. Our system
                 can synthesize hardware for FPGAs with up to 436
                 Megapixels/second throughput, and up to 297x faster
                 runtime than a tablet-class ARM CPU.",
  acknowledgement = ack-nhfb,
  articleno =    "85",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Miguel:2016:CDS,
  author =       "Eder Miguel and Mathias Lepoutre and Bernd Bickel",
  title =        "Computational design of stable planar-rod structures",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "86:1--86:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925978",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a computational method for designing wire
                 sculptures consisting of interlocking wires. Our method
                 allows the computation of aesthetically pleasing
                 structures that are structurally stable, efficiently
                 fabricatable with a 2D wire bending machine, and
                 assemblable without the need of additional connectors.
                 Starting from a set of planar contours provided by the
                 user, our method automatically tests for the
                 feasibility of a design, determines a discrete ordering
                 of wires at intersection points, and optimizes for the
                 rest shape of the individual wires to maximize
                 structural stability under frictional contact. In
                 addition to their application to art, wire sculptures
                 present an extremely efficient and fast alternative for
                 low-fidelity rapid prototyping because manufacturing
                 time and required material linearly scales with the
                 physical size of objects. We demonstrate the
                 effectiveness of our approach on a varied set of
                 examples, all of which we fabricated.",
  acknowledgement = ack-nhfb,
  articleno =    "86",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Musialski:2016:NLS,
  author =       "Przemyslaw Musialski and Christian Hafner and Florian
                 Rist and Michael Birsak and Michael Wimmer and Leif
                 Kobbelt",
  title =        "Non-linear shape optimization using local subspace
                 projections",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "87:1--87:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925886",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper we present a novel method for non-linear
                 shape optimization of 3d objects given by their surface
                 representation. Our method takes advantage of the fact
                 that various shape properties of interest give rise to
                 underdetermined design spaces implying the existence of
                 many good solutions. Our algorithm exploits this by
                 performing iterative projections of the problem to
                 local subspaces where it can be solved much more
                 efficiently using standard numerical routines. We
                 demonstrate how this approach can be utilized for
                 various shape optimization tasks using different shape
                 parameterizations. In particular, we show how to
                 efficiently optimize natural frequencies, mass
                 properties, as well as the structural yield strength of
                 a solid body. Our method is flexible, easy to
                 implement, and very fast.",
  acknowledgement = ack-nhfb,
  articleno =    "87",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2016:AVC,
  author =       "Dingzeyu Li and David I. W. Levin and Wojciech Matusik
                 and Changxi Zheng",
  title =        "Acoustic voxels: computational optimization of modular
                 acoustic filters",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "88:1--88:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925960",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Acoustic filters have a wide range of applications,
                 yet customizing them with desired properties is
                 difficult. Motivated by recent progress in additive
                 manufacturing that allows for fast prototyping of
                 complex shapes, we present a computational approach
                 that automates the design of acoustic filters with
                 complex geometries. In our approach, we construct an
                 acoustic filter comprised of a set of parameterized
                 shape primitives, whose transmission matrices can be
                 precomputed. Using an efficient method of simulating
                 the transmission matrix of an assembly built from these
                 underlying primitives, our method is able to optimize
                 both the arrangement and the parameters of the acoustic
                 shape primitives in order to satisfy target acoustic
                 properties of the filter. We validate our results
                 against industrial laboratory measurements and
                 high-quality off-line simulations. We demonstrate that
                 our method enables a wide range of applications
                 including muffler design, musical wind instrument
                 prototyping, and encoding imperceptible acoustic
                 information into everyday objects.",
  acknowledgement = ack-nhfb,
  articleno =    "88",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Konakovic:2016:BDC,
  author =       "Mina Konakovi{\'c} and Keenan Crane and Bailin Deng
                 and Sofien Bouaziz and Daniel Piker and Mark Pauly",
  title =        "Beyond developable: computational design and
                 fabrication with auxetic materials",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "89:1--89:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925944",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a computational method for interactive 3D
                 design and rationalization of surfaces via auxetic
                 materials, i.e., flat flexible material that can
                 stretch uniformly up to a certain extent. A key
                 motivation for studying such material is that one can
                 approximate doubly-curved surfaces (such as the sphere)
                 using only flat pieces, making it attractive for
                 fabrication. We physically realize surfaces by
                 introducing cuts into approximately inextensible
                 material such as sheet metal, plastic, or leather. The
                 cutting pattern is modeled as a regular triangular
                 linkage that yields hexagonal openings of
                 spatially-varying radius when stretched. In the same
                 way that isometry is fundamental to modeling
                 developable surfaces, we leverage conformal geometry to
                 understand auxetic design. In particular, we compute a
                 global conformal map with bounded scale factor to
                 initialize an otherwise intractable non-linear
                 optimization. We demonstrate that this global approach
                 can handle non-trivial topology and non-local
                 dependencies inherent in auxetic material. Design
                 studies and physical prototypes are used to illustrate
                 a wide range of possible applications.",
  acknowledgement = ack-nhfb,
  articleno =    "89",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Garg:2016:CDR,
  author =       "Akash Garg and Alec Jacobson and Eitan Grinspun",
  title =        "Computational design of reconfigurables",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "90:1--90:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925900",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A reconfigurable is an object or collection of objects
                 whose transformation between various states defines its
                 functionality or aesthetic appeal. For example,
                 consider a mechanical assembly composed of interlocking
                 pieces, a transforming folding bicycle, or a
                 space-saving arrangement of apartment furniture. Unlike
                 traditional computer-aided design of static objects,
                 specialized tools are required to address problems
                 unique to the computational design and revision of
                 objects undergoing rigid transformations. Collisions
                 and interpenetrations as objects transition from one
                 configuration to another prevent the physical
                 realization of a design. We present a software
                 environment intended to support fluid interactive
                 design of reconfigurables, featuring tools that
                 identify, visualize, monitor and resolve infeasible
                 configurations. We demonstrate the versatility of the
                 environment on a number of examples spanning mechanical
                 systems, urban dwelling, and interlocking puzzles, some
                 of which we then realize via additive manufacturing.
                 Spatial-temporal information about collisions between
                 objects is presented to the designer according to a
                 cascading order of precedence. A designer may quickly
                 determine when, and then where, and then how objects
                 are colliding. This precedence guides the design and
                 implementation of our four-dimensional spacetime
                 bounding volume hierarchy for interactive-rate
                 collision detection. On screen, the designer
                 experiences a suite of interactive visualization and
                 monitoring tools during editing: timeline notifications
                 of new collisions, picture-in-picture windows for
                 tracking collisions and suggestive hints for contact
                 resolution. Contacts too tedious to remove manually can
                 be eliminated automatically via our proposed
                 constrained numerical optimization and swept-volume
                 carving.",
  acknowledgement = ack-nhfb,
  articleno =    "90",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Calabrese:2016:CSC,
  author =       "Claudio Calabrese and Gabriele Salvati and Marco
                 Tarini and Fabio Pellacini",
  title =        "{cSculpt}: a system for collaborative sculpting",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "91:1--91:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925956",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Collaborative systems are well established solutions
                 for sharing work among people. In computer graphics
                 these workflows are still not well established,
                 compared to what is done for text writing or software
                 development. Usually artists work alone and share their
                 final models by sending files. In this paper we present
                 a system for collaborative 3D digital sculpting. In our
                 prototype, multiple artists concurrently sculpt a
                 polygonal mesh on their local machines by changing its
                 vertex properties, such as positions and material
                 BRDFs. Our system shares the artists' edits
                 automatically and seamlessly merges these edits even
                 when they happen on the same region of the surface. We
                 propose a merge algorithm that is fast-enough for
                 seamless collaboration, respects users' edits as much
                 as possible, can support any sculpting operation, and
                 works for both geometry and appearance modifications.
                 Since in sculpting artists alternatively perform fine
                 adjustments and large scale modifications, our
                 algorithm is based on a multiresolution edit
                 representation that handles concurrent overlapping
                 edits at different scales. We tested our algorithm by
                 modeling meshes collaboratively in different sculpting
                 sessions and found that our algorithm outperforms prior
                 works on collaborative mesh editing in all cases.",
  acknowledgement = ack-nhfb,
  articleno =    "91",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fiser:2016:SIG,
  author =       "Jakub Fiser and Ondrej Jamriska and Michal Luk{\'a}c
                 and Eli Shechtman and Paul Asente and Jingwan Lu and
                 Daniel S{\'y}kora",
  title =        "{StyLit}: illumination-guided example-based
                 stylization of {$3$D} renderings",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "92:1--92:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925948",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an approach to example-based stylization of
                 3D renderings that better preserves the rich
                 expressiveness of hand-created artwork. Unlike previous
                 techniques, which are mainly guided by colors and
                 normals, our approach is based on light propagation in
                 the scene. This novel type of guidance can distinguish
                 among context-dependent illumination effects, for which
                 artists typically use different stylization techniques,
                 and delivers a look closer to realistic artwork. In
                 addition, we demonstrate that the current state of the
                 art in guided texture synthesis produces artifacts that
                 can significantly decrease the fidelity of the
                 synthesized imagery, and propose an improved algorithm
                 that alleviates them. Finally, we demonstrate our
                 method's effectiveness on a variety of scenes and
                 styles, in applications like interactive shading study
                 or autocompletion.",
  acknowledgement = ack-nhfb,
  articleno =    "92",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vergne:2016:FGW,
  author =       "Romain Vergne and Pascal Barla and Georges-Pierre
                 Bonneau and Roland W. Fleming",
  title =        "Flow-guided warping for image-based shape
                 manipulation",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "93:1--93:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925937",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an interactive method that manipulates
                 perceived object shape from a single input color image
                 thanks to a warping technique implemented on the GPU.
                 The key idea is to give the illusion of shape
                 sharpening or rounding by exaggerating orientation
                 patterns in the image that are strongly correlated to
                 surface curvature. We build on a growing literature in
                 both human and computer vision showing the importance
                 of orientation patterns in the communication of shape,
                 which we complement with mathematical relationships and
                 a statistical image analysis revealing that structure
                 tensors are indeed strongly correlated to surface shape
                 features. We then rely on these correlations to
                 introduce a flow-guided image warping algorithm, which
                 in effect exaggerates orientation patterns involved in
                 shape perception. We evaluate our technique by (1)
                 comparing it to ground truth shape deformations, and
                 (2) performing two perceptual experiments to assess its
                 effects. Our algorithm produces convincing shape
                 manipulation results on synthetic images and
                 photographs, for various materials and lighting
                 environments.",
  acknowledgement = ack-nhfb,
  articleno =    "93",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kemelmacher-Shlizerman:2016:TP,
  author =       "Ira Kemelmacher-Shlizerman",
  title =        "Transfiguring portraits",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "94:1--94:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925871",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "People may look dramatically different by changing
                 their hair color, hair style, when they grow older, in
                 a different era style, or a different country or
                 occupation. Some of those may transfigure appearance
                 and inspire creative changes, some not, but how would
                 we know without physically trying? We present a system
                 that enables automatic synthesis of limitless numbers
                 of appearances. A user inputs one or more photos (as
                 many as they like) of his or her face, text queries an
                 appearance of interest (just like they'd search an
                 image search engine) and gets as output the input
                 person in the queried appearance. Rather than fixing
                 the number of queries or a dataset our system utilizes
                 all the relevant and searchable images on the Internet,
                 estimates a doppelg{\"a}nger set for the inputs, and
                 utilizes it to generate composites. We present a large
                 number of examples on photos taken with completely
                 unconstrained imaging conditions.",
  acknowledgement = ack-nhfb,
  articleno =    "94",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Langlois:2016:TAW,
  author =       "Timothy R. Langlois and Changxi Zheng and Doug L.
                 James",
  title =        "Toward animating water with complex acoustic bubbles",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "95:1--95:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925904",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper explores methods for synthesizing
                 physics-based bubble sounds directly from two-phase
                 incompressible simulations of bubbly water flows. By
                 tracking fluid-air interface geometry, we identify
                 bubble geometry and topological changes due to
                 splitting, merging and popping. A novel
                 capacitance-based method is proposed that can estimate
                 volume-mode bubble frequency changes due to bubble
                 size, shape, and proximity to solid and air interfaces.
                 Our acoustic transfer model is able to capture cavity
                 resonance effects due to near-field geometry, and we
                 also propose a fast precomputed bubble-plane model for
                 cheap transfer evaluation. In addition, we consider a
                 bubble forcing model that better accounts for bubble
                 entrainment, splitting, and merging events, as well as
                 a Helmholtz resonator model for bubble popping sounds.
                 To overcome frequency bandwidth limitations associated
                 with coarse resolution fluid grids, we simulate
                 micro-bubbles in the audio domain using a power-law
                 model of bubble populations. Finally, we present
                 several detailed examples of audiovisual water
                 simulations and physical experiments to validate our
                 frequency model.",
  acknowledgement = ack-nhfb,
  articleno =    "95",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bojsen-Hansen:2016:GNR,
  author =       "Morten Bojsen-Hansen and Chris Wojtan",
  title =        "Generalized non-reflecting boundaries for fluid
                 re-simulation",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "96:1--96:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925963",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "When aiming to seamlessly integrate a fluid simulation
                 into a larger scenario (like an open ocean), careful
                 attention must be paid to boundary conditions. In
                 particular, one must implement special
                 ``non-reflecting'' boundary conditions, which dissipate
                 out-going waves as they exit the simulation.
                 Unfortunately, the state of the art in non-reflecting
                 boundary conditions (perfectly-matched layers, or PMLs)
                 only permits trivially simple inflow/outflow
                 conditions, so there is no reliable way to integrate a
                 fluid simulation into a more complicated environment
                 like a stormy ocean or a turbulent river. This paper
                 introduces the first method for combining
                 non-reflecting boundary conditions based on PMLs with
                 inflow/outflow boundary conditions that vary
                 arbitrarily throughout space and time. Our algorithm is
                 a generalization of state-of-the-art mean-flow boundary
                 conditions in the computational fluid dynamics
                 literature, and it allows for seamless integration of a
                 fluid simulation into much more complicated
                 environments. Our method also opens the door for
                 previously-unseen post-process effects like
                 retroactively changing the location of solid obstacles,
                 and locally increasing the visual detail of a
                 pre-existing simulation.",
  acknowledgement = ack-nhfb,
  articleno =    "96",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Azevedo:2016:PGT,
  author =       "Vinicius C. Azevedo and Christopher Batty and Manuel
                 M. Oliveira",
  title =        "Preserving geometry and topology for fluid flows with
                 thin obstacles and narrow gaps",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "97:1--97:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925919",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Fluid animation methods based on Eulerian grids have
                 long struggled to resolve flows involving narrow gaps
                 and thin solid features. Past approaches have
                 artificially inflated or voxelized boundaries, although
                 this sacrifices the correct geometry and topology of
                 the fluid domain and prevents flow through narrow
                 regions. We present a boundary-respecting fluid
                 simulator that overcomes these challenges. Our solution
                 is to intersect the solid boundary geometry with the
                 cells of a background regular grid to generate a
                 topologically correct, boundary-conforming cut-cell
                 mesh. We extend both pressure projection and velocity
                 advection to support this enhanced grid structure. For
                 pressure projection, we introduce a general graph-based
                 scheme that properly preserves discrete
                 incompressibility even in thin and topologically
                 complex flow regions, while nevertheless yielding
                 symmetric positive definite linear systems. For
                 advection, we exploit polyhedral interpolation to
                 improve the degree to which the flow conforms to
                 irregular and possibly non-convex cell boundaries, and
                 propose a modified PIC/FLIP advection scheme to
                 eliminate the need to inaccurately reinitialize invalid
                 cells that are swept over by moving boundaries. The
                 method naturally extends the standard Eulerian fluid
                 simulation framework, and while we focus on thin
                 boundaries, our contributions are beneficial for
                 volumetric solids as well. Our results demonstrate
                 successful one-way fluid-solid coupling in the presence
                 of thin objects and narrow flow regions even on very
                 coarse grids.",
  acknowledgement = ack-nhfb,
  articleno =    "97",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2016:SFD,
  author =       "Weikai Chen and Xiaolong Zhang and Shiqing Xin and
                 Yang Xia and Sylvain Lefebvre and Wenping Wang",
  title =        "Synthesis of filigrees for digital fabrication",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "98:1--98:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925911",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Filigrees are thin patterns found in jewelry,
                 ornaments and lace fabrics. They are often formed of
                 repeated base elements manually composed into larger,
                 delicate patterns. Digital fabrication simplifies the
                 process of turning a virtual model of a filigree into a
                 physical object. However, designing a virtual model of
                 a filigree remains a time consuming and challenging
                 task. The difficulty lies in tightly packing together
                 the base elements while covering a target surface. In
                 addition, the filigree has to be well connected and
                 sufficiently robust to be fabricated. We propose a
                 novel approach automating this task. Our technique
                 covers a target surface with a set of input base
                 elements, forming a filigree strong enough to be
                 fabricated. We exploit two properties of filigrees to
                 make this possible. First, as filigrees form delicate
                 traceries they are well captured by their skeleton.
                 This affords for a simpler definition of operators such
                 as matching and deformation. Second, instead of seeking
                 for a perfect packing of the base elements we relax the
                 problem by allowing appearance preserving partial
                 overlaps. We optimize a filigree by a stochastic
                 search, further improved by a novel boosting algorithm
                 that records and reuses good configurations discovered
                 during the process. We illustrate our technique on a
                 number of challenging examples reproducing filigrees on
                 large objects, which we manufacture by 3D printing. Our
                 technique affords for several user controls, such as
                 the scale and orientation of the elements.",
  acknowledgement = ack-nhfb,
  articleno =    "98",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zehnder:2016:DSS,
  author =       "Jonas Zehnder and Stelian Coros and Bernhard
                 Thomaszewski",
  title =        "Designing structurally-sound ornamental curve
                 networks",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "99:1--99:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925888",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a computational tool for designing
                 ornamental curve networks---structurally-sound physical
                 surfaces with user-controlled aesthetics. In contrast
                 to approaches that leverage texture synthesis for
                 creating decorative surface patterns, our method relies
                 on user-defined spline curves as central design
                 primitives. More specifically, we build on the
                 physically-inspired metaphor of an embedded elastic
                 curve that can move on a smooth surface, deform, and
                 connect with other curves. We formalize this idea as a
                 globally coupled energy-minimization problem,
                 discretized with piece-wise linear curves that are
                 optimized in the parametric space of a smooth surface.
                 Building on this technical core, we propose a set of
                 interactive design and editing tools that we
                 demonstrate on manually-created layouts and
                 semi-automated deformable packings. In order to prevent
                 excessive compliance, we furthermore propose a
                 structural analysis tool that uses eigenanalysis to
                 identify potentially large deformations between
                 geodesically-close curves and guide the user in
                 strengthening the corresponding regions. We used our
                 approach to create a variety of designs in simulation,
                 validated with a set of 3D-printed physical
                 prototypes.",
  acknowledgement = ack-nhfb,
  articleno =    "99",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhao:2016:CFS,
  author =       "Haisen Zhao and Fanglin Gu and Qi-Xing Huang and Jorge
                 Garcia and Yong Chen and Changhe Tu and Bedrich Benes
                 and Hao Zhang and Daniel Cohen-Or and Baoquan Chen",
  title =        "Connected {Fermat} spirals for layered fabrication",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "100:1--100:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925958",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We develop a new kind of ``space-filling'' curves,
                 connected Fermat spirals, and show their compelling
                 properties as a tool path fill pattern for layered
                 fabrication. Unlike classical space-filling curves such
                 as the Peano or Hilbert curves, which constantly wind
                 and bind to preserve locality, connected Fermat spirals
                 are formed mostly by long, low-curvature paths. This
                 geometric property, along with continuity, influences
                 the quality and efficiency of layered fabrication.
                 Given a connected 2D region, we first decompose it into
                 a set of sub-regions, each of which can be filled with
                 a single continuous Fermat spiral. We show that it is
                 always possible to start and end a Fermat spiral fill
                 at approximately the same location on the outer
                 boundary of the filled region. This special property
                 allows the Fermat spiral fills to be joined
                 systematically along a graph traversal of the
                 decomposed sub-regions. The result is a globally
                 continuous curve. We demonstrate that printing 2D
                 layers following tool paths as connected Fermat spirals
                 leads to efficient and quality fabrication, compared to
                 conventional fill patterns.",
  acknowledgement = ack-nhfb,
  articleno =    "100",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2016:PAM,
  author =       "Rundong Wu and Huaishu Peng and Fran{\c{c}}ois
                 Guimbreti{\`e}re and Steve Marschner",
  title =        "Printing arbitrary meshes with a {5DOF} wireframe
                 printer",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "101:1--101:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925966",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Traditional 3D printers fabricate objects by
                 depositing material to build up the model layer by
                 layer. Instead printing only wireframes can reduce
                 printing time and the cost of material while producing
                 effective depictions of shape. However, wireframe
                 printing requires the printer to undergo arbitrary 3D
                 motions, rather than slice-wise 2D motions, which can
                 lead to collisions with already-printed parts of the
                 model. Previous work has either limited itself to
                 restricted meshes that are collision free by
                 construction, or simply dropped unreachable parts of
                 the model, but in this paper we present a method to
                 print arbitrary meshes on a 5DOF wireframe printer. We
                 formalize the collision avoidance problem using a
                 directed graph, and propose an algorithm that finds a
                 locally minimal set of constraints on the order of
                 edges that guarantees there will be no collisions. Then
                 a second algorithm orders the edges so that the
                 printing progresses smoothly. Though meshes do exist
                 that still cannot be printed, our method prints a wide
                 range of models that previous methods cannot, and it
                 provides a fundamental enabling algorithm for future
                 development of wireframe printing.",
  acknowledgement = ack-nhfb,
  articleno =    "101",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Daviet:2016:SIM,
  author =       "Gilles Daviet and Florence Bertails-Descoubes",
  title =        "A semi-implicit material point method for the
                 continuum simulation of granular materials",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "102:1--102:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925877",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new continuum-based method for the
                 realistic simulation of large-scale free-flowing
                 granular materials. We derive a compact model for the
                 rheology of the material, which accounts for the exact
                 nonsmooth Drucker-Prager yield criterion combined with
                 a varying volume fraction. Thanks to a semi-implicit
                 time-stepping scheme and a careful spatial
                 discretization of our rheology built upon the
                 Material-Point Method, we are able to preserve at each
                 time step the exact coupling between normal and
                 tangential stresses, in a stable way. This contrasts
                 with previous approaches which either regularize or
                 linearize the yield criterion for implicit integration,
                 leading to unrealistic behaviors or visible grid
                 artifacts. Remarkably, our discrete problem turns out
                 to be very similar to the discrete contact problem
                 classically encountered in multibody dynamics, which
                 allows us to leverage robust and efficient nonsmooth
                 solvers from the literature. We validate our method by
                 successfully capturing typical macroscopic features of
                 some classical experiments, such as the discharge of a
                 silo or the collapse of a granular column. Finally, we
                 show that our method can be easily extended to
                 accommodate more complex scenarios including two-way
                 rigid body coupling as well as anisotropic materials.",
  acknowledgement = ack-nhfb,
  articleno =    "102",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Klar:2016:DPE,
  author =       "Gergely Kl{\'a}r and Theodore Gast and Andre Pradhana
                 and Chuyuan Fu and Craig Schroeder and Chenfanfu Jiang
                 and Joseph Teran",
  title =        "{Drucker--Prager} elastoplasticity for sand
                 animation",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "103:1--103:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925906",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We simulate sand dynamics using an elastoplastic,
                 continuum assumption. We demonstrate that the
                 Drucker--Prager plastic flow model combined with a
                 Hencky-strain-based hyperelasticity accurately
                 recreates a wide range of visual sand phenomena with
                 moderate computational expense. We use the Material
                 Point Method (MPM) to discretize the governing
                 equations for its natural treatment of contact,
                 topological change and history dependent constitutive
                 relations. The Drucker--Prager model naturally
                 represents the frictional relation between shear and
                 normal stresses through a yield stress criterion. We
                 develop a stress projection algorithm used for
                 enforcing this condition with a non-associative flow
                 rule that works naturally with both implicit and
                 explicit time integration. We demonstrate the efficacy
                 of our approach on examples undergoing large
                 deformation, collisions and topological changes
                 necessary for producing modern visual effects.",
  acknowledgement = ack-nhfb,
  articleno =    "103",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hahn:2016:FAB,
  author =       "David Hahn and Chris Wojtan",
  title =        "Fast approximations for boundary element based brittle
                 fracture simulation",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "104:1--104:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925902",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a boundary element based method for fast
                 simulation of brittle fracture. By introducing
                 simplifying assumptions that allow us to quickly
                 estimate stress intensities and opening displacements
                 during crack propagation, we build a fracture algorithm
                 where the cost of each time step scales linearly with
                 the length of the crack-front. The transition from a
                 full boundary element method to our faster variant is
                 possible at the beginning of any time step. This allows
                 us to build a hybrid method, which uses the expensive
                 but more accurate BEM while the number of degrees of
                 freedom is low, and uses the fast method once that
                 number exceeds a given threshold as the crack geometry
                 becomes more complicated. Furthermore, we integrate
                 this fracture simulation with a standard rigid-body
                 solver. Our rigid-body coupling solves a Neumann
                 boundary value problem by carefully separating
                 translational, rotational and deformational components
                 of the collision forces and then applying a Tikhonov
                 regularizer to the resulting linear system. We show
                 that our method produces physically reasonable results
                 in standard test cases and is capable of dealing with
                 complex scenes faster than previous finite- or boundary
                 element approaches.",
  acknowledgement = ack-nhfb,
  articleno =    "104",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chien:2016:BDH,
  author =       "Edward Chien and Renjie Chen and Ofir Weber",
  title =        "Bounded distortion harmonic shape interpolation",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "105:1--105:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925926",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Planar shape interpolation is a classic problem in
                 computer graphics. We present a novel shape
                 interpolation method that blends $ C^\infty $ planar
                 harmonic mappings represented in closed-form. The
                 intermediate mappings in the blending are guaranteed to
                 be locally injective $ C^\infty $ harmonic mappings,
                 with conformal and isometric distortion bounded by that
                 of the input mappings. The key to the success of our
                 method is the fact that the blended differentials of
                 our interpolated mapping have a simple closed-form
                 expression, so they can be evaluated with unprecedented
                 efficiency and accuracy. Moreover, in contrast to
                 previous approaches, these differentials are
                 integrable, and result in an actual mapping without
                 further modification. Our algorithm is embarrassingly
                 parallel and is orders of magnitude faster than
                 state-of-the-art methods due to its simplicity, yet it
                 still produces mappings that are superior to those of
                 existing techniques due to its guaranteed bounds on
                 geometric distortion.",
  acknowledgement = ack-nhfb,
  articleno =    "105",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Levi:2016:CFB,
  author =       "Zohar Levi and Ofir Weber",
  title =        "On the convexity and feasibility of the bounded
                 distortion harmonic mapping problem",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "106:1--106:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925929",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Computation of mappings is a central building block in
                 many geometry processing and graphics applications. The
                 pursuit to compute mappings that are injective and have
                 a controllable amount of conformal and isometric
                 distortion is a long endeavor which has received
                 significant attention by the scientific community in
                 recent years. The difficulty of the problem stems from
                 the fact that the space of bounded distortion mappings
                 is nonconvex. In this paper, we consider the special
                 case of harmonic mappings which have been used
                 extensively in many graphics applications. We show
                 that, somewhat surprisingly, the space of locally
                 injective planar harmonic mappings with bounded
                 conformal and isometric distortion has a convex
                 characterization. We describe several projection
                 operators that, given an arbitrary input mapping, are
                 guaranteed to output a bounded distortion locally
                 injective harmonic mapping that is closest to the input
                 mapping in some special sense. In contrast to
                 alternative approaches, the optimization problems that
                 correspond to our projection operators are shown to be
                 always feasible for any choice of distortion bounds. We
                 use the boundary element method (BEM) to discretize the
                 space of planar harmonic mappings and demonstrate the
                 effectiveness of our approach through the application
                 of planar shape deformation.",
  acknowledgement = ack-nhfb,
  articleno =    "106",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tarini:2016:VEU,
  author =       "Marco Tarini",
  title =        "Volume-encoded {UV}-maps",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "107:1--107:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925898",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "UV-maps are required in order to apply a 2D texture
                 over a 3D model. Conventional UV-maps are defined by an
                 assignment of uv positions to mesh vertices. We present
                 an alternative representation, volume-encoded UV-maps,
                 in which each point on the surface is mapped to a uv
                 position which is solely a function of its 3D position.
                 This function is tailored for a target surface: its
                 restriction to the surface is a parametrization
                 exhibiting high quality, e.g. in terms of angle and
                 area preservation; and, near the surface, it is almost
                 constant for small orthogonal displacements. The
                 representation is applicable to a wide range of shapes
                 and UV-maps, and unlocks several key advantages: it
                 removes the need to duplicate vertices in the mesh to
                 encode cuts in the map; it makes the UV-map
                 representation independent from the meshing of the
                 surface; the same texture, and even the same UV-map,
                 can be shared by multiple geometrically similar models
                 (e.g. all levels of a LoD pyramid); UV-maps can be
                 applied to representations other than polygonal meshes,
                 like point clouds or set of registered range-maps. Our
                 schema is cheap on GPU computational and memory
                 resources, requiring only a single, cache-coherent
                 indirection to a small volumetric texture per fragment.
                 We also provide an algorithm to construct a
                 volume-encoded UV-map given a target surface.",
  acknowledgement = ack-nhfb,
  articleno =    "107",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Prada:2016:MGU,
  author =       "Fabi{\'a}n Prada and Misha Kazhdan and Ming Chuang and
                 Alvaro Collet and Hugues Hoppe",
  title =        "Motion graphs for unstructured textured meshes",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "108:1--108:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925967",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Scanned performances are commonly represented in
                 virtual environments as sequences of textured triangle
                 meshes. Detailed shapes deforming over time benefit
                 from meshes with dynamically evolving connectivity. We
                 analyze these unstructured mesh sequences to
                 automatically synthesize motion graphs with new smooth
                 transitions between compatible poses and actions. Such
                 motion graphs enable natural periodic motions,
                 stochastic playback, and user-directed animations. The
                 main challenge of unstructured sequences is that the
                 meshes differ not only in connectivity but also in
                 alignment, shape, and texture. We introduce new
                 geometry processing techniques to address these
                 problems and demonstrate visually seamless transitions
                 on high-quality captures.",
  acknowledgement = ack-nhfb,
  articleno =    "108",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Meka:2016:LIV,
  author =       "Abhimitra Meka and Michael Zollh{\"o}fer and Christian
                 Richardt and Christian Theobalt",
  title =        "Live intrinsic video",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "109:1--109:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925907",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Intrinsic video decomposition refers to the
                 fundamentally ambiguous task of separating a video
                 stream into its constituent layers, in particular
                 reflectance and shading layers. Such a decomposition is
                 the basis for a variety of video manipulation
                 applications, such as realistic recoloring or
                 retexturing of objects. We present a novel variational
                 approach to tackle this underconstrained inverse
                 problem at real-time frame rates, which enables on-line
                 processing of live video footage. The problem of
                 finding the intrinsic decomposition is formulated as a
                 mixed variational l$_2$ --- l$_p$ -optimization problem
                 based on an objective function that is specifically
                 tailored for fast optimization. To this end, we propose
                 a novel combination of sophisticated local spatial and
                 global spatio-temporal priors resulting in temporally
                 coherent decompositions at real-time frame rates
                 without the need for explicit correspondence search. We
                 tackle the resulting high-dimensional, non-convex
                 optimization problem via a novel data-parallel
                 iteratively reweighted least squares solver that runs
                 on commodity graphics hardware. Real-time performance
                 is obtained by combining a local-global solution
                 strategy with hierarchical coarse-to-fine optimization.
                 Compelling real-time augmented reality applications,
                 such as recoloring, material editing and retexturing,
                 are demonstrated in a live setup. Our qualitative and
                 quantitative evaluation shows that we obtain
                 high-quality real-time decompositions even for
                 challenging sequences. Our method is able to outperform
                 state-of-the-art approaches in terms of runtime and
                 result quality --- even without user guidance such as
                 scribbles.",
  acknowledgement = ack-nhfb,
  articleno =    "109",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Iizuka:2016:LTC,
  author =       "Satoshi Iizuka and Edgar Simo-Serra and Hiroshi
                 Ishikawa",
  title =        "Let there be color!: joint end-to-end learning of
                 global and local image priors for automatic image
                 colorization with simultaneous classification",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "110:1--110:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925974",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel technique to automatically colorize
                 grayscale images that combines both global priors and
                 local image features. Based on Convolutional Neural
                 Networks, our deep network features a fusion layer that
                 allows us to elegantly merge local information
                 dependent on small image patches with global priors
                 computed using the entire image. The entire framework,
                 including the global and local priors as well as the
                 colorization model, is trained in an end-to-end
                 fashion. Furthermore, our architecture can process
                 images of any resolution, unlike most existing
                 approaches based on CNN. We leverage an existing
                 large-scale scene classification database to train our
                 model, exploiting the class labels of the dataset to
                 more efficiently and discriminatively learn the global
                 priors. We validate our approach with a user study and
                 compare against the state of the art, where we show
                 significant improvements. Furthermore, we demonstrate
                 our method extensively on many different types of
                 images, including black-and-white photography from over
                 a hundred years ago, and show realistic
                 colorizations.",
  acknowledgement = ack-nhfb,
  articleno =    "110",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2016:RTR,
  author =       "Rui Wang and Bowen Yu and Julio Marco and Tianlei Hu
                 and Diego Gutierrez and Hujun Bao",
  title =        "Real-time rendering on a power budget",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "111:1--111:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925889",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "With recent advances on mobile computing, power
                 consumption has become a significant limiting
                 constraint for many graphics applications. As a result,
                 rendering on a power budget arises as an emerging
                 demand. In this paper, we present a real-time,
                 power-optimal rendering framework to address this
                 problem, by finding the optimal rendering settings that
                 minimize power consumption while maximizing visual
                 quality. We first introduce a novel power-error,
                 multi-objective cost space, and formally formulate
                 power saving as an optimization problem. Then, we
                 develop a two-step algorithm to efficiently explore the
                 vast power-error space and leverage optimal Pareto
                 frontiers at runtime. Finally, we show that our
                 rendering framework can be generalized across different
                 platforms, desktop PC or mobile device, by
                 demonstrating its performance on our own OpenGL
                 rendering framework, as well as the commercially
                 available Unreal Engine.",
  acknowledgement = ack-nhfb,
  articleno =    "111",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{He:2016:SRE,
  author =       "Yong He and Tim Foley and Kayvon Fatahalian",
  title =        "A system for rapid exploration of shader optimization
                 choices",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "112:1--112:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925923",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present Spire, a shading language and compiler
                 framework that facilitates rapid exploration of shader
                 optimization choices (such as frequency reduction and
                 algorithmic approximation) afforded by modern real-time
                 graphics engines. Our design combines ideas from
                 rate-based shader programming with new language
                 features that expand the scope of shader execution
                 beyond traditional GPU hardware pipelines, and enable a
                 diverse set of shader optimizations to be described by
                 a single mechanism: overloading shader terms at various
                 spatio-temporal computation rates provided by the
                 pipeline. In contrast to prior work, neither the
                 shading language's design, nor our compiler framework's
                 implementation, is specific to the capabilities of any
                 one rendering pipeline, thus Spire establishes
                 architectural separation between the shading system and
                 the implementation of modern rendering engines
                 (allowing different rendering pipelines to utilize its
                 services). We demonstrate use of Spire to author
                 complex shaders that are portable across different
                 rendering pipelines and to rapidly explore shader
                 optimization decisions that span multiple compute and
                 graphics passes and even offline asset preprocessing.
                 We further demonstrate the utility of Spire by
                 developing a shader level-of-detail library and shader
                 auto-tuning system on top of its abstractions, and
                 demonstrate rapid, automatic re-optimization of shaders
                 for different target hardware platforms.",
  acknowledgement = ack-nhfb,
  articleno =    "112",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Brainerd:2016:EGR,
  author =       "Wade Brainerd and Tim Foley and Manuel Kraemer and
                 Henry Moreton and Matthias Nie{\ss}ner",
  title =        "Efficient {GPU} rendering of subdivision surfaces
                 using adaptive quadtrees",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "113:1--113:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925874",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel method for real-time rendering of
                 subdivision surfaces whose goal is to make subdivision
                 faces as easy to render as triangles, points, or lines.
                 Our approach uses standard GPU tessellation hardware
                 and processes each face of a base mesh independently,
                 thus allowing an entire model to be rendered in a
                 single pass. The key idea of our method is to subdivide
                 the u, v domain of each face ahead of time, generating
                 a quadtree structure, and then submit one tessellated
                 primitive per input face. By traversing the quadtree
                 for each post-tessellation vertex, we are able to
                 accurately and efficiently evaluate the limit surface.
                 Our method yields a more uniform tessellation of the
                 surface, and faster rendering, as fewer primitives are
                 submitted. We evaluate our method on a variety of
                 assets, and realize performance that can be three times
                 faster than state-of-the-art approaches. In addition,
                 our streaming formulation makes it easier to integrate
                 subdivision surfaces into applications and shader code
                 written for polygonal models. We illustrate integration
                 of our technique into a full-featured video game
                 engine.",
  acknowledgement = ack-nhfb,
  articleno =    "113",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dou:2016:FRT,
  author =       "Mingsong Dou and Sameh Khamis and Yury Degtyarev and
                 Philip Davidson and Sean Ryan Fanello and Adarsh Kowdle
                 and Sergio Orts Escolano and Christoph Rhemann and
                 David Kim and Jonathan Taylor and Pushmeet Kohli and
                 Vladimir Tankovich and Shahram Izadi",
  title =        "{Fusion$4$D}: real-time performance capture of
                 challenging scenes",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "114:1--114:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925969",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We contribute a new pipeline for live multi-view
                 performance capture, generating temporally coherent
                 high-quality reconstructions in real-time. Our
                 algorithm supports both incremental reconstruction,
                 improving the surface estimation over time, as well as
                 parameterizing the nonrigid scene motion. Our approach
                 is highly robust to both large frame-to-frame motion
                 and topology changes, allowing us to reconstruct
                 extremely challenging scenes. We demonstrate advantages
                 over related real-time techniques that either deform an
                 online generated template or continually fuse depth
                 data nonrigidly into a single reference model. Finally,
                 we show geometric reconstruction results on par with
                 offline methods which require orders of magnitude more
                 processing time and many more RGBD cameras.",
  acknowledgement = ack-nhfb,
  articleno =    "114",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2016:ACL,
  author =       "Chenglei Wu and Derek Bradley and Markus Gross and
                 Thabo Beeler",
  title =        "An anatomically-constrained local deformation model
                 for monocular face capture",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "115:1--115:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925882",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new anatomically-constrained local face
                 model and fitting approach for tracking 3D faces from
                 2D motion data in very high quality. In contrast to
                 traditional global face models, often built from a
                 large set of blendshapes, we propose a local
                 deformation model composed of many small subspaces
                 spatially distributed over the face. Our local model
                 offers far more flexibility and expressiveness than
                 global blendshape models, even with a much smaller
                 model size. This flexibility would typically come at
                 the cost of reduced robustness, in particular during
                 the under-constrained task of monocular reconstruction.
                 However, a key contribution of this work is that we
                 consider the face anatomy and introduce subspace skin
                 thickness constraints into our model, which constrain
                 the face to only valid expressions and helps counteract
                 depth ambiguities in monocular tracking. Given our new
                 model, we present a novel fitting optimization that
                 allows 3D facial performance reconstruction from a
                 single view at extremely high quality, far beyond
                 previous fitting approaches. Our model is flexible, and
                 can be applied also when only sparse motion data is
                 available, for example with marker-based motion capture
                 or even face posing from artistic sketches.
                 Furthermore, by incorporating anatomical constraints we
                 can automatically estimate the rigid motion of the
                 skull, obtaining a rigid stabilization of the
                 performance for free. We demonstrate our model and
                 single-view fitting method on a number of examples,
                 including, for the first time, extreme local skin
                 deformation caused by external forces such as wind,
                 captured from a single high-speed camera.",
  acknowledgement = ack-nhfb,
  articleno =    "115",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chai:2016:AFA,
  author =       "Menglei Chai and Tianjia Shao and Hongzhi Wu and
                 Yanlin Weng and Kun Zhou",
  title =        "{AutoHair}: fully automatic hair modeling from a
                 single image",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "116:1--116:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925961",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce AutoHair, the first fully automatic
                 method for 3D hair modeling from a single portrait
                 image, with no user interaction or parameter tuning.
                 Our method efficiently generates complete and
                 high-quality hair geometries, which are comparable to
                 those generated by the state-of-the-art methods, where
                 user interaction is required. The core components of
                 our method are: a novel hierarchical deep neural
                 network for automatic hair segmentation and hair growth
                 direction estimation, trained over an annotated hair
                 image database; and an efficient and automatic
                 data-driven hair matching and modeling algorithm, based
                 on a large set of 3D hair exemplars. We demonstrate the
                 efficacy and robustness of our method on Internet
                 photos, resulting in a database of around 50K 3D hair
                 models and a corresponding hairstyle space that covers
                 a wide variety of real-world hairstyles. We also show
                 novel applications enabled by our method, including 3D
                 hairstyle space navigation and hair-aware image
                 retrieval.",
  acknowledgement = ack-nhfb,
  articleno =    "116",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Berard:2016:LEC,
  author =       "Pascal B{\'e}rard and Derek Bradley and Markus Gross
                 and Thabo Beeler",
  title =        "Lightweight eye capture using a parametric model",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "117:1--117:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925962",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Facial scanning has become ubiquitous in digital
                 media, but so far most efforts have focused on
                 reconstructing the skin. Eye reconstruction, on the
                 other hand, has received only little attention, and the
                 current state-of-the-art method is cumbersome for the
                 actor, time-consuming, and requires carefully setup and
                 calibrated hardware. These constraints currently make
                 eye capture impractical for general use. We present the
                 first approach for high-quality lightweight eye
                 capture, which leverages a database of pre-captured
                 eyes to guide the reconstruction of new eyes from much
                 less constrained inputs, such as traditional
                 single-shot face scanners or even a single photo from
                 the internet. This is accomplished with a new
                 parametric model of the eye built from the database,
                 and a novel image-based model fitting algorithm. Our
                 method provides both automatic reconstructions of real
                 eyes, as well as artistic control over the parameters
                 to generate user-specific eyes.",
  acknowledgement = ack-nhfb,
  articleno =    "117",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2016:REG,
  author =       "Congyi Wang and Fuhao Shi and Shihong Xia and Jinxiang
                 Chai",
  title =        "Realtime {$3$D} eye gaze animation using a single
                 {RGB} camera",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "118:1--118:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925947",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents the first realtime 3D eye gaze
                 capture method that simultaneously captures the
                 coordinated movement of 3D eye gaze, head poses and
                 facial expression deformation using a single RGB
                 camera. Our key idea is to complement a realtime 3D
                 facial performance capture system with an efficient 3D
                 eye gaze tracker. We start the process by automatically
                 detecting important 2D facial features for each frame.
                 The detected facial features are then used to
                 reconstruct 3D head poses and large-scale facial
                 deformation using multi-linear expression deformation
                 models. Next, we introduce a novel user-independent
                 classification method for extracting iris and pupil
                 pixels in each frame. We formulate the 3D eye gaze
                 tracker in the Maximum A Posterior (MAP) framework,
                 which sequentially infers the most probable state of 3D
                 eye gaze at each frame. The eye gaze tracker could fail
                 when eye blinking occurs. We further introduce an
                 efficient eye close detector to improve the robustness
                 and accuracy of the eye gaze tracker. We have tested
                 our system on both live video streams and the Internet
                 videos, demonstrating its accuracy and robustness under
                 a variety of uncontrolled lighting conditions and
                 overcoming significant differences of races, genders,
                 shapes, poses and expressions across individuals.",
  acknowledgement = ack-nhfb,
  articleno =    "118",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sangkloy:2016:SDL,
  author =       "Patsorn Sangkloy and Nathan Burnell and Cusuh Ham and
                 James Hays",
  title =        "The sketchy database: learning to retrieve badly drawn
                 bunnies",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "119:1--119:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925954",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present the Sketchy database, the first large-scale
                 collection of sketch-photo pairs. We ask crowd workers
                 to sketch particular photographic objects sampled from
                 125 categories and acquire 75,471 sketches of 12,500
                 objects. The Sketchy database gives us fine-grained
                 associations between particular photos and sketches,
                 and we use this to train cross-domain convolutional
                 networks which embed sketches and photographs in a
                 common feature space. We use our database as a
                 benchmark for fine-grained retrieval and show that our
                 learned representation significantly outperforms both
                 hand-crafted features as well as deep features trained
                 for sketch or photo classification. Beyond image
                 retrieval, we believe the Sketchy database opens up new
                 opportunities for sketch and image understanding and
                 synthesis.",
  acknowledgement = ack-nhfb,
  articleno =    "119",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Favreau:2016:FVS,
  author =       "Jean-Dominique Favreau and Florent Lafarge and Adrien
                 Bousseau",
  title =        "Fidelity vs. simplicity: a global approach to line
                 drawing vectorization",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "120:1--120:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925946",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Vector drawing is a popular representation in graphic
                 design because of the precision, compactness and
                 editability offered by parametric curves. However,
                 prior work on line drawing vectorization focused solely
                 on faithfully capturing input bitmaps, and largely
                 overlooked the problem of producing a compact and
                 editable curve network. As a result, existing
                 algorithms tend to produce overly-complex drawings
                 composed of many short curves and control points,
                 especially in the presence of thick or sketchy lines
                 that yield spurious curves at junctions. We propose the
                 first vectorization algorithm that explicitly balances
                 fidelity to the input bitmap with simplicity of the
                 output, as measured by the number of curves and their
                 degree. By casting this trade-off as a global
                 optimization, our algorithm generates few yet accurate
                 curves, and also disambiguates curve topology at
                 junctions by favoring the simplest interpretations
                 overall. We demonstrate the robustness of our algorithm
                 on a variety of drawings, sketchy cartoons and rough
                 design sketches.",
  acknowledgement = ack-nhfb,
  articleno =    "120",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Simo-Serra:2016:LSF,
  author =       "Edgar Simo-Serra and Satoshi Iizuka and Kazuma Sasaki
                 and Hiroshi Ishikawa",
  title =        "Learning to simplify: fully convolutional networks for
                 rough sketch cleanup",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "121:1--121:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925972",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we present a novel technique to
                 simplify sketch drawings based on learning a series of
                 convolution operators. In contrast to existing
                 approaches that require vector images as input, we
                 allow the more general and challenging input of rough
                 raster sketches such as those obtained from scanning
                 pencil sketches. We convert the rough sketch into a
                 simplified version which is then amendable for
                 vectorization. This is all done in a fully automatic
                 way without user intervention. Our model consists of a
                 fully convolutional neural network which, unlike most
                 existing convolutional neural networks, is able to
                 process images of any dimensions and aspect ratio as
                 input, and outputs a simplified sketch which has the
                 same dimensions as the input image. In order to teach
                 our model to simplify, we present a new dataset of
                 pairs of rough and simplified sketch drawings. By
                 leveraging convolution operators in combination with
                 efficient use of our proposed dataset, we are able to
                 train our sketch simplification model. Our approach
                 naturally overcomes the limitations of existing
                 methods, e.g., vector images as input and long
                 computation time; and we show that meaningful
                 simplifications can be obtained for many different test
                 cases. Finally, we validate our results with a user
                 study in which we greatly outperform similar approaches
                 and establish the state of the art in sketch
                 simplification of raster images.",
  acknowledgement = ack-nhfb,
  articleno =    "121",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zou:2016:LCC,
  author =       "Changqing Zou and Junjie Cao and Warunika Ranaweera
                 and Ibraheem Alhashim and Ping Tan and Alla Sheffer and
                 Hao Zhang",
  title =        "Legible compact calligrams",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "122:1--122:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925887",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A calligram is an arrangement of words or letters that
                 creates a visual image, and a compact calligram fits
                 one word into a 2D shape. We introduce a fully
                 automatic method for the generation of legible compact
                 calligrams which provides a balance between conveying
                 the input shape, legibility, and aesthetics. Our method
                 has three key elements: a path generation step which
                 computes a global layout path suitable for embedding
                 the input word; an alignment step to place the letters
                 so as to achieve feature alignment between letter and
                 shape protrusions while maintaining word legibility;
                 and a final deformation step which deforms the letters
                 to fit the shape while balancing fit against letter
                 legibility. As letter legibility is critical to the
                 quality of compact calligrams, we conduct a large-scale
                 crowd-sourced study on the impact of different letter
                 deformations on legibility and use the results to train
                 a letter legibility measure which guides the letter
                 deformation. We show automatically generated calligrams
                 on an extensive set of word-image combinations. The
                 legibility and overall quality of the calligrams are
                 evaluated and compared, via user studies, to those
                 produced by human creators, including a professional
                 artist, and existing works.",
  acknowledgement = ack-nhfb,
  articleno =    "122",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lyon:2016:HRH,
  author =       "Max Lyon and David Bommes and Leif Kobbelt",
  title =        "{HexEx}: robust hexahedral mesh extraction",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "123:1--123:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925976",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "State-of-the-art hex meshing algorithms consist of
                 three steps: Frame-field design, parametrization
                 generation, and mesh extraction. However, while the
                 first two steps are usually discussed in detail, the
                 last step is often not well studied. In this paper, we
                 fully concentrate on reliable mesh extraction.
                 Parametrization methods employ computationally
                 expensive countermeasures to avoid mapping input
                 tetrahedra to degenerate or flipped tetrahedra in the
                 parameter domain because such a parametrization does
                 not define a proper hexahedral mesh. Nevertheless,
                 there is no known technique that can guarantee the
                 complete absence of such artifacts. We tackle this
                 problem from the other side by developing a mesh
                 extraction algorithm which is extremely robust against
                 typical imperfections in the parametrization. First, a
                 sanitization process cleans up numerical
                 inconsistencies of the parameter values caused by
                 limited precision solvers and floating-point number
                 representation. On the sanitized parametrization, we
                 extract vertices and so-called darts based on
                 intersections of the integer grid with the parametric
                 image of the tetrahedral mesh. The darts are reliably
                 interconnected by tracing within the parametrization
                 and thus define the topology of the hexahedral mesh. In
                 a postprocessing step, we let certain pairs of darts
                 cancel each other, counteracting the effect of flipped
                 regions of the parametrization. With this strategy, our
                 algorithm is able to robustly extract hexahedral meshes
                 from imperfect parametrizations which previously would
                 have been considered defective. The algorithm will be
                 published as an open source library [Lyon et al.
                 2016].",
  acknowledgement = ack-nhfb,
  articleno =    "123",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fang:2016:AHM,
  author =       "Xianzhong Fang and Weiwei Xu and Hujun Bao and Jin
                 Huang",
  title =        "All-hex meshing using closed-form induced polycube",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "124:1--124:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925957",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The polycube-based hexahedralization methods are
                 robust to generate all-hex meshes without internal
                 singularities. They avoid the difficulty to control the
                 global singularity structure for a valid
                 hexahedralization in frame-field based methods. To
                 thoroughly utilize this advantage, we propose to use a
                 frame field without internal singularities to guide the
                 polycube construction. Theoretically, our method
                 extends the vector fields associated with the polycube
                 from exact forms to closed forms, which are curl free
                 everywhere but may be not globally integrable. The
                 closed forms give additional degrees of freedom to deal
                 with the topological structure of high-genus models,
                 and also provide better initial axis alignment for
                 subsequent polycube generation. We demonstrate the
                 advantages of our method on various models, ranging
                 from genus-zero models to high-genus ones, and from
                 single-boundary models to multiple-boundary ones.",
  acknowledgement = ack-nhfb,
  articleno =    "124",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Qin:2016:FED,
  author =       "Yipeng Qin and Xiaoguang Han and Hongchuan Yu and
                 Yizhou Yu and Jianjun Zhang",
  title =        "Fast and exact discrete geodesic computation based on
                 triangle-oriented wavefront propagation",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "125:1--125:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925930",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Computing discrete geodesic distance over triangle
                 meshes is one of the fundamental problems in
                 computational geometry and computer graphics. In this
                 problem, an effective window pruning strategy can
                 significantly affect the actual running time. Due to
                 its importance, we conduct an in-depth study of window
                 pruning operations in this paper, and produce an
                 exhaustive list of scenarios where one window can make
                 another window partially or completely redundant. To
                 identify a maximal number of redundant windows using
                 such pairwise cross checking, we propose a set of
                 procedures to synchronize local window propagation
                 within the same triangle by simultaneously propagating
                 a collection of windows from one triangle edge to its
                 two opposite edges. On the basis of such synchronized
                 window propagation, we design a new geodesic
                 computation algorithm based on a triangle-oriented
                 region growing scheme. Our geodesic algorithm can
                 remove most of the redundant windows at the earliest
                 possible stage, thus significantly reducing
                 computational cost and memory usage at later stages. In
                 addition, by adopting triangles instead of windows as
                 the primitive in propagation management, our algorithm
                 significantly cuts down the data management overhead.
                 As a result, it runs 4--15 times faster than MMP and
                 ICH algorithms, 2-4 times faster than FWP-MMP and
                 FWP-CH algorithms, and also incurs the least memory
                 usage.",
  acknowledgement = ack-nhfb,
  articleno =    "125",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cao:2016:RTF,
  author =       "Chen Cao and Hongzhi Wu and Yanlin Weng and Tianjia
                 Shao and Kun Zhou",
  title =        "Real-time facial animation with image-based dynamic
                 avatars",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "126:1--126:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925873",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel image-based representation for
                 dynamic 3D avatars, which allows effective handling of
                 various hairstyles and headwear, and can generate
                 expressive facial animations with fine-scale details in
                 real-time. We develop algorithms for creating an
                 image-based avatar from a set of sparsely captured
                 images of a user, using an off-the-shelf web camera at
                 home. An optimization method is proposed to construct a
                 topologically consistent morphable model that
                 approximates the dynamic hair geometry in the captured
                 images. We also design a real-time algorithm for
                 synthesizing novel views of an image-based avatar, so
                 that the avatar follows the facial motions of an
                 arbitrary actor. Compelling results from our pipeline
                 are demonstrated on a variety of cases.",
  acknowledgement = ack-nhfb,
  articleno =    "126",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Edwards:2016:JAC,
  author =       "Pif Edwards and Chris Landreth and Eugene Fiume and
                 Karan Singh",
  title =        "{JALI}: an animator-centric viseme model for
                 expressive lip synchronization",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "127:1--127:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925984",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The rich signals we extract from facial expressions
                 imposes high expectations for the science and art of
                 facial animation. While the advent of high-resolution
                 performance capture has greatly improved realism, the
                 utility of procedural animation warrants a prominent
                 place in facial animation workflow. We present a system
                 that, given an input audio soundtrack and speech
                 transcript, automatically generates expressive
                 lip-synchronized facial animation that is amenable to
                 further artistic refinement, and that is comparable
                 with both performance capture and professional animator
                 output. Because of the diversity of ways we produce
                 sound, the mapping from phonemes to visual depictions
                 as visemes is many-valued. We draw from
                 psycholinguistics to capture this variation using two
                 visually distinct anatomical actions: Ja w and L ip,
                 wheresound is primarily controlled by jaw articulation
                 and lower-face muscles, respectively. We describe the
                 construction of a transferable template jali 3D facial
                 rig, built upon the popular facial muscle action unit
                 representation facs. We show that acoustic properties
                 in a speech signal map naturally to the dynamic degree
                 of jaw and lip in visual speech. We provide an array of
                 compelling animation clips, compare against performance
                 capture and existing procedural animation, and report
                 on a brief user study.",
  acknowledgement = ack-nhfb,
  articleno =    "127",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fried:2016:PAM,
  author =       "Ohad Fried and Eli Shechtman and Dan B. Goldman and
                 Adam Finkelstein",
  title =        "Perspective-aware manipulation of portrait photos",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "128:1--128:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925933",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces a method to modify the apparent
                 relative pose and distance between camera and subject
                 given a single portrait photo. Our approach fits a full
                 perspective camera and a parametric 3D head model to
                 the portrait, and then builds a 2D warp in the image
                 plane to approximate the effect of a desired change in
                 3D. We show that this model is capable of correcting
                 objectionable artifacts such as the large noses
                 sometimes seen in ``selfies,'' or to deliberately bring
                 a distant camera closer to the subject. This framework
                 can also be used to re-pose the subject, as well as to
                 create stereo pairs from an input portrait. We show
                 convincing results on both an existing dataset as well
                 as a new dataset we captured to validate our method.",
  acknowledgement = ack-nhfb,
  articleno =    "128",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Selim:2016:PST,
  author =       "Ahmed Selim and Mohamed Elgharib and Linda Doyle",
  title =        "Painting style transfer for head portraits using
                 convolutional neural networks",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "129:1--129:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925968",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Head portraits are popular in traditional painting.
                 Automating portrait painting is challenging as the
                 human visual system is sensitive to the slightest
                 irregularities in human faces. Applying generic
                 painting techniques often deforms facial structures. On
                 the other hand portrait painting techniques are mainly
                 designed for the graphite style and/or are based on
                 image analogies; an example painting as well as its
                 original unpainted version are required. This limits
                 their domain of applicability. We present a new
                 technique for transferring the painting from a head
                 portrait onto another. Unlike previous work our
                 technique only requires the example painting and is not
                 restricted to a specific style. We impose novel spatial
                 constraints by locally transferring the color
                 distributions of the example painting. This better
                 captures the painting texture and maintains the
                 integrity of facial structures. We generate a solution
                 through Convolutional Neural Networks and we present an
                 extension to video. Here motion is exploited in a way
                 to reduce temporal inconsistencies and the shower-door
                 effect. Our approach transfers the painting style while
                 maintaining the input photograph identity. In addition
                 it significantly reduces facial deformations over state
                 of the art.",
  acknowledgement = ack-nhfb,
  articleno =    "129",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nishida:2016:ISU,
  author =       "Gen Nishida and Ignacio Garcia-Dorado and Daniel G.
                 Aliaga and Bedrich Benes and Adrien Bousseau",
  title =        "Interactive sketching of urban procedural models",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "130:1--130:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925951",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "3D modeling remains a notoriously difficult task for
                 novices despite significant research effort to provide
                 intuitive and automated systems. We tackle this problem
                 by combining the strengths of two popular domains:
                 sketch-based modeling and procedural modeling. On the
                 one hand, sketch-based modeling exploits our ability to
                 draw but requires detailed, unambiguous drawings to
                 achieve complex models. On the other hand, procedural
                 modeling automates the creation of precise and detailed
                 geometry but requires the tedious definition and
                 parameterization of procedural models. Our system uses
                 a collection of simple procedural grammars, called
                 snippets, as building blocks to turn sketches into
                 realistic 3D models. We use a machine learning approach
                 to solve the inverse problem of finding the procedural
                 model that best explains a user sketch. We use
                 non-photorealistic rendering to generate artificial
                 data for training convolutional neural networks capable
                 of quickly recognizing the procedural rule intended by
                 a sketch and estimating its parameters. We integrate
                 our algorithm in a coarse-to-fine urban modeling system
                 that allows users to create rich buildings by
                 successively sketching the building mass, roof,
                 facades, windows, and ornaments. A user study shows
                 that by using our approach non-expert users can
                 generate complex buildings in just a few minutes.",
  acknowledgement = ack-nhfb,
  articleno =    "130",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Peng:2016:CND,
  author =       "Chi-Han Peng and Yong-Liang Yang and Fan Bao and
                 Daniel Fink and Dong-Ming Yan and Peter Wonka and Niloy
                 J. Mitra",
  title =        "Computational network design from functional
                 specifications",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "131:1--131:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925935",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Connectivity and layout of underlying networks largely
                 determine agent behavior and usage in many
                 environments. For example, transportation networks
                 determine the flow of traffic in a neighborhood,
                 whereas building floorplans determine the flow of
                 people in a workspace. Designing such networks from
                 scratch is challenging as even local network changes
                 can have large global effects. We investigate how to
                 computationally create networks starting from only
                 high-level functional specifications. Such
                 specifications can be in the form of network density,
                 travel time versus network length, traffic type,
                 destination location, etc. We propose an integer
                 programming-based approach that guarantees that the
                 resultant networks are valid by fulfilling all the
                 specified hard constraints and that they score
                 favorably in terms of the objective function. We
                 evaluate our algorithm in two different design
                 settings, street layout and floorplans to demonstrate
                 that diverse networks can emerge purely from high-level
                 functional specifications.",
  acknowledgement = ack-nhfb,
  articleno =    "131",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Feng:2016:CDM,
  author =       "Tian Feng and Lap-Fai Yu and Sai-Kit Yeung and
                 KangKang Yin and Kun Zhou",
  title =        "Crowd-driven mid-scale layout design",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "132:1--132:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925894",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel approach for designing mid-scale
                 layouts by optimizing with respect to human crowd
                 properties. Given an input layout domain such as the
                 boundary of a shopping mall, our approach synthesizes
                 the paths and sites by optimizing three metrics that
                 measure crowd flow properties: mobility, accessibility,
                 and coziness. While these metrics are straightforward
                 to evaluate by a full agent-based crowd simulation,
                 optimizing a layout usually requires hundreds of
                 evaluations, which would require a long time to compute
                 even using the latest crowd simulation techniques. To
                 overcome this challenge, we propose a novel data-driven
                 approach where nonlinear regressors are trained to
                 capture the relationship between the agent-based
                 metrics, and the geometrical and topological features
                 of a layout. We demonstrate that by using the trained
                 regressors, our approach can synthesize crowd-aware
                 layouts and improve existing layouts with better crowd
                 flow properties.",
  acknowledgement = ack-nhfb,
  articleno =    "132",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{deGoes:2016:SEC,
  author =       "Fernando de Goes and Mathieu Desbrun and Mark Meyer
                 and Tony DeRose",
  title =        "Subdivision exterior calculus for geometry
                 processing",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "133:1--133:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925880",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces a new computational method to
                 solve differential equations on subdivision surfaces.
                 Our approach adapts the numerical framework of Discrete
                 Exterior Calculus (DEC) from the polygonal to the
                 subdivision setting by exploiting the refin-ability of
                 subdivision basis functions. The resulting Subdivision
                 Exterior Calculus (SEC) provides significant
                 improvements in accuracy compared to existing polygonal
                 techniques, while offering exact finite-dimensional
                 analogs of continuum structural identities such as
                 Stokes' theorem and Helmholtz--Hodge decomposition. We
                 demonstrate the versatility and efficiency of SEC on
                 common geometry processing tasks including
                 parameterization, geodesic distance computation, and
                 vector field design.",
  acknowledgement = ack-nhfb,
  articleno =    "133",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kovalsky:2016:AQP,
  author =       "Shahar Z. Kovalsky and Meirav Galun and Yaron Lipman",
  title =        "Accelerated quadratic proxy for geometric
                 optimization",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "134:1--134:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925920",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present the Accelerated Quadratic Proxy (AQP) --- a
                 simple first-order algorithm for the optimization of
                 geometric energies defined over triangular and
                 tetrahedral meshes. The main stumbling block of current
                 optimization techniques used to minimize geometric
                 energies over meshes is slow convergence due to
                 ill-conditioning of the energies at their minima. We
                 observe that this ill-conditioning is in large part due
                 to a Laplacian-like term existing in these energies.
                 Consequently, we suggest to locally use a quadratic
                 polynomial proxy, whose Hessian is taken to be the
                 Laplacian, in order to achieve a preconditioning
                 effect. This already improves stability and
                 convergence, but more importantly allows incorporating
                 acceleration in an almost universal way, that is
                 independent of mesh size and of the specific energy
                 considered. Experiments with AQP show it is rather
                 insensitive to mesh resolution and requires a nearly
                 constant number of iterations to converge; this is in
                 strong contrast to other popular optimization
                 techniques used today such as Accelerated Gradient
                 Descent and Quasi-Newton methods, e.g., L-BFGS. We have
                 tested AQP for mesh deformation in 2D and 3D as well as
                 for surface parameterization, and found it to provide a
                 considerable speedup over common baseline techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "134",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2016:GNU,
  author =       "Xin Li and G. Thomas Finnigan and Thomas W.
                 Sederberg",
  title =        "{$ G^1 $} non-uniform {Catmull--Clark} surfaces",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "135:1--135:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925924",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper develops new refinement rules for
                 non-uniform Catmull--Clark surfaces that produce G$^1$
                 extraordinary points whose blending functions have a
                 single local maximum. The method consists of designing
                 an ``eigen polyhedron'' in R$^2$ for each extraordinary
                 point, and formulating refinement rules for which
                 refinement of the eigen polyhedron reduces to a scale
                 and translation. These refinement rules, when applied
                 to a non-uniform Catmull--Clark control mesh in R$^3$,
                 yield a G$^1$ extraordinary point.",
  acknowledgement = ack-nhfb,
  articleno =    "135",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Owens:2016:MDI,
  author =       "Andrew Owens and Mikolaj Cieslak and Jeremy Hart and
                 Regine Classen-Bockhoff and Przemyslaw Prusinkiewicz",
  title =        "Modeling dense inflorescences",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "136:1--136:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925982",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Showy inflorescences --- clusters of flowers --- are a
                 common feature of many plants, greatly contributing to
                 their beauty. The large numbers of individual flowers
                 (florets), arranged in space in a systematic manner,
                 make inflorescences a natural target for procedural
                 modeling. We present a suite of biologically motivated
                 algorithms for modeling and animating the development
                 of inflorescences with closely packed florets. These
                 inflorescences share the following characteristics: (i)
                 in their ensemble, the florets form a relatively
                 smooth, often approximately planar surface; (ii) there
                 are numerous collisions between petals of the same or
                 adjacent florets; and (iii) the developmental stage and
                 type of a floret may depend on its position within the
                 inflorescence, with drastic or gradual differences. To
                 model flat-topped branched inflorescences (corymbs and
                 umbels), we propose a florets-first algorithm, in which
                 the branching structure self-organizes to support
                 florets in predetermined positions. This is an
                 alternative to previous branching-first models, in
                 which floret positions were determined by branch
                 arrangement. To obtain realistic visualizations, we
                 complement the algorithms that generate the
                 inflorescence structure with an interactive method for
                 modeling floret corollas (petal sets). The method
                 supports corollas with both separate and fused petals.
                 We illustrate our techniques with models from several
                 plant families.",
  acknowledgement = ack-nhfb,
  articleno =    "136",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yumer:2016:SST,
  author =       "M. Ersin Yumer and Niloy J. Mitra",
  title =        "Spectral style transfer for human motion between
                 independent actions",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "137:1--137:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925955",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Human motion is complex and difficult to synthesize
                 realistically. Automatic style transfer to transform
                 the mood or identity of a character's motion is a key
                 technology for increasing the value of already
                 synthesized or captured motion data. Typically,
                 state-of-the-art methods require all independent
                 actions observed in the input to be present in a given
                 style database to perform realistic style transfer. We
                 introduce a spectral style transfer method for human
                 motion between independent actions, thereby greatly
                 reducing the required effort and cost of creating such
                 databases. We leverage a spectral domain representation
                 of the human motion to formulate a spatial
                 correspondence free approach. We extract spectral
                 intensity representations of reference and source
                 styles for an arbitrary action, and transfer their
                 difference to a novel motion which may contain
                 previously unseen actions. Building on this core
                 method, we introduce a temporally sliding window filter
                 to perform the same analysis locally in time for
                 heterogeneous motion processing. This immediately
                 allows our approach to serve as a style database
                 enhancement technique to fill-in non-existent actions
                 in order to increase previous style transfer method's
                 performance. We evaluate our method both via
                 quantitative experiments, and through administering
                 controlled user studies with respect to previous work,
                 where significant improvement is observed with our
                 approach.",
  acknowledgement = ack-nhfb,
  articleno =    "137",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Holden:2016:DLF,
  author =       "Daniel Holden and Jun Saito and Taku Komura",
  title =        "A deep learning framework for character motion
                 synthesis and editing",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "138:1--138:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925975",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a framework to synthesize character
                 movements based on high level parameters, such that the
                 produced movements respect the manifold of human
                 motion, trained on a large motion capture dataset. The
                 learned motion manifold, which is represented by the
                 hidden units of a convolutional autoencoder, represents
                 motion data in sparse components which can be combined
                 to produce a wide range of complex movements. To map
                 from high level parameters to the motion manifold, we
                 stack a deep feedforward neural network on top of the
                 trained autoencoder. This network is trained to produce
                 realistic motion sequences from parameters such as a
                 curve over the terrain that the character should
                 follow, or a target location for punching and kicking.
                 The feedforward control network and the motion manifold
                 are trained independently, allowing the user to easily
                 switch between feedforward networks according to the
                 desired interface, without re-training the motion
                 manifold. Once motion is generated it can be edited by
                 performing optimization in the space of the motion
                 manifold. This allows for imposing kinematic
                 constraints, or transforming the style of the motion,
                 while ensuring the edited motion remains natural. As a
                 result, the system can produce smooth, high quality
                 motion sequences without any manual pre-processing of
                 the training data.",
  acknowledgement = ack-nhfb,
  articleno =    "138",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Savva:2016:PLI,
  author =       "Manolis Savva and Angel X. Chang and Pat Hanrahan and
                 Matthew Fisher and Matthias Nie{\ss}ner",
  title =        "{PiGraphs}: learning interaction snapshots from
                 observations",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "139:1--139:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925867",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We learn a probabilistic model connecting human poses
                 and arrangements of object geometry from real-world
                 observations of interactions collected with commodity
                 RGB-D sensors. This model is encoded as a set of
                 prototypical interaction graphs (PiGraphs), a
                 human-centric representation capturing physical contact
                 and visual attention linkages between 3D geometry and
                 human body parts. We use this encoding of the joint
                 probability distribution over pose and geometry during
                 everyday interactions to generate interaction
                 snapshots, which are static depictions of human poses
                 and relevant objects during human-object interactions.
                 We demonstrate that our model enables a novel
                 human-centric understanding of 3D content and allows
                 for jointly generating 3D scenes and interaction poses
                 given terse high-level specifications, natural
                 language, or reconstructed real-world scene
                 constraints.",
  acknowledgement = ack-nhfb,
  articleno =    "139",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lockerman:2016:MSL,
  author =       "Yitzchak David Lockerman and Basile Sauvage and
                 R{\'e}mi All{\`e}gre and Jean-Michel Dischler and Julie
                 Dorsey and Holly Rushmeier",
  title =        "Multi-scale label-map extraction for texture
                 synthesis",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "140:1--140:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925964",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Texture synthesis is a well-established area, with
                 many important applications in computer graphics and
                 vision. However, despite their success, synthesis
                 techniques are not used widely in practice because the
                 creation of good exemplars remains challenging and
                 extremely tedious. In this paper, we introduce an
                 unsupervised method for analyzing texture content
                 across multiple scales that automatically extracts good
                 exemplars from natural images. Unlike existing methods,
                 which require extensive manual tuning, our method is
                 fully automatic. This allows the user to focus on using
                 texture palettes derived from their own images, rather
                 than on manual interactions dictated by the needs of an
                 underlying algorithm. Most natural textures exhibit
                 patterns at multiple scales that may vary according to
                 the location (non-stationarity). To handle such
                 textures many synthesis algorithms rely on an analysis
                 of the input and a guidance of the synthesis. Our new
                 analysis is based on a labeling of texture patterns
                 that is both (i) multi-scale and (ii) unsupervised ---
                 that is, patterns are labeled at multiple scales, and
                 the scales and the number of labeled clusters are
                 selected automatically. Our method works in two stages.
                 The first builds a hierarchical extension of
                 superpixels and the second labels the superpixels based
                 on random walk in a graph of similarity between
                 superpixels and a nonnegative matrix factorization. Our
                 label-maps provide descriptors for pixels and regions
                 that benefit state-of-the-art texture synthesis
                 algorithms. We show several applications including
                 guidance of non-stationary synthesis, content selection
                 and texture painting. Our method is designed to treat
                 large inputs and can scale to many megapixels. In
                 addition to traditional exemplar inputs, our method can
                 also handle natural images containing different
                 textured regions.",
  acknowledgement = ack-nhfb,
  articleno =    "140",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bellini:2016:TVW,
  author =       "Rachele Bellini and Yanir Kleiman and Daniel
                 Cohen-Or",
  title =        "Time-varying weathering in texture space",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "141:1--141:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925891",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a technique to synthesize time-varying
                 weathered textures. Given a single texture image as
                 input, the degree of weathering at different regions of
                 the input texture is estimated by prevalence analysis
                 of texture patches. This information then allows to
                 gracefully increase or decrease the popularity of
                 weathered patches, simulating the evolution of texture
                 appearance both backward and forward in time. Our
                 method can be applied to a wide variety of different
                 textures since the reaction of the material to
                 weathering effects is physically-oblivious and learned
                 from the input texture itself. The weathering process
                 evolves new structures as well as color variations,
                 providing rich and natural results. In contrast with
                 existing methods, our method does not require any user
                 interaction or assistance. We demonstrate our technique
                 on various textures, and their application to
                 time-varying weathering of 3D scenes. We also extend
                 our method to handle multi-layered textures, weathering
                 transfer, and interactive weathering painting.",
  acknowledgement = ack-nhfb,
  articleno =    "141",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lien:2016:SUG,
  author =       "Jaime Lien and Nicholas Gillian and M. Emre Karagozler
                 and Patrick Amihood and Carsten Schwesig and Erik Olson
                 and Hakim Raja and Ivan Poupyrev",
  title =        "{Soli}: ubiquitous gesture sensing with millimeter
                 wave radar",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "142:1--142:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925953",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents Soli, a new, robust,
                 high-resolution, low-power, miniature gesture sensing
                 technology for human-computer interaction based on
                 millimeter-wave radar. We describe a new approach to
                 developing a radar-based sensor optimized for
                 human-computer interaction, building the sensor
                 architecture from the ground up with the inclusion of
                 radar design principles, high temporal resolution
                 gesture tracking, a hardware abstraction layer (HAL), a
                 solid-state radar chip and system architecture,
                 interaction models and gesture vocabularies, and
                 gesture recognition. We demonstrate that Soli can be
                 used for robust gesture recognition and can track
                 gestures with sub-millimeter accuracy, running at over
                 10,000 frames per second on embedded hardware.",
  acknowledgement = ack-nhfb,
  articleno =    "142",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Taylor:2016:EPI,
  author =       "Jonathan Taylor and Lucas Bordeaux and Thomas Cashman
                 and Bob Corish and Cem Keskin and Toby Sharp and
                 Eduardo Soto and David Sweeney and Julien Valentin and
                 Benjamin Luff and Arran Topalian and Erroll Wood and
                 Sameh Khamis and Pushmeet Kohli and Shahram Izadi and
                 Richard Banks and Andrew Fitzgibbon and Jamie Shotton",
  title =        "Efficient and precise interactive hand tracking
                 through joint, continuous optimization of pose and
                 correspondences",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "143:1--143:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925965",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Fully articulated hand tracking promises to enable
                 fundamentally new interactions with virtual and
                 augmented worlds, but the limited accuracy and
                 efficiency of current systems has prevented widespread
                 adoption. Today's dominant paradigm uses machine
                 learning for initialization and recovery followed by
                 iterative model-fitting optimization to achieve a
                 detailed pose fit. We follow this paradigm, but make
                 several changes to the model-fitting, namely using: (1)
                 a more discriminative objective function; (2) a
                 smooth-surface model that provides gradients for
                 non-linear optimization; and (3) joint optimization
                 over both the model pose and the correspondences
                 between observed data points and the model surface.
                 While each of these changes may actually increase the
                 cost per fitting iteration, we find a compensating
                 decrease in the number of iterations. Further, the wide
                 basin of convergence means that fewer starting points
                 are needed for successful model fitting. Our system
                 runs in real-time on CPU only, which frees up the
                 commonly over-burdened GPU for experience designers.
                 The hand tracker is efficient enough to run on
                 low-power devices such as tablets. We can track up to
                 several meters from the camera to provide a large
                 working volume for interaction, even using the noisy
                 data from current-generation depth cameras.
                 Quantitative assessments on standard datasets show that
                 the new approach exceeds the state of the art in
                 accuracy. Qualitative results take the form of live
                 recordings of a range of interactive experiences
                 enabled by this new approach.",
  acknowledgement = ack-nhfb,
  articleno =    "143",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Glauser:2016:RAT,
  author =       "Oliver Glauser and Wan-Chun Ma and Daniele Panozzo and
                 Alec Jacobson and Otmar Hilliges and Olga
                 Sorkine-Hornung",
  title =        "Rig animation with a tangible and modular input
                 device",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "144:1--144:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925909",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel approach to digital character
                 animation, combining the benefits of tangible input
                 devices and sophisticated rig animation algorithms. A
                 symbiotic software and hardware approach facilitates
                 the animation process for novice and expert users
                 alike. We overcome limitations inherent to all previous
                 tangible devices by allowing users to directly control
                 complex rigs using only a small set (5-10) of physical
                 controls. This avoids oversimplification of the pose
                 space and excessively bulky device configurations. Our
                 algorithm derives a small device configuration from
                 complex character rigs, often containing hundreds of
                 degrees of freedom, and a set of sparse sample poses.
                 Importantly, only the most influential degrees of
                 freedom are controlled directly, yet detailed motion is
                 preserved based on a pose interpolation technique. We
                 designed a modular collection of joints and splitters,
                 which can be assembled to represent a wide variety of
                 skeletons. Each joint piece combines a universal joint
                 and two twisting elements, allowing to accurately sense
                 its configuration. The mechanical design provides a
                 smooth inverse kinematics-like user experience and is
                 not prone to gimbal locking. We integrate our method
                 with the professional 3D software Autodesk Maya$^\reg $
                 and discuss a variety of results created with
                 characters available online. Comparative user
                 experiments show significant improvements over the
                 closest state-of-the-art in terms of accuracy and time
                 in a keyframe posing task.",
  acknowledgement = ack-nhfb,
  articleno =    "144",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bai:2016:ADD,
  author =       "Yunfei Bai and Danny M. Kaufman and C. Karen Liu and
                 Jovan Popovi{\'c}",
  title =        "Artist-directed dynamics for {$2$D} animation",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "145:1--145:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925884",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Animation artists enjoy the benefits of simulation but
                 do not want to be held back by its constraints.
                 Artist-directed dynamics seeks to resolve this need
                 with a unified method that combines simulation with
                 classical keyframing techniques. The combination of
                 these approaches improves upon both extremes:
                 simulation becomes more customizable and keyframing
                 becomes more automatic. Examining our system in the
                 context of the twelve fundamental animation principles
                 reveals that it stands out for its treatment of
                 exaggeration and appeal. Our system accommodates abrupt
                 jumps, large plastic deformations, and makes it easy to
                 reuse carefully crafted animations.",
  acknowledgement = ack-nhfb,
  articleno =    "145",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Choi:2016:SSB,
  author =       "Byungkuk Choi and Roger {Blanco i Ribera} and J. P.
                 Lewis and Yeongho Seol and Seokpyo Hong and Haegwang
                 Eom and Sunjin Jung and Junyong Noh",
  title =        "{SketchiMo}: sketch-based motion editing for
                 articulated characters",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "146:1--146:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925970",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present SketchiMo, a novel approach for the
                 expressive editing of articulated character motion.
                 SketchiMo solves for the motion given a set of
                 projective constraints that relate the sketch inputs to
                 the unknown 3 D poses. We introduce the concept of
                 sketch space, a contextual geometric representation of
                 sketch targets---motion properties that are editable
                 via sketch input---that enhances, right on the
                 viewport, different aspects of the motion. The
                 combination of the proposed sketch targets and space
                 allows for seamless editing of a wide range of
                 properties, from simple joint trajectories to local
                 parent-child spatiotemporal relationships and more
                 abstract properties such as coordinated motions. This
                 is made possible by interpreting the user's input
                 through a new sketch-based optimization engine in a
                 uniform way. In addition, our view-dependent sketch
                 space also serves the purpose of disambiguating the
                 user inputs by visualizing their range of effect and
                 transparently defining the necessary constraints to set
                 the temporal boundaries for the optimization.",
  acknowledgement = ack-nhfb,
  articleno =    "146",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Won:2016:STD,
  author =       "Jungdam Won and Jehee Lee",
  title =        "Shadow theatre: discovering human motion from a
                 sequence of silhouettes",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "147:1--147:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925869",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Shadow theatre is a genre of performance art in which
                 the actors are only visible as shadows projected on the
                 screen. The goal of this study is to generate animated
                 characters, the shadows of which match a sequence of
                 target silhouettes. This poses several challenges. The
                 motion of multiple characters are carefully coordinated
                 to form a target silhouette on the screen, and each
                 character's pose should be stable, balanced, and
                 plausible. The resulting character animation should be
                 smooth and coherent spatially and temporally. We
                 formulate the problem as nonlinear constrained
                 optimization with objectives, which were designed to
                 generate plausible human motions. Our optimization
                 algorithm was primarily inspired by the heuristic
                 strategies of professional shadow theatre actors. Their
                 know-how was studied and then incorporated into our
                 optimization formulation. We demonstrate the
                 effectiveness of our approach with a variety of target
                 silhouettes and 3D fabrication of the results.",
  acknowledgement = ack-nhfb,
  articleno =    "147",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chang:2016:ATP,
  author =       "Huiwen Chang and Fisher Yu and Jue Wang and Douglas
                 Ashley and Adam Finkelstein",
  title =        "Automatic triage for a photo series",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "148:1--148:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925908",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "People often take a series of nearly redundant
                 pictures to capture a moment or scene. However,
                 selecting photos to keep or share from a large
                 collection is a painful chore. To address this problem,
                 we seek a relative quality measure within a series of
                 photos taken of the same scene, which can be used for
                 automatic photo triage. Towards this end, we gather a
                 large dataset comprised of photo series distilled from
                 personal photo albums. The dataset contains 15, 545
                 unedited photos organized in 5,953 series. By
                 augmenting this dataset with ground truth human
                 preferences among photos within each series, we
                 establish a benchmark for measuring the effectiveness
                 of algorithmic models of how people select photos. We
                 introduce several new approaches for modeling human
                 preference based on machine learning. We also describe
                 applications for the dataset and predictor, including a
                 smart album viewer, automatic photo enhancement, and
                 providing overviews of video clips.",
  acknowledgement = ack-nhfb,
  articleno =    "148",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tsai:2016:SLS,
  author =       "Yi-Hsuan Tsai and Xiaohui Shen and Zhe Lin and Kalyan
                 Sunkavalli and Ming-Hsuan Yang",
  title =        "Sky is not the limit: semantic-aware sky replacement",
  journal =      j-TOG,
  volume =       "35",
  number =       "4",
  pages =        "149:1--149:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2897824.2925942",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:09 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Skies are common backgrounds in photos but are often
                 less interesting due to the time of photographing.
                 Professional photographers correct this by using
                 sophisticated tools with painstaking efforts that are
                 beyond the command of ordinary users. In this work, we
                 propose an automatic background replacement algorithm
                 that can generate realistic, artifact-free images with
                 a diverse styles of skies. The key idea of our
                 algorithm is to utilize visual semantics to guide the
                 entire process including sky segmentation, search and
                 replacement. First we train a deep convolutional neural
                 network for semantic scene parsing, which is used as
                 visual prior to segment sky regions in a coarse-to-fine
                 manner. Second, in order to find proper skies for
                 replacement, we propose a data-driven sky search scheme
                 based on semantic layout of the input image. Finally,
                 to re-compose the stylized sky with the original
                 foreground naturally, an appearance transfer method is
                 developed to match statistics locally and semantically.
                 We show that the proposed algorithm can automatically
                 generate a set of visually pleasing results. In
                 addition, we demonstrate the effectiveness of the
                 proposed algorithm with extensive user studies.",
  acknowledgement = ack-nhfb,
  articleno =    "149",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jo:2016:DDC,
  author =       "Kensei Jo and Mohit Gupta and Shree K. Nayar",
  title =        "{DisCo}: Display-Camera Communication Using Rolling
                 Shutter Sensors",
  journal =      j-TOG,
  volume =       "35",
  number =       "5",
  pages =        "150:1--150:??",
  month =        sep,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2896818",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present DisCo, a novel display-camera communication
                 system. DisCo enables displays and cameras to
                 communicate with each other while also displaying and
                 capturing images for human consumption. Messages are
                 transmitted by temporally modulating the display
                 brightness at high frequencies so that they are
                 imperceptible to humans. Messages are received by a
                 rolling shutter camera that converts the temporally
                 modulated incident light into a spatial flicker
                 pattern. In the captured image, the flicker pattern is
                 superimposed on the pattern shown on the display. The
                 flicker and the display pattern are separated by
                 capturing two images with different exposures. The
                 proposed system performs robustly in challenging
                 real-world situations such as occlusion, variable
                 display size, defocus blur, perspective distortion, and
                 camera rotation. Unlike several existing visible light
                 communication methods, DisCo works with off-the-shelf
                 image sensors. It is compatible with a variety of
                 sources (including displays, single LEDs), as well as
                 reflective surfaces illuminated with light sources. We
                 have built hardware prototypes that demonstrate DisCo's
                 performance in several scenarios. Because of its
                 robustness, speed, ease of use, and generality, DisCo
                 can be widely deployed in several applications, such as
                 advertising, pairing of displays with cell phones,
                 tagging objects in stores and museums, and indoor
                 navigation.",
  acknowledgement = ack-nhfb,
  articleno =    "150",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schneider:2016:EBS,
  author =       "Ros{\'a}lia G. Schneider and Tinne Tuytelaars",
  title =        "Example-Based Sketch Segmentation and Labeling Using
                 {CRFs}",
  journal =      j-TOG,
  volume =       "35",
  number =       "5",
  pages =        "151:1--151:??",
  month =        sep,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2898351",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a new approach for segmentation and label
                 transfer in sketches that substantially improves the
                 state of the art. We build on successful techniques to
                 find how likely each segment is to belong to a label,
                 and use a Conditional Random Field to find the most
                 probable global configuration. Our method is trained
                 fully on the sketch domain, such that it can handle
                 abstract sketches that are very far from 3D meshes. It
                 also requires a small quantity of annotated data, which
                 makes it easily adaptable to new datasets. The testing
                 phase is completely automatic, and our performance is
                 comparable to state-of-the-art methods that require
                 manual tuning and a considerable amount of previous
                 annotation [Huang et al. 2014].",
  acknowledgement = ack-nhfb,
  articleno =    "151",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aksoy:2016:IHQ,
  author =       "Yagiz Aksoy and Tun{\c{c}} Ozan Aydin and Marc
                 Pollefeys and Aljosa Smoli{\'c}",
  title =        "Interactive High-Quality Green-Screen Keying via Color
                 Unmixing",
  journal =      j-TOG,
  volume =       "35",
  number =       "5",
  pages =        "152:1--152:??",
  month =        sep,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2907940",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Due to the widespread use of compositing in
                 contemporary feature films, green-screen keying has
                 become an essential part of postproduction workflows.
                 To comply with the ever-increasing quality requirements
                 of the industry, specialized compositing artists spend
                 countless hours using multiple commercial software
                 tools, while eventually having to resort to manual
                 painting because of the many shortcomings of these
                 tools. Due to the sheer amount of manual labor involved
                 in the process, new green-screen keying approaches that
                 produce better keying results with less user
                 interaction are welcome additions to the compositing
                 artist's arsenal. We found that-contrary to the common
                 belief in the research community-production-quality
                 green-screen keying is still an unresolved problem with
                 its unique challenges. In this article, we propose a
                 novel green-screen keying method utilizing a new energy
                 minimization-based color unmixing algorithm. We present
                 comprehensive comparisons with commercial software
                 packages and relevant methods in literature, which show
                 that the quality of our results is superior to any
                 other currently available green-screen keying solution.
                 It is important to note that, using the proposed
                 method, these high-quality results can be generated
                 using only one-tenth of the manual editing time that a
                 professional compositing artist requires to process the
                 same content having all previous state-of-the-art tools
                 at one's disposal.",
  acknowledgement = ack-nhfb,
  articleno =    "152",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lou:2016:IPA,
  author =       "Liming Lou and Paul Nguyen and Jason Lawrence and
                 Connelly Barnes",
  title =        "Image Perforation: Automatically Accelerating Image
                 Pipelines by Intelligently Skipping Samples",
  journal =      j-TOG,
  volume =       "35",
  number =       "5",
  pages =        "153:1--153:??",
  month =        sep,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2904903",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Image pipelines arise frequently in modern
                 computational photography systems and consist of
                 multiple processing stages where each stage produces an
                 intermediate image that serves as input to a future
                 stage. Inspired by recent work on loop perforation
                 [Sidiroglou-Douskos et al. 2011], this article
                 introduces image perforation, a new optimization
                 technique that allows us to automatically explore the
                 space of performance-accuracy tradeoffs within an image
                 pipeline. Image perforation works by transforming loops
                 over the image at each pipeline stage into coarser
                 loops that effectively ``skip'' certain samples. These
                 missing samples are reconstructed for later stages
                 using a number of different interpolation strategies
                 that are relatively inexpensive to perform compared to
                 the original cost of computing the sample. We describe
                 a genetic algorithm for automatically exploring the
                 resulting combinatoric search space of which loops to
                 perforate, in what manner, by how much, and using which
                 reconstruction method. We also present a prototype
                 language that implements image perforation along with
                 several other domain-specific optimizations and show
                 results for a number of different image pipelines and
                 inputs. For these cases, image perforation achieves
                 speedups of $ 2 \times $--$ 10 \times $ with acceptable
                 loss in visual quality and significantly outperforms
                 loop perforation.",
  acknowledgement = ack-nhfb,
  articleno =    "153",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhao:2016:PPL,
  author =       "Haisen Zhao and Lin Lu and Yuan Wei and Dani
                 Lischinski and Andrei Sharf and Daniel Cohen-Or and
                 Baoquan Chen",
  title =        "Printed Perforated Lampshades for Continuous
                 Projective Images",
  journal =      j-TOG,
  volume =       "35",
  number =       "5",
  pages =        "154:1--154:??",
  month =        sep,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2907049",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a technique for designing
                 three-dimensional- (3D) printed perforated lampshades
                 that project continuous grayscale images onto the
                 surrounding walls. Given the geometry of the lampshade
                 and a target grayscale image, our method computes a
                 distribution of tiny holes over the shell, such that
                 the combined footprints of the light emanating through
                 the holes form the target image on a nearby diffuse
                 surface. Our objective is to approximate the continuous
                 tones and the spatial detail of the target image to the
                 extent possible within the constraints of the
                 fabrication process. To ensure structural integrity,
                 there are lower bounds on the thickness of the shell,
                 the radii of the holes, and the minimal distances
                 between adjacent holes. Thus, the holes are realized as
                 thin tubes distributed over the lampshade surface. The
                 amount of light passing through a single tube may be
                 controlled by the tube's radius and by its orientation
                 (tilt angle). The core of our technique thus consists
                 of determining a suitable configuration of the tubes:
                 their distribution across the relevant portion of the
                 lampshade, as well as the parameters (radius, tilt
                 angle) of each tube. This is achieved by computing a
                 capacity-constrained Voronoi tessellation over a
                 suitably defined density function and embedding a tube
                 inside the maximal inscribed circle of each
                 tessellation cell.",
  acknowledgement = ack-nhfb,
  articleno =    "154",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fan:2016:PME,
  author =       "Lubin Fan and Peter Wonka",
  title =        "A Probabilistic Model for Exteriors of Residential
                 Buildings",
  journal =      j-TOG,
  volume =       "35",
  number =       "5",
  pages =        "155:1--155:??",
  month =        sep,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2910578",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a new framework to model the exterior of
                 residential buildings. The main goal of our work is to
                 design a model that can be learned from data that is
                 observable from the outside of a building and that can
                 be trained with widely available data such as aerial
                 images and street-view images. First, we propose a
                 parametric model to describe the exterior of a building
                 (with a varying number of parameters) and propose a set
                 of attributes as a building representation with fixed
                 dimensionality. Second, we propose a hierarchical
                 graphical model with hidden variables to encode the
                 relationships between building attributes and learn
                 both the structure and parameters of the model from the
                 database. Third, we propose optimization algorithms to
                 generate three-dimensional models based on building
                 attributes sampled from the graphical model. Finally,
                 we demonstrate our framework by synthesizing new
                 building models and completing partially observed
                 building models from photographs.",
  acknowledgement = ack-nhfb,
  articleno =    "155",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Birklbauer:2016:NSD,
  author =       "Clemens Birklbauer and David C. Schedl and Oliver
                 Bimber",
  title =        "Nonuniform Spatial Deformation of Light Fields by
                 Locally Linear Transformations",
  journal =      j-TOG,
  volume =       "35",
  number =       "5",
  pages =        "156:1--156:??",
  month =        sep,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2928267",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Light-field cameras offer new imaging possibilities
                 compared to conventional digital cameras. However, the
                 additional angular domain of light fields prohibits
                 direct application of frequently used image processing
                 algorithms, such as warping, retargeting, or stitching.
                 We present a general and efficient framework for
                 nonuniform light-field warping, which forms the basis
                 for extending many of these image processing techniques
                 to light fields. It propagates arbitrary spatial
                 deformations defined in one light-field perspective
                 consistently to all other perspectives by means of 4D
                 patch matching instead of relying on explicit depth
                 reconstruction. This allows processing light-field
                 recordings of complex scenes with non-Lambertian
                 properties such as transparency and refraction. We show
                 application examples of our framework in panorama
                 light-field imaging, light-field retargeting, and
                 artistic manipulation of light fields.",
  acknowledgement = ack-nhfb,
  articleno =    "156",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sokolov:2016:HDM,
  author =       "Dmitry Sokolov and Nicolas Ray and Lionel Untereiner
                 and Bruno L{\'e}vy",
  title =        "Hexahedral-Dominant Meshing",
  journal =      j-TOG,
  volume =       "35",
  number =       "5",
  pages =        "157:1--157:??",
  month =        sep,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2930662",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article introduces a method that generates a
                 hexahedral-dominant mesh from an input tetrahedral
                 mesh. It follows a three-step pipeline similar to the
                 one proposed by Carrier Baudoin et al.: (1) generate a
                 frame field, (2) generate a pointset P that is mostly
                 organized on a regular grid locally aligned with the
                 frame field, and (3) generate the hexahedral-dominant
                 mesh by recombining the tetrahedra obtained from the
                 constrained Delaunay triangulation of P. For step (1),
                 we use a state-of-the-art algorithm to generate a
                 smooth frame field. For step (2), we introduce an
                 extension of Periodic Global Parameterization to the
                 volumetric case. As compared with other global
                 parameterization methods (such as CubeCover), our
                 method relaxes some global constraints to avoid
                 creating degenerate elements, at the expense of
                 introducing some singularities that are meshed using
                 non-hexahedral elements. For step (3), we build on the
                 formalism introduced by Meshkat and Talmor, fill in a
                 gap in their proof, and provide a complete enumeration
                 of all the possible recombinations, as well as an
                 algorithm that efficiently detects all the matches in a
                 tetrahedral mesh. The method is evaluated and compared
                 with the state of the art on a database of examples
                 with various mesh complexities, varying from academic
                 examples to real industrial cases. Compared with the
                 method of Carrier-Baudoin et al., the method results in
                 better scores for classical quality criteria of
                 hexahedral-dominant meshes (hexahedral proportion,
                 scaled Jacobian, etc.). The method also shows better
                 robustness than CubeCover and its derivatives when
                 applied to complicated industrial models.",
  acknowledgement = ack-nhfb,
  articleno =    "157",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gao:2016:EFD,
  author =       "Lin Gao and Yu-Kun Lai and Dun Liang and Shu-Yu Chen
                 and Shihong Xia",
  title =        "Efficient and Flexible Deformation Representation for
                 Data-Driven Surface Modeling",
  journal =      j-TOG,
  volume =       "35",
  number =       "5",
  pages =        "158:1--158:??",
  month =        sep,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2908736",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Effectively characterizing the behavior of deformable
                 objects has wide applicability but remains challenging.
                 We present a new rotation-invariant deformation
                 representation and a novel reconstruction algorithm to
                 accurately reconstruct the positions and local
                 rotations simultaneously. Meshes can be very
                 efficiently reconstructed from our representation by
                 matrix pre-decomposition, while, at the same time, hard
                 or soft constraints can be flexibly specified with only
                 positions of handles needed. Our approach is thus
                 particularly suitable for constrained deformations
                 guided by examples, providing significant benefits over
                 state-of-the-art methods. Based on this, we further
                 propose novel data-driven approaches to mesh
                 deformation and non-rigid registration of deformable
                 objects. Both problems are formulated consistently as
                 finding an optimized model in the shape space that
                 satisfies boundary constraints, either specified by the
                 user, or according to the scan. By effectively
                 exploiting the knowledge in the shape space, our method
                 produces realistic deformation results in real-time and
                 produces high quality registrations from a template
                 model to a single noisy scan captured using a
                 low-quality depth camera, outperforming
                 state-of-the-art methods.",
  acknowledgement = ack-nhfb,
  articleno =    "158",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bagher:2016:NPF,
  author =       "Mahdi M. Bagher and John Snyder and Derek
                 Nowrouzezahrai",
  title =        "A Non-Parametric Factor Microfacet Model for Isotropic
                 {BRDFs}",
  journal =      j-TOG,
  volume =       "35",
  number =       "5",
  pages =        "159:1--159:??",
  month =        sep,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2907941",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We investigate the expressiveness of the microfacet
                 model for isotropic bidirectional reflectance
                 distribution functions (BRDFs) measured from real
                 materials by introducing a non-parametric factor model
                 that represents the model's functional structure but
                 abandons restricted parametric formulations of its
                 factors. We propose a new objective based on
                 compressive weighting that controls rendering error in
                 high-dynamic-range BRDF fits better than previous
                 factorization approaches. We develop a simple numerical
                 procedure to minimize this objective and handle
                 dependencies that arise between microfacet factors. Our
                 method faithfully captures a more comprehensive set of
                 materials than previous state-of-the-art parametric
                 approaches yet remains compact (3.2KB per BRDF). We
                 experimentally validate the benefit of the microfacet
                 model over a na{\"\i}ve orthogonal factorization and
                 show that fidelity for diffuse materials is modestly
                 improved by fitting an unrestricted shadowing/masking
                 factor. We also compare against a recent data-driven
                 factorization approach [Bilgili et al. 2011] and show
                 that our microfacet-based representation improves
                 rendering accuracy for most materials while reducing
                 storage by more than $ 10 \times $.",
  acknowledgement = ack-nhfb,
  articleno =    "159",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Oztireli:2016:ISP,
  author =       "A. Cengiz {\"O}ztireli",
  title =        "Integration with Stochastic Point Processes",
  journal =      j-TOG,
  volume =       "35",
  number =       "5",
  pages =        "160:1--160:??",
  month =        sep,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2932186",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel comprehensive approach for studying
                 error in integral estimation with point distributions
                 based on point process statistics. We derive exact
                 formulae for bias and variance of integral estimates in
                 terms of the spatial or spectral characteristics of
                 integrands and first- and-second order product density
                 measures of general point patterns. The formulae allow
                 us to study and design sampling schemes adapted to
                 different classes of integrands by analyzing the effect
                 of sampling density, weighting, and correlations among
                 point locations separately. We then focus on
                 non-adaptive correlated stratified sampling patterns
                 and specialize the formulae to derive closed-form and
                 easy-to-analyze expressions of bias and variance for
                 various stratified sampling strategies. Based on these
                 expressions, we perform a theoretical error analysis
                 for integrands involving the discontinuous visibility
                 function. We show that significant reductions in error
                 can be obtained by considering alternative sampling
                 strategies instead of the commonly used random
                 jittering or low discrepancy patterns. Our theoretical
                 results agree with and extend various previous results,
                 provide a unified analytic treatment of point patterns,
                 and lead to novel insights. We validate the results
                 with extensive experiments on benchmark integrands as
                 well as real scenes with soft shadows.",
  acknowledgement = ack-nhfb,
  articleno =    "160",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pejsa:2016:ADG,
  author =       "Tomislav Pejsa and Daniel Rakita and Bilge Mutlu and
                 Michael Gleicher",
  title =        "Authoring directed gaze for full-body motion capture",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "161:1--161:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982444",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an approach for adding directed gaze
                 movements to characters animated using full-body motion
                 capture. Our approach provides a comprehensive
                 authoring solution that automatically infers plausible
                 directed gaze from the captured body motion, provides
                 convenient controls for manual editing, and adds
                 synthetic gaze movements onto the original motion. The
                 foundation of the approach is an abstract
                 representation of gaze behavior as a sequence of gaze
                 shifts and fixations toward targets in the scene. We
                 present methods for automatic inference of this
                 representation by analyzing the head and torso
                 kinematics and scene features. We introduce tools for
                 convenient editing of the gaze sequence and target
                 layout that allow an animator to adjust the gaze
                 behavior without worrying about the details of pose and
                 timing. A synthesis component translates the gaze
                 sequence into coordinated movements of the eyes, head,
                 and torso, and blends these with the original body
                 motion. We evaluate the effectiveness of our inference
                 methods, the efficiency of the authoring process, and
                 the quality of the resulting animation.",
  acknowledgement = ack-nhfb,
  articleno =    "161",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rhodin:2016:EEM,
  author =       "Helge Rhodin and Christian Richardt and Dan Casas and
                 Eldar Insafutdinov and Mohammad Shafiei and Hans-Peter
                 Seidel and Bernt Schiele and Christian Theobalt",
  title =        "{EgoCap}: egocentric marker-less motion capture with
                 two fisheye cameras",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "162:1--162:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980235",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Marker-based and marker-less optical skeletal
                 motion-capture methods use an outside-in arrangement of
                 cameras placed around a scene, with viewpoints
                 converging on the center. They often create discomfort
                 with marker suits, and their recording volume is
                 severely restricted and often constrained to indoor
                 scenes with controlled backgrounds. Alternative
                 suit-based systems use several inertial measurement
                 units or an exoskeleton to capture motion with an
                 inside-in setup, i.e. without external sensors. This
                 makes capture independent of a confined volume, but
                 requires substantial, often constraining, and hard to
                 set up body instrumentation. Therefore, we propose a
                 new method for real-time, marker-less, and egocentric
                 motion capture: estimating the full-body skeleton pose
                 from a lightweight stereo pair of fisheye cameras
                 attached to a helmet or virtual reality headset --- an
                 optical inside-in method, so to speak. This allows
                 full-body motion capture in general indoor and outdoor
                 scenes, including crowded scenes with many people
                 nearby, which enables reconstruction in larger-scale
                 activities. Our approach combines the strength of a new
                 generative pose estimation framework for fisheye views
                 with a ConvNet-based body-part detector trained on a
                 large new dataset. It is particularly useful in virtual
                 reality to freely roam and interact, while seeing the
                 fully motion-captured virtual body.",
  acknowledgement = ack-nhfb,
  articleno =    "162",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lv:2016:DDI,
  author =       "Xiaolei Lv and Jinxiang Chai and Shihong Xia",
  title =        "Data-driven inverse dynamics for human motion",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "163:1--163:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982440",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Inverse dynamics is an important and challenging
                 problem in human motion modeling, synthesis and
                 simulation, as well as in robotics and biomechanics.
                 Previous solutions to inverse dynamics are often noisy
                 and ambiguous particularly when double stances occur.
                 In this paper, we present a novel inverse dynamics
                 method that accurately reconstructs biomechanically
                 valid contact information, including center of
                 pressure, contact forces, torsional torques and
                 internal joint torques from input kinematic human
                 motion data. Our key idea is to apply statistical
                 modeling techniques to a set of preprocessed human
                 kinematic and dynamic motion data captured by a
                 combination of an optical motion capture system,
                 pressure insoles and force plates. We formulate the
                 data-driven inverse dynamics problem in a maximum a
                 posteriori (MAP) framework by estimating the most
                 likely contact information and internal joint torques
                 that are consistent with input kinematic motion data.
                 We construct a low-dimensional data-driven prior model
                 for contact information and internal joint torques to
                 reduce ambiguity of inverse dynamics for human motion.
                 We demonstrate the accuracy of our method on a wide
                 variety of human movements including walking, jumping,
                 running, turning and hopping and achieve
                 state-of-the-art accuracy in our comparison against
                 alternative methods. In addition, we discuss how to
                 extend the data-driven inverse dynamics framework to
                 motion editing, filtering and motion control.",
  acknowledgement = ack-nhfb,
  articleno =    "163",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wolinski:2016:WCA,
  author =       "David Wolinski and Ming C. Lin and Julien Pettr{\'e}",
  title =        "{WarpDriver}: context-aware probabilistic motion
                 prediction for crowd simulation",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "164:1--164:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982442",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Microscopic crowd simulators rely on models of local
                 interaction (e.g. collision avoidance) to synthesize
                 the individual motion of each virtual agent. The
                 quality of the resulting motions heavily depends on
                 this component, which has significantly improved in the
                 past few years. Recent advances have been in particular
                 due to the introduction of a short-horizon motion
                 prediction strategy that enables anticipated motion
                 adaptation during local interactions among agents.
                 However, the simplicity of prediction techniques of
                 existing models somewhat limits their domain of
                 validity. In this paper, our key objective is to
                 significantly improve the quality of simulations by
                 expanding the applicable range of motion predictions.
                 To this end, we present a novel local interaction
                 algorithm with a new context-aware, probabilistic
                 motion prediction model. By context-aware, we mean that
                 this approach allows crowd simulators to account for
                 many factors, such as the influence of environment
                 layouts or in-progress interactions among agents, and
                 has the ability to simultaneously maintain several
                 possible alternate scenarios for future motions and to
                 cope with uncertainties on sensing and other agent's
                 motions. Technically, this model introduces ``collision
                 probability fields'' between agents, efficiently
                 computed through the cumulative application of Warp
                 Operators on a source Intrinsic Field. We demonstrate
                 how this model significantly improves the quality of
                 simulated motions in challenging scenarios, such as
                 dense crowds and complex environments.",
  acknowledgement = ack-nhfb,
  articleno =    "164",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bessmeltsev:2016:GPC,
  author =       "Mikhail Bessmeltsev and Nicholas Vining and Alla
                 Sheffer",
  title =        "{Gesture$3$D}: posing {$3$D} characters via gesture
                 drawings",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "165:1--165:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980240",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Artists routinely use gesture drawings to communicate
                 ideated character poses for storyboarding and other
                 digital media. During subsequent posing of the 3D
                 character models, they use these drawing as a
                 reference, and perform the posing itself using 3D
                 interfaces which require time and expert 3D knowledge
                 to operate. We propose the first method for
                 automatically posing 3D characters directly using
                 gesture drawings as an input, sidestepping the manual
                 3D posing step. We observe that artists are skilled at
                 quickly and effectively conveying poses using such
                 drawings, and design them to facilitate a single
                 perceptually consistent pose interpretation by viewers.
                 Our algorithm leverages perceptual cues to parse the
                 drawings and recover the artist-intended poses. It
                 takes as input a vector-format rough gesture drawing
                 and a rigged 3D character model, and plausibly poses
                 the character to conform to the depicted pose. No other
                 input is required. Our contribution is two-fold: we
                 first analyze and formulate the pose cues encoded in
                 gesture drawings; we then employ these cues to compute
                 a plausible image space projection of the conveyed pose
                 and to imbue it with depth. Our framework is designed
                 to robustly overcome errors and inaccuracies frequent
                 in typical gesture drawings. We exhibit a wide variety
                 of character models posed by our method created from
                 gesture drawings of complex poses, including poses with
                 occlusions and foreshortening. We validate our approach
                 via result comparisons to artist-posed models generated
                 from the same reference drawings, via studies that
                 confirm that our results agree with viewer perception,
                 and via comparison to algorithmic alternatives.",
  acknowledgement = ack-nhfb,
  articleno =    "165",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhao:2016:DSP,
  author =       "Shuang Zhao and Lifan Wu and Fr{\'e}do Durand and Ravi
                 Ramamoorthi",
  title =        "Downsampling scattering parameters for rendering
                 anisotropic media",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "166:1--166:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980228",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Volumetric micro-appearance models have provided
                 remarkably high-quality renderings, but are highly data
                 intensive and usually require tens of gigabytes in
                 storage. When an object is viewed from a distance, the
                 highest level of detail offered by these models is
                 usually unnecessary, but traditional linear
                 downsampling weakens the object's intrinsic shadowing
                 structures and can yield poor accuracy. We introduce a
                 joint optimization of single-scattering albedos and
                 phase functions to accurately downsample heterogeneous
                 and anisotropic media. Our method is built upon scaled
                 phase functions, a new representation combining abledos
                 and (standard) phase functions. We also show that
                 modularity can be exploited to greatly reduce the
                 amortized optimization overhead by allowing multiple
                 synthesized models to share one set of down-sampled
                 parameters. Our optimized parameters generalize well to
                 novel lighting and viewing configurations, and the
                 resulting data sets offer several orders of magnitude
                 storage savings.",
  acknowledgement = ack-nhfb,
  articleno =    "166",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huo:2016:AMC,
  author =       "Yuchi Huo and Rui Wang and Tianlei Hu and Wei Hua and
                 Hujun Bao",
  title =        "Adaptive matrix column sampling and completion for
                 rendering participating media",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "167:1--167:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980244",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Several scalable many-light rendering methods have
                 been proposed recently for the efficient computation of
                 global illumination. However, gathering contributions
                 of virtual lights in participating media remains an
                 inefficient and time-consuming task. In this paper, we
                 present a novel sparse sampling and reconstruction
                 method to accelerate the gathering step of the
                 many-light rendering for participating media. Our
                 technique explores the observation that the scattered
                 lightings are usually locally coherent and of low rank
                 even in heterogeneous media. In particular, we first
                 introduce a matrix formation with light segments as
                 columns and eye ray segments as rows, and formulate the
                 gathering step into a matrix sampling and
                 reconstruction problem. We then propose an adaptive
                 matrix column sampling and completion algorithm to
                 efficiently reconstruct the matrix by only sampling a
                 small number of elements. Experimental results show
                 that our approach greatly improves the performance, and
                 obtains up to one order of magnitude speedup compared
                 with other state-of-the-art methods of many-light
                 rendering for participating media.",
  acknowledgement = ack-nhfb,
  articleno =    "167",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Muller:2016:ERH,
  author =       "Thomas M{\"u}ller and Marios Papas and Markus Gross
                 and Wojciech Jarosz and Jan Nov{\'a}k",
  title =        "Efficient rendering of heterogeneous polydisperse
                 granular media",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "168:1--168:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982429",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We address the challenge of efficiently rendering
                 massive assemblies of grains within a forward
                 path-tracing framework. Previous approaches exist for
                 accelerating high-order scattering for a limited, and
                 static, set of granular materials, often requiring
                 scene-dependent precomputation. We significantly expand
                 the admissible regime of granular materials by
                 considering heterogeneous and dynamic granular mixtures
                 with spatially varying grain concentrations, pack
                 rates, and sizes. Our method supports both procedurally
                 generated grain assemblies and dynamic assemblies
                 authored in off-the-shelf particle simulation tools.
                 The key to our speedup lies in two complementary
                 aggregate scattering approximations which we introduced
                 to jointly accelerate construction of short and long
                 light paths. For low-order scattering, we accelerate
                 path construction using novel grain scattering
                 distribution functions (GSDF) which aggregate
                 intra-grain light transport while retaining important
                 grain-level structure. For high-order scattering, we
                 extend prior work on shell transport functions (STF) to
                 support dynamic, heterogeneous mixtures of grains with
                 varying sizes. We do this without a scene-dependent
                 precomputation and show how this can also be used to
                 accelerate light transport in arbitrary continuous
                 heterogeneous media. Our multi-scale rendering
                 automatically minimizes the usage of explicit path
                 tracing to only the first grain along a light path, or
                 can avoid it completely, when appropriate, by switching
                 to our aggregate transport approximations. We
                 demonstrate our technique on animated scenes containing
                 heterogeneous mixtures of various types of grains that
                 could not previously be rendered efficiently. We also
                 compare to previous work on a simpler class of granular
                 assemblies, reporting significant computation savings,
                 often yielding higher accuracy results.",
  acknowledgement = ack-nhfb,
  articleno =    "168",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rousselle:2016:ISC,
  author =       "Fabrice Rousselle and Wojciech Jarosz and Jan
                 Nov{\'a}k",
  title =        "Image-space control variates for rendering",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "169:1--169:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982443",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We explore the theory of integration with control
                 variates in the context of rendering. Our goal is to
                 optimally combine multiple estimators using their
                 covariances. We focus on two applications, re-rendering
                 and gradient-domain rendering, where we exploit
                 coherence between temporally and spatially adjacent
                 pixels. We propose an image-space (iterative)
                 reconstruction scheme that employs control variates to
                 reduce variance. We show that recent works on scene
                 editing and gradient-domain rendering can be directly
                 formulated as control-variate estimators, despite using
                 seemingly different approaches. In particular, we
                 demonstrate the conceptual equivalence of screened
                 Poisson image reconstruction and our iterative
                 reconstruction scheme. Our composite estimators offer
                 practical and simple solutions that improve upon the
                 current state of the art for the two investigated
                 applications.",
  acknowledgement = ack-nhfb,
  articleno =    "169",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2016:SST,
  author =       "Albert Julius Liu and Zhao Dong and Milos Hasan and
                 Steve Marschner",
  title =        "Simulating the structure and texture of solid wood",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "170:1--170:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980255",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Wood is an important decorative material prized for
                 its unique appearance. It is commonly rendered using
                 artistically authored 2D color and bump textures, which
                 reproduces color patterns on flat surfaces well. But
                 the dramatic anisotropic specular figure caused by wood
                 fibers, common in curly maple and other species, is
                 harder to achieve. While suitable BRDF models exist,
                 the texture parameter maps for these wood BRDFs are
                 difficult to author---good results have been shown with
                 elaborate measurements for small flat samples, but
                 these models are not much used in practice.
                 Furthermore, mapping 2D image textures onto 3D objects
                 leads to distortion and inconsistencies. Procedural
                 volumetric textures solve these geometric problems, but
                 existing methods produce much lower quality than image
                 textures. This paper aims to bring the best of all
                 these techniques together: we present a comprehensive
                 volumetric simulation of wood appearance, including
                 growth rings, color variation, pores, rays, and growth
                 distortions. The fiber directions required for
                 anisotropic specular figure follow naturally from the
                 distortions. Our results rival the quality of textures
                 based on photographs, but with the consistency and
                 convenience of a volumetric model. Our model is
                 modular, with components that are intuitive to control,
                 fast to compute, and require minimal storage.",
  acknowledgement = ack-nhfb,
  articleno =    "170",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fish:2016:SON,
  author =       "Noa Fish and Oliver van Kaick and Amit Bermano and
                 Daniel Cohen-Or",
  title =        "Structure-oriented networks of shape collections",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "171:1--171:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982409",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a co-analysis technique designed for
                 correspondence inference within large shape
                 collections. Such collections are naturally rich in
                 variation, adding ambiguity to the notoriously
                 difficult problem of correspondence computation. We
                 leverage the robustness of correspondences between
                 similar shapes to address the difficulties associated
                 with this problem. In our approach, pairs of similar
                 shapes are extracted from the collection, analyzed and
                 matched in an efficient and reliable manner,
                 culminating in the construction of a network of
                 correspondences that connects the entire collection.
                 The correspondence between any pair of shapes then
                 amounts to a simple propagation along the minimax path
                 between the two shapes in the network. At the heart of
                 our approach is the introduction of a robust,
                 structure-oriented shape matching method. Leveraging
                 the idea of projective analysis, we partition 2D
                 projections of a shape to obtain a set of 1D ordered
                 regions, which are both simple and efficient to match.
                 We lift the matched projections back to the 3D domain
                 to obtain a pairwise shape correspondence. The emphasis
                 given to structural compatibility is a central tool in
                 estimating the reliability and completeness of a
                 computed correspondence, uncovering any non-negligible
                 semantic discrepancies that may exist between shapes.
                 These detected differences are a deciding factor in the
                 establishment of a network aiming to capture local
                 similarities. We demonstrate that the combination of
                 the presented observations into a co-analysis method
                 allows us to establish reliable correspondences among
                 shapes within large collections.",
  acknowledgement = ack-nhfb,
  articleno =    "171",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shao:2016:DFM,
  author =       "Tianjia Shao and Dongping Li and Yuliang Rong and
                 Changxi Zheng and Kun Zhou",
  title =        "Dynamic furniture modeling through assembly
                 instructions",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "172:1--172:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982416",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a technique for parsing widely used
                 furniture assembly instructions, and reconstructing the
                 3D models of furniture components and their dynamic
                 assembly process. Our technique takes as input a
                 multi-step assembly instruction in a vector graphic
                 format and starts to group the vector graphic
                 primitives into semantic elements representing
                 individual furniture parts, mechanical connectors
                 (e.g., screws, bolts and hinges), arrows, visual
                 highlights, and numbers. To reconstruct the dynamic
                 assembly process depicted over multiple steps, our
                 system identifies previously built 3D furniture
                 components when parsing a new step, and uses them to
                 address the challenge of occlusions while generating
                 new 3D components incrementally. With a wide range of
                 examples covering a variety of furniture types, we
                 demonstrate the use of our system to animate the 3D
                 furniture assembly process and, beyond that, the
                 semantic-aware furniture editing as well as the
                 fabrication of personalized furnitures.",
  acknowledgement = ack-nhfb,
  articleno =    "172",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ma:2016:ADI,
  author =       "Rui Ma and Honghua Li and Changqing Zou and Zicheng
                 Liao and Xin Tong and Hao Zhang",
  title =        "Action-driven {$3$D} indoor scene evolution",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "173:1--173:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980223",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a framework for action-driven evolution
                 of 3D indoor scenes, where the goal is to simulate how
                 scenes are altered by human actions, and specifically,
                 by object placements necessitated by the actions. To
                 this end, we develop an action model with each type of
                 action combining information about one or more human
                 poses, one or more object categories, and spatial
                 configurations of objects belonging to these categories
                 which summarize the object-object and object-human
                 relations for the action. Importantly, all these pieces
                 of information are learned from annotated photos.
                 Correlations between the learned actions are analyzed
                 to guide the construction of an action graph. Starting
                 with an initial 3D scene, we probabilistically sample a
                 sequence of actions from the action graph to drive
                 progressive scene evolution. Each action triggers
                 appropriate object placements, based on object
                 co-occurrences and spatial configurations learned for
                 the action model. We show results of our scene
                 evolution that lead to realistic and messy 3D scenes,
                 as well as quantitative evaluations by user studies
                 which compare our method to manual scene creation and
                 state-of-the-art, data-driven methods, in terms of
                 scene plausibility and naturalness.",
  acknowledgement = ack-nhfb,
  articleno =    "173",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2016:ERR,
  author =       "Edward Zhang and Michael F. Cohen and Brian Curless",
  title =        "Emptying, refurnishing, and relighting indoor spaces",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "174:1--174:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982432",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Visualizing changes to indoor scenes is important for
                 many applications. When looking for a new place to
                 live, we want to see how the interior looks not with
                 the current inhabitant's belongings, but with our own
                 furniture. Before purchasing a new sofa, we want to
                 visualize how it would look in our living room. In this
                 paper, we present a system that takes an RGBD scan of
                 an indoor scene and produces a scene model of the empty
                 room, including light emitters, materials, and the
                 geometry of the non-cluttered room. Our system enables
                 realistic rendering not only of the empty room under
                 the original lighting conditions, but also with various
                 scene edits, including adding furniture, changing the
                 material properties of the walls, and relighting. These
                 types of scene edits enable many mixed reality
                 applications in areas such as real estate, furniture
                 retail, and interior design. Our system contains two
                 novel technical contributions: a 3D radiometric
                 calibration process that recovers the appearance of the
                 scene in high dynamic range, and a
                 global-illumination-aware inverse rendering framework
                 that simultaneously recovers reflectance properties of
                 scene surfaces and lighting properties for several
                 light source types, including generalized point and
                 line lights.",
  acknowledgement = ack-nhfb,
  articleno =    "174",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shih:2016:BHB,
  author =       "Kuang-Tsu Shih and Jen-Shuo Liu and Frank Shyu and
                 Su-Ling Yeh and Homer H. Chen",
  title =        "Blocking harmful blue light while preserving image
                 color appearance",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "175:1--175:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982418",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recent study in vision science has shown that blue
                 light in a certain frequency band affects human
                 circadian rhythm and impairs our health. Although
                 applying a light blocker to an image display can block
                 the harmful blue light, it inevitably makes an image
                 look like an aged photo. In this paper, we show that it
                 is possible to reduce harmful blue light while
                 preserving the blue appearance of an image. Moreover,
                 we optimize the spectral transmittance profile of blue
                 light blocker based on psychophysical data and develop
                 a color compensation algorithm to minimize color
                 distortion. A prototype using notch filters is built as
                 a proof of concept.",
  acknowledgement = ack-nhfb,
  articleno =    "175",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kellnhofer:2016:MPS,
  author =       "Petr Kellnhofer and Piotr Didyk and Tobias Ritschel
                 and Belen Masia and Karol Myszkowski and Hans-Peter
                 Seidel",
  title =        "Motion parallax in stereo {$3$D}: model and
                 applications",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "176:1--176:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980230",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Binocular disparity is the main depth cue that makes
                 stereoscopic images appear 3D. However, in many
                 scenarios, the range of depth that can be reproduced by
                 this cue is greatly limited and typically fixed due to
                 constraints imposed by displays. For example, due to
                 the low angular resolution of current automultiscopic
                 screens, they can only reproduce a shallow depth range.
                 In this work, we study the motion parallax cue, which
                 is a relatively strong depth cue, and can be freely
                 reproduced even on a 2D screen without any limits. We
                 exploit the fact that in many practical scenarios,
                 motion parallax provides sufficiently strong depth
                 information that the presence of binocular depth cues
                 can be reduced through aggressive disparity
                 compression. To assess the strength of the effect we
                 conduct psycho-visual experiments that measure the
                 influence of motion parallax on depth perception and
                 relate it to the depth resulting from binocular
                 disparity. Based on the measurements, we propose a
                 joint disparity-parallax computational model that
                 predicts apparent depth resulting from both cues. We
                 demonstrate how this model can be applied in the
                 context of stereo and multiscopic image processing, and
                 propose new disparity manipulation techniques, which
                 first quantify depth obtained from motion parallax, and
                 then adjust binocular disparity information
                 accordingly. This allows us to manipulate the disparity
                 signal according to the strength of motion parallax to
                 improve the overall depth reproduction. This technique
                 is validated in additional experiments.",
  acknowledgement = ack-nhfb,
  articleno =    "176",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2016:UTT,
  author =       "Tuanfeng Y. Wang and Hao Su and Qixing Huang and
                 Jingwei Huang and Leonidas Guibas and Niloy J. Mitra",
  title =        "Unsupervised texture transfer from images to model
                 collections",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "177:1--177:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982404",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Large 3D model repositories of common objects are now
                 ubiquitous and are increasingly being used in computer
                 graphics and computer vision for both analysis and
                 synthesis tasks. However, images of objects in the real
                 world have a richness of appearance that these
                 repositories do not capture, largely because most
                 existing 3D models are untextured. In this work we
                 develop an automated pipeline capable of transporting
                 texture information from images of real objects to 3D
                 models of similar objects. This is a challenging
                 problem, as an object's texture as seen in a photograph
                 is distorted by many factors, including pose, geometry,
                 and illumination. These geometric and photometric
                 distortions must be undone in order to transfer the
                 pure underlying texture to a new object --- the 3D
                 model. Instead of using problematic dense
                 correspondences, we factorize the problem into the
                 reconstruction of a set of base textures (materials)
                 and an illumination model for the object in the image.
                 By exploiting the geometry of the similar 3D model, we
                 reconstruct certain reliable texture regions and
                 correct for the illumination, from which a full texture
                 map can be recovered and applied to the model. Our
                 method allows for large-scale unsupervised production
                 of richly textured 3D models directly from image data,
                 providing high quality virtual objects for 3D scene
                 design or photo editing applications, as well as a
                 wealth of data for training machine learning algorithms
                 for various inference tasks in graphics and vision.",
  acknowledgement = ack-nhfb,
  articleno =    "177",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shen:2016:RFM,
  author =       "Xiaoyong Shen and Xin Tao and Chao Zhou and Hongyun
                 Gao and Jiaya Jia",
  title =        "Regional foremost matching for {Internet} scene
                 images",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "178:1--178:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980249",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We analyze the dense matching problem for Internet
                 scene images based on the fact that commonly only part
                 of images can be matched due to the variation of view
                 angle, motion, objects, etc. We thus propose regional
                 foremost matching to reject outlier matching points
                 while still producing dense high-quality correspondence
                 in the remaining foremost regions. Our system
                 initializes sparse correspondence, propagates matching
                 with model fitting and optimization, and detects
                 foremost regions robustly. We apply our method to
                 several applications, including time-lapse sequence
                 generation, Internet photo composition, automatic image
                 morphing, and automatic rephotography.",
  acknowledgement = ack-nhfb,
  articleno =    "178",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Patney:2016:TFR,
  author =       "Anjul Patney and Marco Salvi and Joohwan Kim and Anton
                 Kaplanyan and Chris Wyman and Nir Benty and David
                 Luebke and Aaron Lefohn",
  title =        "Towards foveated rendering for gaze-tracked virtual
                 reality",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "179:1--179:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980246",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Foveated rendering synthesizes images with
                 progressively less detail outside the eye fixation
                 region, potentially unlocking significant speedups for
                 wide field-of-view displays, such as head mounted
                 displays, where target framerate and resolution is
                 increasing faster than the performance of traditional
                 real-time renderers. To study and improve potential
                 gains, we designed a foveated rendering user study to
                 evaluate the perceptual abilities of human peripheral
                 vision when viewing today's displays. We determined
                 that filtering peripheral regions reduces contrast,
                 inducing a sense of tunnel vision. When applying a
                 postprocess contrast enhancement, subjects tolerated up
                 to $ 2 \times $ larger blur radius before detecting
                 differences from a non-foveated ground truth. After
                 verifying these insights on both desktop and head
                 mounted displays augmented with high-speed
                 gaze-tracking, we designed a perceptual target image to
                 strive for when engineering a production foveated
                 renderer. Given our perceptual target, we designed a
                 practical foveated rendering system that reduces number
                 of shades by up to 70\% and allows coarsened shading up
                 to $ 30^\circ $ closer to the fovea than Guenter et al.
                 [2012] without introducing perceivable aliasing or
                 blur. We filter both pre- and post-shading to address
                 aliasing from undersampling in the periphery, introduce
                 a novel multiresolution- and saccade-aware temporal
                 antialising algorithm, and use contrast enhancement to
                 help recover peripheral details that are resolvable by
                 our eye but degraded by filtering. We validate our
                 system by performing another user study. Frequency
                 analysis shows our system closely matches our
                 perceptual target. Measurements of temporal stability
                 show we obtain quality similar to temporally filtered
                 non-foveated renderings.",
  acknowledgement = ack-nhfb,
  articleno =    "179",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cao:2016:ISP,
  author =       "Chunxiao Cao and Zhong Ren and Carl Schissler and
                 Dinesh Manocha and Kun Zhou",
  title =        "Interactive sound propagation with bidirectional path
                 tracing",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "180:1--180:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982431",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce Bidirectional Sound Transport (BST), a
                 new algorithm that simulates sound propagation by
                 bidirectional path tracing using multiple importance
                 sampling. Our approach can handle multiple sources in
                 large virtual environments with complex occlusion, and
                 can produce plausible acoustic effects at an
                 interactive rate on a desktop PC. We introduce a new
                 metric based on the signal-to-noise ratio (SNR) of the
                 energy response and use this metric to evaluate the
                 performance of ray-tracing-based acoustic simulation
                 methods. Our formulation exploits temporal coherence in
                 terms of using the resulting sample distribution of the
                 previous frame to guide the sample distribution of the
                 current one. We show that our sample redistribution
                 algorithm converges and better balances between early
                 and late reflections. We evaluate our approach on
                 different benchmarks and demonstrate significant
                 speedup over prior geometric acoustic algorithms.",
  acknowledgement = ack-nhfb,
  articleno =    "180",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cirio:2016:CSS,
  author =       "Gabriel Cirio and Dingzeyu Li and Eitan Grinspun and
                 Miguel A. Otaduy and Changxi Zheng",
  title =        "Crumpling sound synthesis",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "181:1--181:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982400",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Crumpling a thin sheet produces a characteristic
                 sound, comprised of distinct clicking sounds
                 corresponding to buckling events. We propose a
                 physically based algorithm that automatically
                 synthesizes crumpling sounds for a given thin shell
                 animation. The resulting sound is a superposition of
                 individually synthesized clicking sounds corresponding
                 to visually significant and insignificant buckling
                 events. We identify visually significant buckling
                 events on the dynamically evolving thin surface mesh,
                 and instantiate visually insignificant buckling events
                 via a stochastic model that seeks to mimic the
                 power-law distribution of buckling energies observed in
                 many materials. In either case, the synthesis of a
                 buckling sound employs linear modal analysis of the
                 deformed thin shell. Because different buckling events
                 in general occur at different deformed configurations,
                 the question arises whether the calculation of linear
                 modes can be reused. We amortize the cost of the linear
                 modal analysis by dynamically partitioning the mesh
                 into nearly rigid pieces: the modal analysis of a
                 rigidly moving piece is retained over time, and the
                 modal analysis of the assembly is obtained via
                 Component Mode Synthesis (CMS). We illustrate our
                 approach through a series of examples and a perceptual
                 user study, demonstrating the utility of the sound
                 synthesis method in producing realistic sounds at
                 practical computation times.",
  acknowledgement = ack-nhfb,
  articleno =    "181",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Santoni:2016:GGP,
  author =       "Christian Santoni and Fabio Pellacini",
  title =        "{gTangle}: a grammar for the procedural generation of
                 tangle patterns",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "182:1--182:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982417",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Tangles are a form of structured pen-and-ink 2D art
                 characterized by repeating, recursive patterns. We
                 present a method to procedurally generate tangle
                 drawings, seen as recursively split sets of arbitrary
                 2D polygons with holes, with anisotropic and
                 non-stationary features. We formally model tangles with
                 group grammars, an extension of set grammars, that
                 explicitly handles the grouping of shapes necessary to
                 represent tangle repetitions. We introduce a small set
                 of expressive geometric and grouping operators, showing
                 that they can respectively express complex tangles
                 patterns and sub-pattern distributions, with relatively
                 simple grammars. We also show how users can control
                 tangle generation in an interactive and intuitive way.
                 Throughout the paper, we show how group grammars can,
                 in few tens of seconds, produce a wide variety of
                 patterns that would take artists hours of tedious and
                 time-consuming work. We then validated both the quality
                 of the generated tangles and the efficiency of the
                 control provided to the users with a user study, run
                 with both expert and non-expert users.",
  acknowledgement = ack-nhfb,
  articleno =    "182",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Boechat:2016:RSP,
  author =       "Pedro Boechat and Mark Dokter and Michael Kenzel and
                 Hans-Peter Seidel and Dieter Schmalstieg and Markus
                 Steinberger",
  title =        "Representing and scheduling procedural generation
                 using operator graphs",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "183:1--183:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980227",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we present the concept of operator
                 graph scheduling for high performance procedural
                 generation on the graphics processing unit (GPU). The
                 operator graph forms an intermediate representation
                 that describes all possible operations and objects that
                 can arise during a specific procedural generation.
                 While previous methods have focused on parallelizing a
                 specific procedural approach, the operator graph is
                 applicable to all procedural generation methods that
                 can be described by a graph, such as L-systems, shape
                 grammars, or stack based generation methods. Using the
                 operator graph, we show that all partitions of the
                 graph correspond to possible ways of scheduling a
                 procedural generation on the GPU, including the
                 scheduling strategies of previous work. As the space of
                 possible partitions is very large, we describe three
                 search heuristics, aiding an optimizer in finding the
                 fastest valid schedule for any given operator graph.
                 The best partitions found by our optimizer increase
                 performance of 8 to 30x over the previous state of the
                 art in GPU shape grammar and L-system generation.",
  acknowledgement = ack-nhfb,
  articleno =    "183",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Umetani:2016:PIR,
  author =       "Nobuyuki Umetani and Athina Panotopoulou and Ryan
                 Schmidt and Emily Whiting",
  title =        "{Printone}: interactive resonance simulation for
                 free-form print-wind instrument design",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "184:1--184:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980250",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents an interactive design interface
                 for three-dimensional free-form musical wind
                 instruments. The sound of a wind instrument is governed
                 by the acoustic resonance as a result of complicated
                 interactions of sound waves and internal geometries of
                 the instrument. Thus, creating an original free-form
                 wind instrument by manual methods is a challenging
                 problem. Our interface provides interactive sound
                 simulation feedback as the user edits, allowing
                 exploration of original wind instrument designs. Sound
                 simulation of a 3D wind musical instrument is known to
                 be computationally expensive. To overcome this problem,
                 we first model the wind instruments as a passive
                 resonator, where we ignore coupled oscillation
                 excitation from the mouthpiece. Then we present a novel
                 efficient method to estimate the resonance frequency
                 based on the boundary element method by formulating the
                 resonance problem as a minimum eigenvalue problem.
                 Furthermore, we can efficiently compute an approximate
                 resonance frequency using a new technique based on a
                 generalized eigenvalue problem. The designs can be
                 fabricated using a 3D printer, thus we call the results
                 ``print-wind instruments'' in association with woodwind
                 instruments. We demonstrate our approach with examples
                 of unconventional shapes performing familiar songs.",
  acknowledgement = ack-nhfb,
  articleno =    "184",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nam:2016:SAM,
  author =       "Giljoo Nam and Joo Ho Lee and Hongzhi Wu and Diego
                 Gutierrez and Min H. Kim",
  title =        "Simultaneous acquisition of microscale reflectance and
                 normals",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "185:1--185:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980220",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Acquiring microscale reflectance and normals is useful
                 for digital documentation and identification of
                 real-world materials. However, its simultaneous
                 acquisition has rarely been explored due to the
                 difficulties of combining both sources of information
                 at such small scale. In this paper, we capture both
                 spatially-varying material appearance (diffuse,
                 specular and roughness) and normals simultaneously at
                 the microscale resolution. We design and build a
                 microscopic light dome with 374 LED lights over the
                 hemisphere, specifically tailored to the
                 characteristics of microscopic imaging. This allows us
                 to achieve the highest resolution for such combined
                 information among current state-of-the-art acquisition
                 systems. We thoroughly test and characterize our
                 system, and provide microscopic appearance measurements
                 of a wide range of common materials, as well as
                 renderings of novel views to validate the applicability
                 of our captured data. Additional applications such as
                 bi-scale material editing from real-world samples are
                 also demonstrated.",
  acknowledgement = ack-nhfb,
  articleno =    "185",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Serrano:2016:ICS,
  author =       "Ana Serrano and Diego Gutierrez and Karol Myszkowski
                 and Hans-Peter Seidel and Belen Masia",
  title =        "An intuitive control space for material appearance",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "186:1--186:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980242",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many different techniques for measuring material
                 appearance have been proposed in the last few years.
                 These have produced large public datasets, which have
                 been used for accurate, data-driven appearance
                 modeling. However, although these datasets have allowed
                 us to reach an unprecedented level of realism in visual
                 appearance, editing the captured data remains a
                 challenge. In this paper, we present an intuitive
                 control space for predictable editing of captured BRDF
                 data, which allows for artistic creation of plausible
                 novel material appearances, bypassing the difficulty of
                 acquiring novel samples. We first synthesize novel
                 materials, extending the existing MERL dataset up to
                 400 mathematically valid BRDFs. We then design a
                 large-scale experiment, gathering 56,000 subjective
                 ratings on the high-level perceptual attributes that
                 best describe our extended dataset of materials. Using
                 these ratings, we build and train networks of radial
                 basis functions to act as functionals mapping the
                 perceptual attributes to an underlying PCA-based
                 representation of BRDFs. We show that our functionals
                 are excellent predictors of the perceived attributes of
                 appearance. Our control space enables many
                 applications, including intuitive material editing of a
                 wide range of visual properties, guidance for gamut
                 mapping, analysis of the correlation between perceptual
                 attributes, or novel appearance similarity metrics.
                 Moreover, our methodology can be used to derive
                 functionals applicable to classic analytic BRDF
                 representations. We release our code and dataset
                 publicly, in order to support and encourage further
                 research in this direction.",
  acknowledgement = ack-nhfb,
  articleno =    "186",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xia:2016:RSS,
  author =       "Rui Xia and Yue Dong and Pieter Peers and Xin Tong",
  title =        "Recovering shape and spatially-varying surface
                 reflectance under unknown illumination",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "187:1--187:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980248",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel integrated approach for estimating
                 both spatially-varying surface reflectance and detailed
                 geometry from a video of a rotating object under
                 unknown static illumination. Key to our method is the
                 decoupling of the recovery of normal and surface
                 reflectance from the estimation of surface geometry. We
                 define an apparent normal field with corresponding
                 reflectance for each point (including those not on the
                 object's surface) that best explain the observations.
                 We observe that the object's surface goes through
                 points where the apparent normal field and
                 corresponding reflectance exhibit a high degree of
                 consistency with the observations. However, estimating
                 the apparent normal field requires knowledge of the
                 unknown incident lighting. We therefore formulate the
                 recovery of shape, surface reflectance, and incident
                 lighting, as an iterative process that alternates
                 between estimating shape and lighting, and
                 simultaneously recovers surface reflectance at each
                 step. To recover the shape, we first form an initial
                 surface that passes through locations with consistent
                 apparent temporal traces, followed by a refinement that
                 maximizes the consistency of the surface normals with
                 the underlying apparent normal field. To recover the
                 lighting, we rely on appearance-from-motion using the
                 recovered geometry from the previous step. We
                 demonstrate our integrated framework on a variety of
                 synthetic and real test cases exhibiting a wide variety
                 of materials and shape.",
  acknowledgement = ack-nhfb,
  articleno =    "187",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2016:MBS,
  author =       "Zexiang Xu and Jannik Boll Nielsen and Jiyang Yu and
                 Henrik Wann Jensen and Ravi Ramamoorthi",
  title =        "Minimal {BRDF} sampling for two-shot near-field
                 reflectance acquisition",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "188:1--188:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982396",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We develop a method to acquire the BRDF of a
                 homogeneous flat sample from only two images, taken by
                 a near-field perspective camera, and lit by a
                 directional light source. Our method uses the MERL BRDF
                 database to determine the optimal set of lightview
                 pairs for data-driven reflectance acquisition. We
                 develop a mathematical framework to estimate error from
                 a given set of measurements, including the use of
                 multiple measurements in an image simultaneously, as
                 needed for acquisition from near-field setups. The
                 novel error metric is essential in the near-field case,
                 where we show that using the condition-number alone
                 performs poorly. We demonstrate practical near-field
                 acquisition of BRDFs from only one or two input images.
                 Our framework generalizes to configurations like a
                 fixed camera setup, where we also develop a simple
                 extension to spatially-varying BRDFs by clustering the
                 materials.",
  acknowledgement = ack-nhfb,
  articleno =    "188",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhou:2016:SPS,
  author =       "Zhiming Zhou and Guojun Chen and Yue Dong and David
                 Wipf and Yong Yu and John Snyder and Xin Tong",
  title =        "Sparse-as-possible {SVBRDF} acquisition",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "189:1--189:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980247",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel method for capturing real-world,
                 spatially-varying surface reflectance from a small
                 number of object views(k). Our key observation is
                 that a specific target's reflectance can be represented
                 by a small number of custom basis materials(N)
                 convexly blended by an even smaller number of non-zero
                 weights at each point(n). Based on this sparse
                 basis/sparser blend model, we develop an SVBRDF
                 reconstruction algorithm that jointly solves for n, N,
                 the basis BRDFs, and their spatial blend weights with
                 an alternating iterative optimization, each step of
                 which solves a linearly-constrained quadratic
                 programming problem. We develop a numerical tool that
                 lets us estimate the number of views required and
                 analyze the effect of lighting and geometry on
                 reconstruction quality. We validate our method with
                 images rendered from synthetic BRDFs, and demonstrate
                 convincing results on real objects of pre-scanned shape
                 and lit by uncontrolled natural illumination, from very
                 few or even a single input image.",
  acknowledgement = ack-nhfb,
  articleno =    "189",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Murmann:2016:CBF,
  author =       "Lukas Murmann and Abe Davis and Jan Kautz and
                 Fr{\'e}do Durand",
  title =        "Computational bounce flash for indoor portraits",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "190:1--190:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980219",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Portraits taken with direct flash look harsh and
                 unflattering because the light source comes from a
                 small set of angles very close to the camera. Advanced
                 photographers address this problem by using bounce
                 flash, a technique where the flash is directed towards
                 other surfaces in the room, creating a larger, virtual
                 light source that can be cast from different directions
                 to provide better shading variation for 3D modeling.
                 However, finding the right direction to point a bounce
                 flash requires skill and careful consideration of the
                 available surfaces and subject configuration. Inspired
                 by the impact of automation for exposure, focus and
                 flash metering, we automate control of the flash
                 direction for bounce illumination. We first identify
                 criteria for evaluating flash directions, based on
                 established photography literature, and relate these
                 criteria to the color and geometry of a scene. We
                 augment a camera with servomotors to rotate the flash
                 head, and additional sensors (a fisheye and 3D sensors)
                 to gather information about potential bounce surfaces.
                 We present a simple numerical optimization criterion
                 that finds directions for the flash that consistently
                 yield compelling illumination and demonstrate the
                 effectiveness of our various criteria in common
                 photographic configurations.",
  acknowledgement = ack-nhfb,
  articleno =    "190",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gharbi:2016:DJD,
  author =       "Micha{\"e}l Gharbi and Gaurav Chaurasia and Sylvain
                 Paris and Fr{\'e}do Durand",
  title =        "Deep joint demosaicking and denoising",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "191:1--191:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982399",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Demosaicking and denoising are the key first stages of
                 the digital imaging pipeline but they are also a
                 severely ill-posed problem that infers three color
                 values per pixel from a single noisy measurement.
                 Earlier methods rely on hand-crafted filters or priors
                 and still exhibit disturbing visual artifacts in hard
                 cases such as moir{\'e} or thin edges. We introduce a
                 new data-driven approach for these challenges: we train
                 a deep neural network on a large corpus of images
                 instead of using hand-tuned filters. While deep
                 learning has shown great success, its naive application
                 using existing training datasets does not give
                 satisfactory results for our problem because these
                 datasets lack hard cases. To create a better training
                 set, we present metrics to identify difficult patches
                 and techniques for mining community photographs for
                 such patches. Our experiments show that this network
                 and training procedure outperform state-of-the-art both
                 on noisy and noise-free data. Furthermore, our
                 algorithm is an order of magnitude faster than the
                 previous best performing techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "191",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hasinoff:2016:BPH,
  author =       "Samuel W. Hasinoff and Dillon Sharlet and Ryan Geiss
                 and Andrew Adams and Jonathan T. Barron and Florian
                 Kainz and Jiawen Chen and Marc Levoy",
  title =        "Burst photography for high dynamic range and low-light
                 imaging on mobile cameras",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "192:1--192:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980254",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Cell phone cameras have small apertures, which limits
                 the number of photons they can gather, leading to noisy
                 images in low light. They also have small sensor
                 pixels, which limits the number of electrons each pixel
                 can store, leading to limited dynamic range. We
                 describe a computational photography pipeline that
                 captures, aligns, and merges a burst of frames to
                 reduce noise and increase dynamic range. Our system has
                 several key features that help make it robust and
                 efficient. First, we do not use bracketed exposures.
                 Instead, we capture frames of constant exposure, which
                 makes alignment more robust, and we set this exposure
                 low enough to avoid blowing out highlights. The
                 resulting merged image has clean shadows and high bit
                 depth, allowing us to apply standard HDR tone mapping
                 methods. Second, we begin from Bayer raw frames rather
                 than the demosaicked RGB (or YUV) frames produced by
                 hardware Image Signal Processors (ISPs) common on
                 mobile platforms. This gives us more bits per pixel and
                 allows us to circumvent the ISP's unwanted tone mapping
                 and spatial denoising. Third, we use a novel FFT-based
                 alignment algorithm and a hybrid 2D/3D Wiener filter to
                 denoise and merge the frames in a burst. Our
                 implementation is built atop Android's Camera2 API,
                 which provides per-frame camera control and access to
                 raw imagery, and is written in the Halide
                 domain-specific language (DSL). It runs in 4 seconds on
                 device (for a 12 Mpix image), requires no user
                 intervention, and ships on several mass-produced cell
                 phones.",
  acknowledgement = ack-nhfb,
  articleno =    "192",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kalantari:2016:LBV,
  author =       "Nima Khademi Kalantari and Ting-Chun Wang and Ravi
                 Ramamoorthi",
  title =        "Learning-based view synthesis for light field
                 cameras",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "193:1--193:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980251",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "With the introduction of consumer light field cameras,
                 light field imaging has recently become widespread.
                 However, there is an inherent trade-off between the
                 angular and spatial resolution, and thus, these cameras
                 often sparsely sample in either spatial or angular
                 domain. In this paper, we use machine learning to
                 mitigate this trade-off. Specifically, we propose a
                 novel learning-based approach to synthesize new views
                 from a sparse set of input views. We build upon
                 existing view synthesis techniques and break down the
                 process into disparity and color estimation components.
                 We use two sequential convolutional neural networks to
                 model these two components and train both networks
                 simultaneously by minimizing the error between the
                 synthesized and ground truth images. We show the
                 performance of our approach using only four corner
                 sub-aperture views from the light fields captured by
                 the Lytro Illum camera. Experimental results show that
                 our approach synthesizes high-quality images that are
                 superior to the state-of-the-art techniques on a
                 variety of challenging real-world scenes. We believe
                 our method could potentially decrease the required
                 angular resolution of consumer light field cameras,
                 which allows their spatial resolution to increase.",
  acknowledgement = ack-nhfb,
  articleno =    "193",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Baek:2016:BSI,
  author =       "Seung-Hwan Baek and Diego Gutierrez and Min H. Kim",
  title =        "Birefractive stereo imaging for single-shot depth
                 acquisition",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "194:1--194:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980221",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel birefractive depth acquisition
                 method, which allows for single-shot depth imaging by
                 just placing a birefringent material in front of the
                 lens. While most transmissive materials present a
                 single refractive index per wavelength, birefringent
                 crystals like calcite posses two, resulting in a double
                 refraction effect. We develop an imaging model that
                 leverages this phenomenon and the information contained
                 in the ordinary and the extraordinary refracted rays,
                 providing an effective formulation of the geometric
                 relationship between scene depth and double refraction.
                 To handle the inherent ambiguity of having two sources
                 of information overlapped in a single image, we define
                 and combine two different cost volume functions. We
                 additionally present a novel calibration technique for
                 birefringence, carefully analyze and validate our
                 model, and demonstrate the usefulness of our approach
                 with several image-editing applications.",
  acknowledgement = ack-nhfb,
  articleno =    "194",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kopf:2016:VS,
  author =       "Johannes Kopf",
  title =        "$ 360^\circ $ video stabilization",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "195:1--195:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982405",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a hybrid 3D-2D algorithm for stabilizing $
                 360^\circ $ video using a deformable rotation motion
                 model. Our algorithm uses 3D analysis to estimate the
                 rotation between key frames that are appropriately
                 spaced such that the right amount of motion has
                 occurred to make that operation reliable. For the
                 remaining frames, it uses 2D optimization to maximize
                 the visual smoothness of feature point trajectories. A
                 new low-dimensional flexible deformed rotation motion
                 model enables handling small translational jitter,
                 parallax, lens deformation, and rolling shutter wobble.
                 Our 3D--2D architecture achieves better robustness,
                 speed, and smoothing ability than either pure 2D or 3D
                 methods can provide. Stabilizing a video with our
                 method takes less time than playing it at normal speed.
                 The results are sufficiently smooth to be played back
                 at high speed-up factors; for this purpose we present a
                 simple $ 360^\circ $ hyperlapse algorithm that remaps
                 the video frame time stamps to balance the apparent
                 camera velocity.",
  acknowledgement = ack-nhfb,
  articleno =    "195",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2016:TCC,
  author =       "Jia-Bin Huang and Sing Bing Kang and Narendra Ahuja
                 and Johannes Kopf",
  title =        "Temporally coherent completion of dynamic video",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "196:1--196:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982398",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an automatic video completion algorithm
                 that synthesizes missing regions in videos in a
                 temporally coherent fashion. Our algorithm can handle
                 dynamic scenes captured using a moving camera.
                 State-of-the-art approaches have difficulties handling
                 such videos because viewpoint changes cause image-space
                 motion vectors in the missing and known regions to be
                 inconsistent. We address this problem by jointly
                 estimating optical flow and color in the missing
                 regions. Using pixel-wise forward/backward flow fields
                 enables us to synthesize temporally coherent colors. We
                 formulate the problem as a non-parametric patch-based
                 optimization. We demonstrate our technique on numerous
                 challenging videos.",
  acknowledgement = ack-nhfb,
  articleno =    "196",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2016:RBI,
  author =       "Fang-Lue Zhang and Xian Wu and Hao-Tian Zhang and Jue
                 Wang and Shi-Min Hu",
  title =        "Robust background identification for dynamic video
                 editing",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "197:1--197:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980243",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Extracting background features for estimating the
                 camera path is a key step in many video editing and
                 enhancement applications. Existing approaches often
                 fail on highly dynamic videos that are shot by moving
                 cameras and contain severe foreground occlusion. Based
                 on existing theories, we present a new, practical
                 method that can reliably identify background features
                 in complex video, leading to accurate camera path
                 estimation and background layering. Our approach
                 contains a local motion analysis step and a global
                 optimization step. We first divide the input video into
                 overlapping temporal windows, and extract local motion
                 clusters in each window. We form a directed graph from
                 these local clusters, and identify background ones by
                 finding a minimal path through the graph using
                 optimization. We show that our method significantly
                 outperforms other alternatives, and can be directly
                 used to improve common video editing applications such
                 as stabilization, compositing and background
                 reconstruction.",
  acknowledgement = ack-nhfb,
  articleno =    "197",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Anderson:2016:JVR,
  author =       "Robert Anderson and David Gallup and Jonathan T.
                 Barron and Janne Kontkanen and Noah Snavely and Carlos
                 Hern{\'a}ndez and Sameer Agarwal and Steven M. Seitz",
  title =        "{Jump}: virtual reality video",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "198:1--198:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980257",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present Jump, a practical system for capturing high
                 resolution, omnidirectional stereo (ODS) video suitable
                 for wide scale consumption in currently available
                 virtual reality (VR) headsets. Our system consists of a
                 video camera built using off-the-shelf components and a
                 fully automatic stitching pipeline capable of capturing
                 video content in the ODS format. We have discovered and
                 analyzed the distortions inherent to ODS when used for
                 VR display as well as those introduced by our capture
                 method and show that they are small enough to make this
                 approach suitable for capturing a wide variety of
                 scenes. Our stitching algorithm produces robust results
                 by reducing the problem to one of pairwise image
                 interpolation followed by compositing. We introduce
                 novel optical flow and compositing methods designed
                 specifically for this task. Our algorithm is temporally
                 coherent and efficient, is currently running at scale
                 on a distributed computing platform, and is capable of
                 processing hours of footage each day.",
  acknowledgement = ack-nhfb,
  articleno =    "198",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Monszpart:2016:SPG,
  author =       "Aron Monszpart and Nils Thuerey and Niloy J. Mitra",
  title =        "{SMASH}: physics-guided reconstruction of collisions
                 from videos",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "199:1--199:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982421",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Collision sequences are commonly used in games and
                 entertainment to add drama and excitement. Authoring
                 even two body collisions in the real world can be
                 difficult, as one has to get timing and the object
                 trajectories to be correctly synchronized. After
                 tedious trial-and-error iterations, when objects can
                 actually be made to collide, then they are difficult to
                 capture in 3D. In contrast, synthetically generating
                 plausible collisions is difficult as it requires
                 adjusting different collision parameters(e.g., object
                 mass ratio, coefficient of restitution, etc.) and
                 appropriate initial parameters. We present SMASH to
                 directly read off appropriate collision parameters
                 directly from raw input video recordings. Technically
                 we enable this by utilizing laws of rigid body
                 collision to regularize the problem of lifting 2D
                 trajectories to a physically valid 3D reconstruction of
                 the collision. The reconstructed sequences can then be
                 modified and combined to easily author novel and
                 plausible collisions. We evaluate our system on a range
                 of synthetic scenes and demonstrate the effectiveness
                 of our method by accurately reconstructing several
                 complex real world collision events.",
  acknowledgement = ack-nhfb,
  articleno =    "199",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Teng:2016:ESF,
  author =       "Yun Teng and David I. W. Levin and Theodore Kim",
  title =        "{Eulerian} solid-fluid coupling",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "200:1--200:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980229",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new method that achieves a two-way
                 coupling between deformable solids and an
                 incompressible fluid where the underlying geometric
                 representation is entirely Eulerian. Using the recently
                 developed Eulerian Solids approach [Levin et al. 2011],
                 we are able to simulate multiple solids undergoing
                 complex, frictional contact while simultaneously
                 interacting with a fluid. The complexity of the
                 scenarios we are able to simulate surpasses those that
                 we have seen from any previous method. Eulerian Solids
                 have previously been integrated using explicit schemes,
                 but we develop an implicit scheme that allows large
                 time steps to be taken. The in-compressibility
                 condition is satisfied in both the solid and the fluid,
                 which has the added benefit of simplifying collision
                 handling.",
  acknowledgement = ack-nhfb,
  articleno =    "200",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2016:SSC,
  author =       "Haixiang Liu and Nathan Mitchell and Mridul Aanjaneya
                 and Eftychios Sifakis",
  title =        "A scalable {Schur}-complement fluids solver for
                 heterogeneous compute platforms",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "201:1--201:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982430",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a scalable parallel solver for the pressure
                 Poisson equation in fluids simulation which can
                 accommodate complex irregular domains in the order of a
                 billion degrees of freedom, using a single server or
                 workstation fitted with GPU or Many-Core accelerators.
                 The design of our numerical technique is attuned to the
                 subtleties of heterogeneous computing, and allows us to
                 benefit from the high memory and compute bandwidth of
                 GPU accelerators even for problems that are too large
                 to fit entirely on GPU memory. This is achieved via
                 algebraic formulations that adequately increase the
                 density of the GPU-hosted computation as to hide the
                 overhead of offloading from the CPU, in exchange for
                 accelerated convergence. Our solver follows the
                 principles of Domain Decomposition techniques, and is
                 based on the Schur complement method for elliptic
                 partial differential equations. A large uniform grid is
                 partitioned in non-overlapping subdomains, and
                 bandwidth-optimized (GPU or Many-Core) accelerator
                 cards are used to efficiently and concurrently solve
                 independent Poisson problems on each resulting
                 subdomain. Our novel contributions are centered on the
                 careful steps necessary to assemble an accurate global
                 solver from these constituent blocks, while avoiding
                 excessive communication or dense linear algebra. We
                 ultimately produce a highly effective Conjugate
                 Gradients preconditioner, and demonstrate scalable and
                 accurate performance on high-resolution simulations of
                 water and smoke flow.",
  acknowledgement = ack-nhfb,
  articleno =    "201",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Canabal:2016:DKW,
  author =       "Jos{\'e} A. Canabal and David Miraut and Nils Thuerey
                 and Theodore Kim and Javier Portilla and Miguel A.
                 Otaduy",
  title =        "Dispersion kernels for water wave simulation",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "202:1--202:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982415",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a method to simulate the rich,
                 scale-dependent dynamics of water waves. Our method
                 preserves the dispersion properties of real waves, yet
                 it supports interactions with obstacles and is
                 computationally efficient. Fundamentally, it computes
                 wave accelerations by way of applying a dispersion
                 kernel as a spatially variant filter, which we are able
                 to compute efficiently using two core technical
                 contributions. First, we design novel, accurate, and
                 compact pyramid kernels which compensate for
                 low-frequency truncation errors. Second, we design a
                 shadowed convolution operation that efficiently
                 accounts for obstacle interactions by modulating the
                 application of the dispersion kernel. We demonstrate a
                 wide range of behaviors, which include capillary waves,
                 gravity waves, and interactions with static and dynamic
                 obstacles, all from within a single simulation.",
  acknowledgement = ack-nhfb,
  articleno =    "202",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2016:BGU,
  author =       "Jiawen Chen and Andrew Adams and Neal Wadhwa and
                 Samuel W. Hasinoff",
  title =        "Bilateral guided upsampling",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "203:1--203:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982423",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an algorithm to accelerate a large class of
                 image processing operators. Given a low-resolution
                 reference input and output pair, we model the operator
                 by fitting local curves that map the input to the
                 output. We can then produce a full-resolution output by
                 evaluating these low-resolution curves on the
                 full-resolution input. We demonstrate that this
                 faithfully models state-of-the-art operators for tone
                 mapping, style transfer, and recoloring. The curves are
                 computed by lifting the input into a bilateral grid and
                 then solving for the 3D array of affine matrices that
                 best maps input color to output color per x, y,
                 intensity bin. We enforce a smoothness term on the
                 matrices which prevents false edges and noise
                 amplification. We can either globally optimize this
                 energy, or quickly approximate a solution by locally
                 fitting matrices and then enforcing smoothness by
                 blurring in grid space. This latter option reduces to
                 joint bilateral upsampling [Kopf et al. 2007] or the
                 guided filter [He et al. 2013], depending on the choice
                 of parameters. The cost of running the algorithm is
                 reduced to the cost of running the original algorithm
                 at greatly reduced resolution, as fitting the curves
                 takes about 10 ms on mobile devices, and 1--2 ms on
                 desktop CPUs, and evaluating the curves can be done
                 with a simple GPU shader.",
  acknowledgement = ack-nhfb,
  articleno =    "203",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nehab:2016:PRF,
  author =       "Diego Nehab and Andr{\'e} Maximo",
  title =        "Parallel recursive filtering of infinite input
                 extensions",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "204:1--204:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980222",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Filters with slowly decaying impulse responses have
                 many uses in computer graphics. Recursive filters are
                 often the fastest option for such cases. In this paper,
                 we derive closed-form formulas for computing the exact
                 initial feedbacks needed for recursive filtering
                 infinite input extensions. We provide formulas for the
                 constant-padding (e.g. clamp-to-edge), periodic
                 (repeat) and even-periodic (mirror or reflect)
                 extensions. These formulas were designed for easy
                 integration into modern block-parallel recursive
                 filtering algorithms. Our new modified algorithms are
                 state-of-the-art, filtering images faster even than
                 previous methods that ignore boundary conditions.",
  acknowledgement = ack-nhfb,
  articleno =    "204",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Weber:2016:RDP,
  author =       "Nicolas Weber and Michael Waechter and Sandra C. Amend
                 and Stefan Guthe and Michael Goesele",
  title =        "Rapid, detail-preserving image downscaling",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "205:1--205:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980239",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Image downscaling is arguably the most frequently used
                 image processing tool. We present an algorithm based on
                 convolutional filters where input pixels contribute
                 more to the output image the more their color deviates
                 from their local neighborhood, which preserves visually
                 important details. In a user study we verify that users
                 prefer our results over related work. Our efficient GPU
                 implementation works in real-time when downscaling
                 images from 24 M to 70 k pixels. Further, we
                 demonstrate empirically that our method can be
                 successfully applied to videos.",
  acknowledgement = ack-nhfb,
  articleno =    "205",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yang:2016:VAV,
  author =       "Yuting Yang and Sam Prestwood and Connelly Barnes",
  title =        "{VizGen}: accelerating visual computing prototypes in
                 dynamic languages",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "206:1--206:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982403",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces a novel domain-specific
                 compiler, which translates visual computing programs
                 written in dynamic languages to highly efficient code.
                 We define ``dynamic'' languages as those such as Python
                 and MATLAB, which feature dynamic typing and flexible
                 array operations. Such language features can be useful
                 for rapid prototyping, however, the dynamic computation
                 model introduces significant overheads in program
                 execution time. We introduce a compiler framework for
                 accelerating visual computing programs, such as
                 graphics and vision programs, written in
                 general-purpose dynamic languages. Our compiler allows
                 substantial performance gains (frequently orders of
                 magnitude) over general compilers for dynamic languages
                 by specializing the compiler for visual computation.
                 Specifically, our compiler takes advantage of three key
                 properties of visual computing programs, which permit
                 optimizations: (1) many array data structures have
                 small, constant, or bounded size, (2) many operations
                 on visual data are supported in hardware or are
                 embarrassingly parallel, and (3) humans are not
                 sensitive to small numerical errors in visual outputs
                 due to changing floating-point precisions. Our compiler
                 integrates program transformations that have been
                 described previously, and improves existing
                 transformations to handle visual programs that perform
                 complicated array computations. In particular, we show
                 that dependent type analysis can be used to infer sizes
                 and guide optimizations for many small-sized array
                 operations that arise in visual programs. Programmers
                 who are not experts on visual computation can use our
                 compiler to produce more efficient Python programs than
                 if they write manually parallelized C, with fewer lines
                 of application logic.",
  acknowledgement = ack-nhfb,
  articleno =    "206",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhao:2016:RTC,
  author =       "Xi Zhao and Ruizhen Hu and Paul Guerrero and Niloy
                 Mitra and Taku Komura",
  title =        "Relationship templates for creating scene variations",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "207:1--207:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982410",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel example-based approach to
                 synthesize scenes with complex relations, e.g., when
                 one object is 'hooked', 'surrounded', 'contained' or
                 'tucked into' another object. Existing relationship
                 descriptors used in automatic scene synthesis methods
                 are based on contacts or relative vectors connecting
                 the object centers. Such descriptors do not fully
                 capture the geometry of spatial interactions, and
                 therefore cannot describe complex relationships. Our
                 idea is to enrich the description of spatial relations
                 between object surfaces by encoding the geometry of the
                 open space around objects, and use this as a template
                 for fitting novel objects. To this end, we introduce
                 relationship templates as descriptors of complex
                 relationships; they are computed from an example scene
                 and combine the interaction bisector surface (IBS) with
                 a novel feature called the space coverage feature
                 (SCF), which encodes the open space in the frequency
                 domain. New variations of a scene can be synthesized
                 efficiently by fitting novel objects to the template.
                 Our method greatly enhances existing automatic scene
                 synthesis approaches by allowing them to handle complex
                 relationships, as validated by our user studies. The
                 proposed method generalizes well, as it can form
                 complex relationships with objects that have a topology
                 and geometry very different from the example scene.",
  acknowledgement = ack-nhfb,
  articleno =    "207",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tasse:2016:SSB,
  author =       "Flora Ponjou Tasse and Neil Dodgson",
  title =        "{Shape2Vec}: semantic-based descriptors for {$3$D}
                 shapes, sketches and images",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "208:1--208:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980253",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Convolutional neural networks have been successfully
                 used to compute shape descriptors, or jointly embed
                 shapes and sketches in a common vector space. We
                 propose a novel approach that leverages both labeled 3D
                 shapes and semantic information contained in the
                 labels, to generate semantically-meaningful shape
                 descriptors. A neural network is trained to generate
                 shape descriptors that lie close to a vector
                 representation of the shape class, given a vector space
                 of words. This method is easily extendable to range
                 scans, hand-drawn sketches and images. This makes
                 cross-modal retrieval possible, without a need to
                 design different methods depending on the query type.
                 We show that sketch-based shape retrieval using
                 semantic-based descriptors outperforms the
                 state-of-the-art by large margins, and mesh-based
                 retrieval generates results of higher relevance to the
                 query, than current deep shape descriptors.",
  acknowledgement = ack-nhfb,
  articleno =    "208",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lun:2016:FPS,
  author =       "Zhaoliang Lun and Evangelos Kalogerakis and Rui Wang
                 and Alla Sheffer",
  title =        "Functionality preserving shape style transfer",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "209:1--209:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980237",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "When geometric models with a desired combination of
                 style and functionality are not available, they
                 currently need to be created manually. We facilitate
                 algorithmic synthesis of 3D models of man-made shapes
                 which combines user-specified style, described via an
                 exemplar shape, and functionality, encoded by a
                 functionally different target shape. Our method
                 automatically transfers the style of the exemplar to
                 the target, creating the desired combination. The main
                 challenge in performing cross-functional style transfer
                 is to implicitly separate an object's style from its
                 function: while stylistically the output shapes should
                 be as close as possible to the exemplar, their original
                 functionality and structure, as encoded by the target,
                 should be strictly preserved. Recent literature point
                 to the presence of similarly shaped, salient geometric
                 elements as a main indicator of stylistic similarity
                 between 3D shapes. We therefore transfer the exemplar
                 style to the target via a sequence of element-level
                 operations. We allow only compatible operations, ones
                 that do not affect the target functionality. To this
                 end, we introduce a cross-structural element
                 compatibility metric that estimates the impact of each
                 operation on the edited shape. Our metric is based on
                 the global context and coarse geometry of evaluated
                 elements, and is trained on databases of 3D objects. We
                 use this metric to cast style transfer as a tabu
                 search, which incrementally updates the target shape
                 using compatible operations, progressively increasing
                 its style similarity to the exemplar while strictly
                 maintaining its functionality at each step. We evaluate
                 our framework across a range of man-made objects
                 including furniture, light fixtures, and tableware, and
                 perform a number of user studies confirming that it
                 produces convincing outputs combining the desired style
                 and function.",
  acknowledgement = ack-nhfb,
  articleno =    "209",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yi:2016:SAF,
  author =       "Li Yi and Vladimir G. Kim and Duygu Ceylan and I-Chao
                 Shen and Mengyan Yan and Hao Su and Arcewu Lu and
                 Qixing Huang and Alla Sheffer and Leonidas Guibas",
  title =        "A scalable active framework for region annotation in
                 {$3$D} shape collections",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "210:1--210:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980238",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Large repositories of 3D shapes provide valuable input
                 for data-driven analysis and modeling tools. They are
                 especially powerful once annotated with semantic
                 information such as salient regions and functional
                 parts. We propose a novel active learning method
                 capable of enriching massive geometric datasets with
                 accurate semantic region annotations. Given a shape
                 collection and a user-specified region label our goal
                 is to correctly demarcate the corresponding regions
                 with minimal manual work. Our active framework achieves
                 this goal by cycling between manually annotating the
                 regions, automatically propagating these annotations
                 across the rest of the shapes, manually verifying both
                 human and automatic annotations, and learning from the
                 verification results to improve the automatic
                 propagation algorithm. We use a unified utility
                 function that explicitly models the time cost of human
                 input across all steps of our method. This allows us to
                 jointly optimize for the set of models to annotate and
                 for the set of models to verify based on the predicted
                 impact of these actions on the human efficiency. We
                 demonstrate that incorporating verification of all
                 produced labelings within this unified objective
                 improves both accuracy and efficiency of the active
                 learning procedure. We automatically propagate human
                 labels across a dynamic shape network using a
                 conditional random field (CRF) framework, taking
                 advantage of global shape-to-shape similarities, local
                 feature similarities, and point-to-point
                 correspondences. By combining these diverse cues we
                 achieve higher accuracy than existing alternatives. We
                 validate our framework on existing benchmarks
                 demonstrating it to be significantly more efficient at
                 using human input compared to previous techniques. We
                 further validate its efficiency and robustness by
                 annotating a massive shape dataset, labeling over
                 93,000 shape parts, across multiple model classes, and
                 providing a labeled part collection more than one order
                 of magnitude larger than existing ones.",
  acknowledgement = ack-nhfb,
  articleno =    "210",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Torres:2016:HRI,
  author =       "Rosell Torres and Alejandro Rodr{\'\i}iguez and
                 Jos{\'e} M. Espadero and Miguel A. Otaduy",
  title =        "High-resolution interaction with corotational
                 coarsening models",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "211:1--211:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982414",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a numerical coarsening method for
                 corotational elasticity, which enables interactive
                 large deformation of high-resolution heterogeneous
                 objects. Our method derives a coarse elastic model from
                 a high-resolution discretization of corotational
                 elasticity with high-resolution boundary conditions.
                 This is in contrast to previous coarsening methods,
                 which derive a coarse elastic model from an
                 unconstrained high-resolution discretization of regular
                 linear elasticity, and then apply corotational
                 computations directly on the coarse setting. We show
                 that previous approaches fail to handle high-resolution
                 boundary conditions correctly, suffering accuracy and
                 robustness problems. Our method, on the other hand,
                 supports efficiently accurate high-resolution boundary
                 conditions, which are fundamental for rich interaction
                 with high-resolution heterogeneous models. We
                 demonstrate the potential of our method for interactive
                 deformation of complex medical imaging data sets.",
  acknowledgement = ack-nhfb,
  articleno =    "211",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2016:DME,
  author =       "Huamin Wang and Yin Yang",
  title =        "Descent methods for elastic body simulation on the
                 {GPU}",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "212:1--212:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980236",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We show that many existing elastic body simulation
                 approaches can be interpreted as descent methods, under
                 a nonlinear optimization framework derived from
                 implicit time integration. The key question is how to
                 find an effective descent direction with a low
                 computational cost. Based on this concept, we propose a
                 new gradient descent method using Jacobi
                 preconditioning and Chebyshev acceleration. The
                 convergence rate of this method is comparable to that
                 of L-BFGS or nonlinear conjugate gradient. But unlike
                 other methods, it requires no dot product operation,
                 making it suitable for GPU implementation. To further
                 improve its convergence and performance, we develop a
                 series of step length adjustment, initialization, and
                 invertible model conversion techniques, all of which
                 are compatible with GPU acceleration. Our experiment
                 shows that the resulting simulator is simple, fast,
                 scalable, memory-efficient, and robust against very
                 large time steps and deformations. It can correctly
                 simulate the deformation behaviors of many elastic
                 materials, as long as their energy functions are
                 second-order differentiable and their Hessian matrices
                 can be quickly evaluated. For additional speedups, the
                 method can also serve as a complement to other
                 techniques, such as multi-grid.",
  acknowledgement = ack-nhfb,
  articleno =    "212",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kadlecek:2016:RPA,
  author =       "Petr Kadlecek and Alexandru-Eugen Ichim and Tiantian
                 Liu and Jaroslav Kriv{\'a}nek and Ladislav Kavan",
  title =        "Reconstructing personalized anatomical models for
                 physics-based body animation",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "213:1--213:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982438",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method to create personalized anatomical
                 models ready for physics-based animation, using only a
                 set of 3D surface scans. We start by building a
                 template anatomical model of an average male which
                 supports deformations due to both (1) subject-specific
                 variations: shapes and sizes of bones, muscles, and
                 adipose tissues and (2) skeletal poses. Next, we
                 capture a set of 3D scans of an actor in various poses.
                 Our key contribution is formulating and solving a
                 large-scale optimization problem where we compute both
                 subject-specific and pose-dependent parameters such
                 that our resulting anatomical model explains the
                 captured 3D scans as closely as possible. Compared to
                 data-driven body modeling techniques that focus only on
                 the surface, our approach has the advantage of creating
                 physics-based models, which provide realistic 3D
                 geometry of the bones and muscles, and naturally
                 supports effects such as inertia, gravity, and
                 collisions according to Newtonian dynamics.",
  acknowledgement = ack-nhfb,
  articleno =    "213",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fratarcangeli:2016:VPG,
  author =       "Marco Fratarcangeli and Valentina Tibaldo and Fabio
                 Pellacini",
  title =        "{Vivace}: a practical {Gauss--Seidel} method for
                 stable soft body dynamics",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "214:1--214:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982437",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The solution of large sparse systems of linear
                 constraints is at the base of most interactive solvers
                 for physically-based animation of soft body dynamics.
                 We focus on applications with hard and tight per-frame
                 resource budgets, such as video games, where the
                 solution of soft body dynamics needs to be computed in
                 a few milliseconds. Linear iterative methods are
                 preferred in these cases since they provide approximate
                 solutions within a given error tolerance and in a short
                 amount of time. We present a parallel randomized
                 Gauss--Seidel method which can be effectively employed
                 to enable the animation of 3D soft objects discretized
                 as large and irregular triangular or tetrahedral
                 meshes. At the beginning of each frame, we partition
                 the set of equations governing the system using a
                 randomized graph coloring algorithm. The unknowns in
                 the equations belonging to the same partition are
                 independent of each other. Then, all the equations
                 belonging to the same partition are solved at the same
                 time in parallel. Our algorithm runs completely on the
                 GPU and can support changes in the constraints
                 topology. We tested our method as a solver for soft
                 body dynamics within the Projective Dynamics and
                 Position Based Dynamics frameworks. We show how the
                 algorithmic simplicity of this iterative strategy
                 enables great numerical stability and fast convergence
                 speed, which are essential features for physically
                 based animations with fixed and small hard time
                 budgets. Compared to the state of the art, we found our
                 method to be faster and scale better while providing
                 stabler solutions for very small time budgets.",
  acknowledgement = ack-nhfb,
  articleno =    "214",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chien:2016:BDP,
  author =       "Edward Chien and Zohar Levi and Ofir Weber",
  title =        "Bounded distortion parametrization in the space of
                 metrics",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "215:1--215:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982426",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a framework for global parametrization that
                 utilizes the edge lengths (squared) of the mesh as
                 variables. Given a mesh with arbitrary topology and
                 prescribed cone singularities, we flatten the original
                 metric of the surface under strict bounds on the metric
                 distortion (various types of conformal and isometric
                 measures are supported). Our key observation is that
                 the space of bounded distortion metrics (given any
                 particular bounds) is convex, and a broad range of
                 useful and well-known distortion energies are convex as
                 well. With the addition of nonlinear Gaussian curvature
                 constraints, the parametrization problem is formulated
                 as a constrained optimization problem, and a solution
                 gives a locally injective map. Our method is easy to
                 implement. Sequential convex programming (SCP) is
                 utilized to solve this problem effectively. We
                 demonstrate the flexibility of the method and its
                 uncompromised robustness and compare it to
                 state-of-the-art methods.",
  acknowledgement = ack-nhfb,
  articleno =    "215",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fu:2016:CIF,
  author =       "Xiao-Ming Fu and Yang Liu",
  title =        "Computing inversion-free mappings by simplex
                 assembly",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "216:1--216:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980231",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel method, called Simplex Assembly, to
                 compute inversion-free mappings with low or bounded
                 distortion on simplicial meshes. Our method involves
                 two steps: simplex disassembly and simplex assembly.
                 Given a simplicial mesh and its initial piecewise
                 affine mapping, we project the affine transformation
                 associated with each simplex into the inversion-free
                 and distortion-bounded space. The projection
                 disassembles the input mesh into disjoint simplices.
                 The disjoint simplices are then assembled to recover
                 the original connectivity by minimizing the mapping
                 distortion and the difference of the disjoint vertices
                 with respect to the piecewise affine transformations,
                 while the piecewise affine mapping is restricted inside
                 the feasible space. Due to the use of affine
                 transformations as variables, our method explicitly
                 guarantees that no inverted simplex occurs, and that
                 the mapping distortion is below the bound during the
                 optimization. Compared with existing methods, our
                 method is robust to an initialization with many
                 inverted elements and positional constraints. We
                 demonstrate the efficiency and robustness of our method
                 through a variety of geometric processing tasks.",
  acknowledgement = ack-nhfb,
  articleno =    "216",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aigerman:2016:HOT,
  author =       "Noam Aigerman and Yaron Lipman",
  title =        "Hyperbolic orbifold {Tutte} embeddings",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "217:1--217:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982412",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Tutte's embedding is one of the most popular
                 approaches for computing parameterizations of surface
                 meshes in computer graphics and geometry processing.
                 Its popularity can be attributed to its simplicity, the
                 guaranteed bijectivity of the embedding, and its
                 relation to continuous harmonic mappings. In this work
                 we extend Tutte's embedding into hyperbolic
                 cone-surfaces called orbifolds. Hyperbolic orbifolds
                 are simple surfaces exhibiting different topologies and
                 cone singularities and therefore provide a flexible and
                 useful family of target domains. The hyperbolic
                 Orbifold Tutte embedding is defined as a critical point
                 of a Dirichlet energy with special boundary constraints
                 and is proved to be bijective, while also satisfying a
                 set of points-constraints. An efficient algorithm for
                 computing these embeddings is developed. We demonstrate
                 a powerful application of the hyperbolic Tutte
                 embedding for computing a consistent set of bijective,
                 seamless maps between all pairs in a collection of
                 shapes, interpolating a set of user-prescribed
                 landmarks, in a fast and robust manner.",
  acknowledgement = ack-nhfb,
  articleno =    "217",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ebke:2016:ICQ,
  author =       "Hans-Christian Ebke and Patrick Schmidt and Marcel
                 Campen and Leif Kobbelt",
  title =        "Interactively controlled quad remeshing of high
                 resolution {$3$D} models",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "218:1--218:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982413",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Parametrization based methods have recently become
                 very popular for the generation of high quality quad
                 meshes. In contrast to previous approaches, they allow
                 for intuitive user control in order to accommodate all
                 kinds of application driven constraints and design
                 intentions. A major obstacle in practice, however, are
                 the relatively long computations that lead to response
                 times of several minutes already for input models of
                 moderate complexity. In this paper we introduce a novel
                 strategy to handle highly complex input meshes with up
                 to several millions of triangles such that quad meshes
                 can still be created and edited within an interactive
                 workflow. Our method is based on representing the input
                 model on different levels of resolution with a
                 mechanism to propagate parametrizations from coarser to
                 finer levels. The major challenge is to guarantee
                 consistent parametrizations even in the presence of
                 charts, transition functions, and singularities.
                 Moreover, the remaining degrees of freedom on coarser
                 levels of resolution have to be chosen carefully in
                 order to still achieve low distortion parametrizations.
                 We demonstrate a prototypic system where the user can
                 interactively edit quad meshes with powerful high-level
                 operations such as guiding constraints, singularity
                 repositioning, and singularity connections.",
  acknowledgement = ack-nhfb,
  articleno =    "218",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Garrido:2016:CRL,
  author =       "Pablo Garrido and Michael Zollh{\"o}fer and Chenglei
                 Wu and Derek Bradley and Patrick P{\'e}rez and Thabo
                 Beeler and Christian Theobalt",
  title =        "Corrective {$3$D} reconstruction of lips from
                 monocular video",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "219:1--219:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982419",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In facial animation, the accurate shape and motion of
                 the lips of virtual humans is of paramount importance,
                 since subtle nuances in mouth expression strongly
                 influence the interpretation of speech and the conveyed
                 emotion. Unfortunately, passive photometric
                 reconstruction of expressive lip motions, such as a
                 kiss or rolling lips, is fundamentally hard even with
                 multi-view methods in controlled studios. To alleviate
                 this problem, we present a novel approach for fully
                 automatic reconstruction of detailed and expressive lip
                 shapes along with the dense geometry of the entire
                 face, from just monocular RGB video. To this end, we
                 learn the difference between inaccurate lip shapes
                 found by a state-of-the-art monocular facial
                 performance capture approach, and the true 3D lip
                 shapes reconstructed using a high-quality multi-view
                 system in combination with applied lip tattoos that are
                 easy to track. A robust gradient domain regressor is
                 trained to infer accurate lip shapes from coarse
                 monocular reconstructions, with the additional help of
                 automatically extracted inner and outer 2D lip
                 contours. We quantitatively and qualitatively show that
                 our monocular approach reconstructs higher quality lip
                 shapes, even for complex shapes like a kiss or lip
                 rolling, than previous monocular approaches.
                 Furthermore, we compare the performance of
                 person-specific and multi-person generic regression
                 strategies and show that our approach generalizes to
                 new individuals and general scenes, enabling
                 high-fidelity reconstruction even from commodity video
                 footage.",
  acknowledgement = ack-nhfb,
  articleno =    "219",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2016:MBT,
  author =       "Chenglei Wu and Derek Bradley and Pablo Garrido and
                 Michael Zollh{\"o}fer and Christian Theobalt and Markus
                 Gross and Thabo Beeler",
  title =        "Model-based teeth reconstruction",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "220:1--220:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980233",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In recent years, sophisticated image-based
                 reconstruction methods for the human face have been
                 developed. These methods capture highly detailed static
                 and dynamic geometry of the whole face, or specific
                 models of face regions, such as hair, eyes or eye lids.
                 Unfortunately, image-based methods to capture the mouth
                 cavity in general, and the teeth in particular, have
                 received very little attention. The accurate rendering
                 of teeth, however, is crucial for the realistic display
                 of facial expressions, and currently high quality face
                 animations resort to tooth row models created by
                 tedious manual work. In dentistry, special intra-oral
                 scanners for teeth were developed, but they are
                 invasive, expensive, cumbersome to use, and not readily
                 available. In this paper, we therefore present the
                 first approach for non-invasive reconstruction of an
                 entire person-specific tooth row from just a sparse set
                 of photographs of the mouth region. The basis of our
                 approach is a new parametric tooth row prior learned
                 from high quality dental scans. A new model-based
                 reconstruction approach fits teeth to the photographs
                 such that visible teeth are accurately matched and
                 occluded teeth plausibly synthesized. Our approach
                 seamlessly integrates into photogrammetric multi-camera
                 reconstruction setups for entire faces, but also
                 enables high quality teeth modeling from normal
                 uncalibrated photographs and even short videos captured
                 with a mobile phone.",
  acknowledgement = ack-nhfb,
  articleno =    "220",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Olszewski:2016:HFF,
  author =       "Kyle Olszewski and Joseph J. Lim and Shunsuke Saito
                 and Hao Li",
  title =        "High-fidelity facial and speech animation for {VR
                 HMDs}",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "221:1--221:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980252",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Significant challenges currently prohibit expressive
                 interaction in virtual reality (VR). Occlusions
                 introduced by head-mounted displays (HMDs) make
                 existing facial tracking techniques intractable, and
                 even state-of-the-art techniques used for real-time
                 facial tracking in unconstrained environments fail to
                 capture subtle details of the user's facial expressions
                 that are essential for compelling speech animation. We
                 introduce a novel system for HMD users to control a
                 digital avatar in real-time while producing plausible
                 speech animation and emotional expressions. Using a
                 monocular camera attached to an HMD, we record multiple
                 subjects performing various facial expressions and
                 speaking several phonetically-balanced sentences. These
                 images are used with artist-generated animation data
                 corresponding to these sequences to train a
                 convolutional neural network (CNN) to regress images of
                 a user's mouth region to the parameters that control a
                 digital avatar. To make training this system more
                 tractable, we use audio-based alignment techniques to
                 map images of multiple users making the same utterance
                 to the corresponding animation parameters. We
                 demonstrate that this approach is also feasible for
                 tracking the expressions around the user's eye region
                 with an internal infrared (IR) camera, thereby enabling
                 full facial tracking. This system requires no
                 user-specific calibration, uses easily obtainable
                 consumer hardware, and produces high-quality animations
                 of speech and emotional expressions. Finally, we
                 demonstrate the quality of our system on a variety of
                 subjects and evaluate its performance against
                 state-of-the-art real-time facial tracking
                 techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "221",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tkach:2016:SMR,
  author =       "Anastasia Tkach and Mark Pauly and Andrea
                 Tagliasacchi",
  title =        "Sphere-meshes for real-time hand modeling and
                 tracking",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "222:1--222:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980226",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Modern systems for real-time hand tracking rely on a
                 combination of discriminative and generative approaches
                 to robustly recover hand poses. Generative approaches
                 require the specification of a geometric model. In this
                 paper, we propose a the use of sphere-meshes as a novel
                 geometric representation for real-time generative hand
                 tracking. How tightly this model fits a specific user
                 heavily affects tracking precision. We derive an
                 optimization to non-rigidly deform a template model to
                 fit the user data in a number of poses. This
                 optimization jointly captures the user's static and
                 dynamic hand geometry, thus facilitating high-precision
                 registration. At the same time, the limited number of
                 primitives in the tracking template allows us to retain
                 excellent computational performance. We confirm this by
                 embedding our models in an open source real-time
                 registration algorithm to obtain a tracker steadily
                 running at 60Hz. We demonstrate the effectiveness of
                 our solution by qualitatively and quantitatively
                 evaluating tracking precision on a variety of complex
                 motions. We show that the improved tracking accuracy at
                 high frame-rate enables stable tracking of extended and
                 complex motion sequences without the need for per-frame
                 re-initialization. To enable further research in the
                 area of high-precision hand tracking, we publicly
                 release source code and evaluation datasets.",
  acknowledgement = ack-nhfb,
  articleno =    "222",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Malomo:2016:FAD,
  author =       "Luigi Malomo and Nico Pietroni and Bernd Bickel and
                 Paolo Cignoni",
  title =        "{FlexMolds}: automatic design of flexible shells for
                 molding",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "223:1--223:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982397",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present FlexMolds, a novel computational approach
                 to automatically design flexible, reusable molds that,
                 once 3D printed, allow us to physically fabricate, by
                 means of liquid casting, multiple copies of complex
                 shapes with rich surface details and complex topology.
                 The approach to design such flexible molds is based on
                 a greedy bottom-up search of possible cuts over an
                 object, evaluating for each possible cut the
                 feasibility of the resulting mold. We use a dynamic
                 simulation approach to evaluate candidate molds,
                 providing a heuristic to generate forces that are able
                 to open, detach, and remove a complex mold from the
                 object it surrounds. We have tested the approach with a
                 number of objects with nontrivial shapes and
                 topologies.",
  acknowledgement = ack-nhfb,
  articleno =    "223",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2016:FRF,
  author =       "Yijiang Huang and Juyong Zhang and Xin Hu and Guoxian
                 Song and Zhongyuan Liu and Lei Yu and Ligang Liu",
  title =        "{FrameFab}: robotic fabrication of frame shapes",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "224:1--224:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982401",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Frame shapes, which are made of struts, have been
                 widely used in many fields, such as art, sculpture,
                 architecture, and geometric modeling, etc. An interest
                 in robotic fabrication of frame shapes via spatial
                 thermoplastic extrusion has been increasingly growing
                 in recent years. In this paper, we present a novel
                 algorithm to generate a feasible fabrication sequence
                 for general frame shapes. To solve this non-trivial
                 combinatorial problem, we develop a divide-and-conquer
                 strategy that first decomposes the input frame shape
                 into stable layers via a constrained sparse
                 optimization model. Then we search a feasible sequence
                 for each layer via a local optimization method together
                 with a backtracking strategy. The generated sequence
                 guarantees that the already-printed part is in a stable
                 equilibrium state at all stages of fabrication, and
                 that the 3D printing extrusion head does not collide
                 with the printed part during the fabrication. Our
                 algorithm has been validated by a built prototype
                 robotic fabrication system made by a 6-axis KUKA
                 robotic arm with a customized extrusion head.
                 Experimental results demonstrate the feasibility and
                 applicability of our algorithm.",
  acknowledgement = ack-nhfb,
  articleno =    "224",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Takezawa:2016:FFO,
  author =       "Masahito Takezawa and Takuma Imai and Kentaro Shida
                 and Takashi Maekawa",
  title =        "Fabrication of freeform objects by principal strips",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "225:1--225:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982406",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Current CAD modeling techniques enable the design of
                 objects with aesthetically pleasing smooth freeform
                 surfaces. However, the fabrication of these freeform
                 shapes remains challenging. Our novel method uses
                 orthogonal principal strips to fabricate objects whose
                 boundary consists of freeform surfaces. This approach
                 not only lends an artistic touch to the appearance of
                 objects, but also provides directions for
                 reinforcement, as the surface is mostly bent along the
                 lines of curvature. Moreover, it is unnecessary to
                 adjust the bending of these orthogonal strips during
                 the construction process, which automatically reforms
                 the design shape as if it is memorized, provided the
                 strips possess bending rigidity. Our method relies on
                 semi-isometric mapping, which preserves the length of
                 boundary curves, and approximates angles between
                 boundary curves under local minimization. Applications
                 include the fabrication of paper and sheet metal craft,
                 and architectural models using plastic plates. We
                 applied our technique to several freeform objects to
                 demonstrate the effectiveness of our algorithms.",
  acknowledgement = ack-nhfb,
  articleno =    "225",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Langlois:2016:SSA,
  author =       "Timothy Langlois and Ariel Shamir and Daniel Dror and
                 Wojciech Matusik and David I. W. Levin",
  title =        "Stochastic structural analysis for context-aware
                 design and fabrication",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "226:1--226:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982436",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper we propose failure probabilities as a
                 semantically and mechanically meaningful measure of
                 object fragility. We present a stochastic finite
                 element method which exploits fast rigid body
                 simulation and reduced-space approaches to compute
                 spatially varying failure probabilities. We use an
                 explicit rigid body simulation to emulate the
                 real-world loading conditions an object might
                 experience, including persistent and transient
                 frictional contact, while allowing us to combine
                 several such scenarios together. Thus, our estimates
                 better reflect real-world failure modes than previous
                 methods. We validate our results using a series of
                 real-world tests. Finally, we show how to embed failure
                 probabilities into a stress constrained topology
                 optimization which we use to design objects such as
                 weight bearing brackets and robust 3D printable
                 objects.",
  acknowledgement = ack-nhfb,
  articleno =    "226",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Du:2016:CMD,
  author =       "Tao Du and Adriana Schulz and Bo Zhu and Bernd Bickel
                 and Wojciech Matusik",
  title =        "Computational multicopter design",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "227:1--227:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982427",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an interactive system for computational
                 design, optimization, and fabrication of multicopters.
                 Our computational approach allows non-experts to
                 design, explore, and evaluate a wide range of different
                 multicopters. We provide users with an intuitive
                 interface for assembling a multicopter from a
                 collection of components (e.g., propellers, motors, and
                 carbon fiber rods). Our algorithm interactively
                 optimizes shape and controller parameters of the
                 current design to ensure its proper operation. In
                 addition, we allow incorporating a variety of other
                 metrics (such as payload, battery usage, size, and
                 cost) into the design process and exploring tradeoffs
                 between them. We show the efficacy of our method and
                 system by designing, optimizing, fabricating, and
                 operating multicopters with complex geometries and
                 propeller configurations. We also demonstrate the
                 ability of our optimization algorithm to improve the
                 multicopter performance under different metrics.",
  acknowledgement = ack-nhfb,
  articleno =    "227",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2016:EGP,
  author =       "Rui Li and Qiming Hou and Kun Zhou",
  title =        "Efficient {GPU} path rendering using scanline
                 rasterization",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "228:1--228:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982434",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a novel GPU path rendering method based
                 on scan-line rasterization, which is highly
                 work-efficient but traditionally considered as GPU
                 hostile. Our method is parallelized over boundary
                 fragments, i.e., pixels directly intersecting the path
                 boundary. Non-boundary pixels are processed in bulk as
                 horizontal spans like in CPU scanline rasterizers,
                 which saves a significant amount of winding number
                 computation workload. The distinction also allows the
                 majority of our algorithmic steps to focus on boundary
                 fragments only, which leads to highly balanced workload
                 among the GPU threads. In addition, we develop a ray
                 shooting pattern that minimizes the global data
                 dependency when computing winding numbers at
                 anti-aliasing samples. This allows us to shift the
                 majority of winding-number-related workload to the same
                 kernel that consumes its result, which saves a
                 significant amount of GPU memory bandwidth. Experiments
                 show that our method gives a consistent 2.5X speedup
                 over state-of-the-art alternatives for high-quality
                 rendering at Ultra HD resolution, which can increase to
                 more than 30X in extreme cases. We can also get a
                 consistent 10X speedup on animated input.",
  acknowledgement = ack-nhfb,
  articleno =    "228",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kwan:2016:PAD,
  author =       "Kin Chung Kwan and Lok Tsun Sinn and Chu Han and
                 Tien-Tsin Wong and Chi-Wing Fu",
  title =        "Pyramid of arclength descriptor for generating collage
                 of shapes",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "229:1--229:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980234",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper tackles a challenging 2D collage generation
                 problem, focusing on shapes: we aim to fill a given
                 region by packing irregular and reasonably-sized shapes
                 with minimized gaps and overlaps. To achieve this
                 nontrivial problem, we first have to analyze the
                 boundary of individual shapes and then couple the
                 shapes with partially-matched boundary to reduce gaps
                 and overlaps in the collages. Second, the search space
                 in identifying a good coupling of shapes is highly
                 enormous, since arranging a shape in a collage involves
                 a position, an orientation, and a scale factor. Yet,
                 this matching step needs to be performed for every
                 single shape when we pack it into a collage. Existing
                 shape descriptors are simply infeasible for computation
                 in a reasonable amount of time. To overcome this, we
                 present a brand new, scale- and rotation-invariant 2D
                 shape descriptor, namely pyramid of arclength
                 descriptor (PAD). Its formulation is locally supported,
                 scalable, and yet simple to construct and compute.
                 These properties make PAD efficient for performing the
                 partial-shape matching. Hence, we can prune away most
                 search space with simple calculation, and efficiently
                 identify candidate shapes. We evaluate our method using
                 a large variety of shapes with different types and
                 contours. Convincing collage results in terms of visual
                 quality and time performance are obtained.",
  acknowledgement = ack-nhfb,
  articleno =    "229",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Krajcevski:2016:GGD,
  author =       "Pavel Krajcevski and Srihari Pratapa and Dinesh
                 Manocha",
  title =        "{GST}: {GPU}-decodable supercompressed textures",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "230:1--230:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982439",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Modern GPUs supporting compressed textures allow
                 interactive application developers to save scarce GPU
                 resources such as VRAM and bandwidth. Compressed
                 textures use fixed compression ratios whose lossy
                 representations are significantly poorer quality than
                 traditional image compression formats such as JPEG. We
                 present a new method in the class of supercompressed
                 textures that provides an additional layer of
                 compression to already compressed textures. Our texture
                 representation is designed for endpoint compressed
                 formats such as DXT and PVRTC and decoding on commodity
                 GPUs. We apply our algorithm to commonly used formats
                 by separating their representation into two parts that
                 are processed independently and then entropy encoded.
                 Our method preserves the CPU-GPU bandwidth during the
                 decoding phase and exploits the parallelism of GPUs to
                 provide up to 3X faster decode compared to prior
                 texture supercompression algorithms. Along with the
                 gains in decoding speed, our method maintains both the
                 compression size and quality of current state of the
                 art texture representations.",
  acknowledgement = ack-nhfb,
  articleno =    "230",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hedman:2016:SII,
  author =       "Peter Hedman and Tobias Ritschel and George Drettakis
                 and Gabriel Brostow",
  title =        "Scalable inside-out image-based rendering",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "231:1--231:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982420",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Our aim is to give users real-time free-viewpoint
                 rendering of real indoor scenes, captured with
                 off-the-shelf equipment such as a high-quality color
                 camera and a commodity depth sensor. Image-based
                 Rendering (IBR) can provide the realistic imagery
                 required at real-time speed. For indoor scenes however,
                 two challenges are especially prominent. First, the
                 reconstructed 3D geometry must be compact, but faithful
                 enough to respect occlusion relationships when viewed
                 up close. Second, man-made materials call for
                 view-dependent texturing, but using too many input
                 photographs reduces performance. We customize a typical
                 RGB-D 3D surface reconstruction pipeline to produce a
                 coarse global 3D surface, and local, per-view geometry
                 for each input image. Our tiled IBR preserves quality
                 by economizing on the expected contributions that
                 entire groups of input pixels make to a final image.
                 The two components are designed to work together,
                 giving real-time performance, while hardly sacrificing
                 quality. Testing on a variety of challenging scenes
                 shows that our inside-out IBR scales favorably with the
                 number of input images.",
  acknowledgement = ack-nhfb,
  articleno =    "231",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2016:MDC,
  author =       "Peng-Shuai Wang and Yang Liu and Xin Tong",
  title =        "Mesh denoising via cascaded normal regression",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "232:1--232:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980232",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a data-driven approach for mesh denoising.
                 Our key idea is to formulate the denoising process with
                 cascaded non-linear regression functions and learn them
                 from a set of noisy meshes and their ground-truth
                 counterparts. Each regression function infers the
                 normal of a denoised output mesh facet from geometry
                 features extracted from its neighborhood facets on the
                 input mesh and sends the result as the input of the
                 next regression function. Specifically, we develop a
                 filtered facet normal descriptor (FND) for modeling the
                 geometry features around each facet on the noisy mesh
                 and model a regression function with neural networks
                 for mapping the FNDs to the facet normals of the
                 denoised mesh. To handle meshes with different geometry
                 features and reduce the training difficulty, we cluster
                 the input mesh facets according to their FNDs and train
                 neural networks for each cluster separately in an
                 offline learning stage. At runtime, our method applies
                 the learned cascaded regression functions to a noisy
                 input mesh and reconstructs the denoised mesh from the
                 output facet normals. Our method learns the non-linear
                 denoising process from the training data and makes no
                 specific assumptions about the noise distribution and
                 geometry features in the input. The runtime denoising
                 process is fully automatic for different input meshes.
                 Our method can be easily adapted to meshes with
                 arbitrary noise patterns by training a dedicated
                 regression scheme with mesh data and the particular
                 noise pattern. We evaluate our method on meshes with
                 both synthetic and real scanned noise, and compare it
                 to other mesh denoising algorithms. Results demonstrate
                 that our method outperforms the state-of-the-art mesh
                 denoising methods and successfully removes different
                 kinds of noise for meshes with various geometry
                 features.",
  acknowledgement = ack-nhfb,
  articleno =    "232",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ray:2016:PFF,
  author =       "Nicolas Ray and Dmitry Sokolov and Bruno L{\'e}vy",
  title =        "Practical {$3$D} frame field generation",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "233:1--233:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982408",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Given a tetrahedral mesh, the algorithm described in
                 this article produces a smooth 3D frame field, i.e. a
                 set of three orthogonal directions associated with each
                 vertex of the input mesh. The field varies smoothly
                 inside the volume, and matches the normals of the
                 volume boundary. Such a 3D frame field is a key
                 component for some hexahedral meshing algorithms, where
                 it is used to steer the placement of the generated
                 elements. We improve the state-of-the art in terms of
                 quality, efficiency and reproducibility. Our main
                 contribution is a non-trivial extension in 3D of the
                 existing least-squares approach used for optimizing a
                 2D frame field. Our algorithm is inspired by the method
                 proposed by Huang et al. [2011], improved with an
                 initialization that directly enforces boundary
                 conditions. Our initialization alone is a fast and easy
                 way to generate frames fields that are suitable for
                 remeshing applications. For better robustness and
                 quality, the field can be further optimized using
                 nonlinear optimization as in Li et al [2012]. We make
                 the remark that sampling the field on vertices instead
                 of tetrahedra significantly improves both performance
                 and quality.",
  acknowledgement = ack-nhfb,
  articleno =    "233",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Duncan:2016:ICH,
  author =       "Noah Duncan and Lap-Fai Yu and Sai-Kit Yeung",
  title =        "Interchangeable components for hands-on assembly based
                 modelling",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "234:1--234:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982402",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Interchangeable components allow an object to be
                 easily reconfigured, but usually reveal that the object
                 is composed of parts. In this work, we present a
                 computational approach for the design of components
                 which are interchangeable, but also form objects with a
                 coherent appearance which conceals their composition
                 from parts. These components allow a physical
                 realization of Assembly Based Modelling, a popular
                 virtual modelling paradigm in which new models are
                 constructed from the parts of existing ones. Given a
                 collection of 3D models and a segmentation that
                 specifies the component connectivity, our approach
                 generates the components by jointly deforming and
                 partitioning the models. We determine the component
                 boundaries by evolving a set of closed contours on the
                 input models to maximize the contours' geometric
                 similarity. Next, we efficiently deform the input
                 models to enforce both C0 and C1 continuity between
                 components while minimizing deviation from their
                 original appearance. The user can guide our deformation
                 scheme to preserve desired features. We demonstrate our
                 approach on several challenging examples, showing that
                 our components can be physically reconfigured to
                 assemble a large variety of coherent shapes.",
  acknowledgement = ack-nhfb,
  articleno =    "234",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wampler:2016:FRE,
  author =       "Kevin Wampler",
  title =        "Fast and reliable example-based mesh {IK} for stylized
                 deformations",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "235:1--235:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982433",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Example-based shape deformation allows a mesh to be
                 easily manipulated or animated with simple inputs. As
                 the user pulls parts of the shape, the rest of the mesh
                 automatically changes in an intuitive way by drawing
                 from a set of exemplars. This provides a way for
                 virtual shapes or characters to be easily authored and
                 manipulated, or for a set of drawings to be animated
                 with simple inputs. We describe a new approach for
                 example-based inverse kinematic mesh manipulation which
                 generates high quality deformations for a wide range of
                 inputs, and in particular works well even when provided
                 stylized or ``cartoony'' examples. This approach is
                 fast enough to run in real time, reliably uses the
                 artist's input shapes in an intuitive way even for
                 highly nonphysical deformations, and provides added
                 expressiveness by allowing the input shapes to be
                 utilized in a way which spatially varies smoothly
                 across the resulting deformed mesh. This allows for
                 rich and detailed deformations to be created from a
                 small set of input shapes, and gives an easy way for a
                 set of sketches to be brought alive with simple
                 click-and-drag inputs.",
  acknowledgement = ack-nhfb,
  articleno =    "235",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2016:IMM,
  author =       "Mingliang Xu and Mingyuan Li and Weiwei Xu and Zhigang
                 Deng and Yin Yang and Kun Zhou",
  title =        "Interactive mechanism modeling from multi-view
                 images",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "236:1--236:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982425",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we present an interactive system for
                 mechanism modeling from multi-view images. Its key
                 feature is that the generated 3D mechanism models
                 contain not only geometric shapes but also internal
                 motion structures: they can be directly animated
                 through kinematic simulation. Our system consists of
                 two steps: interactive 3D modeling and stochastic
                 motion parameter estimation. At the 3D modeling step,
                 our system is designed to integrate the sparse 3D
                 points reconstructed from multi-view images and a
                 sketching interface to achieve accurate 3D modeling of
                 a mechanism. To recover the motion parameters, we
                 record a video clip of the mechanism motion and adopt
                 stochastic optimization to recover its motion
                 parameters by edge matching. Experimental results show
                 that our system can achieve the 3D modeling of a range
                 of mechanisms from simple mechanical toys to complex
                 mechanism objects.",
  acknowledgement = ack-nhfb,
  articleno =    "236",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yan:2016:BAG,
  author =       "Feilong Yan and Liangliang Nan and Peter Wonka",
  title =        "Block assembly for global registration of building
                 scans",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "237:1--237:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980241",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a framework for global registration of
                 building scans. The first contribution of our work is
                 to detect and use portals (e.g., doors and windows) to
                 improve the local registration between two scans. Our
                 second contribution is an optimization based on a
                 linear integer programming formulation. We abstract
                 each scan as a block and model the blocks registration
                 as an optimization problem that aims at maximizing the
                 overall matching score of the entire scene. We propose
                 an efficient solution to this optimization problem by
                 iteratively detecting and adding local constraints. We
                 demonstrate the effectiveness of the proposed method on
                 buildings of various styles and that our approach is
                 superior to the current state of the art.",
  acknowledgement = ack-nhfb,
  articleno =    "237",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2016:ADD,
  author =       "Kai Xu and Yifei Shi and Lintao Zheng and Junyu Zhang
                 and Min Liu and Hui Huang and Hao Su and Daniel
                 Cohen-Or and Baoquan Chen",
  title =        "{$3$D} attention-driven depth acquisition for object
                 identification",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "238:1--238:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980224",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We address the problem of autonomously exploring
                 unknown objects in a scene by consecutive depth
                 acquisitions. The goal is to reconstruct the scene
                 while online identifying the objects from among a large
                 collection of 3D shapes. Fine-grained shape
                 identification demands a meticulous series of
                 observations attending to varying views and parts of
                 the object of interest. Inspired by the recent success
                 of attention-based models for 2D recognition, we
                 develop a 3D Attention Model that selects the best
                 views to scan from, as well as the most informative
                 regions in each view to focus on, to achieve efficient
                 object recognition. The region-level attention leads to
                 focus-driven features which are quite robust against
                 object occlusion. The attention model, trained with the
                 3D shape collection, encodes the temporal dependencies
                 among consecutive views with deep recurrent networks.
                 This facilitates order-aware view planning accounting
                 for robot movement cost. In achieving instance
                 identification, the shape collection is organized into
                 a hierarchy, associated with pre-trained hierarchical
                 classifiers. The effectiveness of our method is
                 demonstrated on an autonomous robot (PR) that explores
                 a scene and identifies the objects to construct a 3D
                 scene model.",
  acknowledgement = ack-nhfb,
  articleno =    "238",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fan:2016:AVP,
  author =       "Xinyi Fan and Linguang Zhang and Benedict Brown and
                 Szymon Rusinkiewicz",
  title =        "Automated view and path planning for scalable
                 multi-object {$3$D} scanning",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "239:1--239:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980225",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Demand for high-volume 3D scanning of real objects is
                 rapidly growing in a wide range of applications,
                 including online retailing, quality-control for
                 manufacturing, stop motion capture for 3D animation,
                 and archaeological documentation and reconstruction.
                 Although mature technologies exist for high-fidelity 3D
                 model acquisition, deploying them at scale continues to
                 require non-trivial manual labor. We describe a system
                 that allows non-expert users to scan large numbers of
                 physical objects within a reasonable amount of time,
                 and with greater ease. Our system uses novel view- and
                 path-planning algorithms to control a structured-light
                 scanner mounted on a calibrated motorized positioning
                 system. We demonstrate the ability of our prototype to
                 safely, robustly, and automatically acquire 3D models
                 for large collections of small objects.",
  acknowledgement = ack-nhfb,
  articleno =    "239",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pang:2016:DUA,
  author =       "Xufang Pang and Ying Cao and Rynson W. H. Lau and
                 Antoni B. Chan",
  title =        "Directing user attention via visual flow on web
                 designs",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "240:1--240:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982422",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel approach that allows web designers
                 to easily direct user attention via visual flow on web
                 designs. By collecting and analyzing users' eye gaze
                 data on real-world webpages under the task-driven
                 condition, we build two user attention models that
                 characterize user attention patterns between a pair of
                 page components. These models enable a novel web design
                 interaction for designers to easily create a visual
                 flow to guide users' eyes (i.e., direct user attention
                 along a given path) through a web design with minimal
                 effort. In particular, given an existing web design as
                 well as a designer-specified path over a subset of page
                 components, our approach automatically optimizes the
                 web design so that the resulting design can direct
                 users' attention to move along the input path. We have
                 tested our approach on various web designs of different
                 categories. Results show that our approach can
                 effectively guide user attention through the web design
                 according to the designer's high-level specification.",
  acknowledgement = ack-nhfb,
  articleno =    "240",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Budninskiy:2016:PCG,
  author =       "Max Budninskiy and Beibei Liu and Yiying Tong and
                 Mathieu Desbrun",
  title =        "Power coordinates: a geometric construction of
                 barycentric coordinates on convex polytopes",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "241:1--241:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982441",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a full geometric parameterization of
                 generalized barycentric coordinates on convex
                 polytopes. We show that these continuous and
                 non-negative coefficients ensuring linear precision can
                 be efficiently and exactly computed through a power
                 diagram of the polytope's vertices and the evaluation
                 point. In particular, we point out that well-known
                 explicit coordinates such as Wachspress, Discrete
                 Harmonic, Voronoi, or Mean Value correspond to simple
                 choices of power weights. We also present examples of
                 new barycentric coordinates, and discuss possible
                 extensions such as power coordinates for non-convex
                 polygons and smooth shapes.",
  acknowledgement = ack-nhfb,
  articleno =    "241",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Budninskiy:2016:OVT,
  author =       "Max Budninskiy and Beibei Liu and Fernando de Goes and
                 Yiying Tong and Pierre Alliez and Mathieu Desbrun",
  title =        "Optimal {Voronoi} tessellations with {Hessian}-based
                 anisotropy",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "242:1--242:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980245",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a variational method to generate
                 cell complexes with local anisotropy conforming to the
                 Hessian of any given convex function and for any given
                 local mesh density. Our formulation builds upon
                 approximation theory to offer an anisotropic extension
                 of Centroidal Voronoi Tessellations which can be seen
                 as a dual form of Optimal Delaunay Triangulation. We
                 thus refer to the resulting anisotropic polytopal
                 meshes as Optimal Voronoi Tessellations. Our approach
                 sharply contrasts with previous anisotropic versions of
                 Voronoi diagrams as it employs first-type Bregman
                 diagrams, a generalization of power diagrams where
                 sites are augmented with not only a scalar-valued
                 weight but also a vector-valued shift. As such, our OVT
                 meshes contain only convex cells with straight edges,
                 and admit an embedded dual triangulation that is
                 combinatorially-regular. We show the effectiveness of
                 our technique using off-the-shelf computational
                 geometry libraries.",
  acknowledgement = ack-nhfb,
  articleno =    "242",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2016:MDE,
  author =       "Yong-Jin Liu and Chun-Xu Xu and Ran Yi and Dian Fan
                 and Ying He",
  title =        "Manifold differential evolution {(MDE)}: a global
                 optimization method for geodesic centroidal {Voronoi}
                 tessellations on meshes",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "243:1--243:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982424",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Computing centroidal Voronoi tessellations (CVT) has
                 many applications in computer graphics. The existing
                 methods, such as the Lloyd algorithm and the
                 quasi-Newton solver, are efficient and easy to
                 implement; however, they compute only the local optimal
                 solutions due to the highly non-linear nature of the
                 CVT energy. This paper presents a novel method, called
                 manifold differential evolution (MDE), for computing
                 globally optimal geodesic CVT energy on triangle
                 meshes. Formulating the mutation operator using
                 discrete geodesics, MDE naturally extends the powerful
                 differential evolution framework from Euclidean spaces
                 to manifold domains. Under mild assumptions, we show
                 that MDE has a provable probabilistic convergence to
                 the global optimum. Experiments on a wide range of 3D
                 models show that MDE consistently out-performs the
                 existing methods by producing results with lower
                 energy. Thanks to its intrinsic and global nature, MDE
                 is insensitive to initialization and mesh tessellation.
                 Moreover, it is able to handle multiply-connected
                 Voronoi cells, which are challenging to the existing
                 geodesic CVT methods.",
  acknowledgement = ack-nhfb,
  articleno =    "243",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xin:2016:CPD,
  author =       "Shi-Qing Xin and Bruno L{\'e}vy and Zhonggui Chen and
                 Lei Chu and Yaohui Yu and Changhe Tu and Wenping Wang",
  title =        "Centroidal power diagrams with capacity constraints:
                 computation, applications, and extension",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "244:1--244:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982428",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article presents a new method to optimally
                 partition a geometric domain with capacity constraints
                 on the partitioned regions. It is an important problem
                 in many fields, ranging from engineering to economics.
                 It is known that a capacity-constrained partition can
                 be obtained as a power diagram with the squared L2
                 metric. We present a method with super-linear
                 convergence for computing optimal partition with
                 capacity constraints that outperforms the
                 state-of-the-art in an order of magnitude. We
                 demonstrate the efficiency of our method in the context
                 of three different applications in computer graphics
                 and geometric processing: displacement interpolation of
                 function distribution, blue-noise point sampling, and
                 optimal convex decomposition of 2D domains.
                 Furthermore, the proposed method is extended to
                 capacity-constrained optimal partition with respect to
                 general cost functions beyond the squared Euclidean
                 distance.",
  acknowledgement = ack-nhfb,
  articleno =    "244",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sik:2016:RLT,
  author =       "Martin Sik and Hisanari Otsu and Toshiya Hachisuka and
                 Jaroslav Kriv{\'a}nek",
  title =        "Robust light transport simulation via metropolised
                 bidirectional estimators",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "245:1--245:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982411",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Efficiently simulating light transport in various
                 scenes with a single algorithm is a difficult and
                 important problem in computer graphics. Two major
                 issues have been shown to hinder the efficiency of the
                 existing solutions: light transport due to multiple
                 highly glossy or specular interactions, and scenes with
                 complex visibility between the camera and light
                 sources. While recent bidirectional path sampling
                 methods such as vertex connection and merging/unified
                 path sampling (VCM/UPS) efficiently deal with highly
                 glossy or specular transport, they tend to perform
                 poorly in scenes with complex visibility. On the other
                 hand, Markov chain Monte Carlo (MCMC) methods have been
                 able to show some excellent results in scenes with
                 complex visibility, but they behave unpredictably in
                 scenes with glossy or specular surfaces due to their
                 fundamental issue of sample correlation. In this paper,
                 we show how to fuse the underlying key ideas behind
                 VCM/UPS and MCMC into a single, efficient light
                 transport solution. Our algorithm is specifically
                 designed to retain the advantages of both approaches,
                 while alleviating their limitations. Our experiments
                 show that the algorithm can efficiently render scenes
                 with both highly glossy or specular materials and
                 complex visibility, without compromising the
                 performance in simpler cases.",
  acknowledgement = ack-nhfb,
  articleno =    "245",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Manzi:2016:TGD,
  author =       "Marco Manzi and Markus Kettunen and Fr{\'e}do Durand
                 and Matthias Zwicker and Jaakko Lehtinen",
  title =        "Temporal gradient-domain path tracing",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "246:1--246:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980256",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel approach to improve temporal
                 coherence in Monte Carlo renderings of animation
                 sequences. Unlike other approaches that exploit
                 temporal coherence in a post-process, our technique
                 does so already during sampling. Building on previous
                 gradient-domain rendering techniques that sample finite
                 differences over the image plane, we introduce temporal
                 finite differences and formulate a corresponding 3D
                 spatio-temporal screened Poisson reconstruction problem
                 that is solved over windowed batches of several frames
                 simultaneously. We further extend our approach to
                 include second order, mixed spatio-temporal
                 differences, an improved technique to compute temporal
                 differences exploiting motion vectors, and adaptive
                 sampling. Our algorithm can be built on a
                 gradient-domain path tracer without large
                 modifications. In particular, we do not require the
                 ability to evaluate animation paths over multiple
                 frames. We demonstrate that our approach effectively
                 reduces temporal flickering in animation sequences,
                 significantly improving the visual quality compared to
                 both path tracing and gradient-domain rendering of
                 individual frames.",
  acknowledgement = ack-nhfb,
  articleno =    "246",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ahmed:2016:LDB,
  author =       "Abdalla G. M. Ahmed and H{\'e}l{\`e}ne Perrier and
                 David Coeurjolly and Victor Ostromoukhov and Jianwei
                 Guo and Dong-Ming Yan and Hui Huang and Oliver
                 Deussen",
  title =        "Low-discrepancy blue noise sampling",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "247:1--247:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2980218",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel technique that produces
                 two-dimensional low-discrepancy (LD) blue noise point
                 sets for sampling. Using one-dimensional binary van der
                 Corput sequences, we construct two-dimensional LD point
                 sets, and rearrange them to match a target spectral
                 profile while preserving their low discrepancy. We
                 store the rearrangement information in a compact lookup
                 table that can be used to produce arbitrarily large
                 point sets. We evaluate our technique and compare it to
                 the state-of-the-art sampling approaches.",
  acknowledgement = ack-nhfb,
  articleno =    "247",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kailkhura:2016:SBN,
  author =       "Bhavya Kailkhura and Jayaraman J. Thiagarajan and
                 Peer-Timo Bremer and Pramod K. Varshney",
  title =        "Stair blue noise sampling",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "248:1--248:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982435",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A common solution to reducing visible aliasing
                 artifacts in image reconstruction is to employ sampling
                 patterns with a blue noise power spectrum. These
                 sampling patterns can prevent discernible artifacts by
                 replacing them with incoherent noise. Here, we propose
                 a new family of blue noise distributions, Stair blue
                 noise, which is mathematically tractable and enables
                 parameter optimization to obtain the optimal sampling
                 distribution. Furthermore, for a given sample budget,
                 the proposed blue noise distribution achieves a
                 significantly larger alias-free low-frequency region
                 compared to existing approaches, without introducing
                 visible artifacts in the mid-frequencies. We also
                 develop a new sample synthesis algorithm that benefits
                 from the use of an unbiased spatial statistics
                 estimator and efficient optimization strategies.",
  acknowledgement = ack-nhfb,
  articleno =    "248",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Munkberg:2016:TSC,
  author =       "Jacob Munkberg and Jon Hasselgren and Petrik Clarberg
                 and Magnus Andersson and Tomas Akenine-M{\"o}ller",
  title =        "Texture space caching and reconstruction for ray
                 tracing",
  journal =      j-TOG,
  volume =       "35",
  number =       "6",
  pages =        "249:1--249:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2980179.2982407",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 17 08:53:11 MST 2016",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a texture space caching and reconstruction
                 system for Monte Carlo ray tracing. Our system gathers
                 and filters shading on-demand, including querying
                 secondary rays, directly within a filter footprint
                 around the current shading point. We shade on local
                 grids in texture space with primary visibility
                 decoupled from shading. Unique filters can be applied
                 per material, where any terms of the shader can be
                 chosen to be included in each kernel. This is a
                 departure from recent screen space image reconstruction
                 techniques, which typically use a single, complex
                 kernel with a set of large auxiliary guide images as
                 input. We show a number of high-performance use cases
                 for our system, including interactive denoising of
                 Monte Carlo ray tracing with motion/defocus blur,
                 spatial and temporal shading reuse, cached product
                 importance sampling, and filters based on linear
                 regression in texture space.",
  acknowledgement = ack-nhfb,
  articleno =    "249",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shu:2017:EEE,
  author =       "Zhixin Shu and Eli Shechtman and Dimitris Samaras and
                 Sunil Hadap",
  title =        "{EyeOpener}: Editing Eyes in the Wild",
  journal =      j-TOG,
  volume =       "36",
  number =       "1",
  pages =        "1:1--1:??",
  month =        feb,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2926713",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Apr 8 10:37:12 MDT 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Closed eyes and look-aways can ruin precious moments
                 captured in photographs. In this article, we present a
                 new framework for automatically editing eyes in
                 photographs. We leverage a user's personal photo
                 collection to find a ``good'' set of reference eyes and
                 transfer them onto a target image. Our example-based
                 editing approach is robust and effective for realistic
                 image editing. A fully automatic pipeline for realistic
                 eye editing is challenging due to the unconstrained
                 conditions under which the face appears in a typical
                 photo collection. We use crowd-sourced human
                 evaluations to understand the aspects of the
                 target-reference image pair that will produce the most
                 realistic results. We subsequently train a model that
                 automatically selects the top-ranked reference
                 candidate(s) by narrowing the gap in terms of pose,
                 local contrast, lighting conditions, and even
                 expressions. Finally, we develop a comprehensive
                 pipeline of three-dimensional face estimation, image
                 warping, relighting, image harmonization, automatic
                 segmentation, and image compositing in order to achieve
                 highly believable results. We evaluate the performance
                 of our method via quantitative and crowd-sourced
                 experiments.",
  acknowledgement = ack-nhfb,
  articleno =    "1",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schissler:2017:ISPa,
  author =       "Carl Schissler and Dinesh Manocha",
  title =        "Interactive Sound Propagation and Rendering for Large
                 Multi-Source Scenes",
  journal =      j-TOG,
  volume =       "36",
  number =       "1",
  pages =        "2:1--2:??",
  month =        feb,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2943779",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Apr 8 10:37:12 MDT 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an approach to generate plausible acoustic
                 effects at interactive rates in large dynamic
                 environments containing many sound sources. Our
                 formulation combines listener-based backward ray
                 tracing with sound source clustering and hybrid audio
                 rendering to handle complex scenes. We present a new
                 algorithm for dynamic late reverberation that performs
                 high-order ray tracing from the listener against
                 spherical sound sources. We achieve sublinear scaling
                 with the number of sources by clustering distant sound
                 sources and taking relative visibility into account. We
                 also describe a hybrid convolution-based audio
                 rendering technique that can process hundreds of
                 thousands of sound paths at interactive rates. We
                 demonstrate the performance on many indoor and outdoor
                 scenes with up to 200 sound sources. In practice, our
                 algorithm can compute more than 50 reflection orders at
                 interactive rates on a multicore PC, and we observe a
                 5x speedup over prior geometric sound propagation
                 algorithms.",
  acknowledgement = ack-nhfb,
  articleno =    "2",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Thuerey:2017:ISLa,
  author =       "Nils Thuerey",
  title =        "Interpolations of Smoke and Liquid Simulations",
  journal =      j-TOG,
  volume =       "36",
  number =       "1",
  pages =        "3:1--3:??",
  month =        feb,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2956233",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Apr 8 10:37:12 MDT 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel method to interpolate smoke and
                 liquid simulations in order to perform data-driven
                 fluid simulations. Our approach calculates a dense
                 space-time deformation using grid-based signed-distance
                 functions of the inputs. A key advantage of this
                 implicit Eulerian representation is that it allows us
                 to use powerful techniques from the optical flow area.
                 We employ a five-dimensional optical flow solve. In
                 combination with a projection algorithm, and residual
                 iterations, we achieve a robust matching of the inputs.
                 Once the match is computed, arbitrary in-between
                 variants can be created very efficiently. To
                 concatenate multiple long-range deformations, we
                 propose a novel alignment technique. Our approach has
                 numerous advantages, including automatic matches
                 without user input, volumetric deformations that can be
                 applied to details around the surface, and the inherent
                 handling of topology changes. As a result, we can
                 interpolate swirling smoke clouds, and splashing liquid
                 simulations. We can even match and interpolate
                 phenomena with fundamentally different physics: a drop
                 of liquid, and a blob of heavy smoke.",
  acknowledgement = ack-nhfb,
  articleno =    "3",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gruson:2017:STFa,
  author =       "Adrien Gruson and Micka{\"e}l Ribardi{\`e}re and
                 Martin Sik and Jir{\'\i} Vorba and R{\'e}mi Cozot and
                 Kadi Bouatouch and Jaroslav Kriv{\'a}nek",
  title =        "A Spatial Target Function for {Metropolis} Photon
                 Tracing",
  journal =      j-TOG,
  volume =       "36",
  number =       "1",
  pages =        "4:1--4:??",
  month =        feb,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2963097",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Apr 8 10:37:12 MDT 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The human visual system is sensitive to relative
                 differences in luminance, but light transport
                 simulation algorithms based on Metropolis sampling
                 often result in a highly nonuniform relative error
                 distribution over the rendered image. Although this
                 issue has previously been addressed in the context of
                 the Metropolis light transport algorithm, our work
                 focuses on Metropolis photon tracing. We present a new
                 target function (TF) for Metropolis photon tracing that
                 ensures good stratification of photons leading to pixel
                 estimates with equalized relative error. We develop a
                 hierarchical scheme for progressive construction of the
                 TF from paths sampled during rendering. In addition to
                 the approach taken in previous work, where the TF is
                 defined in the image plane, ours can be associated with
                 compact spatial regions. This allows us to take
                 advantage of illumination coherence to more robustly
                 estimate the TF while adapting to geometry
                 discontinuities. To sample from this TF, we design a
                 new replica exchange Metropolis scheme. We apply our
                 algorithm in progressive photon mapping and show that
                 it often outperforms alternative approaches in terms of
                 image quality by a large margin.",
  acknowledgement = ack-nhfb,
  articleno =    "4",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Selgrad:2017:CRRa,
  author =       "Kai Selgrad and Alexander Lier and Magdalena Martinek
                 and Christoph Buchenau and Michael Guthe and Franziska
                 Kranz and Henry Sch{\"a}fer and Marc Stamminger",
  title =        "A Compressed Representation for Ray Tracing Parametric
                 Surfaces",
  journal =      j-TOG,
  volume =       "36",
  number =       "1",
  pages =        "5:1--5:??",
  month =        feb,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2953877",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Apr 8 10:37:12 MDT 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Parametric surfaces are an essential modeling tool in
                 computer aided design and movie production. Even though
                 their use is well established in industry, generating
                 ray-traced images adds significant cost in time and
                 memory consumption. Ray tracing such surfaces is
                 usually accomplished by subdividing the surfaces on the
                 fly, or by conversion to a polygonal representation.
                 However, on-the-fly subdivision is computationally very
                 expensive, whereas polygonal meshes require large
                 amounts of memory. This is a particular problem for
                 parametric surfaces with displacement, where very fine
                 tessellation is required to faithfully represent the
                 shape. Hence, memory restrictions are the major
                 challenge in production rendering. In this article, we
                 present a novel solution to this problem. We propose a
                 compression scheme for a priori Bounding Volume
                 Hierarchies (BVHs) on parametric patches, that reduces
                 the data required for the hierarchy by a factor of up
                 to 48. We further propose an approximate evaluation
                 method that does not require leaf geometry, yielding an
                 overall reduction of memory consumption by a factor of
                 60 over regular BVHs on indexed face sets and by a
                 factor of 16 over established state-of-the-art
                 compression schemes. Alternatively, our compression can
                 simply be applied to a standard BVH while keeping the
                 leaf geometry, resulting in a compression rate of up to
                 2:1 over current methods. Although decompression
                 generates additional costs during traversal, we can
                 manage very complex scenes even on the memory
                 restrictive GPU at competitive render times.",
  acknowledgement = ack-nhfb,
  articleno =    "5",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Durupinar:2017:PPAa,
  author =       "Funda Durupinar and Mubbasir Kapadia and Susan Deutsch
                 and Michael Neff and Norman I. Badler",
  title =        "{PERFORM}: Perceptual Approach for Adding {OCEAN}
                 Personality to Human Motion Using Laban Movement
                 Analysis",
  journal =      j-TOG,
  volume =       "36",
  number =       "1",
  pages =        "6:1--6:??",
  month =        feb,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2983620",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Apr 8 10:37:12 MDT 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A major goal of research on virtual humans is the
                 animation of expressive characters that display
                 distinct psychological attributes. Body motion is an
                 effective way of portraying different personalities and
                 differentiating characters. The purpose and
                 contribution of this work is to describe a formal,
                 broadly applicable, procedural, and empirically
                 grounded association between personality and body
                 motion and apply this association to modify a given
                 virtual human body animation that can be represented by
                 these formal concepts. Because the body movement of
                 virtual characters may involve different choices of
                 parameter sets depending on the context, situation, or
                 application, formulating a link from personality to
                 body motion requires an intermediate step to assist
                 generalization. For this intermediate step, we refer to
                 Laban Movement Analysis, which is a movement analysis
                 technique for systematically describing and evaluating
                 human motion. We have developed an expressive human
                 motion generation system with the help of movement
                 experts and conducted a user study to explore how the
                 psychologically validated OCEAN personality factors
                 were perceived in motions with various Laban
                 parameters. We have then applied our findings to
                 procedurally animate expressive characters with
                 personality, and validated the generalizability of our
                 approach across different models and animations via
                 another perception study.",
  acknowledgement = ack-nhfb,
  articleno =    "6",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tan:2017:DILa,
  author =       "Jianchao Tan and Jyh-Ming Lien and Yotam Gingold",
  title =        "Decomposing Images into Layers via {RGB}-Space
                 Geometry",
  journal =      j-TOG,
  volume =       "36",
  number =       "1",
  pages =        "7:1--7:??",
  month =        feb,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2988229",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Apr 8 10:37:12 MDT 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In digital image editing software, layers organize
                 images. However, layers are often not explicitly
                 represented in the final image, and may never have
                 existed for a scanned physical painting or a
                 photograph. We propose a technique to decompose an
                 image into layers. In our decomposition, each layer
                 represents a single-color coat of paint applied with
                 varying opacity. Our decomposition is based on the
                 image's RGB-space geometry. In RGB-space, the linear
                 nature of the standard Porter-Duff [1984] ``over''
                 pixel compositing operation implies a geometric
                 structure. The vertices of the convex hull of image
                 pixels in RGB-space correspond to a palette of paint
                 colors. These colors may be ``hidden'' and inaccessible
                 to algorithms based on clustering visible colors. For
                 our layer decomposition, users choose the palette size
                 (degree of simplification to perform on the convex
                 hull), as well as a layer order for the paint colors
                 (vertices). We then solve a constrained optimization
                 problem to find translucent, spatially coherent opacity
                 for each layer, such that the composition of the layers
                 reproduces the original image. We demonstrate the
                 utility of the resulting decompositions for recoloring
                 (global and local) and object insertion. Our layers can
                 be interpreted as generalized barycentric coordinates;
                 we compare to these and other recoloring approaches.",
  acknowledgement = ack-nhfb,
  articleno =    "7",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Waechter:2017:VRNa,
  author =       "Michael Waechter and Mate Beljan and Simon Fuhrmann
                 and Nils Moehrle and Johannes Kopf and Michael
                 Goesele",
  title =        "Virtual Rephotography: Novel View Prediction Error for
                 {$3$D} Reconstruction",
  journal =      j-TOG,
  volume =       "36",
  number =       "1",
  pages =        "8:1--8:??",
  month =        feb,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2999533",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Apr 8 10:37:12 MDT 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The ultimate goal of many image-based modeling systems
                 is to render photo-realistic novel views of a scene
                 without visible artifacts. Existing evaluation metrics
                 and benchmarks focus mainly on the geometric accuracy
                 of the reconstructed model, which is, however, a poor
                 predictor of visual accuracy. Furthermore, using only
                 geometric accuracy by itself does not allow evaluating
                 systems that either lack a geometric scene
                 representation or utilize coarse proxy geometry.
                 Examples include a light field and most image-based
                 rendering systems. We propose a unified evaluation
                 approach based on novel view prediction error that is
                 able to analyze the visual quality of any method that
                 can render novel views from input images. One key
                 advantage of this approach is that it does not require
                 ground truth geometry. This dramatically simplifies the
                 creation of test datasets and benchmarks. It also
                 allows us to evaluate the quality of an unknown scene
                 during the acquisition and reconstruction process,
                 which is useful for acquisition planning. We evaluate
                 our approach on a range of methods, including standard
                 geometry-plus-texture pipelines as well as image-based
                 rendering techniques, compare it to existing
                 geometry-based benchmarks, demonstrate its utility for
                 a range of use cases, and present a new virtual
                 rephotography-based benchmark for image-based modeling
                 and rendering systems.",
  acknowledgement = ack-nhfb,
  articleno =    "8",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Belcour:2017:ACGa,
  author =       "Laurent Belcour and Ling-Qi Yan and Ravi Ramamoorthi
                 and Derek Nowrouzezahrai",
  title =        "Antialiasing Complex Global Illumination Effects in
                 Path-Space",
  journal =      j-TOG,
  volume =       "36",
  number =       "1",
  pages =        "9:1--9:??",
  month =        feb,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2990495",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Apr 8 10:37:12 MDT 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present the first method to efficiently predict
                 antialiasing footprints to pre-filter color-, normal-,
                 and displacement-mapped appearance in the context of
                 multi-bounce global illumination. We derive Fourier
                 spectra for radiance and importance functions that
                 allow us to compute spatial-angular filtering
                 footprints at path vertices for both uni- and
                 bi-directional path construction. We then use these
                 footprints to antialias reflectance modulated by
                 high-resolution maps (such as color and normal maps)
                 encountered along a path. In doing so, we also unify
                 the traditional path-space formulation of light
                 transport with our frequency-space interpretation of
                 global illumination pre-filtering. Our method is fully
                 compatible with all existing single bounce
                 pre-filtering appearance models, not restricted by path
                 length, and easy to implement atop existing path-space
                 renderers. We illustrate its effectiveness on several
                 radiometrically complex scenarios where previous
                 approaches either completely fail or require orders of
                 magnitude more time to arrive at similarly high-quality
                 results.",
  acknowledgement = ack-nhfb,
  articleno =    "9",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kwon:2017:MMIa,
  author =       "Taesoo Kwon and Jessica K. Hodgins",
  title =        "Momentum-Mapped Inverted Pendulum Models for
                 Controlling Dynamic Human Motions",
  journal =      j-TOG,
  volume =       "36",
  number =       "1",
  pages =        "10:1--10:??",
  month =        feb,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2983616",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Apr 8 10:37:12 MDT 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Designing a unified framework for simulating a broad
                 variety of human behaviors has proven to be
                 challenging. In this article, we present an approach
                 for control system design that can generate animations
                 of a diverse set of behaviors including walking,
                 running, and a variety of gymnastic behaviors. We
                 achieve this generalization with a balancing strategy
                 that relies on a new form of inverted pendulum model
                 (IPM), which we call the momentum-mapped IPM (MMIPM).
                 We analyze reference motion capture data in a
                 pre-processing step to extract the motion of the MMIPM.
                 To compute a new motion, the controller plans a desired
                 motion, frame by frame, based on the current pendulum
                 state and a predicted pendulum trajectory. By tracking
                 this time-varying trajectory, the controller creates a
                 character that dynamically balances, changes speed,
                 makes turns, jumps, and performs gymnastic maneuvers.",
  acknowledgement = ack-nhfb,
  articleno =    "10",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schulz:2017:RPSa,
  author =       "Adriana Schulz and Ariel Shamir and Ilya Baran and
                 David I. W. Levin and Pitchaya Sitthi-Amorn and
                 Wojciech Matusik",
  title =        "Retrieval on Parametric Shape Collections",
  journal =      j-TOG,
  volume =       "36",
  number =       "1",
  pages =        "11:1--11:??",
  month =        feb,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2983618",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Apr 8 10:37:12 MDT 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "While collections of parametric shapes are growing in
                 size and use, little progress has been made on the
                 fundamental problem of shape-based matching and
                 retrieval for parametric shapes in a collection. The
                 search space for such collections is both discrete
                 (number of shapes) and continuous (parameter values).
                 In this work, we propose representing this space using
                 descriptors that have shown to be effective for single
                 shape retrieval. While single shapes can be represented
                 as points in a descriptor space, parametric shapes are
                 mapped into larger continuous regions. For smooth
                 descriptors, we can assume that these regions are
                 bounded low-dimensional manifolds where the
                 dimensionality is given by the number of shape
                 parameters. We propose representing these manifolds
                 with a set of primitives, namely, points and bounded
                 tangent spaces. Our algorithm describes how to define
                 these primitives and how to use them to construct a
                 manifold approximation that allows accurate and fast
                 retrieval. We perform an analysis based on curvature,
                 boundary evaluation, and the allowed approximation
                 error to select between primitive types. We show how to
                 compute decision variables with no need for empirical
                 parameter adjustments and discuss theoretical
                 guarantees on retrieval accuracy. We validate our
                 approach with experiments that use different types of
                 descriptors on a collection of shapes from multiple
                 categories.",
  acknowledgement = ack-nhfb,
  articleno =    "11",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Alexa:2017:ODSa,
  author =       "Marc Alexa and Kristian Hildebrand and Sylvain
                 Lefebvre",
  title =        "Optimal Discrete Slicing",
  journal =      j-TOG,
  volume =       "36",
  number =       "1",
  pages =        "12:1--12:??",
  month =        feb,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2999536",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Apr 8 10:37:12 MDT 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Slicing is the procedure necessary to prepare a shape
                 for layered manufacturing. There are degrees of freedom
                 in this process, such as the starting point of the
                 slicing sequence and the thickness of each slice. The
                 choice of these parameters influences the manufacturing
                 process and its result: The number of slices
                 significantly affects the time needed for
                 manufacturing, while their thickness affects the error.
                 Assuming a discrete setting, we measure the error as
                 the number of voxels that are incorrectly assigned due
                 to slicing. We provide an algorithm that generates, for
                 a given set of available slice heights and a shape, a
                 slicing that is provably optimal. By optimal, we mean
                 that the algorithm generates sequences with minimal
                 error for any possible number of slices. The algorithm
                 is fast and flexible, that is, it can accommodate a
                 user driven importance modulation of the error function
                 and allows the interactive exploration of the desired
                 quality/time tradeoff. We demonstrate the practical
                 importance of our optimization on several
                 three-dimensional-printed results.",
  acknowledgement = ack-nhfb,
  articleno =    "12",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Khungurn:2017:ASE,
  author =       "Pramook Khungurn and Steve Marschner",
  title =        "Azimuthal Scattering from Elliptical Hair Fibers",
  journal =      j-TOG,
  volume =       "36",
  number =       "2",
  pages =        "13:1--13:??",
  month =        apr,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2998578",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:40 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The appearance of hair follows from the small-scale
                 geometry of hair fibers, with the cross-sectional shape
                 determining the azimuthal distribution of scattered
                 light. Although previous research has described some of
                 the effects of non-circular cross sections, no accurate
                 scattering models for non-circular fibers exist. This
                 article presents a scattering model for elliptical
                 fibers, which predicts that even small deviations from
                 circularity produce important changes in the scattering
                 distribution and which disagrees with previous
                 approximations for the effects of eccentricity. To
                 confirm the model's predictions, new scattering
                 measurements of fibers from a wide range of hair types
                 were made, using a new measurement device that provides
                 a more complete and detailed picture of the light
                 scattered by fibers than was previously possible. The
                 measurements show features that conclusively match the
                 model's predictions, but they also contain an
                 ideal-specular forward-scattering behavior that is not
                 predicted and has not been fully described before. The
                 results of this article indicate that an accurate and
                 efficient method for computing scattering in elliptical
                 cylinders-something not provided in this article-is the
                 correct model to use for realistic hair in the future
                 and that the new specular behavior should be included
                 as well.",
  acknowledgement = ack-nhfb,
  articleno =    "13",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Corman:2017:FCIa,
  author =       "Etienne Corman and Justin Solomon and Mirela Ben-Chen
                 and Leonidas Guibas and Maks Ovsjanikov",
  title =        "Functional Characterization of Intrinsic and Extrinsic
                 Geometry",
  journal =      j-TOG,
  volume =       "36",
  number =       "2",
  pages =        "14:1--14:??",
  month =        apr,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2999535",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:40 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel way to capture and characterize
                 distortion between pairs of shapes by extending the
                 recently proposed framework of shape differences built
                 on functional maps. We modify the original definition
                 of shape differences slightly and prove that after this
                 change, the discrete metric is fully encoded in two
                 shape difference operators and can be recovered by
                 solving two linear systems of equations. Then we
                 introduce an extension of the shape difference
                 operators using offset surfaces to capture extrinsic or
                 embedding-dependent distortion, complementing the
                 purely intrinsic nature of the original shape
                 differences. Finally, we demonstrate that a set of four
                 operators is complete, capturing intrinsic and
                 extrinsic structure and fully encoding a shape up to
                 rigid motion in both discrete and continuous settings.
                 We highlight the usefulness of our constructions by
                 showing the complementary nature of our extrinsic shape
                 differences in capturing distortion ignored by previous
                 approaches. We additionally provide examples where we
                 recover local shape structure from the shape difference
                 operators, suggesting shape editing and analysis tools
                 based on manipulating shape differences.",
  acknowledgement = ack-nhfb,
  articleno =    "14",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2017:CID,
  author =       "Yong-Jin Liu and Dian Fan and Chun-Xu Xu and Ying He",
  title =        "Constructing Intrinsic {Delaunay} Triangulations from
                 the Dual of Geodesic {Voronoi} Diagrams",
  journal =      j-TOG,
  volume =       "36",
  number =       "2",
  pages =        "15:1--15:??",
  month =        apr,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2999532",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:40 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Intrinsic Delaunay triangulation (IDT) naturally
                 generalizes Delaunay triangulation from R$^2$ to curved
                 surfaces. Due to many favorable properties, the IDT
                 whose vertex set includes all mesh vertices is of
                 particular interest in polygonal mesh processing. To
                 date, the only way for constructing such IDT is the
                 edge-flipping algorithm, which iteratively flips
                 non-Delaunay edges to become locally Delaunay. Although
                 this algorithm is conceptually simple and guarantees to
                 terminate in finite steps, it has no known time
                 complexity and may also produce triangulations
                 containing faces with only two edges. This article
                 develops a new method to obtain proper IDTs on manifold
                 triangle meshes. We first compute a geodesic Voronoi
                 diagram (GVD) by taking all mesh vertices as generators
                 and then find its dual graph. The sufficient condition
                 for the dual graph to be a proper triangulation is that
                 all Voronoi cells satisfy the so-called closed ball
                 property. To guarantee the closed ball property
                 everywhere, a certain sampling criterion is required.
                 For Voronoi cells that violate the closed ball
                 property, we fix them by computing topologically safe
                 regions, in which auxiliary sites can be added without
                 changing the topology of the Voronoi diagram beyond
                 them. Given a mesh with n vertices, we prove that by
                 adding at most O(n) auxiliary sites, the computed
                 GVD satisfies the closed ball property, and hence its
                 dual graph is a proper IDT. Our method has a
                 theoretical worst-case time complexity O(n$^2$ + tn
                 log n), where t is the number of obtuse angles in the
                 mesh. Computational results show that it empirically
                 runs in linear time on real-world models.",
  acknowledgement = ack-nhfb,
  articleno =    "15",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rabinovich:2017:SLIa,
  author =       "Michael Rabinovich and Roi Poranne and Daniele Panozzo
                 and Olga Sorkine-Hornung",
  title =        "Scalable Locally Injective Mappings",
  journal =      j-TOG,
  volume =       "36",
  number =       "2",
  pages =        "16:1--16:??",
  month =        apr,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2983621",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:40 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a scalable approach for the optimization of
                 flip-preventing energies in the general context of
                 simplicial mappings and specifically for mesh
                 parameterization. Our iterative minimization is based
                 on the observation that many distortion energies can be
                 optimized indirectly by minimizing a family of simpler
                 proxy energies. Minimization of these proxies is a
                 natural extension of the local/global minimization of
                 the ARAP energy. Our algorithm is simple to implement
                 and scales to datasets with millions of faces. We
                 demonstrate our approach for the computation of maps
                 that minimize a conformal or isometric distortion
                 energy, both in two and three dimensions. In addition
                 to mesh parameterization, we show that our algorithm
                 can be applied to mesh deformation and mesh quality
                 improvement.",
  acknowledgement = ack-nhfb,
  articleno =    "16",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Borno:2017:DAEa,
  author =       "Mazen Al Borno and Michiel {Van De Panne} and Eugene
                 Fiume",
  title =        "Domain of Attraction Expansion for Physics-Based
                 Character Control",
  journal =      j-TOG,
  volume =       "36",
  number =       "2",
  pages =        "17:1--17:??",
  month =        apr,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3009907",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:40 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Determining effective control strategies and solutions
                 for high-degree-of-freedom humanoid characters has been
                 a difficult, ongoing problem. A controller is only
                 valid for a subset of the states of the character,
                 known as the domain of attraction (DOA). This article
                 shows how many states that are initially outside the
                 DOA can be brought inside it. Our first contribution is
                 to show how DOA expansion can be performed for a
                 high-dimensional simulated character. Our second
                 contribution is to present an algorithm that
                 efficiently increases the DOA using random trees that
                 provide denser coverage than the trees produced by
                 typical sampling-based motion-planning algorithms. The
                 trees are constructed offline but can be queried fast
                 enough for near-real-time control. We show the effect
                 of DOA expansion on getting up, crouch-to-stand,
                 jumping, and standing-twist controllers. We also show
                 how DOA expansion can be used to connect controllers
                 together.",
  acknowledgement = ack-nhfb,
  articleno =    "17",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2017:IRSa,
  author =       "Jung-Hsuan Wu and Suguru Saito",
  title =        "Interactive Relighting in Single Low-Dynamic Range
                 Images",
  journal =      j-TOG,
  volume =       "36",
  number =       "2",
  pages =        "18:1--18:??",
  month =        apr,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3034185",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:40 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article addresses the relighting of outdoor and
                 large indoor scenes illuminated by nondistant lights,
                 which has seldom been discussed in previous works. We
                 propose a method for users to interactively edit the
                 illumination of a scene by moving existing lights and
                 inserting synthetic lights into the scene that requires
                 only a small amount of user annotation and a single
                 low-dynamic range (LDR) image. We achieve this by
                 adopting a top-down approach that estimates the scene
                 reflectance by fitting a diffuse illumination model to
                 a photograph. This approach gains stability and
                 robustness by estimating the camera, scene geometry,
                 and light sources in sequence and by using a confidence
                 map, which is a per-pixel weight map. The results of
                 our evaluation demonstrates that the proposed method
                 can estimate a scene accurately enough for realistic
                 relighting of images. Moreover, the experimental
                 results of our user studies show that the synthesized
                 images are so realistic as to be almost
                 indistinguishable from real photographs.",
  acknowledgement = ack-nhfb,
  articleno =    "18",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aksoy:2017:UBSa,
  author =       "Yagiz Aksoy and Tun{\c{c}} Ozan Aydin and Aljosa
                 Smoli{\'c} and Marc Pollefeys",
  title =        "Unmixing-Based Soft Color Segmentation for Image
                 Manipulation",
  journal =      j-TOG,
  volume =       "36",
  number =       "2",
  pages =        "19:1--19:??",
  month =        apr,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3002176",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:40 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new method for decomposing an image into
                 a set of soft color segments that are analogous to
                 color layers with alpha channels that have been
                 commonly utilized in modern image manipulation
                 software. We show that the resulting decomposition
                 serves as an effective intermediate image
                 representation, which can be utilized for performing
                 various, seemingly unrelated, image manipulation tasks.
                 We identify a set of requirements that soft color
                 segmentation methods have to fulfill, and present an
                 in-depth theoretical analysis of prior work. We propose
                 an energy formulation for producing compact layers of
                 homogeneous colors and a color refinement procedure, as
                 well as a method for automatically estimating a
                 statistical color model from an image. This results in
                 a novel framework for automatic and high-quality soft
                 color segmentation that is efficient, parallelizable,
                 and scalable. We show that our technique is superior in
                 quality compared to previous methods through
                 quantitative analysis as well as visually through an
                 extensive set of examples. We demonstrate that our soft
                 color segments can easily be exported to familiar image
                 manipulation software packages and used to produce
                 compelling results for numerous image manipulation
                 applications without forcing the user to learn new
                 tools and workflows.",
  acknowledgement = ack-nhfb,
  articleno =    "19",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yao:2017:IDSa,
  author =       "Jiaxian Yao and Danny M. Kaufman and Yotam Gingold and
                 Maneesh Agrawala",
  title =        "Interactive Design and Stability Analysis of
                 Decorative Joinery for Furniture",
  journal =      j-TOG,
  volume =       "36",
  number =       "2",
  pages =        "20:1--20:??",
  month =        apr,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3054740",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:40 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "High-quality hand-made furniture often employs
                 intrinsic joints that geometrically interlock along
                 mating surfaces. Such joints increase the structural
                 integrity of the furniture and add to its visual
                 appeal. We present an interactive tool for designing
                 such intrinsic joints. Users draw the visual appearance
                 of the joints on the surface of an input furniture
                 model as groups of two-dimensional (2D) regions that
                 must belong to the same part. Our tool automatically
                 partitions the furniture model into a set of solid 3D
                 parts that conform to the user-specified 2D regions and
                 assemble into the furniture. If the input does not
                 merit assemblable solid 3D parts, then our tool reports
                 the failure and suggests options for redesigning the 2D
                 surface regions so that they are assemblable.
                 Similarly, if any parts in the resulting assembly are
                 unstable, then our tool suggests where additional 2D
                 regions should be drawn to better interlock the parts
                 and improve stability. To perform this stability
                 analysis, we introduce a novel variational static
                 analysis method that addresses shortcomings of the
                 equilibrium method for our task. Specifically, our
                 method correctly detects sliding instabilities and
                 reports the locations and directions of sliding and
                 hinging failures. We show that our tool can be used to
                 generate over 100 joints inspired by traditional
                 woodworking and Japanese joinery. We also design and
                 fabricate nine complete furniture assemblies that are
                 stable and connected using only the intrinsic joints
                 produced by our tool.",
  acknowledgement = ack-nhfb,
  articleno =    "20",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Garcia-Dorado:2017:FWSa,
  author =       "Ignacio Garcia-Dorado and Daniel G. Aliaga and
                 Saiprasanth Bhalachandran and Paul Schmid and Dev
                 Niyogi",
  title =        "Fast Weather Simulation for Inverse Procedural Design
                 of {$3$D} Urban Models",
  journal =      j-TOG,
  volume =       "36",
  number =       "2",
  pages =        "21:1--21:??",
  month =        apr,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2999534",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:40 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present the first realistic, physically based,
                 fully coupled, real-time weather design tool for use in
                 urban procedural modeling. We merge designing of a 3D
                 urban model with a controlled long-lasting
                 spatiotemporal interactive simulation of weather.
                 Starting from the fundamental dynamical equations
                 similar to those used in state-of-the-art weather
                 models, we present a novel simplified urban weather
                 model for interactive graphics. Control of physically
                 based weather phenomena is accomplished via an inverse
                 modeling methodology. In our results, we present
                 several scenarios of forward design, inverse design
                 with high-level and detailed-level weather control and
                 optimization, and comparisons of our method against
                 well-known weather simulation results and systems.",
  acknowledgement = ack-nhfb,
  articleno =    "21",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kang:2017:MCLa,
  author =       "Changgu Kang and Sung-Hee Lee",
  title =        "Multi-Contact Locomotion Using a Contact Graph with
                 Feasibility Predictors",
  journal =      j-TOG,
  volume =       "36",
  number =       "2",
  pages =        "22:1--22:??",
  month =        apr,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2983619",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:40 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Multi-contact locomotion that uses both the hands and
                 feet in a complex environment remains a challenging
                 problem in computer animation. To address this problem,
                 we present a contact graph, which is a motion graph
                 augmented by learned feasibility predictors, namely
                 contact spaces and an occupancy estimator, for a motion
                 clip in each graph node. By estimating the
                 feasibilities of candidate contact points that can be
                 reached by modifying a motion clip, the predictors
                 allow us to find contact points that are likely to be
                 valid and natural before attempting to generate the
                 actual motion for the contact points. The contact graph
                 thus enables the efficient generation of multi-contact
                 motion in two steps: planning contact points to the
                 goal and then generating the whole-body motion. We
                 demonstrate the effectiveness of our method by creating
                 several climbing motions in complex and cluttered
                 environments by using only a small number of motion
                 samples.",
  acknowledgement = ack-nhfb,
  articleno =    "22",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2017:QNMa,
  author =       "Tiantian Liu and Sofien Bouaziz and Ladislav Kavan",
  title =        "Quasi-{Newton} Methods for Real-Time Simulation of
                 Hyperelastic Materials",
  journal =      j-TOG,
  volume =       "36",
  number =       "3",
  pages =        "23:1--23:??",
  month =        jun,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2990496",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:40 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new method for real-time physics-based
                 simulation supporting many different types of
                 hyperelastic materials. Previous methods such as
                 Position-Based or Projective Dynamics are fast but
                 support only a limited selection of materials; even
                 classical materials such as the Neo-Hookean elasticity
                 are not supported. Recently, Xu et al. [2015]
                 introduced new ``spline-based materials'' that can be
                 easily controlled by artists to achieve desired
                 animation effects. Simulation of these types of
                 materials currently relies on Newton's method, which is
                 slow, even with only one iteration per timestep. In
                 this article, we show that Projective Dynamics can be
                 interpreted as a quasi-Newton method. This insight
                 enables very efficient simulation of a large class of
                 hyperelastic materials, including the Neo-Hookean,
                 spline-based materials, and others. The quasi-Newton
                 interpretation also allows us to leverage ideas from
                 numerical optimization. In particular, we show that our
                 solver can be further accelerated using L-BFGS updates
                 (Limited-memory Broyden-Fletcher-Goldfarb-Shanno
                 algorithm). Our final method is typically more than 10
                 times faster than one iteration of Newton's method
                 without compromising quality. In fact, our result is
                 often more accurate than the result obtained with one
                 iteration of Newton's method. Our method is also easier
                 to implement, implying reduced software development
                 costs.",
  acknowledgement = ack-nhfb,
  articleno =    "23",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dai:2017:BRTa,
  author =       "Angela Dai and Matthias Nie{\ss}ner and Michael
                 Zollh{\"o}fer and Shahram Izadi and Christian
                 Theobalt",
  title =        "{BundleFusion}: Real-Time Globally Consistent {$3$D}
                 Reconstruction Using On-the-Fly Surface Reintegration",
  journal =      j-TOG,
  volume =       "36",
  number =       "3",
  pages =        "24:1--24:??",
  month =        jun,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3054739",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:40 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Real-time, high-quality, 3D scanning of large-scale
                 scenes is key to mixed reality and robotic
                 applications. However, scalability brings challenges of
                 drift in pose estimation, introducing significant
                 errors in the accumulated model. Approaches often
                 require hours of offline processing to globally correct
                 model errors. Recent online methods demonstrate
                 compelling results but suffer from (1) needing minutes
                 to perform online correction, preventing true real-time
                 use; (2) brittle frame-to-frame (or frame-to-model)
                 pose estimation, resulting in many tracking failures;
                 or (3) supporting only unstructured point-based
                 representations, which limit scan quality and
                 applicability. We systematically address these issues
                 with a novel, real-time, end-to-end reconstruction
                 framework. At its core is a robust pose estimation
                 strategy, optimizing per frame for a global set of
                 camera poses by considering the complete history of
                 RGB-D input with an efficient hierarchical approach. We
                 remove the heavy reliance on temporal tracking and
                 continually localize to the globally optimized frames
                 instead. We contribute a parallelizable optimization
                 framework, which employs correspondences based on
                 sparse features and dense geometric and photometric
                 matching. Our approach estimates globally optimized
                 (i.e., bundle adjusted) poses in real time, supports
                 robust tracking with recovery from gross tracking
                 failures (i.e., relocalization), and re-estimates the
                 3D model in real time to ensure global consistency, all
                 within a single framework. Our approach outperforms
                 state-of-the-art online systems with quality on par to
                 offline methods, but with unprecedented speed and scan
                 completeness. Our framework leads to a comprehensive
                 online scanning solution for large indoor environments,
                 enabling ease of use and high-quality results.$^1$",
  acknowledgement = ack-nhfb,
  articleno =    "24",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kilian:2017:SACa,
  author =       "Martin Kilian and Aron Monszpart and Niloy J. Mitra",
  title =        "String Actuated Curved Folded Surfaces",
  journal =      j-TOG,
  volume =       "36",
  number =       "3",
  pages =        "25:1--25:??",
  month =        jun,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3015460",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:40 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Curved folded surfaces, given their ability to produce
                 elegant freeform shapes by folding flat sheets etched
                 with curved creases, hold a special place in
                 computational Origami. Artists and designers have
                 proposed a wide variety of different fold patterns to
                 create a range of interesting surfaces. The creative
                 process, design, as well as fabrication is usually only
                 concerned with the static surface that emerges once
                 folding has completed. Folding such patterns, however,
                 is difficult as multiple creases have to be folded
                 simultaneously to obtain a properly folded target
                 shape. We introduce string actuated curved folded
                 surfaces that can be shaped by pulling a network of
                 strings, thus, vastly simplifying the process of
                 creating such surfaces and making the folding motion an
                 integral part of the design. Technically, we solve the
                 problem of which surface points to string together and
                 how to actuate them by locally expressing a desired
                 folding path in the space of isometric shape
                 deformations in terms of novel string actuation modes.
                 We demonstrate the validity of our approach by
                 computing string actuation networks for a range of
                 well-known crease patterns and testing their
                 effectiveness on physical prototypes. All the examples
                 in this article can be downloaded for personal use from
                 http://geometry.cs.ucl.ac.uk/projects/2017/string-actuated/.",
  acknowledgement = ack-nhfb,
  articleno =    "25",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Duff:2017:DCUa,
  author =       "Tom Duff",
  title =        "Deep Compositing Using {Lie} Algebras",
  journal =      j-TOG,
  volume =       "36",
  number =       "3",
  pages =        "26:1--26:??",
  month =        jun,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3023386",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:40 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Deep compositing is an important practical tool in
                 creating digital imagery, but there has been little
                 theoretical analysis of the underlying mathematical
                 operators. Motivated by finding a simple formulation of
                 the merging operation on OpenEXR -style deep images, we
                 show that the Porter-Duff over function is the operator
                 of a Lie group. In its corresponding Lie algebra, the
                 splitting and mixing functions that OpenEXR deep
                 merging requires have a particularly simple form.
                 Working in the Lie algebra, we present a novel, simple
                 proof of the uniqueness of the mixing function. The Lie
                 group structure has many more applications, including
                 new, correct resampling algorithms for volumetric
                 images with alpha channels, and a deep image
                 compression technique that outperforms that of
                 OpenEXR.",
  acknowledgement = ack-nhfb,
  articleno =    "26",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Loi:2017:PAEa,
  author =       "Hugo Loi and Thomas Hurtut and Romain Vergne and
                 Joelle Thollot",
  title =        "Programmable {$2$D} Arrangements for Element Texture
                 Design",
  journal =      j-TOG,
  volume =       "36",
  number =       "3",
  pages =        "27:1--27:??",
  month =        jun,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/2983617",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:40 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article introduces a programmable method for
                 designing stationary 2D arrangements for element
                 textures, namely textures made of small geometric
                 elements. These textures are ubiquitous in numerous
                 applications of computer-aided illustration. Previous
                 methods, whether they be example-based or layout-based,
                 lack control and can produce a limited range of
                 possible arrangements. Our approach targets technical
                 artists who will design an arrangement by writing a
                 script. These scripts are using three types of
                 operators: partitioning operators for defining the
                 broad-scale organization of the arrangement, mapping
                 operators for controlling the local organization of
                 elements, and merging operators for mixing different
                 arrangements. These operators are designed so as to
                 guarantee a stationary result, meaning that the
                 produced arrangements will always be repetitive. We
                 show that this simple set of operators is sufficient to
                 reach a much broader variety of arrangements than
                 previous methods. Editing the script leads to
                 predictable changes in the synthesized arrangement,
                 which allows an easy iterative design of complex
                 structures. Finally, our operator set is extensible and
                 can be adapted to application-dependent needs.",
  acknowledgement = ack-nhfb,
  articleno =    "27",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Solomon:2017:BEOa,
  author =       "Justin Solomon and Amir Vaxman and David Bommes",
  title =        "Boundary Element Octahedral Fields in Volumes",
  journal =      j-TOG,
  volume =       "36",
  number =       "3",
  pages =        "28:1--28:??",
  month =        jun,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3065254",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:40 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The computation of smooth fields of orthogonal
                 directions within a volume is a critical step in
                 hexahedral mesh generation, used to guide placement of
                 edges and singularities. While this problem shares
                 high-level structure with surface-based frame field
                 problems, critical aspects are lost when extending to
                 volumes, while new structure from the flat Euclidean
                 metric emerges. Taking these considerations into
                 account, this article presents an algorithm for
                 computing such ``octahedral'' fields. Unlike existing
                 approaches, our formulation achieves infinite
                 resolution in the interior of the volume via the
                 boundary element method (BEM), continuously assigning
                 frames to points in the interior from only a triangle
                 mesh discretization of the boundary. The end result is
                 an orthogonal direction field that can be sampled
                 anywhere inside the mesh, with smooth variation and
                 singular structure in the interior, even with a coarse
                 boundary. We illustrate our computed frames on a number
                 of challenging test geometries. Since the octahedral
                 frame field problem is relatively new, we also
                 contribute a thorough discussion of theoretical and
                 practical challenges unique to this problem.",
  acknowledgement = ack-nhfb,
  articleno =    "28",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2017:LSCa,
  author =       "Libin Liu and Jessica Hodgins",
  title =        "Learning to Schedule Control Fragments for
                 Physics-Based Characters Using Deep {$Q$}-Learning",
  journal =      j-TOG,
  volume =       "36",
  number =       "3",
  pages =        "29:1--29:??",
  month =        jun,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3083723",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:40 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Given a robust control system, physical simulation
                 offers the potential for interactive human characters
                 that move in realistic and responsive ways. In this
                 article, we describe how to learn a scheduling scheme
                 that reorders short control fragments as necessary at
                 runtime to create a control system that can respond to
                 disturbances and allows steering and other user
                 interactions. These schedulers provide robust control
                 of a wide range of highly dynamic behaviors, including
                 walking on a ball, balancing on a bongo board,
                 skateboarding, running, push-recovery, and
                 breakdancing. We show that moderate-sized Q-networks
                 can model the schedulers for these control tasks
                 effectively and that those schedulers can be
                 efficiently learned by the deep Q-learning algorithm.",
  acknowledgement = ack-nhfb,
  articleno =    "29",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Montanari:2017:IGAa,
  author =       "Mattia Montanari and Nik Petrinic and Ettore
                 Barbieri",
  title =        "Improving the {GJK} Algorithm for Faster and More
                 Reliable Distance Queries Between Convex Objects",
  journal =      j-TOG,
  volume =       "36",
  number =       "3",
  pages =        "30:1--30:??",
  month =        jun,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3083724",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:40 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article presents a new version of the
                 Gilbert-Johnson-Keerthi (GJK) algorithm that
                 circumvents the shortcomings introduced by degenerate
                 geometries. The original Johnson algorithm and Backup
                 procedure are replaced by a distance subalgorithm that
                 is faster and accurate to machine precision, thus
                 guiding the GJK algorithm toward a shorter search path
                 in less computing time. Numerical tests demonstrate
                 that this effectively is a more robust procedure. In
                 particular, when the objects are found in contact, the
                 newly proposed subalgorithm runs from 15\% to 30\%
                 times faster than the original one. The improved
                 performance has a significant impact on various
                 applications, such as real-time simulations and
                 collision avoidance systems. Altogether, the main
                 contributions made to the GJK algorithm are faster
                 convergence rate and reduced computational time. These
                 improvements may be easily added into existing
                 implementations; furthermore, engineering applications
                 that require solutions of distance queries to machine
                 precision can now be tackled using the GJK algorithm.",
  acknowledgement = ack-nhfb,
  articleno =    "30",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pirk:2017:UEOa,
  author =       "S{\"o}ren Pirk and Vojtech Krs and Kaimo Hu and Suren
                 Deepak Rajasekaran and Hao Kang and Yusuke Yoshiyasu
                 and Bedrich Benes and Leonidas J. Guibas",
  title =        "Understanding and Exploiting Object Interaction
                 Landscapes",
  journal =      j-TOG,
  volume =       "36",
  number =       "3",
  pages =        "31:1--31:??",
  month =        jun,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3083725",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:40 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Interactions play a key role in understanding objects
                 and scenes for both virtual and real-world agents. We
                 introduce a new general representation for proximal
                 interactions among physical objects that is agnostic to
                 the type of objects or interaction involved. The
                 representation is based on tracking particles on one of
                 the participating objects and then observing them with
                 sensors appropriately placed in the interaction volume
                 or on the interaction surfaces. We show how to
                 factorize these interaction descriptors and project
                 them into a particular participating object so as to
                 obtain a new functional descriptor for that object, its
                 interaction landscape, capturing its observed use in a
                 spatiotemporal framework. Interaction landscapes are
                 independent of the particular interaction and capture
                 subtle dynamic effects in how objects move and behave
                 when in functional use. Our method relates objects
                 based on their function, establishes correspondences
                 between shapes based on functional key points and
                 regions, and retrieves peer and partner objects with
                 respect to an interaction.",
  acknowledgement = ack-nhfb,
  articleno =    "31",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guo:2017:RTGa,
  author =       "Kaiwen Guo and Feng Xu and Tao Yu and Xiaoyang Liu and
                 Qionghai Dai and Yebin Liu",
  title =        "Real-Time Geometry, Albedo, and Motion Reconstruction
                 Using a Single {RGB-D} Camera",
  journal =      j-TOG,
  volume =       "36",
  number =       "3",
  pages =        "32:1--32:??",
  month =        jun,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3083722",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:40 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article proposes a real-time method that uses a
                 single-view RGB-D input (a depth sensor integrated with
                 a color camera) to simultaneously reconstruct a casual
                 scene with a detailed geometry model, surface albedo,
                 per-frame non-rigid motion, and per-frame low-frequency
                 lighting, without requiring any template or motion
                 priors. The key observation is that accurate scene
                 motion can be used to integrate temporal information to
                 recover the precise appearance, whereas the intrinsic
                 appearance can help to establish true correspondence in
                 the temporal domain to recover motion. Based on this
                 observation, we first propose a shading-based scheme to
                 leverage appearance information for motion estimation.
                 Then, using the reconstructed motion, a volumetric
                 albedo fusing scheme is proposed to complete and refine
                 the intrinsic appearance of the scene by incorporating
                 information from multiple frames. Since the two schemes
                 are iteratively applied during recording, the
                 reconstructed appearance and motion become increasingly
                 more accurate. In addition to the reconstruction
                 results, our experiments also show that additional
                 applications can be achieved, such as relighting,
                 albedo editing, and free-viewpoint rendering of a
                 dynamic scene, since geometry, appearance, and motion
                 are all reconstructed by our technique.",
  acknowledgement = ack-nhfb,
  articleno =    "32",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hu:2017:CLSa,
  author =       "Ruizhen Hu and Wenchao Li and Oliver {Van Kaick} and
                 Hui Huang and Melinos Averkiou and Daniel Cohen-Or and
                 Hao Zhang",
  title =        "Co-Locating Style-Defining Elements on {$3$D} Shapes",
  journal =      j-TOG,
  volume =       "36",
  number =       "3",
  pages =        "33:1--33:??",
  month =        jun,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3092817",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:40 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a method for co-locating style-defining
                 elements over a set of 3D shapes. Our goal is to
                 translate high-level style descriptions, such as
                 ``Ming'' or ``European'' for furniture models, into
                 explicit and localized regions over the geometric
                 models that characterize each style. For each style,
                 the set of style-defining elements is defined as the
                 union of all the elements that are able to discriminate
                 the style. Another property of the style-defining
                 elements is that they are frequently occurring,
                 reflecting shape characteristics that appear across
                 multiple shapes of the same style. Given an input set
                 of 3D shapes spanning multiple categories and styles,
                 where the shapes are grouped according to their style
                 labels, we perform a cross-category co-analysis of the
                 shape set to learn and spatially locate a set of
                 defining elements for each style. This is accomplished
                 by first sampling a large number of candidate geometric
                 elements and then iteratively applying feature
                 selection to the candidates, to extract
                 style-discriminating elements until no additional
                 elements can be found. Thus, for each style label, we
                 obtain sets of discriminative elements that together
                 form the superset of defining elements for the style.
                 We demonstrate that the co-location of style-defining
                 elements allows us to solve problems such as style
                 classification, and enables a variety of applications
                 such as style-revealing view selection, style-aware
                 sampling, and style-driven modeling for 3D shapes.",
  acknowledgement = ack-nhfb,
  articleno =    "33",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Paris:2017:CMO,
  author =       "Sylvain Paris",
  title =        "{CoLux}: multi-object {$3$D} micro-motion analysis
                 using speckle imaging",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "34:1--34:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073607",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present CoLux, a novel system for measuring micro
                 3D motion of multiple independently moving objects at
                 macroscopic standoff distances. CoLux is based on
                 speckle imaging, where the scene is illuminated with a
                 coherent light source and imaged with a camera.
                 Coherent light, on interacting with optically rough
                 surfaces, creates a high-frequency speckle pattern in
                 the captured images. The motion of objects results in
                 movement of speckle, which can be measured to estimate
                 the object motion. Speckle imaging is widely used for
                 micro-motion estimation in several applications,
                 including industrial inspection, scientific imaging,
                 and user interfaces (e.g., optical mice). However,
                 current speckle imaging methods are largely limited to
                 measuring 2D motion (parallel to the sensor image
                 plane) of a single rigid object. We develop a novel
                 theoretical model for speckle movement due to
                 multi-object motion, and present a simple technique
                 based on global scale-space speckle motion analysis for
                 measuring small (5--50 microns) compound motion of
                 multiple objects, along all three axes. Using these
                 tools, we develop a method for measuring 3D
                 micro-motion histograms of multiple independently
                 moving objects, without tracking the individual motion
                 trajectories. In order to demonstrate the capabilities
                 of CoLux, we develop a hardware prototype and a
                 proof-of-concept subtle hand gesture recognition system
                 with a broad range of potential applications in user
                 interfaces and interactive computer graphics.",
  acknowledgement = ack-nhfb,
  articleno =    "34",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Iseringhausen:2017:ITS,
  author =       "Julian Iseringhausen and Bastian Goldl{\"u}cke and
                 Nina Pesheva and Stanimir Iliev and Alexander Wender
                 and Martin Fuchs and Matthias B. Hullin",
  title =        "{$4$D} imaging through spray-on optics",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "35:1--35:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073589",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Light fields are a powerful concept in computational
                 imaging and a mainstay in image-based rendering;
                 however, so far their acquisition required either
                 carefully designed and calibrated optical systems
                 (micro-lens arrays), or multi-camera/multi-shot
                 settings. Here, we show that fully calibrated light
                 field data can be obtained from a single ordinary
                 photograph taken through a partially wetted window.
                 Each drop of water produces a distorted view on the
                 scene, and the challenge of recovering the unknown
                 mapping from pixel coordinates to refracted rays in
                 space is a severely underconstrained problem. The key
                 idea behind our solution is to combine ray tracing and
                 low-level image analysis techniques (extraction of 2D
                 drop contours and locations of scene features seen
                 through drops) with state-of-the-art drop shape
                 simulation and an iterative refinement scheme to
                 enforce photo-consistency across features that are seen
                 in multiple views. This novel approach not only
                 recovers a dense pixel-to-ray mapping, but also the
                 refractive geometry through which the scene is
                 observed, to high accuracy. We therefore anticipate
                 that our inherently self-calibrating scheme might also
                 find applications in other fields, for instance in
                 materials science where the wetting properties of
                 liquids on surfaces are investigated.",
  acknowledgement = ack-nhfb,
  articleno =    "35",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xiong:2017:RPI,
  author =       "Jinhui Xiong and Ramzi Idoughi and Andres A.
                 Aguirre-Pablo and Abdulrahman B. Aljedaani and Xiong
                 Dun and Qiang Fu and Sigurdur T. Thoroddsen and
                 Wolfgang Heidrich",
  title =        "Rainbow particle imaging velocimetry for dense {$3$D}
                 fluid velocity imaging",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "36:1--36:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073662",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Despite significant recent progress, dense,
                 time-resolved imaging of complex, non-stationary 3D
                 flow velocities remains an elusive goal. In this work
                 we tackle this problem by extending an established 2D
                 method, Particle Imaging Velocimetry, to three
                 dimensions by encoding depth into color. The encoding
                 is achieved by illuminating the flow volume with a
                 continuum of light planes (a ``rainbow''), such that
                 each depth corresponds to a specific wavelength of
                 light. A diffractive component in the camera optics
                 ensures that all planes are in focus simultaneously.
                 With this setup, a single color camera is sufficient
                 for tracking 3D trajectories of particles by combining
                 2D spatial and 1D color information. For
                 reconstruction, we derive an image formation model for
                 recovering stationary 3D particle positions. 3D
                 velocity estimation is achieved with a variant of 3D
                 optical flow that accounts for both physical
                 constraints as well as the rainbow image formation
                 model. We evaluate our method with both simulations and
                 an experimental prototype setup.",
  acknowledgement = ack-nhfb,
  articleno =    "36",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Achar:2017:ETF,
  author =       "Supreeth Achar and Joseph R. Bartels and William L.
                 `Red' Whittaker and Kiriakos N. Kutulakos and Srinivasa
                 G. Narasimhan",
  title =        "Epipolar time-of-flight imaging",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "37:1--37:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073686",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Consumer time-of-flight depth cameras like Kinect and
                 PMD are cheap, compact and produce video-rate depth
                 maps in short-range applications. In this paper we
                 apply energy-efficient epipolar imaging to the ToF
                 domain to significantly expand the versatility of these
                 sensors: we demonstrate live 3D imaging at over 15 m
                 range outdoors in bright sunlight; robustness to global
                 transport effects such as specular and diffuse
                 inter-reflections---the first live demonstration for
                 this ToF technology; interference-free 3D imaging in
                 the presence of many ToF sensors, even when they are
                 all operating at the same optical wavelength and
                 modulation frequency; and blur-free, distortion-free 3D
                 video in the presence of severe camera shake. We
                 believe these achievements can make such cheap ToF
                 devices broadly applicable in consumer and robotics
                 domains.",
  acknowledgement = ack-nhfb,
  articleno =    "37",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rabinovich:2017:SLIb,
  author =       "Michael Rabinovich and Roi Poranne and Daniele Panozzo
                 and Olga Sorkine-Hornung",
  title =        "Scalable locally injective mappings",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "37:1--37:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126782",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "37a",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shtengel:2017:GOC,
  author =       "Anna Shtengel and Roi Poranne and Olga Sorkine-Hornung
                 and Shahar Z. Kovalsky and Yaron Lipman",
  title =        "Geometric optimization via composite majorization",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "38:1--38:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073618",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many algorithms on meshes require the minimization of
                 composite objectives, i.e., energies that are
                 compositions of simpler parts. Canonical examples
                 include mesh parameterization and deformation. We
                 propose a second order optimization approach that
                 exploits this composite structure to efficiently
                 converge to a local minimum. Our main observation is
                 that a convex-concave decomposition of the energy
                 constituents is simple and readily available in many
                 cases of practical relevance in graphics. We utilize
                 such convex-concave decompositions to define a tight
                 convex majorizer of the energy, which we employ as a
                 convex second order approximation of the objective
                 function. In contrast to existing approaches that
                 largely use only local convexification, our method is
                 able to take advantage of a more global view on the
                 energy landscape. Our experiments on triangular meshes
                 demonstrate that our approach outperforms the state of
                 the art on standard problems in geometry processing,
                 and potentially provide a unified framework for
                 developing efficient geometric optimization
                 algorithms.",
  acknowledgement = ack-nhfb,
  articleno =    "38",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mandad:2017:VMT,
  author =       "Manish Mandad and David Cohen-Steiner and Leif Kobbelt
                 and Pierre Alliez and Mathieu Desbrun",
  title =        "Variance-minimizing transport plans for inter-surface
                 mapping",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "39:1--39:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073671",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce an efficient computational method for
                 generating dense and low distortion maps between two
                 arbitrary surfaces of same genus. Instead of relying on
                 semantic correspondences or surface parameterization,
                 we directly optimize a variance-minimizing transport
                 plan between two input surfaces that defines an
                 as-conformal-as-possible inter-surface map satisfying a
                 user-prescribed bound on area distortion. The transport
                 plan is computed via two alternating convex
                 optimizations, and is shown to minimize a generalized
                 Dirichlet energy of both the map and its inverse.
                 Computational efficiency is achieved through a
                 coarse-to-fine approach in diffusion geometry, with
                 Sinkhorn iterations modified to enforce bounded area
                 distortion. The resulting inter-surface mapping
                 algorithm applies to arbitrary shapes robustly, with
                 little to no user interaction.",
  acknowledgement = ack-nhfb,
  articleno =    "39",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{DeGoes:2017:RKS,
  author =       "Fernando {De Goes} and Doug L. James",
  title =        "Regularized kelvinlets: sculpting brushes based on
                 fundamental solutions of elasticity",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "40:1--40:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073595",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a new technique for real-time physically
                 based volume sculpting of virtual elastic materials.
                 Our formulation is based on the elastic response to
                 localized force distributions associated with common
                 modeling primitives such as grab, scale, twist, and
                 pinch. The resulting brush-like displacements
                 correspond to the regularization of fundamental
                 solutions of linear elasticity in infinite 2D and 3D
                 media. These deformations thus provide the realism and
                 plausibility of volumetric elasticity, and the
                 interactivity of closed-form analytical solutions. To
                 finely control our elastic deformations, we also
                 construct compound brushes with arbitrarily fast
                 spatial decay. Furthermore, pointwise constraints can
                 be imposed on the displacement field and its
                 derivatives via a single linear solve. We demonstrate
                 the versatility and efficiency of our method with
                 multiple examples of volume sculpting and image
                 editing.",
  acknowledgement = ack-nhfb,
  articleno =    "40",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Peng:2017:DDL,
  author =       "Xue Bin Peng and Glen Berseth and Kangkang Yin and
                 Michiel {Van De Panne}",
  title =        "{DeepLoco}: dynamic locomotion skills using
                 hierarchical deep reinforcement learning",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "41:1--41:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073602",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Learning physics-based locomotion skills is a
                 difficult problem, leading to solutions that typically
                 exploit prior knowledge of various forms. In this paper
                 we aim to learn a variety of environment-aware
                 locomotion skills with a limited amount of prior
                 knowledge. We adopt a two-level hierarchical control
                 framework. First, low-level controllers are learned
                 that operate at a fine timescale and which achieve
                 robust walking gaits that satisfy stepping-target and
                 style objectives. Second, high-level controllers are
                 then learned which plan at the timescale of steps by
                 invoking desired step targets for the low-level
                 controller. The high-level controller makes decisions
                 directly based on high-dimensional inputs, including
                 terrain maps or other suitable representations of the
                 surroundings. Both levels of the control policy are
                 trained using deep reinforcement learning. Results are
                 demonstrated on a simulated 3D biped. Low-level
                 controllers are learned for a variety of motion styles
                 and demonstrate robustness with respect to force-based
                 disturbances, terrain variations, and style
                 interpolation. High-level controllers are demonstrated
                 that are capable of following trails through terrains,
                 dribbling a soccer ball towards a target location, and
                 navigating through static or dynamic obstacles.",
  acknowledgement = ack-nhfb,
  articleno =    "41",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Holden:2017:PFN,
  author =       "Daniel Holden and Taku Komura and Jun Saito",
  title =        "Phase-functioned neural networks for character
                 control",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "42:1--42:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073663",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a real-time character control mechanism
                 using a novel neural network architecture called a
                 Phase-Functioned Neural Network. In this network
                 structure, the weights are computed via a cyclic
                 function which uses the phase as an input. Along with
                 the phase, our system takes as input user controls, the
                 previous state of the character, the geometry of the
                 scene, and automatically produces high quality motions
                 that achieve the desired user control. The entire
                 network is trained in an end-to-end fashion on a large
                 dataset composed of locomotion such as walking,
                 running, jumping, and climbing movements fitted into
                 virtual environments. Our system can therefore
                 automatically produce motions where the character
                 adapts to different geometric environments such as
                 walking and running over rough terrain, climbing over
                 large rocks, jumping over obstacles, and crouching
                 under low ceilings. Our network architecture produces
                 higher quality results than time-series autoregressive
                 models such as LSTMs as it deals explicitly with the
                 latent variable of motion relating to the phase. Once
                 trained, our system is also extremely fast and compact,
                 requiring only milliseconds of execution time and a few
                 megabytes of memory, even when trained on gigabytes of
                 motion data. Our work is most appropriate for
                 controlling characters in interactive scenes such as
                 computer games and virtual reality systems.",
  acknowledgement = ack-nhfb,
  articleno =    "42",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2017:LSCb,
  author =       "Libin Liu and Jessica Hodgins",
  title =        "Learning to schedule control fragments for
                 physics-based characters using deep {$Q$}-learning",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "42:1--42:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126784",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "42a",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Naderi:2017:DSH,
  author =       "Kourosh Naderi and Joose Rajam{\"a}ki and Perttu
                 H{\"a}m{\"a}l{\"a}inen",
  title =        "Discovering and synthesizing humanoid climbing
                 movements",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "43:1--43:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073707",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper addresses the problem of offline path and
                 movement planning for wall climbing humanoid agents. We
                 focus on simulating bouldering, i.e. climbing short
                 routes with diverse moves, although we also demonstrate
                 our system on a longer wall. Our approach combines a
                 graph-based high-level path planner with low-level
                 sampling-based optimization of climbing moves. Although
                 the planning problem is complex, our system produces
                 plausible solutions to bouldering problems (short
                 climbing routes) in less than a minute. We further
                 utilize a k-shortest paths approach, which enables the
                 system to discover alternative paths --- in climbing,
                 alternative strategies often exist, and what might be
                 optimal for one climber could be impossible for others
                 due to individual differences in strength, flexibility,
                 and reach. We envision our system could be used, e.g.
                 in learning a climbing strategy, or as a test and
                 evaluation tool for climbing route designers. To the
                 best of our knowledge, this is the first paper to solve
                 and simulate rich humanoid wall climbing, where more
                 than one limb can move at the same time, and limbs can
                 also hang free for balance or use wall friction in
                 addition to predefined holds.",
  acknowledgement = ack-nhfb,
  articleno =    "43",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guo:2017:RTGb,
  author =       "Kaiwen Guo and Feng Xu and Tao Yu and Xiaoyang Liu and
                 Qionghai Dai and Yebin Liu",
  title =        "Real-time geometry, albedo and motion reconstruction
                 using a single {RGBD} camera",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "44:1--44:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126786",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "44a",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mehta:2017:VRT,
  author =       "Dushyant Mehta and Srinath Sridhar and Oleksandr
                 Sotnychenko and Helge Rhodin and Mohammad Shafiei and
                 Hans-Peter Seidel and Weipeng Xu and Dan Casas and
                 Christian Theobalt",
  title =        "{VNect}: real-time {$3$D} human pose estimation with a
                 single {RGB} camera",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "44:1--44:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073596",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present the first real-time method to capture the
                 full global 3D skeletal pose of a human in a stable,
                 temporally consistent manner using a single RGB camera.
                 Our method combines a new convolutional neural network
                 (CNN) based pose regressor with kinematic skeleton
                 fitting. Our novel fully-convolutional pose formulation
                 regresses 2D and 3D joint positions jointly in real
                 time and does not require tightly cropped input frames.
                 A real-time kinematic skeleton fitting method uses the
                 CNN output to yield temporally stable 3D global pose
                 reconstructions on the basis of a coherent kinematic
                 skeleton. This makes our approach the first monocular
                 RGB method usable in real-time applications such as 3D
                 character control---thus far, the only monocular
                 methods for such applications employed specialized
                 RGB-D cameras. Our method's accuracy is quantitatively
                 on par with the best offline 3D monocular RGB pose
                 estimation methods. Our results are qualitatively
                 comparable to, and sometimes better than, results from
                 monocular RGB-D approaches, such as the Kinect.
                 However, we show that our approach is more broadly
                 applicable than RGB-D solutions, i.e., it works for
                 outdoor scenes, community videos, and low quality
                 commodity RGB cameras.",
  acknowledgement = ack-nhfb,
  articleno =    "44",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2017:MSA,
  author =       "Xiao Li and Yue Dong and Pieter Peers and Xin Tong",
  title =        "Modeling surface appearance from a single photograph
                 using self-augmented convolutional neural networks",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "45:1--45:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073641",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a convolutional neural network (CNN) based
                 solution for modeling physically plausible spatially
                 varying surface reflectance functions (SVBRDF) from a
                 single photograph of a planar material sample under
                 unknown natural illumination. Gathering a sufficiently
                 large set of labeled training pairs consisting of
                 photographs of SVBRDF samples and corresponding
                 reflectance parameters, is a difficult and arduous
                 process. To reduce the amount of required labeled
                 training data, we propose to leverage the appearance
                 information embedded in unlabeled images of spatially
                 varying materials to self-augment the training process.
                 Starting from an initial approximative network obtained
                 from a small set of labeled training pairs, we estimate
                 provisional model parameters for each unlabeled
                 training exemplar. Given this provisional reflectance
                 estimate, we then synthesize a novel temporary labeled
                 training pair by rendering the exact corresponding
                 image under a new lighting condition. After refining
                 the network using these additional training samples, we
                 re-estimate the provisional model parameters for the
                 unlabeled data and repeat the self-augmentation process
                 until convergence. We demonstrate the efficacy of the
                 proposed network structure on spatially varying wood,
                 metals, and plastics, as well as thoroughly validate
                 the effectiveness of the self-augmentation training
                 process.",
  acknowledgement = ack-nhfb,
  articleno =    "45",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Waechter:2017:VRNb,
  author =       "Michael Waechter and Mate Beljan and Simon Fuhrmann
                 and Nils Moehrle and Johannes Kopf and Michael
                 Goesele",
  title =        "Virtual rephotography: novel view prediction error for
                 {$3$D} reconstruction",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "45:1--45:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126787",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "45a",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Badki:2017:CZF,
  author =       "Abhishek Badki and Orazio Gallo and Jan Kautz and
                 Pradeep Sen",
  title =        "Computational zoom: a framework for post-capture image
                 composition",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "46:1--46:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073687",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Capturing a picture that ``tells a story'' requires
                 the ability to create the right composition. The two
                 most important parameters controlling composition are
                 the camera position and the focal length of the lens.
                 The traditional paradigm is for a photographer to
                 mentally visualize the desired picture, select the
                 capture parameters to produce it, and finally take the
                 photograph, thus committing to a particular
                 composition. We propose to change this paradigm. To do
                 this, we introduce computational zoom, a framework that
                 allows a photographer to manipulate several aspects of
                 composition in post-processing from a stack of pictures
                 captured at different distances from the scene. We
                 further define a multi-perspective camera model that
                 can generate compositions that are not physically
                 attainable, thus extending the photographer's control
                 over factors such as the relative size of objects at
                 different depths and the sense of depth of the picture.
                 We show several applications and results of the
                 proposed computational zoom framework.",
  acknowledgement = ack-nhfb,
  articleno =    "46",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Serrano:2017:MEC,
  author =       "Ana Serrano and Vincent Sitzmann and Jaime Ruiz-Borau
                 and Gordon Wetzstein and Diego Gutierrez and Belen
                 Masia",
  title =        "Movie editing and cognitive event segmentation in
                 virtual reality video",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "47:1--47:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073668",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Traditional cinematography has relied for over a
                 century on a well-established set of editing rules,
                 called continuity editing, to create a sense of
                 situational continuity. Despite massive changes in
                 visual content across cuts, viewers in general
                 experience no trouble perceiving the discontinuous flow
                 of information as a coherent set of events. However,
                 Virtual Reality (VR) movies are intrinsically different
                 from traditional movies in that the viewer controls the
                 camera orientation at all times. As a consequence,
                 common editing techniques that rely on camera
                 orientations, zooms, etc., cannot be used. In this
                 paper we investigate key relevant questions to
                 understand how well traditional movie editing carries
                 over to VR, such as: Does the perception of continuity
                 hold across edit boundaries? Under which conditions?
                 Does viewers' observational behavior change after the
                 cuts? To do so, we rely on recent cognition studies and
                 the event segmentation theory, which states that our
                 brains segment continuous actions into a series of
                 discrete, meaningful events. We first replicate one of
                 these studies to assess whether the predictions of such
                 theory can be applied to VR. We next gather gaze data
                 from viewers watching VR videos containing different
                 edits with varying parameters, and provide the first
                 systematic analysis of viewers' behavior and the
                 perception of continuity in VR. From this analysis we
                 make a series of relevant findings; for instance, our
                 data suggests that predictions from the cognitive event
                 segmentation theory are useful guides for VR editing;
                 that different types of edits are equally well
                 understood in terms of continuity; and that spatial
                 misalignments between regions of interest at the edit
                 boundaries favor a more exploratory behavior even after
                 viewers have fixated on a new region of interest. In
                 addition, we propose a number of metrics to describe
                 viewers' attentional behavior in VR. We believe the
                 insights derived from our work can be useful as
                 guidelines for VR content creation.",
  acknowledgement = ack-nhfb,
  articleno =    "47",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Durupinar:2017:PPAb,
  author =       "Funda Durupinar and Mubbasir Kapadia and Susan Deutsch
                 and Michael Neff and Norman I. Badler",
  title =        "{Perform}: perceptual approach for adding {OCEAN}
                 personality to human motion using laban movement
                 analysis",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "48:1--48:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126789",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "48a",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Koyama:2017:SLS,
  author =       "Yuki Koyama and Issei Sato and Daisuke Sakamoto and
                 Takeo Igarashi",
  title =        "Sequential line search for efficient visual design
                 optimization by crowds",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "48:1--48:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073598",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Parameter tweaking is a common task in various design
                 scenarios. For example, in color enhancement of
                 photographs, designers tweak multiple parameters such
                 as ``brightness'' and ``contrast'' to obtain the best
                 visual impression. Adjusting one parameter is easy;
                 however, if there are multiple correlated parameters,
                 the task becomes much more complex, requiring many
                 trials and a large cognitive load. To address this
                 problem, we present a novel extension of Bayesian
                 optimization techniques, where the system decomposes
                 the entire parameter tweaking task into a sequence of
                 one-dimensional line search queries that are easy for
                 human to perform by manipulating a single slider. In
                 addition, we present a novel concept called
                 crowd-powered visual design optimizer, which queries
                 crowd workers, and provide a working implementation of
                 this concept. Our single-slider manipulation microtask
                 design for crowdsourcing accelerates the convergence of
                 the optimization relative to existing comparison-based
                 microtask designs. We applied our framework to two
                 different design domains: photo color enhancement and
                 material BRDF design, and thereby showed its
                 applicability to various design domains.",
  acknowledgement = ack-nhfb,
  articleno =    "48",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Smith:2017:UIA,
  author =       "Harrison Jesse Smith and Michael Neff",
  title =        "Understanding the impact of animated gesture
                 performance on personality perceptions",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "49:1--49:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073697",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Applications such as virtual tutors, games, and
                 natural interfaces increasingly require animated
                 characters to take on social roles while interacting
                 with humans. The effectiveness of these applications
                 depends on our ability to control the social presence
                 of characters, including their personality.
                 Understanding how movement impacts the perception of
                 personality allows us to generate characters more
                 capable of fulfilling this social role. The two studies
                 described herein focus on gesture as a key component of
                 social communication and examine how a set of gesture
                 edits, similar to the types of changes that occur
                 during motion warping, impact the perceived personality
                 of the character. Surprisingly, when based on
                 thin-slice gesture data, people's judgments of
                 character personality mainly fall in a 2D subspace
                 rather than independently impacting the full set of
                 traits in the standard Big Five model of personality.
                 These two dimensions are plasticity, which includes
                 extraversion and openness, and stability, which
                 includes emotional stability, agreeableness, and
                 conscientiousness. A set of motion properties is
                 experimentally determined that impacts each of these
                 two traits. We show that when these properties are
                 systematically edited in new gesture sequences, we can
                 independently influence the character's perceived
                 stability and plasticity (and the corresponding Big
                 Five traits), to generate distinctive personalities. We
                 identify motion adjustments salient to each judgment
                 and, in a series of perceptual studies, repeatedly
                 generate four distinctly perceived personalities. The
                 effects extend to novel gesture sequences and character
                 meshes, and even largely persist in the presence of
                 accompanying speech. This paper furthers our
                 understanding of how gesture can be used to control the
                 perception of personality and suggests both the
                 potential and possible limits of motion editing
                 approaches.",
  acknowledgement = ack-nhfb,
  articleno =    "49",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Arabadzhiyska:2017:SLP,
  author =       "Elena Arabadzhiyska and Okan Tarhan Tursun and Karol
                 Myszkowski and Hans-Peter Seidel and Piotr Didyk",
  title =        "Saccade landing position prediction for
                 gaze-contingent rendering",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "50:1--50:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073642",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Gaze-contingent rendering shows promise in improving
                 perceived quality by providing a better match between
                 image quality and the human visual system requirements.
                 For example, information about fixation allows
                 rendering quality to be reduced in peripheral vision,
                 and the additional resources can be used to improve the
                 quality in the foveal region. Gaze-contingent rendering
                 can also be used to compensate for certain limitations
                 of display devices, such as reduced dynamic range or
                 lack of accommodation cues. Despite this potential and
                 the recent drop in the prices of eye trackers, the
                 adoption of such solutions is hampered by system
                 latency which leads to a mismatch between image quality
                 and the actual gaze location. This is especially
                 apparent during fast saccadic movements when the
                 information about gaze location is significantly
                 delayed, and the quality mismatch can be noticed. To
                 address this problem, we suggest a new way of updating
                 images in gaze-contingent rendering during saccades.
                 Instead of rendering according to the current gaze
                 position, our technique predicts where the saccade is
                 likely to end and provides an image for the new
                 fixation location as soon as the prediction is
                 available. While the quality mismatch during the
                 saccade remains unnoticed due to saccadic suppression,
                 a correct image for the new fixation is provided before
                 the fixation is established. This paper describes the
                 derivation of a model for predicting saccade landing
                 positions and demonstrates how it can be used in the
                 context of gaze-contingent rendering to reduce the
                 influence of system latency on the perceived quality.
                 The technique is validated in a series of experiments
                 for various combinations of display frame rate and
                 eye-tracker sampling rate.",
  acknowledgement = ack-nhfb,
  articleno =    "50",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hu:2017:CLSb,
  author =       "Ruizhen Hu and Wenchao Li and Oliver {Van Kaick} and
                 Hui Huang and Melinos Averkiou and Daniel Cohen-Or and
                 Hao Zhang",
  title =        "Co-locating style-defining elements on {$3$D} shapes",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "50:1--50:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126791",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "50a",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhu:2017:DDS,
  author =       "Chenyang Zhu and Renjiao Yi and Wallace Lira and
                 Ibraheem Alhashim and Kai Xu and Hao Zhang",
  title =        "Deformation-driven shape correspondence via shape
                 recognition",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "51:1--51:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073613",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many approaches to shape comparison and recognition
                 start by establishing a shape correspondence. We ``turn
                 the table'' and show that quality shape correspondences
                 can be obtained by performing many shape recognition
                 tasks. What is more, the method we develop computes a
                 fine-grained, topology-varying part correspondence
                 between two 3D shapes where the core evaluation
                 mechanism only recognizes shapes globally. This is made
                 possible by casting the part correspondence problem in
                 a deformation-driven framework and relying on a
                 data-driven ``deformation energy'' which rates visual
                 similarity between deformed shapes and models from a
                 shape repository. Our basic premise is that if a
                 correspondence between two chairs (or airplanes,
                 bicycles, etc.) is correct, then a reasonable
                 deformation between the two chairs anchored on the
                 correspondence ought to produce plausible,
                 ``chair-like'' in-between shapes. Given two 3D shapes
                 belonging to the same category, we perform a top-down,
                 hierarchical search for part correspondences. For a
                 candidate correspondence at each level of the search
                 hierarchy, we deform one input shape into the other,
                 while respecting the correspondence, and rate the
                 correspondence based on how well the resulting deformed
                 shapes resemble other shapes from ShapeNet belonging to
                 the same category as the inputs. The resemblance, i.e.,
                 plausibility, is measured by comparing multi-view depth
                 images over category-specific features learned for the
                 various shape categories. We demonstrate clear
                 improvements over state-of-the-art approaches through
                 tests covering extensive sets of man-made models with
                 rich geometric and topological variations.",
  acknowledgement = ack-nhfb,
  articleno =    "51",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2017:GGR,
  author =       "Jun Li and Kai Xu and Siddhartha Chaudhuri and Ersin
                 Yumer and Hao Zhang and Leonidas Guibas",
  title =        "{GRASS}: generative recursive autoencoders for shape
                 structures",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "52:1--52:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073637",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a novel neural network architecture for
                 encoding and synthesis of 3D shapes, particularly their
                 structures. Our key insight is that 3D shapes are
                 effectively characterized by their hierarchical
                 organization of parts, which reflects fundamental
                 intra-shape relationships such as adjacency and
                 symmetry. We develop a recursive neural net (RvNN)
                 based autoencoder to map a flat, unlabeled, arbitrary
                 part layout to a compact code. The code effectively
                 captures hierarchical structures of man-made 3D objects
                 of varying structural complexities despite being
                 fixed-dimensional: an associated decoder maps a code
                 back to a full hierarchy. The learned bidirectional
                 mapping is further tuned using an adversarial setup to
                 yield a generative model of plausible structures, from
                 which novel structures can be sampled. Finally, our
                 structure synthesis framework is augmented by a second
                 trained module that produces fine-grained part
                 geometry, conditioned on global and local structural
                 context, leading to a full generative pipeline for 3D
                 shapes. We demonstrate that without supervision, our
                 network learns meaningful structural hierarchies
                 adhering to perceptual grouping principles, produces
                 compact codes which enable applications such as shape
                 classification and partial matching, and supports shape
                 synthesis and interpolation with significant variations
                 in topology and geometry.",
  acknowledgement = ack-nhfb,
  articleno =    "52",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pirk:2017:UEOb,
  author =       "S{\"o}ren Pirk and Vojtech Krs and Kaimo Hu and Suren
                 Deepak Rajasekaran and Hao Kang and Yusuke Yoshiyasu
                 and Bedrich Benes and Leonidas J. Guibas",
  title =        "Understanding and exploiting object interaction
                 landscapes",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "52:1--52:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126793",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "52b",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schulz:2017:RPSb,
  author =       "Adriana Schulz and Ariel Shamir and Ilya Baran and
                 David I. W. Levin and Pitchaya Sitthi-Amorn and
                 Wojciech Matusik",
  title =        "Retrieval on parametric shape collections",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "52:1--52:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126792",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "52a",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2017:EBD,
  author =       "Hongyi Xu and Jernej Barbic",
  title =        "Example-based damping design",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "53:1--53:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073631",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "To date, material modeling in physically based
                 computer animation has largely focused on mass and
                 stiffness material properties. However, deformation
                 dynamics is largely affected also by the damping
                 properties. In this paper, we propose an interactive
                 design method for nonlinear isotropic and anisotropic
                 damping of complex three-dimensional solids simulated
                 using the Finite Element Method (FEM). We first give a
                 damping design method and interface whereby the user
                 can set the damping properties so that motion aligned
                 with each of a few chosen example deformations is
                 damped by an independently prescribed amount, whereas
                 the rest of the deformation space follows standard
                 Rayleigh damping, or any viscous damping. Next, we
                 demonstrate how to design nonlinear damping that
                 depends on the magnitude of the deformation along each
                 example deformation, by editing a single spline curve
                 for each example deformation. Our user interface
                 enables an art-directed and intuitive approach to
                 controlling damping in solid simulations. We
                 mathematically prove that our nonlinear anisotropic
                 damping generalizes the frequency-dependent Caughey
                 damping model, when starting from the Rayleigh damping.
                 Finally, we give an inverse design method whereby the
                 damping curve parameters can be inferred automatically
                 from high-level user input, such as the amount of
                 amplitude loss in one oscillation cycle along each of
                 the chosen example deformations. To minimize numerical
                 damping for implicit integration, we introduce an
                 accurate and stable implicit integrator, which removes
                 spurious high-frequency oscillations while only
                 introducing a minimal amount of numerical damping. Our
                 damping can generate effects not possible with previous
                 methods, such as controllable nonlinear decaying
                 envelopes whereby large deformations are damped faster
                 or slower than small deformations, and damping
                 anisotropic effects. We also fit our damping to videos
                 of real-world objects undergoing large deformations,
                 capturing their nonlinear and anisotropic damping
                 dynamics.",
  acknowledgement = ack-nhfb,
  articleno =    "53",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2017:DDP,
  author =       "Meekyoung Kim and Gerard Pons-Moll and Sergi Pujades
                 and Seungbae Bang and Jinwook Kim and Michael J. Black
                 and Sung-Hee Lee",
  title =        "Data-driven physics for human soft tissue animation",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "54:1--54:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073685",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Data driven models of human poses and soft-tissue
                 deformations can produce very realistic results, but
                 they only model the visible surface of the human body
                 and cannot create skin deformation due to interactions
                 with the environment. Physical simulations can
                 generalize to external forces, but their parameters are
                 difficult to control. In this paper, we present a
                 layered volumetric human body model learned from data.
                 Our model is composed of a data-driven inner layer and
                 a physics-based external layer. The inner layer is
                 driven with a volumetric statistical body model
                 (VSMPL). The soft tissue layer consists of a
                 tetrahedral mesh that is driven using the finite
                 element method (FEM). Model parameters, namely the
                 segmentation of the body into layers and the soft
                 tissue elasticity, are learned directly from 4D
                 registrations of humans exhibiting soft tissue
                 deformations. The learned two layer model is a
                 realistic full-body avatar that generalizes to novel
                 motions and external forces. Experiments show that the
                 resulting avatars produce realistic results on held out
                 sequences and react to external forces. Moreover, the
                 model supports the retargeting of physical properties
                 from one avatar when they share the same topology.",
  acknowledgement = ack-nhfb,
  articleno =    "54",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Koschier:2017:REF,
  author =       "Dan Koschier and Jan Bender and Nils Thuerey",
  title =        "Robust {eXtended} finite elements for complex cutting
                 of deformables",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "55:1--55:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073666",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper we present a robust remeshing-free
                 cutting algorithm on the basis of the eXtended Finite
                 Element Method (XFEM) and fully implicit time
                 integration. One of the most crucial points of the XFEM
                 is that integrals over discontinuous polynomials have
                 to be computed on subdomains of the polyhedral
                 elements. Most existing approaches construct a
                 cut-aligned auxiliary mesh for integration. In
                 contrast, we propose a cutting algorithm that includes
                 the construction of specialized quadrature rules for
                 each dissected element without the requirement to
                 explicitly represent the arising subdomains. Moreover,
                 we solve the problem of ill-conditioned or even
                 numerically singular solver matrices during time
                 integration using a novel algorithm that constrains
                 non-contributing degrees of freedom (DOFs) and
                 introduce a preconditioner that efficiently reuses the
                 constructed quadrature weights. Our method is
                 particularly suitable for fine structural cutting as it
                 decouples the added number of DOFs from the cut's
                 geometry and correctly preserves geometry and physical
                 properties by accurate integration. Due to the implicit
                 time integration these fine features can still be
                 simulated robustly using large time steps. As opposed
                 to this, the vast majority of existing approaches
                 either use remeshing or element duplication. Remeshing
                 based methods are able to correctly preserve physical
                 quantities but strongly couple cut geometry and mesh
                 resolution leading to an unnecessary large number of
                 additional DOFs. Element duplication based approaches
                 keep the number of additional DOFs small but fail at
                 correct conservation of mass and stiffness properties.
                 We verify consistency and robustness of our approach on
                 simple and reproducible academic examples while
                 stability and applicability are demonstrated in large
                 scenarios with complex and fine structural cutting.",
  acknowledgement = ack-nhfb,
  articleno =    "55",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fei:2017:MSM,
  author =       "Yun (Raymond) Fei and Henrique Teles Maia and
                 Christopher Batty and Changxi Zheng and Eitan
                 Grinspun",
  title =        "A multi-scale model for simulating liquid-hair
                 interactions",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "56:1--56:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073630",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The diverse interactions between hair and liquid are
                 complex and span multiple length scales, yet are
                 central to the appearance of humans and animals in many
                 situations. We therefore propose a novel
                 multi-component simulation framework that treats many
                 of the key physical mechanisms governing the dynamics
                 of wet hair. The foundations of our approach are a
                 discrete rod model for hair and a particle-in-cell
                 model for fluids. To treat the thin layer of liquid
                 that clings to the hair, we augment each hair strand
                 with a height field representation. Our contribution is
                 to develop the necessary physical and numerical models
                 to evolve this new system and the interactions among
                 its components. We develop a new reduced-dimensional
                 liquid model to solve the motion of the liquid along
                 the length of each hair, while accounting for its
                 moving reference frame and influence on the hair
                 dynamics. We derive a faithful model for surface
                 tension-induced cohesion effects between adjacent
                 hairs, based on the geometry of the liquid bridges that
                 connect them. We adopt an empirically-validated drag
                 model to treat the effects of coarse-scale interactions
                 between hair and surrounding fluid, and propose new
                 volume-conserving dripping and absorption strategies to
                 transfer liquid between the reduced and
                 particle-in-cell liquid representations. The synthesis
                 of these techniques yields an effective wet hair
                 simulator, which we use to animate hair flipping, an
                 animal shaking itself dry, a spinning car wash roller
                 brush dunked in liquid, and intricate hair coalescence
                 effects, among several additional scenarios.",
  acknowledgement = ack-nhfb,
  articleno =    "56",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Calderon:2017:BPS,
  author =       "St{\'e}phane Calderon and Tamy Boubekeur",
  title =        "Bounding proxies for shape approximation",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "57:1--57:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073714",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many computer graphics applications use simpler yet
                 faithful approximations of complex shapes to conduct
                 reliably part of their computations. Some tasks, such
                 as physical simulation, collision detection, occlusion
                 queries or free-form deformation, require the simpler
                 proxy to strictly enclose the input shape. While there
                 are algorithms that can output such bounding proxies on
                 simple input shapes, most of them fail at generating a
                 proper coarse approximant on real-world complex shapes,
                 which may contain multiple components and have a high
                 genus. We advocate that, before reducing the number of
                 primitives to describe a shape, one needs to regularize
                 it while maintaining the strict enclosing property, to
                 avoid any geometric aliasing that makes the decimation
                 unreliable. Depending on the scale of the desired
                 approximation, the topology of the shape itself may
                 indeed have to be first simplified, to let the
                 subsequent geometric optimization be free from
                 topological locks. We propose a new bounding shape
                 approximation algorithm which takes as input an
                 arbitrary surface mesh, with potentially complex
                 multi-component structures, and generates automatically
                 a bounding proxy which is tightened on the input and
                 can match even the coarsest levels of approximation. To
                 sustain the nonlinear approximation process that may
                 eventually abstract both geometry and topology, we
                 propose to use an intermediate regularized
                 representation in the form of a shape closing, computed
                 in real time using a new fast morphological framework
                 designed for efficient parallel execution. Once the
                 desired level of approximation is reached in the shape
                 closing, a coarse, tight and bounding polygonization of
                 the proxy geometry is extracted using an adaptive
                 meshing scheme. Our underlying representation is both
                 geometry- and topology-adaptive and can be optionally
                 controlled accurately by a user, through sizing and
                 orientation fields, yielding an intuitive brush
                 metaphor within an interactive proxy design
                 environment. We provide extensive experiments on
                 various kinds of input meshes and illustrate the
                 potential applications of our method in scenarios that
                 benefit greatly from coarse, tight bounding substitutes
                 to the actual high resolution geometry of the original
                 3D model, including freeform deformation, physical
                 simulation and level of detail generation for
                 rendering.",
  acknowledgement = ack-nhfb,
  articleno =    "57",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Prada:2017:SAP,
  author =       "Fabi{\'a}n Prada and Misha Kazhdan and Ming Chuang and
                 Alvaro Collet and Hugues Hoppe",
  title =        "Spatiotemporal atlas parameterization for evolving
                 meshes",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "58:1--58:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073679",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We convert a sequence of unstructured textured meshes
                 into a mesh with incrementally changing connectivity
                 and atlas parameterization. Like prior work on surface
                 tracking, we seek temporally coherent mesh connectivity
                 to enable efficient representation of surface geometry
                 and texture. Like recent work on evolving meshes, we
                 pursue local remeshing to permit tracking over long
                 sequences containing significant deformations or
                 topological changes. Our main contribution is to show
                 that both goals are realizable within a common
                 framework that simultaneously evolves both the set of
                 mesh triangles and the parametric map. Sparsifying the
                 remeshing operations allows the formation of large
                 spatiotemporal texture charts. These charts are packed
                 as prisms into a 3D atlas for a texture video. Reducing
                 tracking drift using mesh-based optical flow helps
                 improve compression of the resulting video stream.",
  acknowledgement = ack-nhfb,
  articleno =    "58",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Corman:2017:FCIb,
  author =       "Etienne Corman and Justin Solomon and Mirela Ben-Chen
                 and Leonidas Guibas and Maks Ovsjanikov",
  title =        "Functional characterization of intrinsic and extrinsic
                 geometry",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "59:1--59:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126796",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "59a",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gori:2017:FDC,
  author =       "Giorgio Gori and Alla Sheffer and Nicholas Vining and
                 Enrique Rosales and Nathan Carr and Tao Ju",
  title =        "{FlowRep}: descriptive curve networks for free-form
                 design shapes",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "59:1--59:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073639",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present FlowRep, an algorithm for extracting
                 descriptive compact 3D curve networks from meshes of
                 free-form man-made shapes. We infer the desired compact
                 curve network from complex 3D geometries by using a
                 series of insights derived from perception, computer
                 graphics, and design literature. These sources suggest
                 that visually descriptive networks are
                 cycle-descriptive, i.e their cycles unambiguously
                 describe the geometry of the surface patches they
                 surround. They also indicate that such networks are
                 designed to be projectable, or easy to envision when
                 observed from a static general viewpoint; in other
                 words, 2D projections of the network should be strongly
                 indicative of its 3D geometry. Research suggests that
                 both properties are best achieved by using networks
                 dominated by flowlines, surface curves aligned with
                 principal curvature directions across anisotropic
                 regions and strategically extended across
                 sharp-features and isotropic areas. Our algorithm
                 leverages these observation in the construction of a
                 compact descriptive curve network. Starting with a
                 curvature aligned quad dominant mesh we first extract
                 sequences of mesh edges that form long, well-shaped and
                 reliable flowlines by leveraging directional similarity
                 between nearby meaningful flowline directions We then
                 use a compact subset of the extracted flowlines and the
                 model's sharp-feature, or trim, curves to form a
                 sparse, projectable network which describes the
                 underlying surface. We validate our method by
                 demonstrating a range of networks computed from diverse
                 inputs, using them for surface reconstruction, and
                 showing extensive comparisons with prior work and
                 artist generated networks.",
  acknowledgement = ack-nhfb,
  articleno =    "59",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mellado:2017:CPS,
  author =       "Nicolas Mellado and David Vanderhaeghe and Charlotte
                 Hoarau and Sidonie Christophe and Mathieu Br{\'e}dif
                 and Loic Barthe",
  title =        "Constrained palette-space exploration",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "60:1--60:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073650",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Color palettes are widely used by artists to define
                 colors of artworks and explore color designs. In
                 general, artists select the colors of a palette by
                 following a set of rules, e.g. contrast or relative
                 luminance. Existing interactive palette exploration
                 tools explore palette spaces following limited
                 constraints defined as geometric configurations in
                 color space e.g. harmony rules on the color wheel.
                 Palette search algorithms sample palettes from color
                 relations learned from an input dataset, however they
                 cannot provide interactive user edits and palette
                 refinement. We introduce in this work a new versatile
                 formulation enabling the creation of constraint-based
                 interactive palette exploration systems. Our technical
                 contribution is a graph-based palette representation,
                 from which we define palette exploration as a
                 minimization problem that can be solved efficiently and
                 provide real-time feedback. Based on our formulation,
                 we introduce two interactive palette exploration
                 strategies: constrained palette exploration, and for
                 the first time, constrained palette interpolation. We
                 demonstrate the performances of our approach on various
                 application cases and evaluate how it helps users
                 finding trade-offs between concurrent constraints.",
  acknowledgement = ack-nhfb,
  articleno =    "60",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aksoy:2017:IHQ,
  author =       "Yagiz Aksoy and Tun{\c{c}} Ozan Aydin and Marc
                 Pollefeys and Aljoa Smoli{\'c}",
  title =        "Interactive high-quality green-screen keying via color
                 unmixing",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "61:1--61:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126799",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "61b",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aksoy:2017:UBSb,
  author =       "Yagiz Aksoy and Tun{\c{c}} Ozan Aydin and Aljoa Smoli
                 and Marc Pollefeys",
  title =        "Unmixing-based soft color segmentation for image
                 manipulation",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "61:1--61:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126800",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "61c",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shugrina:2017:PPI,
  author =       "Maria Shugrina and Jingwan Lu and Stephen Diverdi",
  title =        "Playful palette: an interactive parametric color mixer
                 for artists",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "61:1--61:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073690",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present Playful Palette, a color picker interface
                 for digital paint programs that derives intuition from
                 oil paint and watercolor palettes, but extends them
                 with digital features. A Playful Palette is a set of
                 blobs of color that blend together to create gradients
                 and gamuts. They can be directly manipulated to explore
                 arrangements and harmonies. All edits are
                 non-destructive, and an infinite history allows
                 previous palettes to be revisited and modified,
                 recoloring the painting. The Playful Palette design is
                 motivated by a pilot study of how artists use paint
                 palettes, and we evaluate the final design with a set
                 of traditional and digital media painters to
                 demonstrate that Playful Palette is effective both at
                 enabling artists' color tasks, and at amplifying their
                 creativity.",
  acknowledgement = ack-nhfb,
  articleno =    "61",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tan:2017:DILb,
  author =       "Jianchao Tan and Jyh-Ming Lien and Yotam Gingold",
  title =        "Decomposing images into layers via {RGB-space}
                 geometry",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "61:1--61:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126798",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "61a",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Perez:2017:CDA,
  author =       "Jes{\'u}s P{\'e}rez and Miguel A. Otaduy and Bernhard
                 Thomaszewski",
  title =        "Computational design and automated fabrication of
                 {Kirchhoff}-plateau surfaces",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "62:1--62:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073695",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a computational tool for designing
                 Kirchhoff-Plateau Surfaces---planar rod networks
                 embedded in pre-stretched fabric that deploy into
                 complex, three-dimensional shapes. While
                 Kirchhoff-Plateau Surfaces offer an intriguing and
                 expressive design space, navigating this space is made
                 difficult by the highly nonlinear nature of the
                 underlying mechanical problem. In order to tackle this
                 challenge, we propose a user-guided but
                 computer-assisted approach that combines an efficient
                 forward simulation model with a dedicated optimization
                 algorithm in order to implement a powerful set of
                 design tools. We demonstrate our method by designing a
                 diverse set of complex-shaped Kirchhoff-Plateau
                 Surfaces, each validated through physically-fabricated
                 prototypes.",
  acknowledgement = ack-nhfb,
  articleno =    "62",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2017:IBR,
  author =       "Lingjie Liu and Duygu Ceylan and Cheng Lin and Wenping
                 Wang and Niloy J. Mitra",
  title =        "Image-based reconstruction of wire art",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "63:1--63:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073682",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Objects created by connecting and bending wires are
                 common in furniture design, metal sculpting, wire
                 jewelry, etc. Reconstructing such objects with
                 traditional depth and image based methods is extremely
                 difficult due to their unique characteristics such as
                 lack of features, thin elements, and severe
                 self-occlusions. We present a novel image-based method
                 that reconstructs a set of continuous 3D wires used to
                 create such an object, where each wire is composed of
                 an ordered set of 3D curve segments. Our method
                 exploits two main observations: simplicity --- wire
                 objects are often created using only a small number of
                 wires, and smoothness --- each wire is primarily
                 smoothly bent with sharp features appearing only at
                 joints or isolated points. In light of these
                 observations, we tackle the challenging image
                 correspondence problem across featureless wires by
                 first generating multiple candidate 3D curve segments
                 and then solving a global selection problem that
                 balances between image and smoothness cues to identify
                 the correct 3D curves. Next, we recover a decomposition
                 of such curves into a set of distinct and continuous
                 wires by formulating a multiple traveling salesman
                 problem, which finds smooth paths, i.e., wires,
                 connecting the curves. We demonstrate our method on a
                 wide set of real examples with varying complexity and
                 present high-fidelity results using only 3 images for
                 each object. We provide the source code and data for
                 our work in the project website.",
  acknowledgement = ack-nhfb,
  articleno =    "63",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Alexa:2017:ODSb,
  author =       "Marc Alexa and Kristian Hildebrand and Sylvain
                 Lefebvre",
  title =        "Optimal discrete slicing",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "64:1--64:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126803",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "64b",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guseinov:2017:CSO,
  author =       "Ruslan Guseinov and Eder Miguel and Bernd Bickel",
  title =        "{CurveUps}: shaping objects from flat plates with
                 tension-actuated curvature",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "64:1--64:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073709",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a computational approach for designing
                 CurveUps, curvy shells that form from an initially flat
                 state. They consist of small rigid tiles that are
                 tightly held together by two pre-stretched elastic
                 sheets attached to them. Our method allows the
                 realization of smooth, doubly curved surfaces that can
                 be fabricated as a flat piece. Once released, the
                 restoring forces of the pre-stretched sheets support
                 the object to take shape in 3D. CurveUps are
                 structurally stable in their target configuration. The
                 design process starts with a target surface. Our method
                 generates a tile layout in 2D and optimizes the
                 distribution, shape, and attachment areas of the tiles
                 to obtain a configuration that is fabricable and in
                 which the curved up state closely matches the target.
                 Our approach is based on an efficient approximate model
                 and a local optimization strategy for an otherwise
                 intractable nonlinear optimization problem. We
                 demonstrate the effectiveness of our approach for a
                 wide range of shapes, all realized as physical
                 prototypes.",
  acknowledgement = ack-nhfb,
  articleno =    "64",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kilian:2017:SACb,
  author =       "Martin Kilian and Aron Monszpart and Niloy J. Mitra",
  title =        "String actuated curved folded surfaces",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "64:1--64:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126802",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "64a",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Toisoul:2017:PARa,
  author =       "Antoine Toisoul and Abhijeet Ghosh",
  title =        "Practical acquisition and rendering of diffraction
                 effects in surface reflectance",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "64:1--64:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126805",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "64c",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Belcour:2017:PEM,
  author =       "Laurent Belcour and Pascal Barla",
  title =        "A practical extension to microfacet theory for the
                 modeling of varying iridescence",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "65:1--65:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073620",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this work, we introduce an extension to microfacet
                 theory for the rendering of iridescent effects caused
                 by thin-films of varying thickness (such as oil,
                 grease, alcohols, etc) on top of an arbitrarily rough
                 base layer. Our material model is the first to produce
                 a consistent appearance between tristimulus (e.g., RGB)
                 and spectral rendering engines by analytically
                 pre-integrating its spectral response. The proposed
                 extension works with any microfacet-based model: not
                 only on reflection over dielectrics or conductors, but
                 also on transmission through dielectrics. We adapt its
                 evaluation to work in multi-scale rendering contexts,
                 and we expose parameters enabling artistic control over
                 iridescent appearance. The overhead compared to using
                 the classic Fresnel reflectance or transmittance terms
                 remains reasonable enough for practical uses in
                 production.",
  acknowledgement = ack-nhfb,
  articleno =    "65",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Holzschuch:2017:TSM,
  author =       "Nicolas Holzschuch and Romain Pacanowski",
  title =        "A two-scale microfacet reflectance model combining
                 reflection and diffraction",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "66:1--66:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073621",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Adequate reflectance models are essential for the
                 production of photorealistic images. Microfacet
                 reflectance models predict the appearance of a material
                 at the macroscopic level based on microscopic surface
                 details. They provide a good match with measured
                 reflectance in some cases, but not always. This
                 discrepancy between the behavior predicted by
                 microfacet models and the observed behavior has puzzled
                 researchers for a long time. In this paper, we show
                 that diffraction effects in the micro-geometry provide
                 a plausible explanation. We describe a two-scale
                 reflectance model, separating between geometry details
                 much larger than wavelength and those of size
                 comparable to wavelength. The former model results in
                 the standard Cook-Torrance model. The latter model is
                 responsible for diffraction effects. Diffraction
                 effects at the smaller scale are convolved by the
                 micro-geometry normal distribution. The resulting
                 two-scale model provides a very good approximation to
                 measured reflectances.",
  acknowledgement = ack-nhfb,
  articleno =    "66",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yan:2017:EPN,
  author =       "Ling-Qi Yan and Henrik Wann Jensen and Ravi
                 Ramamoorthi",
  title =        "An efficient and practical near and far field fur
                 reflectance model",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "67:1--67:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073600",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Physically-based fur rendering is difficult. Recently,
                 structural differences between hair and fur fibers have
                 been revealed by Yan et al. (2015), who showed that fur
                 fibers have an inner scattering medulla, and developed
                 a double cylinder model. However, fur rendering is
                 still complicated due to the complex scattering paths
                 through the medulla. We develop a number of
                 optimizations that improve efficiency and generality
                 without compromising accuracy, leading to a practical
                 fur reflectance model. We also propose a key
                 contribution to support both near and far-field
                 rendering, and allow smooth transitions between them.
                 Specifically, we derive a compact BCSDF model for fur
                 reflectance with only 5 lobes. Our model unifies hair
                 and fur rendering, making it easy to implement within
                 standard hair rendering software, since we keep the
                 traditional R, TT, and TRT lobes in hair, and only add
                 two extensions to scattered lobes, TT$^s$ and TRT$^s$.
                 Moreover, we introduce a compression scheme using
                 tensor decomposition to dramatically reduce the
                 precomputed data storage for scattered lobes to only
                 150 KB, with minimal loss of accuracy. By exploiting
                 piecewise analytic integration, our method further
                 enables a multi-scale rendering scheme that transitions
                 between near and far field rendering smoothly and
                 efficiently for the first time, leading to 6 --- 8$
                 \times $ speed up over previous work.",
  acknowledgement = ack-nhfb,
  articleno =    "67",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pan:2017:ESSa,
  author =       "Zherong Pan and Dinesh Manocha",
  title =        "Efficient solver for spacetime control of smoke",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "68:1--68:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126807",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "68a",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Stomakhin:2017:FAB,
  author =       "Alexey Stomakhin and Andrew Selle",
  title =        "Fluxed animated boundary method",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "68:1--68:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073597",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel approach to guiding physically
                 based particle simulations using boundary conditions.
                 Unlike commonly used ad hoc particle techniques for
                 adding and removing the material from a simulation, our
                 approach is principled by utilizing the concept of
                 volumetric flux. Artists are provided with a simple yet
                 powerful primitive called a fluxed animated boundary
                 (FAB), allowing them to specify a control shape and a
                 material flow field. The system takes care of enforcing
                 the corresponding boundary conditions and necessary
                 particle reseeding. We show how FABs can be used
                 artistically or physically. Finally, we demonstrate
                 production examples that show the efficacy of our
                 method.",
  acknowledgement = ack-nhfb,
  articleno =    "68",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Thuerey:2017:ISLb,
  author =       "Nils Thuerey",
  title =        "Interpolations of smoke and liquid simulations",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "68:1--68:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126808",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "68b",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chu:2017:DDS,
  author =       "Mengyu Chu and Nils Thuerey",
  title =        "Data-driven synthesis of smoke flows with {CNN}-based
                 feature descriptors",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "69:1--69:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073643",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel data-driven algorithm to synthesize
                 high resolution flow simulations with reusable
                 repositories of space-time flow data. In our work, we
                 employ a descriptor learning approach to encode the
                 similarity between fluid regions with differences in
                 resolution and numerical viscosity. We use
                 convolutional neural networks to generate the
                 descriptors from fluid data such as smoke density and
                 flow velocity. At the same time, we present a
                 deformation limiting patch advection method which
                 allows us to robustly track deformable fluid regions.
                 With the help of this patch advection, we generate
                 stable space-time data sets from detailed fluids for
                 our repositories. We can then use our learned
                 descriptors to quickly localize a suitable data set
                 when running a new simulation. This makes our approach
                 very efficient, and resolution independent. We will
                 demonstrate with several examples that our method
                 yields volumes with very high effective resolutions,
                 and non-dissipative small scale details that naturally
                 integrate into the motions of the underlying flow.",
  acknowledgement = ack-nhfb,
  articleno =    "69",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yi:2017:LHS,
  author =       "Li Yi and Leonidas Guibas and Aaron Hertzmann and
                 Vladimir G. Kim and Hao Su and Ersin Yumer",
  title =        "Learning hierarchical shape segmentation and labeling
                 from online repositories",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "70:1--70:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073652",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a method for converting geometric shapes
                 into hierarchically segmented parts with part labels.
                 Our key idea is to train category-specific models from
                 the scene graphs and part names that accompany 3D
                 shapes in public repositories. These freely-available
                 annotations represent an enormous, untapped source of
                 information on geometry. However, because the models
                 and corresponding scene graphs are created by a wide
                 range of modelers with different levels of expertise,
                 modeling tools, and objectives, these models have very
                 inconsistent segmentations and hierarchies with sparse
                 and noisy textual tags. Our method involves two
                 analysis steps. First, we perform a joint optimization
                 to simultaneously cluster and label parts in the
                 database while also inferring a canonical tag
                 dictionary and part hierarchy. We then use this labeled
                 data to train a method for hierarchical segmentation
                 and labeling of new 3D shapes. We demonstrate that our
                 method can mine complex information, detecting
                 hierarchies in man-made objects and their constituent
                 parts, obtaining finer scale details than existing
                 alternatives. We also show that, by performing domain
                 transfer using a few supervised examples, our technique
                 outperforms fully-supervised techniques that require
                 hundreds of manually-labeled models.",
  acknowledgement = ack-nhfb,
  articleno =    "70",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Maron:2017:CNN,
  author =       "Haggai Maron and Meirav Galun and Noam Aigerman and
                 Miri Trope and Nadav Dym and Ersin Yumer and Vladimir
                 G. Kim and Yaron Lipman",
  title =        "Convolutional neural networks on surfaces via seamless
                 toric covers",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "71:1--71:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073616",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The recent success of convolutional neural networks
                 (CNNs) for image processing tasks is inspiring research
                 efforts attempting to achieve similar success for
                 geometric tasks. One of the main challenges in applying
                 CNNs to surfaces is defining a natural convolution
                 operator on surfaces. In this paper we present a method
                 for applying deep learning to sphere-type shapes using
                 a global seamless parameterization to a planar
                 flat-torus, for which the convolution operator is well
                 defined. As a result, the standard deep learning
                 framework can be readily applied for learning semantic,
                 high-level properties of the shape. An indication of
                 our success in bridging the gap between images and
                 surfaces is the fact that our algorithm succeeds in
                 learning semantic information from an input of raw
                 low-dimensional feature vectors. We demonstrate the
                 usefulness of our approach by presenting two
                 applications: human body segmentation, and automatic
                 landmark detection on anatomical surfaces. We show that
                 our algorithm compares favorably with competing
                 geometric deep-learning algorithms for segmentation
                 tasks, and is able to produce meaningful
                 correspondences on anatomical surfaces where
                 hand-crafted features are bound to fail.",
  acknowledgement = ack-nhfb,
  articleno =    "71",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2017:COB,
  author =       "Peng-Shuai Wang and Yang Liu and Yu-Xiao Guo and
                 Chun-Yu Sun and Xin Tong",
  title =        "{O-CNN}: octree-based convolutional neural networks
                 for {$3$D} shape analysis",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "72:1--72:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073608",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present O-CNN, an Octree-based Convolutional Neural
                 Network (CNN) for 3D shape analysis. Built upon the
                 octree representation of 3D shapes, our method takes
                 the average normal vectors of a 3D model sampled in the
                 finest leaf octants as input and performs 3D CNN
                 operations on the octants occupied by the 3D shape
                 surface. We design a novel octree data structure to
                 efficiently store the octant information and CNN
                 features into the graphics memory and execute the
                 entire O-CNN training and evaluation on the GPU. O-CNN
                 supports various CNN structures and works for 3D shapes
                 in different representations. By restraining the
                 computations on the octants occupied by 3D surfaces,
                 the memory and computational costs of the O-CNN grow
                 quadratically as the depth of the octree increases,
                 which makes the 3D CNN feasible for high-resolution 3D
                 models. We compare the performance of the O-CNN with
                 other existing 3D CNN solutions and demonstrate the
                 efficiency and efficacy of O-CNN in three shape
                 analysis tasks, including object classification, shape
                 retrieval, and shape segmentation.",
  acknowledgement = ack-nhfb,
  articleno =    "72",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pons-Moll:2017:CSC,
  author =       "Gerard Pons-Moll and Sergi Pujades and Sonny Hu and
                 Michael J. Black",
  title =        "{ClothCap}: seamless {$4$D} clothing capture and
                 retargeting",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "73:1--73:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073711",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Designing and simulating realistic clothing is
                 challenging. Previous methods addressing the capture of
                 clothing from 3D scans have been limited to single
                 garments and simple motions, lack detail, or require
                 specialized texture patterns. Here we address the
                 problem of capturing regular clothing on fully dressed
                 people in motion. People typically wear multiple pieces
                 of clothing at a time. To estimate the shape of such
                 clothing, track it over time, and render it believably,
                 each garment must be segmented from the others and the
                 body. Our ClothCap approach uses a new multi-part 3D
                 model of clothed bodies, automatically segments each
                 piece of clothing, estimates the minimally clothed body
                 shape and pose under the clothing, and tracks the 3D
                 deformations of the clothing over time. We estimate the
                 garments and their motion from 4D scans; that is,
                 high-resolution 3D scans of the subject in motion at 60
                 fps. ClothCap is able to capture a clothed person in
                 motion, extract their clothing, and retarget the
                 clothing to new body shapes; this provides a step
                 towards virtual try-on.",
  acknowledgement = ack-nhfb,
  articleno =    "73",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Otsu:2017:FSS,
  author =       "Hisanari Otsu and Anton S. Kaplanyan and Johannes
                 Hanika and Carsten Dachsbacher and Toshiya Hachisuka",
  title =        "Fusing state spaces for {Markov} chain {Monte Carlo}
                 rendering",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "74:1--74:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073691",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Rendering algorithms using Markov chain Monte Carlo
                 (MCMC) currently build upon two different state spaces.
                 One of them is the path space, where the algorithms
                 operate on the vertices of actual transport paths. The
                 other state space is the primary sample space, where
                 the algorithms operate on sequences of numbers used for
                 generating transport paths. While the two state spaces
                 are related by the sampling procedure of transport
                 paths, all existing MCMC rendering algorithms are
                 designed to work within only one of the state spaces.
                 We propose a first framework which provides a
                 comprehensive connection between the path space and the
                 primary sample space. Using this framework, we can use
                 mutation strategies designed for one space with
                 mutation strategies in the respective other space. As a
                 practical example, we take a combination of manifold
                 exploration and multiplexed Metropolis light transport
                 using our framework. Our results show that the
                 simultaneous use of the two state spaces improves the
                 robustness of MCMC rendering. By combining efficient
                 local exploration in the path space with global jumps
                 in primary sample space, our method achieves more
                 uniform convergence as compared to using only one
                 space.",
  acknowledgement = ack-nhfb,
  articleno =    "74",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Belcour:2017:ACGb,
  author =       "Laurent Belcour and Ling-Qi Yan and Ravi Ramamoorthi
                 and Derek Nowrouzezahrai",
  title =        "Antialiasing complex global illumination effects in
                 path-space",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "75:1--75:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126812",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "75b",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gruson:2017:STFb,
  author =       "Adrien Gruson and Micka{\"e}l Ribardi{\`e}re and
                 Martin Sik and Jir{\'\i} Vorba and R{\'e}mi Cozot and
                 Kadi Bouatouch and Jaroslav Kriv{\'a}nek",
  title =        "A spatial target function for {Metropolis} photon
                 tracing",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "75:1--75:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126811",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "75a",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pantaleoni:2017:CML,
  author =       "Jacopo Pantaleoni",
  title =        "Charted {Metropolis} light transport",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "75:1--75:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073677",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this manuscript, inspired by a simpler
                 reformulation of primary sample space Metropolis light
                 transport, we derive a novel family of general Markov
                 chain Monte Carlo algorithms called charted
                 Metropolis--Hastings, that introduces the notion of
                 sampling charts to extend a given sampling domain and
                 make it easier to sample the desired target
                 distribution and escape from local maxima through
                 coordinate changes. We further apply the novel
                 algorithms to light transport simulation, obtaining a
                 new type of algorithm called charted Metropolis light
                 transport, that can be seen as a bridge between primary
                 sample space and path space Metropolis light transport.
                 The new algorithms require to provide only right
                 inverses of the sampling functions, a property that we
                 believe crucial to make them practical in the context
                 of light transport simulation.",
  acknowledgement = ack-nhfb,
  articleno =    "75",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dai:2017:BRTb,
  author =       "Angela Dai and Matthias Nie{\ss}ner and Michael
                 Zollh{\"o}fer and Shahram Izadi and Christian
                 Theobalt",
  title =        "{BundleFusion}: real-time globally consistent {$3$D}
                 reconstruction using on-the-fly surface
                 re-integration",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "76:1--76:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126814",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "76a",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2017:TCR,
  author =       "Zhiyang Huang and Ming Zou and Nathan Carr and Tao
                 Ju",
  title =        "Topology-controlled reconstruction of multi-labelled
                 domains from cross-sections",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "76:1--76:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073644",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this work we present the first algorithm for
                 reconstructing multi-labeled material interfaces the
                 allows for explicit topology control. Our algorithm
                 takes in a set of 2D cross-sectional slices (not
                 necessarily parallel), each partitioned by a curve
                 network into labeled regions representing different
                 material types. For each label, the user has the option
                 to constrain the number of connected components and
                 genus. Our algorithm is able to not only produce a
                 material interface that interpolates the curve networks
                 but also simultaneously satisfy the topological
                 requirements. Our key innovation is defining a space of
                 topology-varying material interfaces, which extends the
                 family of level sets in a scalar function, and
                 developing discrete methods for sampling distinct
                 topologies in this space. Besides specifying
                 topological constraints, the user can steer the
                 algorithm interactively, such as by scribbling. We
                 demonstrate, on synthetic and biological shapes, how
                 our algorithm opens up new opportunities for
                 topology-aware modeling in the multi-labeled context.",
  acknowledgement = ack-nhfb,
  articleno =    "76",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schertler:2017:FAO,
  author =       "Nico Schertler and Marco Tarini and Wenzel Jakob and
                 Misha Kazhdan and Stefan Gumhold and Daniele Panozzo",
  title =        "Field-aligned online surface reconstruction",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "77:1--77:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073635",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Today's 3D scanning pipelines can be classified into
                 two overarching categories: offline, high accuracy
                 methods that rely on global optimization to reconstruct
                 complex scenes with hundreds of millions of samples,
                 and online methods that produce real-time but
                 low-quality output, usually from structure-from-motion
                 or depth sensors. The method proposed in this paper is
                 the first to combine the benefits of both approaches,
                 supporting online reconstruction of scenes with
                 hundreds of millions of samples from high-resolution
                 sensing modalities such as structured light or laser
                 scanners. The key property of our algorithm is that it
                 sidesteps the signed-distance computation of classical
                 reconstruction techniques in favor of direct filtering,
                 parametrization, and mesh and texture extraction. All
                 of these steps can be realized using only weak notions
                 of spatial neighborhoods, which allows for an
                 implementation that scales approximately linearly with
                 the size of each dataset that is integrated into a
                 partial reconstruction. Combined, these algorithmic
                 differences enable a drastically more efficient
                 output-driven interactive scanning and reconstruction
                 workflow, where the user is able to see the final
                 quality field-aligned textured mesh during the entirety
                 of the scanning procedure. Holes or parts with
                 registration problems are displayed in real-time to the
                 user and can be easily resolved by adding further
                 localized scans, or by adjusting the input point cloud
                 using our interactive editing tools with immediate
                 visual feedback on the output mesh. We demonstrate the
                 effectiveness of our algorithm in conjunction with a
                 state-of-the-art structured light scanner and optical
                 tracking system and test it on a large variety of
                 challenging models.",
  acknowledgement = ack-nhfb,
  articleno =    "77",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Knapitsch:2017:TTB,
  author =       "Arno Knapitsch and Jaesik Park and Qian-Yi Zhou and
                 Vladlen Koltun",
  title =        "Tanks and temples: benchmarking large-scale scene
                 reconstruction",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "78:1--78:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073599",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a benchmark for image-based 3D
                 reconstruction. The benchmark sequences were acquired
                 outside the lab, in realistic conditions. Ground-truth
                 data was captured using an industrial laser scanner.
                 The benchmark includes both outdoor scenes and indoor
                 environments. High-resolution video sequences are
                 provided as input, supporting the development of novel
                 pipelines that take advantage of video input to
                 increase reconstruction fidelity. We report the
                 performance of many image-based 3D reconstruction
                 pipelines on the new benchmark. The results point to
                 exciting challenges and opportunities for future
                 work.",
  acknowledgement = ack-nhfb,
  articleno =    "78",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aberman:2017:DTS,
  author =       "Kfir Aberman and Oren Katzir and Qiang Zhou and Zegang
                 Luo and Andrei Sharf and Chen Greif and Baoquan Chen
                 and Daniel Cohen-Or",
  title =        "Dip transform for {$3$D} shape reconstruction",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "79:1--79:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073693",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The paper presents a novel three-dimensional shape
                 acquisition and reconstruction method based on the
                 well-known Archimedes equality between fluid
                 displacement and the submerged volume. By repeatedly
                 dipping a shape in liquid in different orientations and
                 measuring its volume displacement, we generate the dip
                 transform: a novel volumetric shape representation that
                 characterizes the object's surface. The key feature of
                 our method is that it employs fluid displacements as
                 the shape sensor. Unlike optical sensors, the liquid
                 has no line-of-sight requirements, it penetrates
                 cavities and hidden parts of the object, as well as
                 transparent and glossy materials, thus bypassing all
                 visibility and optical limitations of conventional
                 scanning devices. Our new scanning approach is
                 implemented using a dipping robot arm and a bath of
                 water, via which it measures the water elevation. We
                 show results of reconstructing complex 3D shapes and
                 evaluate the quality of the reconstruction with respect
                 to the number of dips.",
  acknowledgement = ack-nhfb,
  articleno =    "79",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bern:2017:IDA,
  author =       "James M. Bern and Kai-Hung Chang and Stelian Coros",
  title =        "Interactive design of animated plushies",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "80:1--80:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073700",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a computational approach to creating
                 animated plushies, soft robotic plush toys
                 specifically-designed to reenact user-authored motions.
                 Our design process is inspired by muscular hydrostat
                 structures, which drive highly versatile motions in
                 many biological systems. We begin by instrumenting
                 simulated plush toys with a large number of small,
                 independently-actuated, virtual muscle-fibers. Through
                 an intuitive posing interface, users then begin
                 animating their plushie. A novel numerical solver,
                 reminiscent of inverse-kinematics, computes optimal
                 contractions for each muscle-fiber such that the soft
                 body of the plushie deforms to best match user input.
                 By analyzing the co-activation patterns of the fibers
                 that contribute most to the plushie's motions, our
                 design system generates physically-realizable
                 winch-tendon networks. Winch-tendon networks model the
                 motorized cable-driven actuation mechanisms that drive
                 the motions of our real-life plush toy prototypes. We
                 demonstrate the effectiveness of our computational
                 approach by co-designing motions and actuation systems
                 for a variety of physically-simulated and fabricated
                 plushies.",
  acknowledgement = ack-nhfb,
  articleno =    "80",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2017:FAR,
  author =       "Ran Zhang and Thomas Auzinger and Duygu Ceylan and
                 Wilmot Li and Bernd Bickel",
  title =        "Functionality-aware retargeting of mechanisms to
                 {$3$D} shapes",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "81:1--81:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073710",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an interactive design system to create
                 functional mechanical objects. Our computational
                 approach allows novice users to retarget an existing
                 mechanical template to a user-specified input shape.
                 Our proposed representation for a mechanical template
                 encodes a parameterized mechanism, mechanical
                 constraints that ensure a physically valid
                 configuration, spatial relationships of mechanical
                 parts to the user-provided shape, and functional
                 constraints that specify an intended functionality. We
                 provide an intuitive interface and
                 optimization-in-the-loop approach for finding a valid
                 configuration of the mechanism and the shape to ensure
                 that higher-level functional goals are met. Our
                 algorithm interactively optimizes the mechanism while
                 the user manipulates the placement of mechanical
                 components and the shape. Our system allows users to
                 efficiently explore various design choices and to
                 synthesize customized mechanical objects that can be
                 fabricated with rapid prototyping technologies. We
                 demonstrate the efficacy of our approach by retargeting
                 various mechanical templates to different shapes and
                 fabricating the resulting functional mechanical
                 objects.",
  acknowledgement = ack-nhfb,
  articleno =    "81",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Megaro:2017:CDT,
  author =       "Vittorio Megaro and Jonas Zehnder and Moritz
                 B{\"a}cher and Stelian Coros and Markus Gross and
                 Bernhard Thomaszewski",
  title =        "A computational design tool for compliant mechanisms",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "82:1--82:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073636",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a computational tool for designing
                 compliant mechanisms. Our method takes as input a
                 conventional, rigidly-articulated mechanism defining
                 the topology of the compliant design. This input can be
                 both planar or spatial, and we support a number of
                 common joint types which, whenever possible, are
                 automatically replaced with parameterized flexures. As
                 the technical core of our approach, we describe a
                 number of objectives that shape the design space in a
                 meaningful way, including trajectory matching,
                 collision avoidance, lateral stability, resilience to
                 failure, and minimizing motor torque. Optimal designs
                 in this space are obtained as solutions to an
                 equilibrium-constrained minimization problem that we
                 solve using a variant of sensitivity analysis. We
                 demonstrate our method on a set of examples that range
                 from simple four-bar linkages to full-fledged
                 animatronics, and verify the feasibility of our designs
                 by manufacturing physical prototypes.",
  acknowledgement = ack-nhfb,
  articleno =    "82",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yu:2017:CDT,
  author =       "Christopher Yu and Keenan Crane and Stelian Coros",
  title =        "Computational design of telescoping structures",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "83:1--83:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073673",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Telescoping structures are valuable for a variety of
                 applications where mechanisms must be compact in size
                 and yet easily deployed. So far, however, there has
                 been no systematic study of the types of shapes that
                 can be modeled by telescoping structures, nor practical
                 tools for telescopic design. We present a novel
                 geometric characterization of telescoping curves, and
                 explore how free-form surfaces can be approximated by
                 networks of such curves. In particular we consider
                 piecewise helical space curves with torsional impulses,
                 which significantly generalize the linear telescopes
                 found in typical engineering designs. Based on this
                 principle we develop a system for computational design
                 and fabrication which allows users to explore the space
                 of telescoping structures; inputs to our system include
                 user sketches or arbitrary meshes, which are then
                 converted to a curve skeleton. We prototype
                 applications in animation, fabrication, and robotics,
                 using our system to design a variety of both simulated
                 and fabricated examples.",
  acknowledgement = ack-nhfb,
  articleno =    "83",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2017:DAN,
  author =       "Desai Chen and David I. W. Levin and Wojciech Matusik
                 and Danny M. Kaufman",
  title =        "Dynamics-aware numerical coarsening for fabrication
                 design",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "84:1--84:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073669",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The realistic simulation of highly-dynamic elastic
                 objects is important for a broad range of applications
                 in computer graphics, engineering and computational
                 fabrication. However, whether simulating flipping toys,
                 jumping robots, prosthetics or quickly moving
                 creatures, performing such simulations in the presence
                 of contact, impact and friction is both time consuming
                 and inaccurate. In this paper we present Dynamics-Aware
                 Coarsening (DAC) and the Boundary Balanced Impact (BBI)
                 model which allow for the accurate simulation of
                 dynamic, elastic objects undergoing both large scale
                 deformation and frictional contact, at rates up to 79
                 times faster than state-of-the-art methods. DAC and BBI
                 produce simulations that are accurate and fast enough
                 to be used (for the first time) for the computational
                 design of 3D-printable compliant dynamic mechanisms.
                 Thus we demonstrate the efficacy of DAC and BBI by
                 designing and fabricating mechanisms which flip, throw
                 and jump over and onto obstacles as requested.",
  acknowledgement = ack-nhfb,
  articleno =    "84",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Maimone:2017:HNE,
  author =       "Andrew Maimone and Andreas Georgiou and Joel S.
                 Kollin",
  title =        "Holographic near-eye displays for virtual and
                 augmented reality",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "85:1--85:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073624",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present novel designs for virtual and augmented
                 reality near-eye displays based on phase-only
                 holographic projection. Our approach is built on the
                 principles of Fresnel holography and double phase
                 amplitude encoding with additional hardware, phase
                 correction factors, and spatial light modulator
                 encodings to achieve full color, high contrast and low
                 noise holograms with high resolution and true per-pixel
                 focal control. We provide a GPU-accelerated
                 implementation of all holographic computation that
                 integrates with the standard graphics pipeline and
                 enables real-time ({$>$}=90 Hz) calculation directly or
                 through eye tracked approximations. A unified focus,
                 aberration correction, and vision correction model,
                 along with a user calibration process, accounts for any
                 optical defects between the light source and retina. We
                 use this optical correction ability not only to fix
                 minor aberrations but to enable truly compact,
                 eyeglasses-like displays with wide fields of view
                 (80${}^\circ $) that would be inaccessible through
                 conventional means. All functionality is evaluated
                 across a series of hardware prototypes; we discuss
                 remaining challenges to incorporate all features into a
                 single device.",
  acknowledgement = ack-nhfb,
  articleno =    "85",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Matsuda:2017:FSD,
  author =       "Nathan Matsuda and Alexander Fix and Douglas Lanman",
  title =        "Focal surface displays",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "86:1--86:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073590",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Conventional binocular head-mounted displays (HMDs)
                 vary the stimulus to vergence with the information in
                 the picture, while the stimulus to accommodation
                 remains fixed at the apparent distance of the display,
                 as created by the viewing optics. Sustained
                 vergence-accommodation conflict (VAC) has been
                 associated with visual discomfort, motivating numerous
                 proposals for delivering near-correct accommodation
                 cues. We introduce focal surface displays to meet this
                 challenge, augmenting conventional HMDs with a
                 phase-only spatial light modulator (SLM) placed between
                 the display screen and viewing optics. This SLM acts as
                 a dynamic freeform lens, shaping synthesized focal
                 surfaces to conform to the virtual scene geometry. We
                 introduce a framework to decompose target focal stacks
                 and depth maps into one or more pairs of piecewise
                 smooth focal surfaces and underlying display images. We
                 build on recent developments in ``optimized blending''
                 to implement a multifocal display that allows the
                 accurate depiction of occluding, semi-transparent, and
                 reflective objects. Practical benefits over prior
                 accommodation-supporting HMDs are demonstrated using a
                 binocular focal surface display employing a liquid
                 crystal on silicon (LCOS) phase SLM and an organic
                 light-emitting diode (OLED) display.",
  acknowledgement = ack-nhfb,
  articleno =    "86",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Koulieris:2017:ACH,
  author =       "George-Alex Koulieris and Bee Bui and Martin S. Banks
                 and George Drettakis",
  title =        "Accommodation and comfort in head-mounted displays",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "87:1--87:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073622",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Head-mounted displays (HMDs) often cause discomfort
                 and even nausea. Improving comfort is therefore one of
                 the most significant challenges for the design of such
                 systems. In this paper, we evaluate the effect of
                 different HMD display configurations on discomfort. We
                 do this by designing a device to measure human visual
                 behavior and evaluate viewer comfort. In particular, we
                 focus on one known source of discomfort: the
                 vergence-accommodation (VA) conflict. The VA conflict
                 is the difference between accommodative and vergence
                 response. In HMDs the eyes accommodate to a fixed
                 screen distance while they converge to the simulated
                 distance of the object of interest, requiring the
                 viewer to undo the neural coupling between the two
                 responses. Several methods have been proposed to
                 alleviate the VA conflict, including Depth-of-Field
                 (DoF) rendering, focus-adjustable lenses, and
                 monovision. However, no previous work has investigated
                 whether these solutions actually drive accommodation to
                 the distance of the simulated object. If they did, the
                 VA conflict would disappear, and we expect comfort to
                 improve. We design the first device that allows us to
                 measure accommodation in HMDs, and we use it to obtain
                 accommodation measurements and to conduct a discomfort
                 study. The results of the first experiment demonstrate
                 that only the focus-adjustable-lens design drives
                 accommodation effectively, while other solutions do not
                 drive accommodation to the simulated distance and thus
                 do not resolve the VA conflict. The second experiment
                 measures discomfort. The results validate that the
                 focus-adjustable-lens design improves comfort
                 significantly more than the other solutions.",
  acknowledgement = ack-nhfb,
  articleno =    "87",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Konrad:2017:AIC,
  author =       "Robert Konrad and Nitish Padmanaban and Keenan Molner
                 and Emily A. Cooper and Gordon Wetzstein",
  title =        "Accommodation-invariant computational near-eye
                 displays",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "88:1--88:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073594",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Although emerging virtual and augmented reality
                 (VR/AR) systems can produce highly immersive
                 experiences, they can also cause visual discomfort,
                 eyestrain, and nausea. One of the sources of these
                 symptoms is a mismatch between vergence and focus cues.
                 In current VR/AR near-eye displays, a stereoscopic
                 image pair drives the vergence state of the human
                 visual system to arbitrary distances, but the
                 accommodation, or focus, state of the eyes is optically
                 driven towards a fixed distance. In this work, we
                 introduce a new display technology, dubbed
                 accommodation-invariant (AI) near-eye displays, to
                 improve the consistency of depth cues in near-eye
                 displays. Rather than producing correct focus cues, AI
                 displays are optically engineered to produce visual
                 stimuli that are invariant to the accommodation state
                 of the eye. The accommodation system can then be driven
                 by stereoscopic cues, and the mismatch between vergence
                 and accommodation state of the eyes is significantly
                 reduced. We validate the principle of operation of AI
                 displays using a prototype display that allows for the
                 accommodation state of users to be measured while they
                 view visual stimuli using multiple different display
                 modes.",
  acknowledgement = ack-nhfb,
  articleno =    "88",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bright:2017:HGP,
  author =       "Alon Bright and Edward Chien and Ofir Weber",
  title =        "Harmonic global parametrization with rational
                 holonomy",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "89:1--89:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073646",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for locally injective seamless
                 parametrization of triangular mesh surfaces of
                 arbitrary genus, with or without boundaries, given
                 desired cone points and rational holonomy angles
                 (multiples of $ 2 \pi / q $ for some positive integer
                 $q$). The basis of the method is an elegant
                 generalization of Tutte's ``spring embedding theorem''
                 to this setting. The surface is cut to a disk and a
                 harmonic system with appropriate rotation constraints
                 is solved, resulting in a harmonic global
                 parametrization (HGP) method. We show a remarkable
                 result: that if the triangles adjacent to the cones and
                 boundary are positively oriented, and the correct cone
                 and turning angles are induced, then the resulting map
                 is guaranteed to be locally injective. Guided by this
                 result, we solve the linear system by convex
                 optimization, imposing convexification frames on only
                 the boundary and cone triangles, and minimizing a
                 Laplacian energy to achieve harmonicity. We compare HGP
                 to state-of-the-art methods and see that it is the most
                 robust, and is significantly faster than methods with
                 comparable robustness.",
  acknowledgement = ack-nhfb,
  articleno =    "89",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aigerman:2017:SOT,
  author =       "Noam Aigerman and Shahar Z. Kovalsky and Yaron
                 Lipman",
  title =        "Spherical orbifold {Tutte} embeddings",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "90:1--90:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073615",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This work presents an algorithm for injectively
                 parameterizing surfaces into spherical target domains
                 called spherical orbifolds. Spherical orbifolds are
                 cone surfaces that are generated from symmetry groups
                 of the sphere. The surface is mapped the spherical
                 orbifold via an extension of Tutte's embedding. This
                 embedding is proven to be bijective under mild
                 additional assumptions, which hold in all experiments
                 performed. This work also completes the adaptation of
                 Tutte's embedding to orbifolds of the three classic
                 geometries --- Euclidean, hyperbolic and spherical ---
                 where the first two were recently addressed. The
                 spherical orbifold embeddings approximate conformal
                 maps and require relatively low computational times.
                 The constant positive curvature of the spherical
                 orbifolds, along with the flexibility of their cone
                 angles, enables producing embeddings with lower
                 isometric distortion compared to their Euclidean
                 counterparts, a fact that makes spherical orbifolds a
                 natural candidate for surface parameterization.",
  acknowledgement = ack-nhfb,
  articleno =    "90",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Campen:2017:SMF,
  author =       "Marcel Campen and Denis Zorin",
  title =        "Similarity maps and field-guided {T}-splines: a
                 perfect couple",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "91:1--91:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073647",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A variety of techniques were proposed to model smooth
                 surfaces based on tensor product splines (e.g.
                 subdivision surfaces, free-form splines, T-splines).
                 Conversion of an input surface into such a
                 representation is commonly achieved by constructing a
                 global seamless parametrization, possibly aligned to a
                 guiding cross-field (e.g. of principal curvature
                 directions), and using this parametrization as domain
                 to construct the spline-based surface. One major
                 fundamental difficulty in designing robust algorithms
                 for this task is the fact that for common types, e.g.
                 subdivision surfaces (requiring a conforming domain
                 mesh) or T-spline surfaces (requiring a globally
                 consistent knot interval assignment) reliably obtaining
                 a suitable parametrization that has the same
                 topological structure as the guiding field poses a
                 major challenge. Even worse, not all fields do admit
                 suitable parametrizations, and no concise conditions
                 are known as to which fields do. We present a class of
                 surface constructions (T-splines with halfedge knots)
                 and a class of parametrizations(seamless similarity
                 maps) that are, in a sense, a perfect match for the
                 task: for any given guiding field structure, a
                 compatible parametrization of this kind exists and a
                 smooth piecewise rational surface with exactly the same
                 structure as the input field can be constructed from
                 it. As a byproduct, this enables full control over
                 extraordinary points. The construction is backward
                 compatible with classical NURBS. We present efficient
                 algorithms for building discrete conformal similarity
                 maps and associated T-meshes and T-spline surfaces.",
  acknowledgement = ack-nhfb,
  articleno =    "91",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Azencot:2017:CFC,
  author =       "Omri Azencot and Etienne Corman and Mirela Ben-Chen
                 and Maks Ovsjanikov",
  title =        "Consistent functional cross field design for mesh
                 quadrangulation",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "92:1--92:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073696",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel technique for computing consistent
                 cross fields on a pair of triangle meshes given an
                 input correspondence, which we use as guiding fields
                 for approximately consistent quadrangulations. Unlike
                 the majority of existing methods our approach does not
                 assume that the meshes share the same connectivity or
                 even have the same number of vertices, and furthermore
                 does not place any restrictions on the topology (genus)
                 of the shapes. Importantly, our method is robust with
                 respect to small perturbations of the given
                 correspondence, as it only relies on the transportation
                 of real-valued functions and thus avoids the costly and
                 error-prone estimation of the map differential. Key to
                 this robustness is a novel formulation, which relies on
                 the previously-proposed notion of power vectors, and we
                 show how consistency can be enforced without
                 pre-alignment of local basis frames, in which these
                 power vectors are computed. We demonstrate that using
                 the same formulation we can both compute a
                 quadrangulation that would respect a given symmetry on
                 the same shape or a map across a pair of shapes. We
                 provide quantitative and qualitative comparison of our
                 method with several baselines and show that it both
                 provides more accurate results and allows to handle
                 more general cases than existing techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "92",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Taylor:2017:DLA,
  author =       "Sarah Taylor and Taehwan Kim and Yisong Yue and Moshe
                 Mahler and James Krahe and Anastasio Garcia Rodriguez
                 and Jessica Hodgins and Iain Matthews",
  title =        "A deep learning approach for generalized speech
                 animation",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "93:1--93:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073699",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a simple and effective deep learning
                 approach to automatically generate natural looking
                 speech animation that synchronizes to input speech. Our
                 approach uses a sliding window predictor that learns
                 arbitrary nonlinear mappings from phoneme label input
                 sequences to mouth movements in a way that accurately
                 captures natural motion and visual coarticulation
                 effects. Our deep learning approach enjoys several
                 attractive properties: it runs in real-time, requires
                 minimal parameter tuning, generalizes well to novel
                 input speech sequences, is easily edited to create
                 stylized and emotional speech, and is compatible with
                 existing animation retargeting approaches. One
                 important focus of our work is to develop an effective
                 approach for speech animation that can be easily
                 integrated into existing production pipelines. We
                 provide a detailed description of our end-to-end
                 approach, including machine learning design decisions.
                 Generalized speech animation results are demonstrated
                 over a wide range of animation clips on a variety of
                 characters and voices, including singing and foreign
                 language input. Our approach can also generate
                 on-demand speech animation in real-time from user
                 speech input.",
  acknowledgement = ack-nhfb,
  articleno =    "93",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Karras:2017:ADF,
  author =       "Tero Karras and Timo Aila and Samuli Laine and Antti
                 Herva and Jaakko Lehtinen",
  title =        "Audio-driven facial animation by joint end-to-end
                 learning of pose and emotion",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "94:1--94:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073658",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a machine learning technique for driving 3D
                 facial animation by audio input in real time and with
                 low latency. Our deep neural network learns a mapping
                 from input waveforms to the 3D vertex coordinates of a
                 face model, and simultaneously discovers a compact,
                 latent code that disambiguates the variations in facial
                 expression that cannot be explained by the audio alone.
                 During inference, the latent code can be used as an
                 intuitive control for the emotional state of the face
                 puppet. We train our network with 3--5 minutes of
                 high-quality animation data obtained using traditional,
                 vision-based performance capture methods. Even though
                 our primary goal is to model the speaking style of a
                 single actor, our model yields reasonable results even
                 when driven with audio from other speakers with
                 different gender, accent, or language, as we
                 demonstrate with a user study. The results are
                 applicable to in-game dialogue, low-cost localization,
                 virtual reality avatars, and telepresence.",
  acknowledgement = ack-nhfb,
  articleno =    "94",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Suwajanakorn:2017:SOL,
  author =       "Supasorn Suwajanakorn and Steven M. Seitz and Ira
                 Kemelmacher-Shlizerman",
  title =        "Synthesizing {Obama}: learning lip sync from audio",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "95:1--95:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073640",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Given audio of President Barack Obama, we synthesize a
                 high quality video of him speaking with accurate lip
                 sync, composited into a target video clip. Trained on
                 many hours of his weekly address footage, a recurrent
                 neural network learns the mapping from raw audio
                 features to mouth shapes. Given the mouth shape at each
                 time instant, we synthesize high quality mouth texture,
                 and composite it with proper 3D pose matching to change
                 what he appears to be saying in a target video to match
                 the input audio track. Our approach produces
                 photorealistic results.",
  acknowledgement = ack-nhfb,
  articleno =    "95",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jin:2017:VTB,
  author =       "Zeyu Jin and Gautham J. Mysore and Stephen Diverdi and
                 Jingwan Lu and Adam Finkelstein",
  title =        "{VoCo}: text-based insertion and replacement in audio
                 narration",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "96:1--96:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073702",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Editing audio narration using conventional software
                 typically involves many painstaking low-level
                 manipulations. Some state of the art systems allow the
                 editor to work in a text transcript of the narration,
                 and perform select, cut, copy and paste operations
                 directly in the transcript; these operations are then
                 automatically applied to the waveform in a
                 straightforward manner. However, an obvious gap in the
                 text-based interface is the ability to type new words
                 not appearing in the transcript, for example inserting
                 a new word for emphasis or replacing a misspoken word.
                 While high-quality voice synthesizers exist today, the
                 challenge is to synthesize the new word in a voice that
                 matches the rest of the narration. This paper presents
                 a system that can synthesize a new word or short phrase
                 such that it blends seamlessly in the context of the
                 existing narration. Our approach is to use a text to
                 speech synthesizer to say the word in a generic voice,
                 and then use voice conversion to convert it into a
                 voice that matches the narration. Offering a range of
                 degrees of control to the editor, our interface
                 supports fully automatic synthesis, selection among a
                 candidate set of alternative pronunciations, fine
                 control over edit placements and pitch profiles, and
                 even guidance by the editors own voice. The paper
                 presents studies showing that the output of our method
                 is preferred over baseline methods and often
                 indistinguishable from the original voice.",
  acknowledgement = ack-nhfb,
  articleno =    "96",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bako:2017:KPC,
  author =       "Steve Bako and Thijs Vogels and Brian Mcwilliams and
                 Mark Meyer and Jan Nov{\'a}K and Alex Harvill and
                 Pradeep Sen and Tony Derose and Fabrice Rousselle",
  title =        "Kernel-predicting convolutional networks for denoising
                 {Monte Carlo} renderings",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "97:1--97:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073708",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Regression-based algorithms have shown to be good at
                 denoising Monte Carlo (MC) renderings by leveraging its
                 inexpensive by-products (e.g., feature buffers).
                 However, when using higher-order models to handle
                 complex cases, these techniques often overfit to noise
                 in the input. For this reason, supervised learning
                 methods have been proposed that train on a large
                 collection of reference examples, but they use explicit
                 filters that limit their denoising ability. To address
                 these problems, we propose a novel, supervised learning
                 approach that allows the filtering kernel to be more
                 complex and general by leveraging a deep convolutional
                 neural network (CNN) architecture. In one embodiment of
                 our framework, the CNN directly predicts the final
                 denoised pixel value as a highly non-linear combination
                 of the input features. In a second approach, we
                 introduce a novel, kernel-prediction network which uses
                 the CNN to estimate the local weighting kernels used to
                 compute each denoised pixel from its neighbors. We
                 train and evaluate our networks on production data and
                 observe improvements over state-of-the-art MC
                 denoisers, showing that our methods generalize well to
                 a variety of scenes. We conclude by analyzing various
                 components of our architecture and identify areas of
                 further research in deep learning for MC denoising.",
  acknowledgement = ack-nhfb,
  articleno =    "97",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chaitanya:2017:IRM,
  author =       "Chakravarty R. Alla Chaitanya and Anton S. Kaplanyan
                 and Christoph Schied and Marco Salvi and Aaron Lefohn
                 and Derek Nowrouzezahrai and Timo Aila",
  title =        "Interactive reconstruction of {Monte Carlo} image
                 sequences using a recurrent denoising autoencoder",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "98:1--98:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073601",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe a machine learning technique for
                 reconstructing image sequences rendered using Monte
                 Carlo methods. Our primary focus is on reconstruction
                 of global illumination with extremely low sampling
                 budgets at interactive rates. Motivated by recent
                 advances in image restoration with deep convolutional
                 networks, we propose a variant of these networks better
                 suited to the class of noise present in Monte Carlo
                 rendering. We allow for much larger pixel neighborhoods
                 to be taken into account, while also improving
                 execution speed by an order of magnitude. Our primary
                 contribution is the addition of recurrent connections
                 to the network in order to drastically improve temporal
                 stability for sequences of sparsely sampled input
                 images. Our method also has the desirable property of
                 automatically modeling relationships based on auxiliary
                 per-pixel input channels, such as depth and normals. We
                 show significantly higher quality results compared to
                 existing methods that run at comparable speeds, and
                 furthermore argue a clear path for making our method
                 run at realtime rates in the near future.",
  acknowledgement = ack-nhfb,
  articleno =    "98",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Anderson:2017:AED,
  author =       "Luke Anderson and Tzu-Mao Li and Jaakko Lehtinen and
                 Fr{\'e}do Durand",
  title =        "{Aether}: an embedded domain specific sampling
                 language for {Monte Carlo} rendering",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "99:1--99:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073704",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Implementing Monte Carlo integration requires
                 significant domain expertise. While simple samplers,
                 such as unidirectional path tracing, are relatively
                 forgiving, more complex algorithms, such as
                 bidirectional path tracing or Metropolis methods, are
                 notoriously difficult to implement correctly. We
                 propose Aether, an embedded domain specific language
                 for Monte Carlo integration, which offers primitives
                 for writing concise and correct-by-construction
                 sampling and probability code. The user is tasked with
                 writing sampling code, while our compiler automatically
                 generates the code necessary for evaluating PDFs as
                 well as the book keeping and combination of multiple
                 sampling strategies. Our language focuses on ease of
                 implementation for rapid exploration, at the cost of
                 run time performance. We demonstrate the effectiveness
                 of the language by implementing several challenging
                 rendering algorithms as well as a new algorithm, which
                 would otherwise be prohibitively difficult.",
  acknowledgement = ack-nhfb,
  articleno =    "99",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{He:2017:SCM,
  author =       "Yong He and Tim Foley and Teguh Hofstee and Haomin
                 Long and Kayvon Fatahalian",
  title =        "Shader components: modular and high performance shader
                 development",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "100:1--100:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073648",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Modern game engines seek to balance the conflicting
                 goals of high rendering performance and productive
                 software development. To improve CPU performance, the
                 most recent generation of real-time graphics APIs
                 provide new primitives for performing efficient batch
                 updates to shader parameters. However, modern game
                 engines featuring large shader codebases have struggled
                 to take advantage of these benefits. The problem is
                 that even though shader parameters can be organized
                 into efficient modules bound to the pipeline at various
                 frequencies, modern shading languages lack
                 corresponding primitives to organize shader logic
                 (requiring these parameters) into modules as well. The
                 result is that complex shaders are typically compiled
                 to use a monolithic block of parameters, defeating the
                 design, and performance benefits, of the new parameter
                 binding API. In this paper we propose to resolve this
                 mismatch by introducing shader components, a
                 first-class unit of modularity in a shader program that
                 encapsulates a unit of shader logic and the parameters
                 that must be bound when that logic is in use. We show
                 that by building sophisticated shaders out of
                 components, we can retain essential aspects of
                 performance (static specialization of the shader logic
                 in use and efficient update of parameters at component
                 granularity) while maintaining the modular shader code
                 structure that is desirable in today's high-end game
                 engines.",
  acknowledgement = ack-nhfb,
  articleno =    "100",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Selgrad:2017:CRRb,
  author =       "Kai Selgrad and Alexander Lier and Magdalena Martinek
                 and Christoph Buchenau and Michael Guthe and Franziska
                 Kranz and Henry Sch{\"a}fer and Marc Stamminger",
  title =        "A compressed representation for ray tracing parametric
                 surfaces",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "100:1--100:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126820",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "100a",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Larionov:2017:VSU,
  author =       "Egor Larionov and Christopher Batty and Robert
                 Bridson",
  title =        "Variational {Stokes}: a unified pressure--viscosity
                 solver for accurate viscous liquids",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "101:1--101:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073628",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel unsteady Stokes solver for coupled
                 viscous and pressure forces in grid-based liquid
                 animation which yields greater accuracy and visual
                 realism than previously achieved. Modern fluid
                 simulators treat viscosity and pressure in separate
                 solver stages, which reduces accuracy and yields
                 incorrect free surface behavior. Our proposed implicit
                 variational formulation of the Stokes problem leads to
                 a symmetric positive definite linear system that gives
                 properly coupled forces, provides unconditional
                 stability, and treats difficult boundary conditions
                 naturally through simple volume weights. Surface
                 tension and moving solid boundaries are also easily
                 incorporated. Qualitatively, we show that our method
                 recovers the characteristic rope coiling instability of
                 viscous liquids and preserves fine surface details,
                 while previous grid-based schemes do not.
                 Quantitatively, we demonstrate that our method is
                 convergent through grid refinement studies on
                 analytical problems in two dimensions. We conclude by
                 offering practical guidelines for choosing an
                 appropriate viscous solver, based on the scenario to be
                 animated and the computational costs of different
                 methods.",
  acknowledgement = ack-nhfb,
  articleno =    "101",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Winchenbach:2017:ICA,
  author =       "Rene Winchenbach and Hendrik Hochstetter and Andreas
                 Kolb",
  title =        "Infinite continuous adaptivity for incompressible
                 {SPH}",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "102:1--102:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073713",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper we introduce a novel method to adaptive
                 incompressible SPH simulations. Instead of using a
                 scheme with a number of fixed particle sizes or levels,
                 our approach allows continuous particle sizes. This
                 enables us to define optimal particle masses with
                 respect to, e.g., the distance to the fluid's surface.
                 A required change in mass due to the dynamics of the
                 fluid is properly and stably handled by our scheme of
                 mass redistribution. This includes temporally smooth
                 changes in particle masses as well as sudden mass
                 variations in regions of high flow dynamics. Our
                 approach guarantees low spatial variations in particle
                 size, which is a core property in order to achieve
                 large adaptivity ratios for incompressible fluid
                 simulations. Conceptually, our approach allows for
                 infinite continuous adaptivity, practically we achieved
                 adaptivity ratios up to 5 orders of magnitude, while
                 still being mass preserving and numerically stable,
                 yielding unprecedented vivid surface detail at
                 comparably low computational cost and moderate particle
                 counts.",
  acknowledgement = ack-nhfb,
  articleno =    "102",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jeschke:2017:WWP,
  author =       "Stefan Jeschke and Chris Wojtan",
  title =        "Water wave packets",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "103:1--103:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073678",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a method for simulating water
                 surface waves as a displacement field on a 2D domain.
                 Our method relies on Lagrangian particles that carry
                 packets of water wave energy; each packet carries
                 information about an entire group of wave trains, as
                 opposed to only a single wave crest. Our approach is
                 unconditionally stable and can simulate high resolution
                 geometric details. This approach also presents a
                 straightforward interface for artistic control, because
                 it is essentially a particle system with intuitive
                 parameters like wavelength and amplitude. Our
                 implementation parallelizes well and runs in real time
                 for moderately challenging scenarios.",
  acknowledgement = ack-nhfb,
  articleno =    "103",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Angelidis:2017:MSV,
  author =       "Alexis Angelidis",
  title =        "Multi-scale vorticle fluids",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "104:1--104:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073606",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/bibnet/subjects/fastmultipole.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a multi-scale method for simulating
                 incompressible gases in 3-dimensions with resolution
                 variation suitable for perspective cameras and regions
                 of importance. The dynamics is derived from the
                 vorticity equation. Lagrangian particles are created,
                 modified and deleted in a manner that handles advection
                 with buoyancy and viscosity. Boundaries and deformable
                 object collisions are modeled with the source and
                 doublet panel method. Our acceleration structure is
                 based on the FMM (Fast Multipole Method), but with a
                 varying size to account for non-uniform sampling.
                 Because the dynamics of our method is voxel free, we
                 can freely specify the voxel resolution of the output
                 density and velocity while keeping the main shapes and
                 timing.",
  acknowledgement = ack-nhfb,
  articleno =    "104",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Loi:2017:PAEb,
  author =       "Hugo Loi and Thomas Hurtut and Romain Vergne and
                 Jo{\"e}lle Thollot",
  title =        "Programmable {$2$D} arrangements for element texture
                 design",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "105:1--105:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126823",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "105a",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sendik:2017:DCTa,
  author =       "Omry Sendik and Daniel Cohen-Or",
  title =        "Deep correlations for texture synthesis",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "105:1--105:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126824",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "105b",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tampubolon:2017:MSS,
  author =       "Andre Pradhana Tampubolon and Theodore Gast and
                 Gergely Kl{\'a}r and Chuyuan Fu and Joseph Teran and
                 Chenfanfu Jiang and Ken Museth",
  title =        "Multi-species simulation of porous sand and water
                 mixtures",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "105:1--105:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073651",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a multi-species model for the simulation of
                 gravity driven landslides and debris flows with porous
                 sand and water interactions. We use continuum mixture
                 theory to describe individual phases where each species
                 individually obeys conservation of mass and momentum
                 and they are coupled through a momentum exchange term.
                 Water is modeled as a weakly compressible fluid and
                 sand is modeled with an elastoplastic law whose
                 cohesion varies with water saturation. We use a
                 two-grid Material Point Method to discretize the
                 governing equations. The momentum exchange term in the
                 mixture theory is relatively stiff and we use
                 semi-implicit time stepping to avoid associated small
                 time steps. Our semi-implicit treatment is explicit in
                 plasticity and preserves symmetry of force
                 linearizations. We develop a novel regularization of
                 the elastic part of the sand constitutive model that
                 better mimics plasticity during the implicit solve to
                 prevent numerical cohesion artifacts that would
                 otherwise have occurred. Lastly, we develop an improved
                 return mapping for sand plasticity that prevents volume
                 gain artifacts in the traditional Drucker-Prager
                 model.",
  acknowledgement = ack-nhfb,
  articleno =    "105",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bi:2017:PBO,
  author =       "Sai Bi and Nima Khademi Kalantari and Ravi
                 Ramamoorthi",
  title =        "Patch-based optimization for image-based texture
                 mapping",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "106:1--106:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073610",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Image-based texture mapping is a common way of
                 producing texture maps for geometric models of
                 real-world objects. Although a high-quality texture map
                 can be easily computed for accurate geometry and
                 calibrated cameras, the quality of texture map degrades
                 significantly in the presence of inaccuracies. In this
                 paper, we address this problem by proposing a novel
                 global patch-based optimization system to synthesize
                 the aligned images. Specifically, we use patch-based
                 synthesis to reconstruct a set of
                 photometrically-consistent aligned images by drawing
                 information from the source images. Our optimization
                 system is simple, flexible, and more suitable for
                 correcting large misalignments than other techniques
                 such as local warping. To solve the optimization, we
                 propose a two-step approach which involves patch search
                 and vote, and reconstruction. Experimental results show
                 that our approach can produce high-quality texture maps
                 better than existing techniques for objects scanned by
                 consumer depth cameras such as Intel RealSense.
                 Moreover, we demonstrate that our system can be used
                 for texture editing tasks such as hole-filling and
                 reshuffling as well as multiview camouflage.",
  acknowledgement = ack-nhfb,
  articleno =    "106",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Iizuka:2017:GLC,
  author =       "Satoshi Iizuka and Edgar Simo-Serra and Hiroshi
                 Ishikawa",
  title =        "Globally and locally consistent image completion",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "107:1--107:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073659",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel approach for image completion that
                 results in images that are both locally and globally
                 consistent. With a fully-convolutional neural network,
                 we can complete images of arbitrary resolutions by
                 filling-in missing regions of any shape. To train this
                 image completion network to be consistent, we use
                 global and local context discriminators that are
                 trained to distinguish real images from completed ones.
                 The global discriminator looks at the entire image to
                 assess if it is coherent as a whole, while the local
                 discriminator looks only at a small area centered at
                 the completed region to ensure the local consistency of
                 the generated patches. The image completion network is
                 then trained to fool the both context discriminator
                 networks, which requires it to generate images that are
                 indistinguishable from real ones with regard to overall
                 consistency as well as in details. We show that our
                 approach can be used to complete a wide variety of
                 scenes. Furthermore, in contrast with the patch-based
                 approaches such as PatchMatch, our approach can
                 generate fragments that do not appear elsewhere in the
                 image, which allows us to naturally complete the images
                 of objects with familiar and highly specific
                 structures, such as faces.",
  acknowledgement = ack-nhfb,
  articleno =    "107",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lukac:2017:NRR,
  author =       "Michal Luk{\'a}c and Daniel S{\'y}kora and Kalyan
                 Sunkavalli and Eli Shechtman and Ondrej Jamriska and
                 Nathan Carr and Tom{\'a}s Pajdla",
  title =        "{Nautilus}: recovering regional symmetry
                 transformations for image editing",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "108:1--108:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073661",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Natural images often exhibit symmetries that should be
                 taken into account when editing them. In this paper we
                 present Nautilus --- a method for automatically
                 identifying symmetric regions in an image along with
                 their corresponding symmetry transformations. We
                 compute dense local similarity symmetry transformations
                 using a novel variant of the Generalised PatchMatch
                 algorithm that uses Metropolis--Hastings sampling. We
                 combine and refine these local symmetries using an
                 extended Lucas--Kanade algorithm to compute regional
                 transformations and their spatial extents. Our approach
                 produces dense estimates of complex symmetries that are
                 combinations of translation, rotation, scale, and
                 reflection under perspective distortion. This enables a
                 number of automatic symmetry-aware image editing
                 applications including inpainting, rectification,
                 beautification, and segmentation, and we demonstrate
                 state-of-the-art applications for each of them.",
  acknowledgement = ack-nhfb,
  articleno =    "108",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Frederickx:2017:FSD,
  author =       "Roald Frederickx and Philip Dutr{\'e}",
  title =        "A forward scattering dipole model from a functional
                 integral approximation",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "109:1--109:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073681",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Rendering translucent materials with physically based
                 Monte Carlo methods tends to be computationally
                 expensive due to the long chains of volumetric
                 scattering interactions. In the case of strongly
                 forward scattering materials, the problem gets
                 compounded since each scattering interaction becomes
                 highly anisotropic and near-specular. Various
                 well-known approaches try to avoid the resulting
                 sampling problem through analytical approximations
                 based on diffusion theory. Although these methods are
                 computationally efficient, their assumption of
                 diffusive, isotropic scattering can lead to
                 considerable errors when rendering forward scattering
                 materials, even in the optically dense limit. In this
                 paper, we present an analytical subsurface scattering
                 model, derived with the explicit assumption of strong
                 forward scattering. Our model is not based on diffusion
                 theory, but follows from a connection that we
                 identified between the functional integral formulation
                 of radiative transport and the partition function of a
                 worm-like chain in polymer physics. Our resulting model
                 does not need a separate Monte Carlo solution for
                 unscattered or single-scattered contributions, nor does
                 it require ad-hoc regularization procedures. It has a
                 single singularity by design, corresponding to the
                 initial unscattered propagation, which can be accounted
                 for by the extensive analytical importance sampling
                 scheme that we provide. Our model captures the full
                 behaviour of forward scattering media, ranging from
                 unscattered straight-line propagation to the fully
                 diffusive limit. Moreover, we derive a novel forward
                 scattering BRDF as limiting case of our subsurface
                 scattering model, which can be used in a level of
                 detail hierarchy. We show how our model can be
                 integrated in existing Monte Carlo rendering
                 algorithms, and make comparisons to previous
                 approaches.",
  acknowledgement = ack-nhfb,
  articleno =    "109",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yuksel:2017:LGH,
  author =       "Can Yuksel and Cem Yuksel",
  title =        "Lighting grid hierarchy for self-illuminating
                 explosions",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "110:1--110:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073604",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Rendering explosions with self-illumination is a
                 challenging problem. Explosions contain animated
                 volumetric light sources immersed in animated smoke
                 that cast volumetric shadows, which play an essential
                 role and are expensive to compute. We propose an
                 efficient solution that redefines this problem as
                 rendering with many animated lights by converting the
                 volumetric lighting data into a large number of point
                 lights. Focusing on temporal coherency to avoid
                 flickering in animations, we introduce lighting grid
                 hierarchy for approximating the volumetric illumination
                 at different resolutions. Using this structure we can
                 efficiently approximate the lighting at any point
                 inside or outside of the explosion volume as a mixture
                 of lighting contributions from all levels of the
                 hierarchy. As a result, we are able to capture
                 high-frequency details of local illumination, as well
                 as the potentially strong impact of distant
                 illumination. Most importantly, this hierarchical
                 structure allows us to efficiently precompute
                 volumetric shadows, which substantially accelerates the
                 lighting computation. Finally, we provide a scalable
                 approach for computing the multiple scattering of light
                 within the smoke volume using our lighting grid
                 hierarchy. Temporal coherency is achieved by relying on
                 continuous formulations at all stages of the lighting
                 approximation. We show that our method is efficient and
                 effective approximating the self-illumination of
                 explosions with visually indistinguishable results, as
                 compared to path tracing. We also show that our method
                 can be applied to other problems involving a large
                 number of (animated) point lights.",
  acknowledgement = ack-nhfb,
  articleno =    "110",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kutz:2017:SDT,
  author =       "Peter Kutz and Ralf Habel and Yining Karl Li and Jan
                 Nov{\'a}k",
  title =        "Spectral and decomposition tracking for rendering
                 heterogeneous volumes",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "111:1--111:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073665",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present two novel unbiased techniques for sampling
                 free paths in heterogeneous participating media. Our
                 decomposition tracking accelerates free-path
                 construction by splitting the medium into a control
                 component and a residual component and sampling each of
                 them separately. To minimize expensive evaluations of
                 spatially varying collision coefficients, we define the
                 control component to allow constructing free paths in
                 closed form. The residual heterogeneous component is
                 then homogenized by adding a fictitious medium and
                 handled using weighted delta tracking, which removes
                 the need for computing strict bounds of the extinction
                 function. Our second contribution, spectral tracking,
                 enables efficient light transport simulation in
                 chromatic media. We modify free-path distributions to
                 minimize the fluctuation of path throughputs and
                 thereby reduce the estimation variance. To demonstrate
                 the correctness of our algorithms, we derive them
                 directly from the radiative transfer equation by
                 extending the integral formulation of null-collision
                 algorithms recently developed in reactor physics. This
                 mathematical framework, which we thoroughly review,
                 encompasses existing trackers and postulates an entire
                 family of new estimators for solving transport
                 problems; our algorithms are examples of such. We
                 analyze the proposed methods in canonical settings and
                 on production scenes, and compare to the current state
                 of the art in simulating light transport in
                 heterogeneous participating media.",
  acknowledgement = ack-nhfb,
  articleno =    "111",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bitterli:2017:BPB,
  author =       "Benedikt Bitterli and Wojciech Jarosz",
  title =        "Beyond points and beams: higher-dimensional photon
                 samples for volumetric light transport",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "112:1--112:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073698",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We develop a theory of volumetric density estimation
                 which generalizes prior photon point (0D) and beam (1D)
                 approaches to a broader class of estimators using `` n
                 D'' samples along photon and/or camera subpaths.
                 Volumetric photon mapping performs density estimation
                 by point sampling propagation distances within the
                 medium and performing density estimation over the
                 generated points (0D). Beam-based (1D) approaches
                 consider the expected value of this distance sampling
                 process along the last camera and/or light subpath
                 segments. Our theory shows how to replace propagation
                 distance sampling steps across multiple bounces to form
                 higher-dimensional samples such as photon planes (2D),
                 photon volumes (3D), their camera path equivalents, and
                 beyond. We perform a theoretical error analysis which
                 reveals that in scenarios where beams already
                 outperform points, each additional dimension of n D
                 samples compounds these benefits further. Moreover,
                 each additional sample dimension reduces the required
                 dimensionality of the blurring needed for density
                 estimation, allowing us to formulate, for the first
                 time, fully unbiased forms of volumetric photon
                 mapping. We demonstrate practical implementations of
                 several of the new estimators our theory predicts,
                 including both biased and unbiased variants, and show
                 that they outperform state-of-the-art beam-based
                 volumetric photon mapping by a factor of 2.4--40$
                 \times $.",
  acknowledgement = ack-nhfb,
  articleno =    "112",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vaxman:2017:RMP,
  author =       "Amir Vaxman and Christian M{\"u}ller and Ofir Weber",
  title =        "Regular meshes from polygonal patterns",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "113:1--113:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073593",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a framework for designing shapes from
                 diverse combinatorial patterns, where the vertex
                 1-rings and the faces are as rotationally symmetric as
                 possible, and define such meshes as regular. Our
                 algorithm computes the geometry that brings out the
                 symmetries encoded in the combinatorics. We then allow
                 designers and artists to envision and realize original
                 meshes with great aesthetic qualities. Our method is
                 general and applicable to meshes of arbitrary topology
                 and connectivity, from triangle meshes to general
                 polygonal meshes. The designer controls the result by
                 manipulating and constraining vertex positions. We
                 offer a novel characterization of regularity, using
                 quaternionic ratios of mesh edges, and optimize meshes
                 to be as regular as possible according to this
                 characterization. Finally, we provide a mathematical
                 analysis of these regular meshes, and show how they
                 relate to concepts like the discrete Willmore energy
                 and connectivity shapes.",
  acknowledgement = ack-nhfb,
  articleno =    "113",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gao:2017:RHD,
  author =       "Xifeng Gao and Wenzel Jakob and Marco Tarini and
                 Daniele Panozzo",
  title =        "Robust hex-dominant mesh generation using field-guided
                 polyhedral agglomeration",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "114:1--114:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073676",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a robust and efficient field-aligned
                 volumetric meshing algorithm that produces hex-dominant
                 meshes, i.e. meshes that are predominantly composed of
                 hexahedral elements while containing a small number of
                 irregular polyhedra. The latter are placed according to
                 the singularities of two optimized guiding fields,
                 which allow our method to generate meshes with an
                 exceptionally high amount of isotropy. The field design
                 phase of our method relies on a compact quaternionic
                 representation of volumetric octa-fields and a
                 corresponding optimization that explicitly models the
                 discrete matchings between neighboring elements. This
                 optimization naturally supports alignment constraints
                 and scales to very large datasets. We also propose a
                 novel extraction technique that uses field-guided mesh
                 simplification to convert the optimized fields into a
                 hexdominant output mesh. Each simplification operation
                 maintains topological validity as an invariant,
                 ensuring manifold output. These steps easily generalize
                 to other dimensions or representations, and we show how
                 they can be an asset in existing 2D surface meshing
                 techniques. Our method can automatically and robustly
                 convert any tetrahedral mesh into an isotropic
                 hex-dominant mesh and (with minor modifications) can
                 also convert any triangle mesh into a corresponding
                 isotropic quad-dominant mesh, preserving its genus,
                 number of holes, and manifoldness. We demonstrate the
                 benefits of our algorithm on a large collection of
                 shapes provided in the supplemental material along with
                 all generated results.",
  acknowledgement = ack-nhfb,
  articleno =    "114",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schissler:2017:ISPb,
  author =       "Carl Schissler and Dinesh Manocha",
  title =        "Interactive sound propagation and rendering for large
                 multi-source scenes",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "114:1--114:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126830",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "114c",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sokolov:2017:HDM,
  author =       "Dmitry Sokolov and Nicolas Ray and Lionel Untereiner
                 and Bruno L{\'e}vy",
  title =        "Hexahedral-dominant meshing",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "114:1--114:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126827",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "114a",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Solomon:2017:BEOb,
  author =       "Justin Solomon and Amir Vaxman and David Bommes",
  title =        "Boundary element octahedral fields in volumes",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "114:1--114:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126828",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "114b",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schweickart:2017:AER,
  author =       "Eston Schweickart and Doug L. James and Steve
                 Marschner",
  title =        "Animating elastic rods with sound",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "115:1--115:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073680",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Sound generation methods, such as linear modal
                 synthesis, can sonify a wide range of physics-based
                 animation of solid objects, resolving vibrations and
                 sound radiation from various structures. However,
                 elastic rods are an important computer animation
                 primitive for which prior sound synthesis methods, such
                 as modal synthesis, are ill-suited for several reasons:
                 large displacements, nonlinear vibrations, dispersion
                 effects, and the geometrically singular nature of rods.
                 In this paper, we present physically based methods for
                 simultaneous generation of animation and sound for
                 deformable rods. We draw on Kirchhoff theory to
                 simplify the representation of rod dynamics and
                 introduce a generalized dipole model to calculate the
                 spatially varying acoustic radiation. In doing so, we
                 drastically decrease the amount of precomputation
                 required (in some cases eliminating it completely),
                 while being able to resolve sound radiation for
                 arbitrary body deformations encountered in computer
                 animation. We present several examples, including
                 challenging scenes involving thousands of highly
                 coupled frictional contacts.",
  acknowledgement = ack-nhfb,
  articleno =    "115",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2017:QNMb,
  author =       "Tiantian Liu and Sofien Bouaziz and Ladislav Kavan",
  title =        "Quasi-newton methods for real-time simulation of
                 hyperelastic materials",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "116:1--116:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126831",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "116a",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Michels:2017:SAI,
  author =       "Dominik L. Michels and Vu Thai Luan and Mayya Tokman",
  title =        "A stiffly accurate integrator for elastodynamic
                 problems",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "116:1--116:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073706",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new integration algorithm for the
                 accurate and efficient solution of stiff elastodynamic
                 problems governed by the second-order ordinary
                 differential equations of structural mechanics. Current
                 methods have the shortcoming that their performance is
                 highly dependent on the numerical stiffness of the
                 underlying system that often leads to unrealistic
                 behavior or a significant loss of efficiency. To
                 overcome these limitations, we present a new
                 integration method which is based on a mathematical
                 reformulation of the underlying differential equations,
                 an exponential treatment of the full nonlinear forcing
                 operator as opposed to more standard partially implicit
                 or exponential approaches, and the utilization of the
                 concept of stiff accuracy which ensures that the
                 efficiency of the simulations is significantly less
                 sensitive to increased stiffness. As a consequence, we
                 are able to tremendously accelerate the simulation of
                 stiff systems compared to established integrators and
                 significantly increase the overall accuracy. The
                 advantageous behavior of this approach is demonstrated
                 on a broad spectrum of complex examples like deformable
                 bodies, textiles, bristles, and human hair. Our easily
                 parallelizable integrator enables more complex and
                 realistic models to be explored in visual computing
                 without compromising efficiency.",
  acknowledgement = ack-nhfb,
  articleno =    "116",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2017:DEM,
  author =       "Chengze Li and Xueting Liu and Tien-Tsin Wong",
  title =        "Deep extraction of manga structural lines",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "117:1--117:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073675",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Extraction of structural lines from pattern-rich manga
                 is a crucial step for migrating legacy manga to digital
                 domain. Unfortunately, it is very challenging to
                 distinguish structural lines from arbitrary,
                 highly-structured, and black-and-white screen patterns.
                 In this paper, we present a novel data-driven approach
                 to identify structural lines out of pattern-rich manga,
                 with no assumption on the patterns. The method is based
                 on convolutional neural networks. To suit our purpose,
                 we propose a deep network model to handle the large
                 variety of screen patterns and raise output accuracy.
                 We also develop an efficient and effective way to
                 generate a rich set of training data pairs. Our method
                 suppresses arbitrary screen patterns no matter whether
                 these patterns are regular, irregular, tone-varying, or
                 even pictorial, and regardless of their scales. It
                 outputs clear and smooth structural lines even if these
                 lines are contaminated by and immersed in complex
                 patterns. We have evaluated our method on a large
                 number of mangas of various drawing styles. Our method
                 substantially outperforms state-of-the-art methods in
                 terms of visual quality. We also demonstrate its
                 potential in various manga applications, including
                 manga colorization, manga retargeting, and 2.5D manga
                 generation.",
  acknowledgement = ack-nhfb,
  articleno =    "117",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gharbi:2017:DBL,
  author =       "Micha{\"e}l Gharbi and Jiawen Chen and Jonathan T.
                 Barron and Samuel W. Hasinoff and Fr{\'e}do Durand",
  title =        "Deep bilateral learning for real-time image
                 enhancement",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "118:1--118:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073592",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Performance is a critical challenge in mobile image
                 processing. Given a reference imaging pipeline, or even
                 human-adjusted pairs of images, we seek to reproduce
                 the enhancements and enable real-time evaluation. For
                 this, we introduce a new neural network architecture
                 inspired by bilateral grid processing and local affine
                 color transforms. Using pairs of input/output images,
                 we train a convolutional neural network to predict the
                 coefficients of a locally-affine model in bilateral
                 space. Our architecture learns to make local, global,
                 and content-dependent decisions to approximate the
                 desired image transformation. At runtime, the neural
                 network consumes a low-resolution version of the input
                 image, produces a set of affine transformations in
                 bilateral space, upsamples those transformations in an
                 edge-preserving fashion using a new slicing node, and
                 then applies those upsampled transformations to the
                 full-resolution image. Our algorithm processes
                 high-resolution images on a smartphone in milliseconds,
                 provides a real-time viewfinder at 1080p resolution,
                 and matches the quality of state-of-the-art
                 approximation techniques on a large class of image
                 operators. Unlike previous work, our model is trained
                 off-line from data and therefore does not require
                 access to the original operator at runtime. This allows
                 our model to learn complex, scene-dependent
                 transformations for which no reference implementation
                 is available, such as the photographic edits of a human
                 retoucher.",
  acknowledgement = ack-nhfb,
  articleno =    "118",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2017:RTU,
  author =       "Richard Zhang and Jun-Yan Zhu and Phillip Isola and
                 Xinyang Geng and Angela S. Lin and Tianhe Yu and Alexei
                 A. Efros",
  title =        "Real-time user-guided image colorization with learned
                 deep priors",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "119:1--119:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073703",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a deep learning approach for user-guided
                 image colorization. The system directly maps a
                 grayscale image, along with sparse, local user
                 ``hints'' to an output colorization with a
                 Convolutional Neural Network (CNN). Rather than using
                 hand-defined rules, the network propagates user edits
                 by fusing low-level cues along with high-level semantic
                 information, learned from large-scale data. We train on
                 a million images, with simulated user inputs. To guide
                 the user towards efficient input selection, the system
                 recommends likely colors based on the input image and
                 current user inputs. The colorization is performed in a
                 single feed-forward pass, enabling real-time use. Even
                 with randomly simulated user inputs, we show that the
                 proposed system helps novice users quickly create
                 realistic colorizations, and offers large improvements
                 in colorization quality with just a minute of use. In
                 addition, we demonstrate that the framework can
                 incorporate other user ``hints'' to the desired
                 colorization, showing an application to color histogram
                 transfer.",
  acknowledgement = ack-nhfb,
  articleno =    "119",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Duff:2017:DCUb,
  author =       "Tom Duff",
  title =        "Deep compositing using lie algebras",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "120:1--120:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126833",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "120a",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liao:2017:VAT,
  author =       "Jing Liao and Yuan Yao and Lu Yuan and Gang Hua and
                 Sing Bing Kang",
  title =        "Visual attribute transfer through deep image analogy",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "120:1--120:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073683",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a new technique for visual attribute
                 transfer across images that may have very different
                 appearance but have perceptually similar semantic
                 structure. By visual attribute transfer, we mean
                 transfer of visual information (such as color, tone,
                 texture, and style) from one image to another. For
                 example, one image could be that of a painting or a
                 sketch while the other is a photo of a real scene, and
                 both depict the same type of scene. Our technique finds
                 semantically-meaningful dense correspondences between
                 two input images. To accomplish this, it adapts the
                 notion of ``image analogy'' [Hertzmann et al. 2001]
                 with features extracted from a Deep Convolutional
                 Neutral Network for matching; we call our technique
                 deep image analogy. A coarse-to-fine strategy is used
                 to compute the nearest-neighbor field for generating
                 the results. We validate the effectiveness of our
                 proposed method in a variety of cases, including
                 style/texture transfer, color/style swap,
                 sketch/painting to photo, and time lapse.",
  acknowledgement = ack-nhfb,
  articleno =    "120",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhu:2017:TSTa,
  author =       "Bo Zhu and Melina Skouras and Desai Chen and Wojciech
                 Matusik",
  title =        "Two-scale topology optimization with microstructures",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "120:1--120:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126835",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "120b",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Martinez:2017:ONF,
  author =       "Jon{\`a}s Mart{\'\i}nez and Haichuan Song and
                 J{\'e}r{\'e}mie Dumas and Sylvain Lefebvre",
  title =        "Orthotropic $k$-nearest foams for additive
                 manufacturing",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "121:1--121:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073638",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Additive manufacturing enables the fabrication of
                 objects embedding meta-materials. By creating
                 fine-scale structures, the object's physical properties
                 can be graded (e.g. elasticity, porosity), even though
                 a single base material is used for fabrication.
                 Designing the fine and detailed geometry of a
                 metamaterial while attempting to achieve specific
                 properties is difficult. In addition, the structures
                 are intended to fill comparatively large volumes, which
                 quickly leads to large data structures and intractable
                 simulation costs. Thus, most metamaterials are defined
                 as periodic structures repeated in regular lattices.
                 The periodicity simplifies modeling, simulation, and
                 reduces memory costs --- however it limits the
                 possibility to smoothly grade properties along free
                 directions. In this work, we propose a novel
                 metamaterial with controllable, freely orientable,
                 orthotropic elastic behavior --- orthotropy means that
                 elasticity is controlled independently along three
                 orthogonal axes, which leads to materials that better
                 adapt to uneven, directional load scenarios, and offer
                 a more versatile material design primitive. The
                 fine-scale structures are generated procedurally by a
                 stochastic process, and resemble a foam. The absence of
                 global organization and periodicity allows the free
                 gradation of density, orientation, and stretch, leading
                 to the controllable orthotropic behavior. The
                 procedural nature of the synthesis process allows it to
                 scale to arbitrarily large volumes at low memory costs.
                 We detail the foam structure synthesis, analyze and
                 discuss its properties through numerical and
                 experimental verifications, and finally demonstrate the
                 use of orthotropic materials for the design of 3D
                 printed objects.",
  acknowledgement = ack-nhfb,
  articleno =    "121",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Panetta:2017:WCS,
  author =       "Julian Panetta and Abtin Rahimian and Denis Zorin",
  title =        "Worst-case stress relief for microstructures",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "122:1--122:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073649",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Additive fabrication technologies are limited by the
                 types of material they can print: while the
                 technologies are continuously improving, still only a
                 relatively small discrete set of materials can be used
                 in each printed object. At the same time, the low cost
                 of introducing geometric complexity suggests the
                 alternative of controlling the elastic material
                 properties by producing microstructures, which can
                 achieve behaviors significantly differing from the
                 solid printing material. While promising results have
                 been obtained in this direction, fragility is a
                 significant problem blocking practical applications,
                 especially for achieving soft material properties: due
                 to stress concentrations at thin joints, deformations
                 and repeated loadings are likely to cause fracture. We
                 present a set of methods to minimize stress
                 concentrations in microstructures by evolving their
                 shapes. First, we demonstrate that the worst-case
                 stress analysis problem (maximizing a stress measure
                 over all possible unit loads) has an exact solution for
                 periodic microstructures. We develop a new, accurate
                 discretization of the shape derivative for stress
                 objectives and introduce a low-dimensional parametric
                 shape model for microstructures. This model supports
                 robust minimization of maximal stress (approximated by
                 an L$_p$ norm with high p) and an efficient
                 implementation of printability constraints. In addition
                 to significantly reducing stresses (by a typical factor
                 of 5X), the new method substantially expands the range
                 of effective material properties covered by the
                 collection of structures.",
  acknowledgement = ack-nhfb,
  articleno =    "122",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pereira:2017:PAA,
  author =       "Thiago Pereira and Carolina L. A. Paes Leme and Steve
                 Marschner and Szymon Rusinkiewicz",
  title =        "Printing anisotropic appearance with magnetic flakes",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "123:1--123:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073701",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The ability to fabricate surfaces with fine control
                 over bidirectional reflectance (BRDF) is a
                 long-standing goal in appearance research, with
                 applications in product design and manufacturing. We
                 propose a technique that embeds magnetic flakes in a
                 photo-cured resin, allowing the orientation
                 distribution of those flakes to be controlled at
                 printing time using a magnetic field. We show that
                 time-varying magnetic fields allow us to control
                 off-specular lobe direction, anisotropy, and lobe
                 width, while using multiple spatial masks displayed by
                 a UV projector allows for spatial variation. We
                 demonstrate optical effects including bump maps: fat
                 surfaces with spatially-varying specular lobe
                 direction.",
  acknowledgement = ack-nhfb,
  articleno =    "123",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Babaei:2017:CCP,
  author =       "Vahid Babaei and Kiril Vidimce and Michael Foshey and
                 Alexandre Kaspar and Piotr Didyk and Wojciech Matusik",
  title =        "Color contoning for {$3$D} printing",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "124:1--124:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073605",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Appearance reproduction is an important aspect of 3D
                 printing. Current color reproduction systems use
                 halftoning methods that create colors through a spatial
                 combination of different inks at the object's surface.
                 This introduces a variety of artifacts to the object,
                 especially when viewed from a closer distance. In this
                 work, we propose an alternative color reproduction
                 method for 3D printing. Inspired by the inherent
                 ability of 3D printers to layer different materials on
                 top of each other, 3D color contoning creates colors by
                 combining inks with various thicknesses inside the
                 object's volume. Since inks are inside the volume, our
                 technique results in a uniform color surface with
                 virtually invisible spatial patterns on the surface.
                 For color prediction, we introduce a simple and highly
                 accurate spectral model that relies on a weighted
                 regression of spectral absorptions. We fully
                 characterize the proposed framework by addressing a
                 number of problems, such as material arrangement,
                 calculation of ink concentration, and 3D dot gain. We
                 use a custom 3D printer to fabricate and validate our
                 results.",
  acknowledgement = ack-nhfb,
  articleno =    "124",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2017:BMF,
  author =       "Changjian Li and Hao Pan and Yang Liu and Xin Tong and
                 Alla Sheffer and Wenping Wang",
  title =        "{BendSketch}: modeling freeform surfaces through
                 {$2$D} sketching",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "125:1--125:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073632",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Sketch-based modeling provides a powerful paradigm for
                 geometric modeling. Recent research had shown, sketch
                 based modeling methods are most effective when
                 targeting a specific family of surfaces. A large and
                 growing arsenal of sketching tools is available for
                 different types of geometries and different target user
                 populations. Our work augments this arsenal with a new
                 and powerful tool for modeling complex freeform shapes
                 by sketching sparse 2D strokes; our method complements
                 existing approaches in enabling the generation of
                 surfaces with complex curvature patterns that are
                 challenging to produce with existing methods. To model
                 a desired surface patch with our technique, the user
                 sketches the patch boundary as well as a small number
                 of strokes representing the major bending directions of
                 the shape. Our method uses this input to generate a
                 curvature field that conforms to the user strokes and
                 then uses this field to derive a freeform surface with
                 the desired curvature pattern. To infer the surface
                 from the strokes we first disambiguate the convex
                 versus concave bending directions indicated by the
                 strokes and estimate the surface bending magnitude
                 along the strokes. We subsequently construct a
                 curvature field based on these estimates, using a
                 non-orthogonal 4-direction field coupled with a scalar
                 magnitude field, and finally construct a surface whose
                 curvature pattern reflects this field through an
                 iterative sequence of simple linear optimizations. Our
                 framework is well suited for single-view modeling, but
                 also supports multi-view interaction, necessary to
                 model complex shapes portions of which can be occluded
                 in many views. It effectively combines multi-view
                 inputs to obtain a coherent 3D shape. It runs at
                 interactive speed allowing for immediate user feedback.
                 We demonstrate the effectiveness of the proposed method
                 through a large collection of complex examples created
                 by both artists and amateurs. Our framework provides a
                 useful complement to the existing sketch-based modeling
                 methods.",
  acknowledgement = ack-nhfb,
  articleno =    "125",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Han:2017:DDL,
  author =       "Xiaoguang Han and Chang Gao and Yizhou Yu",
  title =        "{DeepSketch2Face}: a deep learning based sketching
                 system for {$3$D} face and caricature modeling",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "126:1--126:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073629",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Face modeling has been paid much attention in the
                 field of visual computing. There exist many scenarios,
                 including cartoon characters, avatars for social media,
                 3D face caricatures as well as face-related art and
                 design, where low-cost interactive face modeling is a
                 popular approach especially among amateur users. In
                 this paper, we propose a deep learning based sketching
                 system for 3D face and caricature modeling. This system
                 has a labor-efficient sketching interface, that allows
                 the user to draw freehand imprecise yet expressive 2D
                 lines representing the contours of facial features. A
                 novel CNN based deep regression network is designed for
                 inferring 3D face models from 2D sketches. Our network
                 fuses both CNN and shape based features of the input
                 sketch, and has two independent branches of fully
                 connected layers generating independent subsets of
                 coefficients for a bilinear face representation. Our
                 system also supports gesture based interactions for
                 users to further manipulate initial face models. Both
                 user studies and numerical results indicate that our
                 sketching system can help users create face models
                 quickly and effectively. A significantly expanded face
                 database with diverse identities, expressions and
                 levels of exaggeration is constructed to promote
                 further research and evaluation of face modeling
                 techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "126",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dvoroznak:2017:EBE,
  author =       "Marek Dvorozn{\'a}k and Pierre B{\'e}nard and Pascal
                 Barla and Oliver Wang and Daniel S{\'y}kora",
  title =        "Example-based expressive animation of {$2$D} rigid
                 bodies",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "127:1--127:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073611",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel approach to facilitate the creation
                 of stylized 2D rigid body animations. Our approach can
                 handle multiple rigid objects following complex
                 physically-simulated trajectories with collisions,
                 while retaining a unique artistic style directly
                 specified by the user. Starting with an existing target
                 animation (e.g., produced by a physical simulation
                 engine) an artist interactively draws over a sparse set
                 of frames, and the desired appearance and motion
                 stylization is automatically propagated to the rest of
                 the sequence. The stylization process may also be
                 performed in an off-line batch process from a small set
                 of drawn sequences. To achieve these goals, we combine
                 parametric deformation synthesis that generalizes and
                 reuses hand-drawn exemplars, with non-parametric
                 techniques that enhance the hand-drawn appearance of
                 the synthesized sequence. We demonstrate the potential
                 of our method on various complex rigid body animations
                 which are created with an expressive hand-drawn look
                 using notably less manual interventions as compared to
                 traditional techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "127",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Krs:2017:SSV,
  author =       "Vojtech Krs and Ersin Yumer and Nathan Carr and
                 Bedrich Benes and Radom{\'\i}r Mech",
  title =        "{Skippy}: single view {$3$D} curve interactive
                 modeling",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "128:1--128:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073603",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce Skippy, a novel algorithm for 3D
                 interactive curve modeling from a single view. While
                 positing curves in space can be a tedious task, our
                 rapid sketching algorithm allows users to draw curves
                 in and around existing geometry in a controllable
                 manner. The key insight behind our system is to
                 automatically infer the 3D curve coordinates by
                 enumerating a large set of potential curve
                 trajectories. More specifically, we partition 2D
                 strokes into continuous segments that land both on and
                 off the geometry, duplicating segments that could be
                 placed in front or behind, to form a directed graph. We
                 use distance fields to estimate 3D coordinates for our
                 curve segments and solve for an optimally smooth path
                 that follows the curvature of the scene geometry while
                 avoiding intersections. Using our curve design
                 framework we present a collection of novel editing
                 operations allowing artists to rapidly explore and
                 refine the combinatorial space of solutions.
                 Furthermore, we include the quick placement of
                 transient geometry to aid in guiding the 3D curve.
                 Finally we demonstrate our interactive design curve
                 system on a variety of applications including geometric
                 modeling, and camera motion path planning.",
  acknowledgement = ack-nhfb,
  articleno =    "128",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yan:2017:CIL,
  author =       "Zhipei Yan and Stephen Schiller and Gregg Wilensky and
                 Nathan Carr and Scott Schaefer",
  title =        "$k$-curves: interpolation at local maximum curvature",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "129:1--129:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073692",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for constructing almost-everywhere
                 curvature-continuous, piecewise-quadratic curves that
                 interpolate a list of control points and have local
                 maxima of curvature only at the control points. Our
                 premise is that salient features of the curve should
                 occur only at control points to avoid the creation of
                 features unintended by the artist. While many artists
                 prefer to use interpolated control points, the creation
                 of artifacts, such as loops and cusps, away from
                 control points has limited the use of these types of
                 curves. By enforcing the maximum curvature property,
                 loops and cusps cannot be created unless the artist
                 intends for them to be. To create such curves, we focus
                 on piecewise quadratic curves, which can have only one
                 maximum curvature point. We provide a simple, iterative
                 optimization that creates quadratic curves, one per
                 interior control point, that meet with G$^2$ continuity
                 everywhere except at inflection points of the curve
                 where the curves are G$^1$. Despite the nonlinear
                 nature of curvature, our curves only obtain local
                 maxima of the absolute value of curvature only at
                 interpolated control points.",
  acknowledgement = ack-nhfb,
  articleno =    "129",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Leake:2017:CVE,
  author =       "Mackenzie Leake and Abe Davis and Anh Truong and
                 Maneesh Agrawala",
  title =        "Computational video editing for dialogue-driven
                 scenes",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "130:1--130:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073653",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a system for efficiently editing video of
                 dialogue-driven scenes. The input to our system is a
                 standard film script and multiple video takes, each
                 capturing a different camera framing or performance of
                 the complete scene. Our system then automatically
                 selects the most appropriate clip from one of the input
                 takes, for each line of dialogue, based on a
                 user-specified set of film-editing idioms. Our system
                 starts by segmenting the input script into lines of
                 dialogue and then splitting each input take into a
                 sequence of clips time-aligned with each line. Next, it
                 labels the script and the clips with high-level
                 structural information (e.g., emotional sentiment of
                 dialogue, camera framing of clip, etc.). After this
                 pre-process, our interface offers a set of basic idioms
                 that users can combine in a variety of ways to build
                 custom editing styles. Our system encodes each basic
                 idiom as a Hidden Markov Model that relates editing
                 decisions to the labels extracted in the pre-process.
                 For short scenes ($<$ 2 minutes, 8--16 takes, 6--27
                 lines of dialogue) applying the user-specified
                 combination of idioms to the pre-processed inputs
                 generates an edited sequence in 2--3 seconds. We show
                 that this is significantly faster than the hours of
                 user time skilled editors typically require to produce
                 such edits and that the quick feedback lets users
                 iteratively explore the space of edit designs.",
  acknowledgement = ack-nhfb,
  articleno =    "130",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cui:2017:TSV,
  author =       "Zhaopeng Cui and Oliver Wang and Ping Tan and Jue
                 Wang",
  title =        "Time slice video synthesis by robust video alignment",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "131:1--131:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073612",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Time slice photography is a popular effect that
                 visualizes the passing of time by aligning and
                 stitching multiple images capturing the same scene at
                 different times together into a single image. Extending
                 this effect to video is a difficult problem, and one
                 where existing solutions have only had limited success.
                 In this paper, we propose an easy-to-use and robust
                 system for creating time slice videos from a wide
                 variety of consumer videos. The main technical
                 challenge we address is how to align videos taken at
                 different times with substantially different
                 appearances, in the presence of moving objects and
                 moving cameras with slightly different trajectories. To
                 achieve a temporally stable alignment, we perform a
                 mixed 2D-3D alignment, where a rough 3D reconstruction
                 is used to generate sparse constraints that are
                 integrated into a pixelwise 2D registration. We apply
                 our method to a number of challenging scenarios, and
                 show that we can achieve a higher quality registration
                 than prior work. We propose a 3D user interface that
                 allows the user to easily specify how multiple videos
                 should be composited in space and time. Finally, we
                 show that our alignment method can be applied in more
                 general video editing and compositing tasks, such as
                 object removal.",
  acknowledgement = ack-nhfb,
  articleno =    "131",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nageli:2017:RTP,
  author =       "Tobias N{\"a}geli and Lukas Meier and Alexander
                 Domahidi and Javier Alonso-Mora and Otmar Hilliges",
  title =        "Real-time planning for automated multi-view drone
                 cinematography",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "132:1--132:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073712",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a method for automated aerial videography
                 in dynamic and cluttered environments. An online
                 receding horizon optimization formulation facilitates
                 the planning process for novices and experts alike. The
                 algorithm takes high-level plans as input, which we dub
                 virtual rails, alongside interactively defined
                 aesthetic framing objectives and jointly solves for 3D
                 quadcopter motion plans and associated velocities. The
                 method generates control inputs subject to constraints
                 of a non-linear quadrotor model and dynamic constraints
                 imposed by actors moving in an a priori unknown way.
                 The output plans are physically feasible, for the
                 horizon length, and we apply the resulting control
                 inputs directly at each time-step, without requiring a
                 separate trajectory tracking algorithm. The online
                 nature of the method enables incorporation of feedback
                 into the planning and control loop, makes the algorithm
                 robust to disturbances. Furthermore, we extend the
                 method to include coordination between multiple drones
                 to enable dynamic multi-view shots, typical for action
                 sequences and live TV coverage. The algorithm runs in
                 real-time on standard hardware and computes motion
                 plans for several drones in the order of milliseconds.
                 Finally, we evaluate the approach qualitatively with a
                 number of challenging shots, involving multiple drones
                 and actors and qualitatively characterize the
                 computational performance experimentally.",
  acknowledgement = ack-nhfb,
  articleno =    "132",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Garcia-Dorado:2017:FWSb,
  author =       "Ignacio Garcia-Dorado and Daniel G. Aliaga and
                 Saiprasanth Bhalachandran and Paul Schmid and Dev
                 Niyogi",
  title =        "Fast weather simulation for inverse procedural design
                 of {$3$D} urban models",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "133:1--133:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126839",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "133a",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2017:LFV,
  author =       "Ting-Chun Wang and Jun-Yan Zhu and Nima Khademi
                 Kalantari and Alexei A. Efros and Ravi Ramamoorthi",
  title =        "Light field video capture using a learning-based
                 hybrid imaging system",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "133:1--133:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073614",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Light field cameras have many advantages over
                 traditional cameras, as they allow the user to change
                 various camera settings after capture. However,
                 capturing light fields requires a huge bandwidth to
                 record the data: a modern light field camera can only
                 take three images per second. This prevents current
                 consumer light field cameras from capturing light field
                 videos. Temporal interpolation at such extreme scale
                 (10x, from 3 fps to 30 fps) is infeasible as too much
                 information will be entirely missing between adjacent
                 frames. Instead, we develop a hybrid imaging system,
                 adding another standard video camera to capture the
                 temporal information. Given a 3 fps light field
                 sequence and a standard 30 fps 2D video, our system can
                 then generate a full light field video at 30 fps. We
                 adopt a learning-based approach, which can be
                 decomposed into two steps: spatio-temporal flow
                 estimation and appearance estimation. The flow
                 estimation propagates the angular information from the
                 light field sequence to the 2D video, so we can warp
                 input images to the target view. The appearance
                 estimation then combines these warped images to output
                 the final pixels. The whole process is trained
                 end-to-end using convolutional neural networks.
                 Experimental results demonstrate that our algorithm
                 outperforms current video interpolation methods,
                 enabling consumer light field videography, and making
                 applications such as refocusing and parallax view
                 generation achievable on videos for the first time.",
  acknowledgement = ack-nhfb,
  articleno =    "133",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cordonnier:2017:ALC,
  author =       "Guillaume Cordonnier and Eric Galin and James Gain and
                 Bedrich Benes and Eric Gu{\'e}rin and Adrien Peytavie
                 and Marie-Paule Cani",
  title =        "Authoring landscapes by combining ecosystem and
                 terrain erosion simulation",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "134:1--134:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073667",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a novel framework for interactive
                 landscape authoring that supports bi-directional
                 feedback between erosion and vegetation simulation.
                 Vegetation and terrain erosion have strong mutual
                 impact and their interplay influences the overall
                 realism of virtual scenes. Despite their importance,
                 these complex interactions have been neglected in
                 computer graphics. Our framework overcomes this by
                 simulating the effect of a variety of geomorphological
                 agents and the mutual interaction between different
                 material and vegetation layers, including rock, sand,
                 humus, grass, shrubs, and trees. Users are able to
                 exploit these interactions with an authoring interface
                 that consistently shapes the terrain and populates it
                 with details. Our method, validated through
                 side-by-side comparison with real terrains, can be used
                 not only to generate realistic static landscapes, but
                 also to follow the temporal evolution of a landscape
                 over a few centuries.",
  acknowledgement = ack-nhfb,
  articleno =    "134",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2017:BMB,
  author =       "Bohan Wang and Yili Zhao and Jernej Barbic",
  title =        "Botanical materials based on biomechanics",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "135:1--135:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073655",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Botanical simulation plays an important role in many
                 fields including visual effects, games and virtual
                 reality. Previous plant simulation research has focused
                 on computing physically based motion, under the
                 assumption that the material properties are known. It
                 is too tedious and impractical to manually set the
                 spatially-varying material properties of complex trees.
                 In this paper, we give a method to set the mass
                 density, stiffness and damping properties of individual
                 tree components (branches and leaves) using a small
                 number of intuitive parameters. Our method is rooted in
                 plant biomechanics literature and builds upon power
                 laws observed in real botanical systems. We demonstrate
                 our materials by simulating them using offline and
                 model-reduced FEM simulators. Our parameters can be
                 tuned directly by artists; but we also give a technique
                 to infer the parameters from ground truth videos of
                 real trees. Our materials produce tree animations that
                 look much more similar to real trees than previous
                 methods, as evidenced by our user study and
                 experiments.",
  acknowledgement = ack-nhfb,
  articleno =    "135",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Karamouzas:2017:ICO,
  author =       "Ioannis Karamouzas and Nick Sohre and Rahul Narain and
                 Stephen J. Guy",
  title =        "Implicit crowds: optimization integrator for robust
                 crowd simulation",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "136:1--136:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073705",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Large multi-agent systems such as crowds involve
                 inter-agent interactions that are typically
                 anticipatory in nature, depending strongly on both the
                 positions and the velocities of agents. We show how the
                 nonlinear, anticipatory forces seen in multi-agent
                 systems can be made compatible with recent work on
                 energy-based formulations in physics-based animation,
                 and propose a simple and effective optimization-based
                 integration scheme for implicit integration of such
                 systems. We apply this approach to crowd simulation by
                 using a state-of-the-art model derived from a recent
                 analysis of human crowd data, and adapting it to our
                 framework. Our approach provides, for the first time,
                 guaranteed collision-free motion while simultaneously
                 maintaining high-quality collective behavior in a way
                 that is insensitive to simulation parameters such as
                 time step size and crowd density. These benefits are
                 demonstrated through simulation results on various
                 challenging scenarios and validation against real-world
                 crowd data.",
  acknowledgement = ack-nhfb,
  articleno =    "136",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Qin:2017:WBNa,
  author =       "Hongxing Qin and Yi Chen and Jinlong He and Baoquan
                 Chen",
  title =        "{Wasserstein} blue noise sampling",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "137:1--137:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126841",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "137a",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Singh:2017:CAA,
  author =       "Gurprit Singh and Wojciech Jarosz",
  title =        "Convergence analysis for anisotropic {Monte Carlo}
                 sampling spectra",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "137:1--137:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073656",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Traditional Monte Carlo (MC) integration methods use
                 point samples to numerically approximate the underlying
                 integral. This approximation introduces variance in the
                 integrated result, and this error can depend critically
                 on the sampling patterns used during integration. Most
                 of the well-known samplers used for MC integration in
                 graphics---e.g. jittered, Latin-hypercube(N -rooks),
                 multijittered---are anisotropic in nature. However,
                 there are currently no tools available to analyze the
                 impact of such anisotropic samplers on the variance
                 convergence behavior of Monte Carlo integration. In
                 this work, we develop a Fourier-domain mathematical
                 tool to analyze the variance, and subsequently the
                 convergence rate, of Monte Carlo integration using any
                 arbitrary (anisotropic) sampling power spectrum. We
                 also validate and leverage our theoretical analysis,
                 demonstrating that judicious alignment of anisotropic
                 sampling and integrand spectra can improve variance and
                 convergence rates in MC rendering, and that similar
                 improvements can apply to (anisotropic) deterministic
                 samplers.",
  acknowledgement = ack-nhfb,
  articleno =    "137",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ahmed:2017:APS,
  author =       "Abdalla G. M. Ahmed and Till Niese and Hui Huang and
                 Oliver Deussen",
  title =        "An adaptive point sampler on a regular lattice",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "138:1--138:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073588",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a framework to distribute point samples
                 with controlled spectral properties using a regular
                 lattice of tiles with a single sample per tile. We
                 employ a word-based identification scheme to identify
                 individual tiles in the lattice. Our scheme is
                 recursive, permitting tiles to be subdivided into
                 smaller tiles that use the same set of IDs. The
                 corresponding framework offers a very simple setup for
                 optimization towards different spectral properties.
                 Small lookup tables are sufficient to store all the
                 information needed to produce different point sets. For
                 blue noise with varying densities, we employ the
                 bit-reversal principle to recursively traverse
                 sub-tiles. Our framework is also capable of delivering
                 multi-class blue noise samples. It is well-suited for
                 different sampling scenarios in rendering, including
                 area-light sampling (uniform and adaptive), and
                 importance sampling. Other applications include
                 stippling and distributing objects.",
  acknowledgement = ack-nhfb,
  articleno =    "138",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chu:2017:SCPa,
  author =       "Jieyu Chu and Nafees Bin Zafar and Xubo Yang",
  title =        "A {Schur} complement preconditioner for scalable
                 parallel fluid simulation",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "139:1--139:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126843",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "139a",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dupuy:2017:SCP,
  author =       "Jonathan Dupuy and Eric Heitz and Laurent Belcour",
  title =        "A spherical cap preserving parameterization for
                 spherical distributions",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "139:1--139:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073694",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a novel parameterization for spherical
                 distributions that is based on a point located inside
                 the sphere, which we call a pivot. The pivot serves as
                 the center of a straight-line projection that maps
                 solid angles onto the opposite side of the sphere. By
                 transforming spherical distributions in this way, we
                 derive novel parametric spherical distributions that
                 can be evaluated and importance-sampled from the
                 original distributions using simple, closed-form
                 expressions. Moreover, we prove that if the original
                 distribution can be sampled and/or integrated over a
                 spherical cap, then so can the transformed
                 distribution. We exploit the properties of our
                 parameterization to derive efficient spherical lighting
                 techniques for both real-time and offline rendering.
                 Our techniques are robust, fast, easy to implement, and
                 achieve quality that is superior to previous work.",
  acknowledgement = ack-nhfb,
  articleno =    "139",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aanjaneya:2017:PDS,
  author =       "Mridul Aanjaneya and Ming Gao and Haixiang Liu and
                 Christopher Batty and Eftychios Sifakis",
  title =        "Power diagrams and sparse paged grids for high
                 resolution adaptive liquids",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "140:1--140:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073625",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an efficient and scalable octree-inspired
                 fluid simulation framework with the flexibility to
                 leverage adaptivity in any part of the computational
                 domain, even when resolution transitions reach the free
                 surface. Our methodology ensures symmetry, definiteness
                 and second order accuracy of the discrete Poisson
                 operator, and eliminates numerical and visual artifacts
                 of prior octree schemes. This is achieved by adapting
                 the operators acting on the octree's simulation
                 variables to reflect the structure and connectivity of
                 a power diagram, which recovers primal-dual mesh
                 orthogonality and eliminates problematic T-junction
                 configurations. We show how such operators can be
                 efficiently implemented using a pyramid of sparsely
                 populated uniform grids, enhancing the regularity of
                 operations and facilitating parallelization. A novel
                 scheme is proposed for encoding the topology of the
                 power diagram in the neighborhood of each octree cell,
                 allowing us to locally reconstruct it on the fly via a
                 lookup table, rather than resorting to costly explicit
                 meshing. The pressure Poisson equation is solved via a
                 highly efficient, matrix-free multigrid preconditioner
                 for Conjugate Gradient, adapted to the power diagram
                 discretization. We use another sparsely populated
                 uniform grid for high resolution interface tracking
                 with a narrow band level set representation. Using the
                 recently introduced SPGrid data structure, sparse
                 uniform grids in both the power diagram discretization
                 and our narrow band level set can be compactly stored
                 and efficiently updated via streaming operations.
                 Additionally, we present enhancements to adaptive level
                 set advection, velocity extrapolation, and the fast
                 marching method for redistancing. Our overall framework
                 gracefully accommodates the task of dynamically
                 adapting the octree topology during simulation. We
                 demonstrate end-to-end simulations of complex adaptive
                 flows in irregularly shaped domains, with tens of
                 millions of degrees of freedom.",
  acknowledgement = ack-nhfb,
  articleno =    "140",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gunther:2017:GOV,
  author =       "Tobias G{\"u}nther and Markus Gross and Holger
                 Theisel",
  title =        "Generic objective vortices for flow visualization",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "141:1--141:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073684",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In flow visualization, vortex extraction is a
                 long-standing and unsolved problem. For decades,
                 scientists developed numerous definitions that
                 characterize vortex regions and their corelines in
                 different ways, but none emerged as ultimate solution.
                 One reason is that almost all techniques have a
                 fundamental weakness: they are not invariant under
                 changes of the reference frame, i.e., they are not
                 objective. This has two severe implications: First, the
                 result depends on the movement of the observer, and
                 second, they cannot track vortices that are moving on
                 arbitrary paths, which limits their reliability and
                 usefulness in practice. Objective measures are rare,
                 but recently gained more attention in the literature.
                 Instead of only introducing a new objective measure, we
                 show in this paper how all existing measures that are
                 based on velocity and its derivatives can be made
                 objective. We achieve this by observing the vector
                 field in optimal local reference frames, in which the
                 temporal derivative of the flow vanishes, i.e.,
                 reference frames in which the flow appears steady. The
                 central contribution of our paper is to show that these
                 optimal local reference frames can be found by a simple
                 and elegant linear optimization. We prove that in the
                 optimal frame, all local vortex extraction methods that
                 are based on velocity and its derivatives become
                 objective. We demonstrate our approach with objective
                 counterparts to $ \lambda_2 $, vorticity and
                 Sujudi-Haimes.",
  acknowledgement = ack-nhfb,
  articleno =    "141",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chern:2017:IFC,
  author =       "Albert Chern and Felix Kn{\"o}ppel and Ulrich Pinkall
                 and Peter Schr{\"o}der",
  title =        "Inside fluids: {Clebsch} maps for visualization and
                 processing",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "142:1--142:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073591",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Clebsch maps encode velocity fields through functions.
                 These functions contain valuable information about the
                 velocity field. For example, closed integral curves of
                 the associated vorticity field are level lines of the
                 vorticity Clebsch map. This makes Clebsch maps useful
                 for visualization and fluid dynamics analysis.
                 Additionally they can be used in the context of
                 simulations to enhance flows through the introduction
                 of subgrid vorticity. In this paper we study spherical
                 Clebsch maps, which are particularly attractive.
                 Elucidating their geometric structure, we show that
                 such maps can be found as minimizers of a non-linear
                 Dirichlet energy. To illustrate our approach we use a
                 number of benchmark problems and apply it to
                 numerically given flow fields. Code and a video can be
                 found in the ACM Digital Library.",
  acknowledgement = ack-nhfb,
  articleno =    "142",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Birklbauer:2017:NSD,
  author =       "Clemens Birklbauer and David C. Schedl and Oliver
                 Bimber",
  title =        "Nonuniform spatial deformation of light fields by
                 locally linear transformations",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "143:1--143:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126846",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "143b",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Um:2017:PEL,
  author =       "Kiwon Um and Xiangyu Hu and Nils Thuerey",
  title =        "Perceptual evaluation of liquid simulation methods",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "143:1--143:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073633",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper proposes a novel framework to evaluate
                 fluid simulation methods based on crowd-sourced user
                 studies in order to robustly gather large numbers of
                 opinions. The key idea for a robust and reliable
                 evaluation is to use a reference video from a carefully
                 selected real-world setup in the user study. By
                 conducting a series of controlled user studies and
                 comparing their evaluation results, we observe various
                 factors that affect the perceptual evaluation. Our data
                 show that the availability of a reference video makes
                 the evaluation consistent. We introduce this approach
                 for computing scores of simulation methods as visual
                 accuracy metric. As an application of the proposed
                 framework, a variety of popular simulation methods are
                 evaluated.",
  acknowledgement = ack-nhfb,
  articleno =    "143",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2017:IRSb,
  author =       "Jung-Hsuan Wu and Suguru Saito",
  title =        "Interactive relighting in single low-dynamic range
                 images",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "143:1--143:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126845",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "143a",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kalantari:2017:DHD,
  author =       "Nima Khademi Kalantari and Ravi Ramamoorthi",
  title =        "Deep high dynamic range imaging of dynamic scenes",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "144:1--144:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073609",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Producing a high dynamic range (HDR) image from a set
                 of images with different exposures is a challenging
                 process for dynamic scenes. A category of existing
                 techniques first register the input images to a
                 reference image and then merge the aligned images into
                 an HDR image. However, the artifacts of the
                 registration usually appear as ghosting and tearing in
                 the final HDR images. In this paper, we propose a
                 learning-based approach to address this problem for
                 dynamic scenes. We use a convolutional neural network
                 (CNN) as our learning model and present and compare
                 three different system architectures to model the HDR
                 merge process. Furthermore, we create a large dataset
                 of input LDR images and their corresponding ground
                 truth HDR images to train our system. We demonstrate
                 the performance of our system by producing high-quality
                 HDR images from a set of three LDR images. Experimental
                 results show that our method consistently produces
                 better results than several state-of-the-art approaches
                 on challenging scenes.",
  acknowledgement = ack-nhfb,
  articleno =    "144",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{AlBorno:2017:DAE,
  author =       "Mazen {Al Borno} and Michiel {Van De Panne} and Eugene
                 Fiume",
  title =        "Domain of attraction expansion for physics-based
                 character control",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "145:1--145:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126850",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "145c",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gastal:2017:SRI,
  author =       "Eduardo S. L. Gastal and Manuel M. Oliveira",
  title =        "Spectral remapping for image downscaling",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "145:1--145:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073670",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an image downscaling technique capable of
                 appropriately representing high-frequency structured
                 patterns. Our method breaks conventional wisdom in
                 sampling theory---instead of discarding high-frequency
                 information to avoid aliasing, it controls aliasing by
                 remapping such information to the representable range
                 of the downsampled spectrum. The resulting images
                 provide more faithful representations of their original
                 counterparts, retaining visually-important details that
                 would otherwise be lost. Our technique can be used with
                 any resampling method and works for both natural and
                 synthetic images. We demonstrate its effectiveness on a
                 large number of images downscaled in combination with
                 various resampling strategies. By providing an
                 alternative solution for a long-standing problem, our
                 method opens up new possibilities for image
                 processing.",
  acknowledgement = ack-nhfb,
  articleno =    "145",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kang:2017:MCLb,
  author =       "Changgu Kang and Sung-Hee Lee",
  title =        "Multi-contact locomotion using a contact graph with
                 feasibility predictors",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "145:1--145:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126849",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "145b",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kwon:2017:MMIb,
  author =       "Taesoo Kwon and Jessica K. Hodgins",
  title =        "Momentum-mapped inverted pendulum models for
                 controlling dynamic human motions",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "145:1--145:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126851",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "145d",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shu:2017:PLT,
  author =       "Zhixin Shu and Sunil Hadap and Eli Shechtman and
                 Kalyan Sunkavalli and Sylvain Paris and Dimitris
                 Samaras",
  title =        "Portrait lighting transfer using a mass transport
                 approach",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "145:1--145:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126847",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "145a",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kellnhofer:2017:THE,
  author =       "Petr Kellnhofer and Piotr Didyk and Szu-Po Wang and
                 Pitchaya Sitthi-Amorn and William Freeman and Fredo
                 Durand and Wojciech Matusik",
  title =        "{$3$DTV} at home: {Eulerian--Lagrangian}
                 stereo-to-multiview conversion",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "146:1--146:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073617",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Stereoscopic 3D (S3D) movies have become widely
                 popular in the movie theaters, but the adoption of S3D
                 at home is low even though most TV sets support S3D. It
                 is widely believed that S3D with glasses is not the
                 right approach for the home. A much more appealing
                 approach is to use automulti-scopic displays that
                 provide a glasses-free 3D experience to multiple
                 viewers. A technical challenge is the lack of native
                 multiview content that is required to deliver a proper
                 view of the scene for every viewpoint. Our approach
                 takes advantage of the abundance of stereoscopic 3D
                 movies. We propose a real-time system that can convert
                 stereoscopic video to a high-quality multiview video
                 that can be directly fed to automultiscopic displays.
                 Our algorithm uses a wavelet-based decomposition of
                 stereoscopic images with per-wavelet disparity
                 estimation. A key to our solution lies in combining
                 Lagrangian and Eulerian approaches for both the
                 disparity estimation and novel view synthesis, which
                 leverages the complementary advantages of both
                 techniques. The solution preserves all the features of
                 Eulerian methods, e.g., subpixel accuracy, high
                 performance, robustness to ambiguous depth cases, and
                 easy integration of inter-view aliasing while
                 maintaining the advantages of Lagrangian approaches,
                 e.g., robustness to large disparities and possibility
                 of performing non-trivial disparity manipulations
                 through both view extrapolation and interpolation. The
                 method achieves real-time performance on current GPUs.
                 Its design also enables an easy hardware implementation
                 that is demonstrated using a field-programmable gate
                 array. We analyze the visual quality and robustness of
                 our technique on a number of synthetic and real-world
                 examples. We also perform a user experiment which
                 demonstrates benefits of the technique when compared to
                 existing solutions.",
  acknowledgement = ack-nhfb,
  articleno =    "146",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fukiage:2017:HPB,
  author =       "Taiki Fukiage and Takahiro Kawabe and Shin'ya
                 Nishida",
  title =        "Hiding of phase-based stereo disparity for ghost-free
                 viewing without glasses",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "147:1--147:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073672",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "When a conventional stereoscopic display is viewed
                 without stereo glasses, image blurs, or 'ghosts', are
                 visible due to the fusion of stereo image pairs. This
                 artifact severely degrades 2D image quality, making it
                 difficult to simultaneously present clear 2D and 3D
                 contents. To overcome this limitation (backward
                 incompatibility), here we propose a novel method to
                 synthesize ghost-free stereoscopic images. Our method
                 gives binocular disparity to a 2D image, and drives
                 human binocular disparity detectors, by the addition of
                 a quadrature-phase pattern that induces spatial subband
                 phase shifts. The disparity-inducer patterns added to
                 the left and right images are identical except for the
                 contrast polarity. Physical fusion of the two images
                 cancels out the disparity-inducer components and makes
                 only the original 2D pattern visible to viewers without
                 glasses. Unlike previous solutions, our method
                 perfectly excludes stereo ghosts without using special
                 hardware. A simple algorithm can transform 3D contents
                 from the conventional stereo format into ours.
                 Furthermore, our method can alter the depth impression
                 of a real object without its being noticed by naked-eye
                 viewers by means of light projection of the
                 disparity-inducer components onto the object's surface.
                 Psychophysical evaluations have confirmed the practical
                 utility of our method.",
  acknowledgement = ack-nhfb,
  articleno =    "147",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Matzen:2017:LCS,
  author =       "Kevin Matzen and Michael F. Cohen and Bryce Evans and
                 Johannes Kopf and Richard Szeliski",
  title =        "Low-cost 360 stereo photography and video capture",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "148:1--148:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073645",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A number of consumer-grade spherical cameras have
                 recently appeared, enabling affordable monoscopic VR
                 content creation in the form of full 360${}^\circ $ X
                 180${}^\circ $ spherical panoramic photos and videos.
                 While monoscopic content is certainly engaging, it
                 fails to leverage a main aspect of VR HMDs, namely
                 stereoscopic display. Recent stereoscopic capture rigs
                 involve placing many cameras in a ring and synthesizing
                 an omni-directional stereo panorama enabling a user to
                 look around to explore the scene in stereo. In this
                 work, we describe a method that takes images from two
                 360${}^\circ $ spherical cameras and synthesizes an
                 omni-directional stereo panorama with stereo in all
                 directions. Our proposed method has a lower equipment
                 cost than camera-ring alternatives, can be assembled
                 with currently available off-the-shelf equipment, and
                 is relatively small and light-weight compared to the
                 alternatives. We validate our method by generating both
                 stills and videos. We have conducted a user study to
                 better understand what kinds of geometric processing
                 are necessary for a pleasant viewing experience. We
                 also discuss several algorithmic variations, each with
                 their own time and quality trade-offs.",
  acknowledgement = ack-nhfb,
  articleno =    "148",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2017:MPF,
  author =       "Fu-Chung Huang and Dawid Pajak and Jonghyun Kim and
                 Jan Kautz and David Luebke",
  title =        "Mixed-primary factorization for dual-frame
                 computational displays",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "149:1--149:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073654",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Increasing resolution and dynamic range of digital
                 color displays is challenging with designs confined by
                 cost and power specifications. This necessitates modern
                 displays to trade-off spatial and temporal resolution
                 for color reproduction capability. In this work we
                 explore the idea of joint hardware and algorithm design
                 to balance such trade-offs. We introduce a system that
                 uses content-adaptive and compressive factorizations to
                 reproduce colors. Each target frame is factorized into
                 two products of high-resolution monochromatic and
                 low-resolution color images, which then get integrated
                 through temporal or spatial multiplexing. As our
                 framework minimizes the error in colorimetric space,
                 the perceived color rendition is high, and thanks to
                 GPU acceleration, the results are generated in
                 real-time. We evaluate our system with a LCD prototype
                 that uses LED backlight array and temporal multiplexing
                 to reproduce color images. Our approach enables high
                 effective resolution and dynamic range without
                 increasing power consumption. We also demonstrate
                 low-cost extensions to hyperspectral and light-field
                 imaging, which are possible due to compressive nature
                 of our system.",
  acknowledgement = ack-nhfb,
  articleno =    "149",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2017:BMI,
  author =       "Jui-Hsien Wang and Rajsekhar Setaluri and Doug L.
                 James and Dinesh K. Pai",
  title =        "Bounce maps: an improved restitution model for
                 real-time rigid-body impact",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "150:1--150:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073634",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel method to enrich standard
                 rigid-body impact models with a spatially varying
                 coefficient of restitution map, or Bounce Map. Even
                 state-of-the art methods in computer graphics assume
                 that for a single rigid body, post- and pre-impact
                 dynamics are related with a single global, constant,
                 namely the coefficient of restitution. We first
                 demonstrate that this assumption is highly inaccurate,
                 even for simple objects. We then present a technique to
                 efficiently and automatically generate a function which
                 maps locations on the object's surface along with
                 impact normals, to a scalar coefficient of restitution
                 value. Furthermore, we propose a method for two-body
                 restitution analysis, and, based on numerical
                 experiments, estimate a practical model for combining
                 one-body Bounce Map values to approximate the two-body
                 coefficient of restitution. We show that our method not
                 only improves accuracy, but also enables visually
                 richer rigid-body simulations.",
  acknowledgement = ack-nhfb,
  articleno =    "150",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Montanari:2017:IGAb,
  author =       "Mattia Montanari and Nik Petrinic and Ettore
                 Barbieri",
  title =        "Improving the {GJK} algorithm for faster and more
                 reliable distance queries between convex objects",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "151:1--151:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126854",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "151a",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vouga:2017:AWE,
  author =       "Etienne Vouga and Breannan Smith and Danny M. Kaufman
                 and Rasmus Tamstorf and Eitan Grinspun",
  title =        "All's well that ends well: guaranteed resolution of
                 simultaneous rigid body impact",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "151:1--151:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073689",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Iterative algorithms are frequently used to resolve
                 simultaneous impacts between rigid bodies in physical
                 simulations. However, these algorithms lack formal
                 guarantees of termination, which is sometimes viewed as
                 potentially dangerous, so failsafes are used in
                 practical codes to prevent infinite loops. We show such
                 steps are unnecessary. In particular, we study the
                 broad class of such algorithms that are conservative
                 and satisfy a minimal set of physical correctness
                 properties, and which encompasses recent methods like
                 Generalized Reflections as well as pairwise schemes. We
                 fully characterize finite termination of these
                 algorithms. The only possible failure cases can be
                 detected, and we describe a procedure for modifying the
                 algorithms to provably ensure termination. We also
                 describe modifications necessary to guarantee
                 termination in the presence of numerical error due to
                 the use of floating-point arithmetic. Finally, we
                 discuss the challenges dissipation introduce for finite
                 termination, and describe how dissipation models can be
                 incorporated while retaining the termination
                 guarantee.",
  acknowledgement = ack-nhfb,
  articleno =    "151",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jiang:2017:AEC,
  author =       "Chenfanfu Jiang and Theodore Gast and Joseph Teran",
  title =        "Anisotropic elastoplasticity for cloth, knit and hair
                 frictional contact",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "152:1--152:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073623",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The typical elastic surface or curve simulation method
                 takes a Lagrangian approach and consists of three
                 components: time integration, collision detection and
                 collision response. The Lagrangian view is beneficial
                 because it naturally allows for tracking of the
                 codimensional manifold, however collision must then be
                 detected and resolved separately. Eulerian methods are
                 promising alternatives because collision processing is
                 automatic and while this is effective for volumetric
                 objects, advection of a codimensional manifold is too
                 inaccurate in practice. We propose a novel hybrid
                 Lagrangian/Eulerian approach that preserves the best
                 aspects of both views. Similar to the Drucker-Prager
                 and Mohr-Coulomb models for granular materials, we
                 define our collision response with a novel
                 elastoplastic constitutive model. To achieve this, we
                 design an anisotropic hyperelastic constitutive model
                 that separately characterizes the response to manifold
                 strain as well as shearing and compression in the
                 directions orthogonal to the manifold. We discretize
                 the model with the Material Point Method and a novel
                 codimensional Lagrangian/Eulerian update of the
                 deformation gradient. Collision intensive scenarios
                 with millions of degrees of freedom require only a few
                 minutes per frame and examples with up to one million
                 degrees of freedom run in less than thirty seconds per
                 frame.",
  acknowledgement = ack-nhfb,
  articleno =    "152",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ichim:2017:PPB,
  author =       "Alexandru-Eugen Ichim and Petr Kadlecek and Ladislav
                 Kavan and Mark Pauly",
  title =        "{Phace}: physics-based face modeling and animation",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "153:1--153:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073664",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel physics-based approach to facial
                 animation. Contrary to commonly used generative
                 methods, our solution computes facial expressions by
                 minimizing a set of non-linear potential energies that
                 model the physical interaction of passive flesh, active
                 muscles, and rigid bone structures. By integrating
                 collision and contact handling into the simulation, our
                 algorithm avoids inconsistent poses commonly observed
                 in generative methods such as blendshape rigs. A novel
                 muscle activation model leads to a robust optimization
                 that faithfully reproduces complex facial
                 articulations. We show how person-specific simulation
                 models can be built from a few expression scans with a
                 minimal data acquisition process and an almost entirely
                 automated processing pipeline. Our method supports
                 temporal dynamics due to inertia or external forces,
                 incorporates skin sliding to avoid unnatural
                 stretching, and offers full control of the simulation
                 parameters, which enables a variety of advanced
                 animation effects. For example, slimming or fattening
                 the face is achieved by simply scaling the volume of
                 the soft tissue elements. We show a series of
                 application demos, including artistic editing of the
                 animation model, simulation of corrective facial
                 surgery, or dynamic interaction with external forces
                 and objects.",
  acknowledgement = ack-nhfb,
  articleno =    "153",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{iRibera:2017:FRA,
  author =       "Roger {Blanco i Ribera} and Eduard Zell and J. P.
                 Lewis and Junyong Noh and Mario Botsch",
  title =        "Facial retargeting with automatic range of motion
                 alignment",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "154:1--154:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073674",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "While facial capturing focuses on accurate
                 reconstruction of an actor's performance, facial
                 animation retargeting has the goal to transfer the
                 animation to another character, such that the semantic
                 meaning of the animation remains. Because of the
                 popularity of blendshape animation, this effectively
                 means to compute suitable blendshape weights for the
                 given target character. Current methods either require
                 manually created examples of matching expressions of
                 actor and target character, or are limited to
                 characters with similar facial proportions (i.e.,
                 realistic models). In contrast, our approach can
                 automatically retarget facial animations from a real
                 actor to stylized characters. We formulate the problem
                 of transferring the blendshapes of a facial rig to an
                 actor as a special case of manifold alignment, by
                 exploring the similarities of the motion spaces defined
                 by the blendshapes and by an expressive training
                 sequence of the actor. In addition, we incorporate a
                 simple, yet elegant facial prior based on discrete
                 differential properties to guarantee smooth mesh
                 deformation. Our method requires only sparse
                 correspondences between characters and is thus suitable
                 for retargeting marker-less and marker-based motion
                 capture as well as animation transfer between virtual
                 characters.",
  acknowledgement = ack-nhfb,
  articleno =    "154",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fiser:2017:EBS,
  author =       "Jakub Fiser and Ondrej Jamriska and David Simons and
                 Eli Shechtman and Jingwan Lu and Paul Asente and Michal
                 Luk{\'a}c and Daniel S{\'y}kora",
  title =        "Example-based synthesis of stylized facial
                 animations",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "155:1--155:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073660",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a novel approach to example-based
                 stylization of portrait videos that preserves both the
                 subject's identity and the visual richness of the input
                 style exemplar. Unlike the current state-of-the-art
                 based on neural style transfer [Selim et al. 2016], our
                 method performs non-parametric texture synthesis that
                 retains more of the local textural details of the
                 artistic exemplar and does not suffer from image
                 warping artifacts caused by aligning the style exemplar
                 with the target face. Our method allows the creation of
                 videos with less than full temporal coherence [Ruder et
                 al. 2016]. By introducing a controllable amount of
                 temporal dynamics, it more closely approximates the
                 appearance of real hand-painted animation in which
                 every frame was created independently. We demonstrate
                 the practical utility of the proposed solution on a
                 variety of style exemplars and target videos.",
  acknowledgement = ack-nhfb,
  articleno =    "155",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2017:DDA,
  author =       "Meng Zhang and Menglei Chai and Hongzhi Wu and Hao
                 Yang and Kun Zhou",
  title =        "A data-driven approach to four-view image-based hair
                 modeling",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "156:1--156:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073627",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a novel four-view image-based hair
                 modeling method. Given four hair images taken from the
                 front, back, left and right views as input, we first
                 estimate the rough 3D shape of the hair observed in the
                 input using a predefined database of 3D hair models,
                 then synthesize a hair texture on the surface of the
                 shape, from which the hair growing direction
                 information is calculated and used to construct a 3D
                 direction field in the hair volume. Finally, we grow
                 hair strands from the scalp, following the direction
                 field, to produce the 3D hair model, which closely
                 resembles the hair in all input images. Our method does
                 not require that all input images are from the same
                 hair, enabling an effective way to create compelling
                 hair models from images of considerably different
                 hairstyles at different views. We demonstrate the
                 efficacy of our method using a wide range of
                 examples.",
  acknowledgement = ack-nhfb,
  articleno =    "156",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schulz:2017:IDS,
  author =       "Adriana Schulz and Jie Xu and Bo Zhu and Changxi Zheng
                 and Eitan Grinspun and Wojciech Matusik",
  title =        "Interactive design space exploration and optimization
                 for {CAD} models",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "157:1--157:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073688",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Computer Aided Design (CAD) is a multi-billion dollar
                 industry used by almost every mechanical engineer in
                 the world to create practically every existing
                 manufactured shape. CAD models are not only widely
                 available but also extremely useful in the growing
                 field of fabrication-oriented design because they are
                 parametric by construction and capture the engineer's
                 design intent, including manufacturability. Harnessing
                 this data, however, is challenging, because generating
                 the geometry for a given parameter value requires
                 time-consuming computations. Furthermore, the resulting
                 meshes have different combinatorics, making the mesh
                 data inherently discontinuous with respect to parameter
                 adjustments. In our work, we address these challenges
                 and develop tools that allow interactive exploration
                 and optimization of parametric CAD data. To achieve
                 interactive rates, we use precomputation on an
                 adaptively sampled grid and propose a novel scheme for
                 interpolating in this domain where each sample is a
                 mesh with different combinatorics. Specifically, we
                 extract partial correspondences from CAD
                 representations for local mesh morphing and propose a
                 novel interpolation method for adaptive grids that is
                 both continuous/smooth and local (i.e., the influence
                 of each sample is constrained to the local regions
                 where mesh morphing can be computed). We show examples
                 of how our method can be used to interactively
                 visualize and optimize objects with a variety of
                 physical properties.",
  acknowledgement = ack-nhfb,
  articleno =    "157",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yao:2017:IDSb,
  author =       "Jiaxian Yao and Danny M. Kaufman and Yotam Gingold and
                 Maneesh Agrawala",
  title =        "Interactive design and stability analysis of
                 decorative joinery for furniture",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "157:1--157:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3126857",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  articleno =    "157a",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ulu:2017:LSD,
  author =       "Erva Ulu and James Mccann and Levent Burak Kara",
  title =        "Lightweight structure design under force location
                 uncertainty",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "158:1--158:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073626",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a lightweight structure optimization
                 approach for problems in which there is uncertainty in
                 the force locations. Such uncertainty may arise due to
                 force contact locations that change during use or are
                 simply unknown a priori. Given an input 3D model,
                 regions on its boundary where arbitrary normal forces
                 may make contact, and a total force-magnitude budget,
                 our algorithm generates a minimum weight 3D structure
                 that withstands any force configuration capped by the
                 budget. Our approach works by repeatedly finding the
                 most critical force configuration and altering the
                 internal structure accordingly. A key issue, however,
                 is that the critical force configuration changes as the
                 structure evolves, resulting in a significant
                 computational challenge. To address this, we propose an
                 efficient critical instant analysis approach. Combined
                 with a reduced order formulation, our method provides a
                 practical solution to the structural optimization
                 problem. We demonstrate our method on a variety of
                 models and validate it with mechanical tests.",
  acknowledgement = ack-nhfb,
  articleno =    "158",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jiang:2017:DVO,
  author =       "Caigui Jiang and Chengcheng Tang and Hans-Peter Seidel
                 and Peter Wonka",
  title =        "Design and volume optimization of space structures",
  journal =      j-TOG,
  volume =       "36",
  number =       "4",
  pages =        "159:1--159:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3072959.3073619",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 25 19:14:41 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tog/;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We study the design and optimization of statically
                 sound and materially efficient space structures
                 constructed by connected beams. We propose a systematic
                 computational framework for the design of space
                 structures that incorporates static soundness,
                 approximation of reference surfaces, boundary
                 alignment, and geometric regularity. To tackle this
                 challenging problem, we first jointly optimize node
                 positions and connectivity through a nonlinear
                 continuous optimization algorithm. Next, with fixed
                 nodes and connectivity, we formulate the assignment of
                 beam cross sections as a mixed-integer programming
                 problem with a bilinear objective function and
                 quadratic constraints. We solve this problem with a
                 novel and practical alternating direction method based
                 on linear programming relaxation. The capability and
                 efficiency of the algorithms and the computational
                 framework are validated by a variety of examples and
                 comparisons.",
  acknowledgement = ack-nhfb,
  articleno =    "159",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sendik:2017:DCTb,
  author =       "Omry Sendik and Daniel Cohen-Or",
  title =        "Deep Correlations for Texture Synthesis",
  journal =      j-TOG,
  volume =       "36",
  number =       "5",
  pages =        "161:1--161:??",
  month =        oct,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3015461",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Example-based texture synthesis has been an active
                 research problem for over two decades. Still,
                 synthesizing textures with nonlocal structures remains
                 a challenge. In this article, we present a texture
                 synthesis technique that builds upon convolutional
                 neural networks and extracted statistics of pretrained
                 deep features. We introduce a structural energy, based
                 on correlations among deep features, which capture the
                 self-similarities and regularities characterizing the
                 texture. Specifically, we show that our technique can
                 synthesize textures that have structures of various
                 scales, local and nonlocal, and the combination of the
                 two.",
  acknowledgement = ack-nhfb,
  articleno =    "161",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pan:2017:ESSb,
  author =       "Zherong Pan and Dinesh Manocha",
  title =        "Efficient Solver for Spacetime Control of Smoke",
  journal =      j-TOG,
  volume =       "36",
  number =       "5",
  pages =        "162:1--162:??",
  month =        oct,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3016963",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel algorithm to control the
                 physically-based animation of smoke. Given a set of
                 keyframe smoke shapes, we compute a dense sequence of
                 control force fields that can drive the smoke shape to
                 match several keyframes at certain time instances. Our
                 approach formulates this control problem as a spacetime
                 optimization constrained by partial differential
                 equations. In order to compute the locally optimal
                 control forces, we alternatively optimize the velocity
                 fields and density fields using an alternating
                 direction method of multiplier (ADMM) optimizer. In
                 order to reduce the high complexity of multiple passes
                 of fluid resimulation during velocity field
                 optimization, we utilize the coherence between
                 consecutive fluid simulation passes. We demonstrate the
                 benefits of our approach by computing accurate
                 solutions on 2D and 3D benchmarks. In practice, we
                 observe up to an order of magnitude improvement over
                 prior optimal control methods.",
  acknowledgement = ack-nhfb,
  articleno =    "162",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chu:2017:SCPb,
  author =       "Jieyu Chu and Nafees Bin Zafar and Xubo Yang",
  title =        "A {Schur} Complement Preconditioner for Scalable
                 Parallel Fluid Simulation",
  journal =      j-TOG,
  volume =       "36",
  number =       "5",
  pages =        "163:1--163:??",
  month =        oct,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3092818",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an algorithmically efficient and
                 parallelized domain decomposition based approach to
                 solving Poisson's equation on irregular domains. Our
                 technique employs the Schur complement method, which
                 permits a high degree of parallel efficiency on
                 multicore systems. We create a novel Schur complement
                 preconditioner which achieves faster convergence, and
                 requires less computation time and memory. This domain
                 decomposition method allows us to apply different
                 linear solvers for different regions of the flow.
                 Subdomains with regular boundaries can be solved with
                 an FFT-based Fast Poisson Solver. We can solve systems
                 with $ 1024^3 $ degrees of freedom, and demonstrate its
                 use for the pressure projection step of incompressible
                 liquid and gas simulations. The results demonstrate
                 considerable speedup over preconditioned conjugate
                 gradient methods commonly employed to solve such
                 problems, including a multigrid preconditioned
                 conjugate gradient method.",
  acknowledgement = ack-nhfb,
  articleno =    "163",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhu:2017:TSTb,
  author =       "Bo Zhu and M{\'e}lina Skouras and Desai Chen and
                 Wojciech Matusik",
  title =        "Two-Scale Topology Optimization with Microstructures",
  journal =      j-TOG,
  volume =       "36",
  number =       "5",
  pages =        "164:1--164:??",
  month =        oct,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3095815",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this article, we present a novel two-scale
                 framework to optimize the structure and the material
                 distribution of an object given its functional
                 specifications. Our approach utilizes multi-material
                 microstructures as low-level building blocks of the
                 object. We start by precomputing the material property
                 gamut-the set of bulk material properties that can be
                 achieved with all material microstructures of a given
                 size. We represent the boundary of this material
                 property gamut using a level set field. Next, we
                 propose an efficient and general topology optimization
                 algorithm that simultaneously computes an optimal
                 object topology and spatially varying material
                 properties constrained by the precomputed gamut.
                 Finally, we map the optimal spatially varying material
                 properties onto the microstructures with the
                 corresponding properties to generate a high-resolution
                 printable structure. We demonstrate the efficacy of our
                 framework by designing, optimizing, and fabricating
                 objects in different material property spaces on the
                 level of a trillion voxels, that is, several orders of
                 magnitude higher than what can be achieved with current
                 systems.",
  acknowledgement = ack-nhfb,
  articleno =    "164",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guarnera:2017:WFM,
  author =       "Giuseppe Claudio Guarnera and Peter Hall and Alain
                 Chesnais and Mashhuda Glencross",
  title =        "Woven Fabric Model Creation from a Single Image",
  journal =      j-TOG,
  volume =       "36",
  number =       "5",
  pages =        "165:1--165:??",
  month =        oct,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3132187",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a fast, novel image-based technique for
                 reverse engineering woven fabrics at a yarn level.
                 These models can be used in a wide range of interior
                 design and visual special effects applications. To
                 recover our pseudo-Bidirectional Texture Function
                 (BTF), we estimate the three-dimensional (3D) structure
                 and a set of yarn parameters (e.g., yarn width, yarn
                 crossovers) from spatial and frequency domain cues.
                 Drawing inspiration from previous work [Zhao et al.
                 2012], we solve for the woven fabric pattern and from
                 this build a dataset. In contrast, however, we use a
                 combination of image space analysis and frequency
                 domain analysis, and, in challenging cases, match image
                 statistics with those from previously captured known
                 patterns. Our method determines, from a single digital
                 image, captured with a digital single-lens reflex
                 (DSLR) camera under controlled uniform lighting, the
                 woven cloth structure, depth, and albedo, thus removing
                 the need for separately measured depth data. The focus
                 of this work is on the rapid acquisition of woven cloth
                 structure and therefore we use standard approaches to
                 render the results. Our pipeline first estimates the
                 weave pattern, yarn characteristics, and noise
                 statistics using a novel combination of low-level image
                 processing and Fourier analysis. Next, we estimate a 3D
                 structure for the fabric sample using a first-order
                 Markov chain and our estimated noise model as input,
                 also deriving a depth map and an albedo. Our volumetric
                 textile model includes information about the 3D path of
                 the center of the yarns, their variable width, and
                 hence the volume occupied by the yarns, and colors. We
                 demonstrate the efficacy of our approach through
                 comparison images of test scenes rendered using (a) the
                 original photograph, (b) the segmented image, (c) the
                 estimated weave pattern, and (d) the rendered result.",
  acknowledgement = ack-nhfb,
  articleno =    "165",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Toisoul:2017:PARb,
  author =       "Antoine Toisoul and Abhijeet Ghosh",
  title =        "Practical Acquisition and Rendering of Diffraction
                 Effects in Surface Reflectance",
  journal =      j-TOG,
  volume =       "36",
  number =       "5",
  pages =        "166:1--166:??",
  month =        oct,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3012001",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose two novel contributions for
                 measurement-based rendering of diffraction effects in
                 surface reflectance of planar homogeneous diffractive
                 materials. As a general solution for commonly
                 manufactured materials, we propose a practical
                 data-driven rendering technique and a measurement
                 approach to efficiently render complex diffraction
                 effects in real time. Our measurement step simply
                 involves photographing a planar diffractive sample
                 illuminated with an LED flash. Here, we directly record
                 the resultant diffraction pattern on the sample surface
                 due to a narrow-band point source illumination.
                 Furthermore, we propose an efficient rendering method
                 that exploits the measurement in conjunction with the
                 Huygens-Fresnel principle to fit relevant diffraction
                 parameters based on a first-order approximation. Our
                 proposed data-driven rendering method requires the
                 precomputation of a single diffraction look-up table
                 for accurate spectral rendering of complex diffraction
                 effects. Second, for sharp specular samples, we propose
                 a novel method for practical measurement of the
                 underlying diffraction grating using out-of-focus
                 ``bokeh'' photography of the specular highlight. We
                 demonstrate how the measured bokeh can be employed as a
                 height field to drive a diffraction shader based on a
                 first-order approximation for efficient real-time
                 rendering. Finally, we also drive analytic solutions
                 for a few special cases of diffraction from our
                 measurements and demonstrate realistic rendering
                 results under complex light sources and environments.",
  acknowledgement = ack-nhfb,
  articleno =    "166",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shen:2017:IRT,
  author =       "Li-Yong Shen and Ron Goldman",
  title =        "Implicitizing Rational Tensor Product Surfaces Using
                 the Resultant of Three Moving Planes",
  journal =      j-TOG,
  volume =       "36",
  number =       "5",
  pages =        "167:1--167:??",
  month =        oct,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3119909",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Implicitizing rational surfaces is a fundamental
                 computational task in Computer Graphics and Computer
                 Aided Design. Ray tracing, collision detection, and
                 solid modeling all benefit from implicitization
                 procedures for rational surfaces. The univariate
                 resultant of two moving lines generated by a $ \mu
                 $-basis for a rational curve represents the implicit
                 equation of the rational curve. But although the
                 multivariate resultant of three moving planes
                 corresponding to a $ \mu $-basis for a rational surface
                 is guaranteed to contain the implicit equation of the
                 surface as a factor, $ \mu $-bases for rational
                 surfaces are difficult to compute. Moreover, $ \mu
                 $-bases for a rational surface often have high degrees,
                 so these resultants generally contain many extraneous
                 factors. Here we develop fast algorithms to implicitize
                 rational tensor product surfaces by computing the
                 resultant of three moving planes corresponding to three
                 syzygies with low degrees. These syzygies are easy to
                 compute, and the resultants of the corresponding moving
                 planes generally contain fewer extraneous factors than
                 the resultants of the moving planes corresponding to $
                 \mu $-bases. We predict and compute all the possible
                 extraneous factors that may appear in these resultants.
                 Examples are provided to clarify and illuminate the
                 theory.",
  acknowledgement = ack-nhfb,
  articleno =    "167",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Qin:2017:WBNb,
  author =       "Hongxing Qin and Yi Chen and Jinlong He and Baoquan
                 Chen",
  title =        "{Wasserstein} Blue Noise Sampling",
  journal =      j-TOG,
  volume =       "36",
  number =       "5",
  pages =        "168:1--168:??",
  month =        oct,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3119910",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this article, we present a multi-class blue noise
                 sampling algorithm by throwing samples as the
                 constrained Wasserstein barycenter of multiple density
                 distributions. Using an entropic regularization term, a
                 constrained transport plan in the optimal transport
                 problem is provided to break the partition required by
                 the previous Capacity-Constrained Voronoi Tessellation
                 method. The entropic regularization term cannot only
                 control spatial regularity of blue noise sampling, but
                 it also reduces conflicts between the desired centroids
                 of Vornoi cells for multi-class sampling. Moreover, the
                 adaptive blue noise property is guaranteed for each
                 individual class, as well as their combined class. Our
                 method can be easily extended to multi-class sampling
                 on a point set surface. We also demonstrate
                 applications in object distribution and color
                 stippling.",
  acknowledgement = ack-nhfb,
  articleno =    "168",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Viitanen:2017:MFH,
  author =       "Timo Viitanen and Matias Koskela and Pekka
                 J{\"a}{\"a}skel{\"a}inen and Heikki Kultala and Jarmo
                 Takala",
  title =        "{MergeTree}: a Fast Hardware {HLBVH} Constructor for
                 Animated Ray Tracing",
  journal =      j-TOG,
  volume =       "36",
  number =       "5",
  pages =        "169:1--169:??",
  month =        oct,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3132702",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Ray tracing is a computationally intensive rendering
                 technique traditionally used in offline high-quality
                 rendering. Powerful hardware accelerators have been
                 recently developed that put real-time ray tracing even
                 in the reach of mobile devices. However, rendering
                 animated scenes remains difficult, as updating the
                 acceleration trees for each frame is a memory-intensive
                 process. This article proposes MergeTree, the first
                 hardware architecture for Hierarchical Linear Bounding
                 Volume Hierarchy (HLBVH) construction, designed to
                 minimize memory traffic. For evaluation, the hardware
                 constructor is synthesized on a 28nm process
                 technology. Compared to a state-of-the-art binned
                 surface area heuristic sweep (SAH) builder, the present
                 work speeds up construction by a factor of 5, reduces
                 build energy by a factor of 3.2, and memory traffic by
                 a factor of 3. A software HLBVH builder on a graphics
                 processing unit (GPU) requires 3.3 times more memory
                 traffic. To take tree quality into account, a rendering
                 accelerator is modeled alongside the builder. Given the
                 use of a toplevel build to improve tree quality, the
                 proposed builder reduces system energy per frame by an
                 average 41\% with primary rays and 13\% with diffuse
                 rays. In large ($>$ 500K triangles) scenes, the
                 difference is more pronounced, 62\% and 35\%,
                 respectively.",
  acknowledgement = ack-nhfb,
  articleno =    "169",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Karciauskas:2017:JSS,
  author =       "K{\k{e}}stutis Karciauskas and Daniele Panozzo and
                 J{\"o}rg Peters",
  title =        "{T}-junctions in Spline Surfaces",
  journal =      j-TOG,
  volume =       "36",
  number =       "5",
  pages =        "170:1--170:??",
  month =        oct,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3136954",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/bibnet/authors/p/peters-jorg.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "T-junctions occur where surface strips start or
                 terminate. This paper develops a new way to create
                 smooth piecewise polynomial free-form spline surfaces
                 from quad-meshes that include T-junctions. All mesh
                 nodes are interpreted as control points of GT-splines,
                 that is, geometrically smoothly joined piecewise
                 polynomials. GT-splines are akin to and compatible with
                 B-splines and cover simple T-junctions by two
                 polynomial pieces of degree bi-4 and more complex ones
                 by four such patches. They complement multi-sided
                 surface constructions in generating free-form surfaces
                 with adaptive layout. Since GT-splines do not require a
                 global coordination of knot intervals, GT-constructions
                 are easy to deploy and can provide smooth surfaces with
                 T-junctions where T-splines cannot have a smooth
                 parameterization. GT-constructions display a uniform
                 highlight line distribution on input meshes where
                 alternatives, such as Catmull--Clark subdivision,
                 exhibit oscillations.",
  acknowledgement = ack-nhfb,
  articleno =    "170",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Devito:2017:ODS,
  author =       "Zachary Devito and Michael Mara and Michael
                 Zollh{\"o}fer and Gilbert Bernstein and Jonathan
                 Ragan-Kelley and Christian Theobalt and Pat Hanrahan
                 and Matthew Fisher and Matthias Niessner",
  title =        "Opt: a Domain Specific Language for Non-Linear Least
                 Squares Optimization in Graphics and Imaging",
  journal =      j-TOG,
  volume =       "36",
  number =       "5",
  pages =        "171:1--171:??",
  month =        oct,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3132188",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many graphics and vision problems can be expressed as
                 non-linear least squares optimizations of objective
                 functions over visual data, such as images and meshes.
                 The mathematical descriptions of these functions are
                 extremely concise, but their implementation in real
                 code is tedious, especially when optimized for
                 real-time performance on modern GPUs in interactive
                 applications. In this work, we propose a new language,
                 Opt, for writing these objective functions over image-
                 or graph-structured unknowns concisely and at a high
                 level. Our compiler automatically transforms these
                 specifications into state-of-the-art GPU solvers based
                 on Gauss--Newton or Levenberg--Marquardt methods. Opt
                 can generate different variations of the solver, so
                 users can easily explore tradeoffs in numerical
                 precision, matrix-free methods, and solver approaches.
                 In our results, we implement a variety of real-world
                 graphics and vision applications. Their energy
                 functions are expressible in tens of lines of code and
                 produce highly optimized GPU solver implementations.
                 These solvers are competitive in performance with the
                 best published hand-tuned, application-specific GPU
                 solvers, and orders of magnitude beyond a
                 general-purpose auto-generated solver.",
  acknowledgement = ack-nhfb,
  articleno =    "171",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pietroni:2017:PBT,
  author =       "Nico Pietroni and Marco Tarini and Amir Vaxman and
                 Daniele Panozzo and Paolo Cignoni",
  title =        "Position-based tensegrity design",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "172:1--172:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130809",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel framework for the computational
                 design of tensegrity structures, which are
                 constructions made of struts and cables, held rigid by
                 continuous tension between the elements. Tensegrities
                 are known to be difficult to design---existing design
                 methods are often restricted to using symmetric or
                 templated configurations, limiting the design space to
                 simple constructions. We introduce an algorithm to
                 automatically create free-form stable tensegrity
                 designs that satisfy both fabrication and geometric
                 constraints, and faithfully approximate input geometric
                 shapes. Our approach sidesteps the usual force-based
                 approach in favor of a geometric optimization on the
                 positions of the elements. Equipped with this
                 formulation, we provide a design framework to explore
                 the highly constrained space of tensegrity structures.
                 We validate our method with simulations and real-world
                 constructions.",
  acknowledgement = ack-nhfb,
  articleno =    "172",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kilian:2017:MMF,
  author =       "Martin Kilian and Davide Pellis and Johannes Wallner
                 and Helmut Pottmann",
  title =        "Material-minimizing forms and structures",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "173:1--173:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130827",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Three-dimensional structures in building construction
                 and architecture are realized with conflicting goals in
                 mind: engineering considerations and financial
                 constraints easily are at odds with creative aims. It
                 would therefore be very beneficial if optimization and
                 side conditions involving statics and geometry could
                 play a role already in early stages of design, and
                 could be incorporated in design tools in an unobtrusive
                 and interactive way. This paper, which is concerned
                 with a prominent class of structures, is a substantial
                 step towards this goal. We combine the classical work
                 of Maxwell, Michell, and Airy with
                 differential-geometric considerations and obtain a
                 geometric understanding of ``optimality'' of
                 surface-like lightweight structures. It turns out that
                 total absolute curvature plays an important role. We
                 enable the modeling of structures of minimal weight
                 which in addition have properties relevant for building
                 construction and design, like planar panels, dominance
                 of axial forces over bending, and geometric alignment
                 constraints.",
  acknowledgement = ack-nhfb,
  articleno =    "173",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Song:2017:RIF,
  author =       "Peng Song and Chi-Wing Fu and Yueming Jin and Hongfei
                 Xu and Ligang Liu and Pheng-Ann Heng and Daniel
                 Cohen-Or",
  title =        "Reconfigurable interlocking furniture",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "174:1--174:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130803",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Reconfigurable assemblies consist of a common set of
                 parts that can be assembled into different forms for
                 use in different situations. Designing these assemblies
                 is a complex problem, since it requires a compatible
                 decomposition of shapes with correspondence across
                 forms, and a planning of well-matched joints to connect
                 parts in each form. This paper presents computational
                 methods as tools to assist the design and construction
                 of reconfigurable assemblies, typically for furniture.
                 There are three key contributions in this work. First,
                 we present the compatible decomposition as a
                 weakly-constrained dissection problem, and derive its
                 solution based on a dynamic bipartite graph to
                 construct parts across multiple forms; particularly, we
                 optimize the parts reuse and preserve the geometric
                 semantics. Second, we develop a joint connection graph
                 to model the solution space of reconfigurable
                 assemblies with part and joint compatibility across
                 different forms. Third, we formulate the backward
                 interlocking and multi-key interlocking models, with
                 which we iteratively plan the joints consistently over
                 multiple forms. We show the applicability of our
                 approach by constructing reconfigurable furniture of
                 various complexities, extend it with recursive
                 connections to generate extensible and hierarchical
                 structures, and fabricate a number of results using 3D
                 printing, 2D laser cutting, and woodworking.",
  acknowledgement = ack-nhfb,
  articleno =    "174",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2017:FTD,
  author =       "Weikai Chen and Yuexin Ma and Sylvain Lefebvre and
                 Shiqing Xin and Jon{\`a}s Mart{\'\i}nez and Wenping
                 Wang",
  title =        "Fabricable tile decors",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "175:1--175:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130817",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recent advances in 3D printing have made it easier to
                 manufacture customized objects by ordinary users in an
                 affordable manner, and therefore spurred high demand
                 for more accessible methods for designing and
                 fabricating 3D objects of various shapes and
                 functionalities. In this paper we present a novel
                 approach to model and fabricate surface-like objects
                 composed of connected tiles, which can be used as
                 objects in daily life, such as ornaments, covers,
                 shades or handbags.",
  acknowledgement = ack-nhfb,
  articleno =    "175",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gardner:2017:LPI,
  author =       "Marc-Andr{\'e} Gardner and Kalyan Sunkavalli and Ersin
                 Yumer and Xiaohui Shen and Emiliano Gambaretto and
                 Christian Gagn{\'e} and Jean-Fran{\c{c}}ois Lalonde",
  title =        "Learning to predict indoor illumination from a single
                 image",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "176:1--176:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130891",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose an automatic method to infer high dynamic
                 range illumination from a single, limited
                 field-of-view, low dynamic range photograph of an
                 indoor scene. In contrast to previous work that relies
                 on specialized image capture, user input, and/or simple
                 scene models, we train an end-to-end deep neural
                 network that directly regresses a limited field-of-view
                 photo to HDR illumination, without strong assumptions
                 on scene geometry, material properties, or lighting. We
                 show that this can be accomplished in a three step
                 process: (1) we train a robust lighting classifier to
                 automatically annotate the location of light sources in
                 a large dataset of LDR environment maps, (2) we use
                 these annotations to train a deep neural network that
                 predicts the location of lights in a scene from a
                 single limited field-of-view photo, and (3) we
                 fine-tune this network using a small dataset of HDR
                 environment maps to predict light intensities. This
                 allows us to automatically recover high-quality HDR
                 illumination estimates that significantly outperform
                 previous state-of-the-art methods. Consequently, using
                 our illumination estimates for applications like 3D
                 object insertion, produces photo-realistic results that
                 we validate via a perceptual user study.",
  acknowledgement = ack-nhfb,
  articleno =    "176",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Endo:2017:DRT,
  author =       "Yuki Endo and Yoshihiro Kanamori and Jun Mitani",
  title =        "Deep reverse tone mapping",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "177:1--177:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130834",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Inferring a high dynamic range (HDR) image from a
                 single low dynamic range (LDR) input is an ill-posed
                 problem where we must compensate lost data caused by
                 under-/over-exposure and color quantization. To tackle
                 this, we propose the first deep-learning-based approach
                 for fully automatic inference using convolutional
                 neural networks. Because a naive way of directly
                 inferring a 32-bit HDR image from an 8-bit LDR image is
                 intractable due to the difficulty of training, we take
                 an indirect approach; the key idea of our method is to
                 synthesize LDR images taken with different exposures
                 (i.e., bracketed images) based on supervised learning,
                 and then reconstruct an HDR image by merging them. By
                 learning the relative changes of pixel values due to
                 increased/decreased exposures using 3D deconvolutional
                 networks, our method can reproduce not only natural
                 tones without introducing visible noise but also the
                 colors of saturated pixels. We demonstrate the
                 effectiveness of our method by comparing our results
                 not only with those of conventional methods but also
                 with ground-truth HDR images.",
  acknowledgement = ack-nhfb,
  articleno =    "177",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Eilertsen:2017:HIR,
  author =       "Gabriel Eilertsen and Joel Kronander and Gyorgy Denes
                 and Rafal K. Mantiuk and Jonas Unger",
  title =        "{HDR} image reconstruction from a single exposure
                 using deep {CNNs}",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "178:1--178:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130816",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Camera sensors can only capture a limited range of
                 luminance simultaneously, and in order to create high
                 dynamic range (HDR) images a set of different exposures
                 are typically combined. In this paper we address the
                 problem of predicting information that have been lost
                 in saturated image areas, in order to enable HDR
                 reconstruction from a single exposure. We show that
                 this problem is well-suited for deep learning
                 algorithms, and propose a deep convolutional neural
                 network (CNN) that is specifically designed taking into
                 account the challenges in predicting HDR values. To
                 train the CNN we gather a large dataset of HDR images,
                 which we augment by simulating sensor saturation for a
                 range of cameras. To further boost robustness, we
                 pre-train the CNN on a simulated HDR dataset created
                 from a subset of the MIT Places database. We
                 demonstrate that our approach can reconstruct
                 high-resolution visually convincing HDR results in a
                 wide range of situations, and that it generalizes well
                 to reconstruction of images captured with arbitrary and
                 low-end cameras that use unknown camera response
                 functions and post-processing. Furthermore, we compare
                 to existing methods for HDR expansion, and show high
                 quality results also for image based lighting. Finally,
                 we evaluate the results in a subjective experiment
                 performed on an HDR display. This shows that the
                 reconstructed HDR images are visually convincing, with
                 large improvements as compared to existing methods.",
  acknowledgement = ack-nhfb,
  articleno =    "178",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hennessey:2017:TIB,
  author =       "James W. Hennessey and Wilmot Li and Bryan Russell and
                 Eli Shechtman and Niloy J. Mitra",
  title =        "Transferring image-based edits for multi-channel
                 compositing",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "179:1--179:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130842",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A common way to generate high-quality product images
                 is to start with a physically-based render of a 3D
                 scene, apply image-based edits on individual render
                 channels, and then composite the edited channels
                 together (in some cases, on top of a background
                 photograph). This workflow requires users to manually
                 select the right render channels, prescribe
                 channel-specific masks, and set appropriate edit
                 parameters. Unfortunately, such edits cannot be easily
                 reused for global variations of the original scene,
                 such as a rigid-body transformation of the 3D objects
                 or a modified viewpoint, which discourages iterative
                 refinement of both global scene changes and image-based
                 edits. We propose a method to automatically transfer
                 such user edits across variations of object geometry,
                 illumination, and viewpoint. This transfer problem is
                 challenging since many edits may be visually plausible
                 but non-physical, with a successful transfer dependent
                 on an unknown set of scene attributes that may include
                 both photometric and non-photometric features. To
                 address this challenge, we present a transfer algorithm
                 that extends the image analogies formulation to include
                 an augmented set of photometric and non-photometric
                 guidance channels and, more importantly, adaptively
                 estimate weights for the various candidate channels in
                 a way that matches the characteristics of each
                 individual edit. We demonstrate our algorithm on a
                 variety of complex edit-transfer scenarios for creating
                 high-quality product images.",
  acknowledgement = ack-nhfb,
  articleno =    "179",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Favreau:2017:PIA,
  author =       "Jean-Dominique Favreau and Florent Lafarge and Adrien
                 Bousseau",
  title =        "{Photo2clipart}: image abstraction and vectorization
                 using layered linear gradients",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "180:1--180:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130888",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method to create vector cliparts from
                 photographs. Our approach aims at reproducing two key
                 properties of cliparts: they should be easily editable,
                 and they should represent image content in a clean,
                 simplified way. We observe that vector artists satisfy
                 both of these properties by modeling cliparts with
                 linear color gradients, which have a small number of
                 parameters and approximate well smooth color
                 variations. In addition, skilled artists produce
                 intricate yet editable artworks by stacking multiple
                 gradients using opaque and semi-transparent layers.
                 Motivated by these observations, our goal is to
                 decompose a bitmap photograph into a stack of layers,
                 each layer containing a vector path filled with a
                 linear color gradient. We cast this problem as an
                 optimization that jointly assigns each pixel to one or
                 more layer and finds the gradient parameters of each
                 layer that best reproduce the input. Since a trivial
                 solution would consist in assigning each pixel to a
                 different, opaque layer, we complement our objective
                 with a simplicity term that favors decompositions made
                 of few, semi-transparent layers. However, this
                 formulation results in a complex combinatorial problem
                 combining discrete unknowns (the pixel assignments) and
                 continuous unknowns (the layer parameters). We propose
                 a Monte Carlo Tree Search algorithm that efficiently
                 explores this solution space by leveraging layering
                 cues at image junctions. We demonstrate the
                 effectiveness of our method by reverse-engineering
                 existing cliparts and by creating original cliparts
                 from studio photographs.",
  acknowledgement = ack-nhfb,
  articleno =    "180",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Angles:2017:SBI,
  author =       "Baptiste Angles and Marco Tarini and Brian Wyvill and
                 Lo{\"\i}c Barthe and Andrea Tagliasacchi",
  title =        "Sketch-based implicit blending",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "181:1--181:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130825",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Implicit models can be combined by using composition
                 operators; functions that determine the resulting
                 shape. Recently, gradient-based composition operators
                 have been used to express a variety of behaviours
                 including smooth transitions, sharp edges, contact
                 surfaces, bulging, or any combinations. The problem for
                 designers is that building new operators is a complex
                 task that requires specialized technical knowledge. In
                 this work, we introduce an automatic method for
                 deriving a gradient-based implicit operator from 2D
                 drawings that prototype the intended visual behaviour.
                 To solve this inverse problem, in which a shape defines
                 a function, we introduce a general template for
                 implicit operators. A user's sketch is interpreted as
                 samples in the 3D operator's domain. We fit the
                 template to the samples with a non-rigid registration
                 approach. The process works at interactive rates and
                 can accommodate successive refinements by the user. The
                 final result can be applied to 3D surfaces as well as
                 to 2D shapes. Our method is able to replicate the
                 effect of any blending operator presented in the
                 literature, as well as generating new ones such as
                 non-commutative operators. We demonstrate the usability
                 of our method with examples in font-design,
                 collision-response modeling, implicit skinning, and
                 complex shape design.",
  acknowledgement = ack-nhfb,
  articleno =    "181",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Duncan:2017:AD,
  author =       "Noah Duncan and Lap-Fai Yu and Sai-Kit Yeung and
                 Demetri Terzopoulos",
  title =        "Approximate dissections",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "182:1--182:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130831",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A geometric dissection is a set of pieces which can be
                 assembled in different ways to form distinct shapes.
                 Dissections are used as recreational puzzles because it
                 is striking when a single set of pieces can construct
                 highly different forms. Existing techniques for
                 creating dissections find pieces that reconstruct two
                 input shapes exactly. Unfortunately, these methods only
                 support simple, abstract shapes because an excessive
                 number of pieces may be needed to reconstruct more
                 complex, naturalistic shapes. We introduce a dissection
                 design technique that supports such shapes by requiring
                 that the pieces reconstruct the shapes only
                 approximately. We find that, in most cases, a small
                 number of pieces suffices to tightly approximate the
                 input shapes. We frame the search for a viable
                 dissection as a combinatorial optimization problem,
                 where the goal is to search for the best approximation
                 to the input shapes using a given number of pieces. We
                 find a lower bound on the tightness of the
                 approximation for a partial dissection solution, which
                 allows us to prune the search space and makes the
                 problem tractable. We demonstrate our approach on
                 several challenging examples, showing that it can
                 create dissections between shapes of significantly
                 greater complexity than those supported by previous
                 techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "182",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Herholz:2017:LSS,
  author =       "Philipp Herholz and Timothy A. Davis and Marc Alexa",
  title =        "Localized solutions of sparse linear systems for
                 geometry processing",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "183:1--183:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130849",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Computing solutions to linear systems is a fundamental
                 building block of many geometry processing algorithms.
                 In many cases the Cholesky factorization of the system
                 matrix is computed to subsequently solve the system,
                 possibly for many right-hand sides, using forward and
                 back substitution. We demonstrate how to exploit
                 sparsity in both the right-hand side and the set of
                 desired solution values to obtain significant speedups.
                 The method is easy to implement and potentially useful
                 in any scenarios where linear problems have to be
                 solved locally. We show that this technique is useful
                 for geometry processing operations, in particular we
                 consider the solution of diffusion problems. All
                 problems profit significantly from sparse computations
                 in terms of runtime, which we demonstrate by providing
                 timings for a set of numerical experiments.",
  acknowledgement = ack-nhfb,
  articleno =    "183",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dym:2017:DFS,
  author =       "Nadav Dym and Haggai Maron and Yaron Lipman",
  title =        "{DS++}: a flexible, scalable and provably tight
                 relaxation for matching problems",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "184:1--184:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130826",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Correspondence problems are often modelled as
                 quadratic optimization problems over permutations.
                 Common scalable methods for approximating solutions of
                 these NP-hard problems are the spectral relaxation for
                 non-convex energies and the doubly stochastic (DS)
                 relaxation for convex energies. Lately, it has been
                 demonstrated that semidefinite programming relaxations
                 can have considerably improved accuracy at the price of
                 a much higher computational cost. We present a convex
                 quadratic programming relaxation which is provably
                 stronger than both DS and spectral relaxations, with
                 the same scalability as the DS relaxation. The
                 derivation of the relaxation also naturally suggests a
                 projection method for achieving meaningful integer
                 solutions which improves upon the standard
                 closest-permutation projection. Our method can be
                 easily extended to optimization over doubly stochastic
                 matrices, injective matching, and problems with
                 additional linear constraints. We employ recent
                 advances in optimization of linear-assignment type
                 problems to achieve an efficient algorithm for solving
                 the convex relaxation. We present experiments
                 indicating that our method is more accurate than local
                 minimization or competing relaxations for non-convex
                 problems. We successfully apply our algorithm to shape
                 matching and to the problem of ordering images in a
                 grid, obtaining results which compare favorably with
                 state of the art methods. We believe our results
                 indicate that our method should be considered the
                 method of choice for quadratic optimization over
                 permutations.",
  acknowledgement = ack-nhfb,
  articleno =    "184",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gao:2017:RSS,
  author =       "Xifeng Gao and Daniele Panozzo and Wenping Wang and
                 Zhigang Deng and Guoning Chen",
  title =        "Robust structure simplification for hex re-meshing",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "185:1--185:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130848",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a robust and automatic algorithm to
                 simplify the structure and reduce the singularities of
                 a hexahedral mesh. Our algorithm interleaves
                 simplification operations to collapse sheets and chords
                 of the base complex of the input mesh with a geometric
                 optimization, which improves the elements quality. All
                 our operations are guaranteed not to introduce elements
                 with negative Jacobians, ensuring that our algorithm
                 always produces valid hex-meshes, and not to increase
                 the Hausdorff distance from the original shape more
                 than a user-defined threshold, ensuring a faithful
                 approximation of the input geometry. Our algorithm can
                 improve meshes produced with any existing hexahedral
                 meshing algorithm --- we demonstrate its effectiveness
                 by processing a dataset of 194 hex-meshes created with
                 octree-based, polycube-based, and field-aligned
                 methods.",
  acknowledgement = ack-nhfb,
  articleno =    "185",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jiang:2017:SCA,
  author =       "Zhongshi Jiang and Scott Schaefer and Daniele
                 Panozzo",
  title =        "Simplicial complex augmentation framework for
                 bijective maps",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "186:1--186:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130895",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Bijective maps are commonly used in many computer
                 graphics and scientific computing applications,
                 including texture, displacement, and bump mapping.
                 However, their computation is numerically challenging
                 due to the global nature of the problem, which makes
                 standard smooth optimization techniques prohibitively
                 expensive. We propose to use a scaffold structure to
                 reduce this challenging and global problem to a local
                 injectivity condition. This construction allows us to
                 benefit from the recent advancements in locally
                 injective maps optimization to efficiently compute
                 large scale bijective maps (both in 2D and 3D),
                 sidestepping the need to explicitly detect and avoid
                 collisions. Our algorithm is guaranteed to robustly
                 compute a globally bijective map, both in 2D and 3D. To
                 demonstrate the practical applicability, we use it to
                 compute globally bijective single patch
                 parametrizations, to pack multiple charts into a single
                 UV domain, to remove self-intersections from existing
                 models, and to deform 3D objects while preventing
                 self-intersections. Our approach is simple to
                 implement, efficient (two orders of magnitude faster
                 than competing methods), and robust, as we demonstrate
                 in a stress test on a parametrization dataset with over
                 a hundred meshes.",
  acknowledgement = ack-nhfb,
  articleno =    "186",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aroudj:2017:VCT,
  author =       "Samir Aroudj and Patrick Seemann and Fabian Langguth
                 and Stefan Guthe and Michael Goesele",
  title =        "Visibility-consistent thin surface reconstruction
                 using multi-scale kernels",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "187:1--187:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130851",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "One of the key properties of many surface
                 reconstruction techniques is that they represent the
                 volume in front of and behind the surface, e.g., using
                 a variant of signed distance functions. This creates
                 significant problems when reconstructing thin areas of
                 an object since the backside interferes with the
                 reconstruction of the front. We present a two-step
                 technique that avoids this interference and thus
                 imposes no constraints on object thickness. Our method
                 first extracts an approximate surface crust and then
                 iteratively refines the crust to yield the final
                 surface mesh. To extract the crust, we use a novel
                 observation-dependent kernel density estimation to
                 robustly estimate the approximate surface location from
                 the samples. Free space is similarly estimated from the
                 samples' visibility information. In the following
                 refinement, we determine the remaining error using a
                 surface-based kernel interpolation that limits the
                 samples' influence to nearby surface regions with
                 similar orientation and iteratively move the surface
                 towards its true location. We demonstrate our results
                 on synthetic as well as real datasets reconstructed
                 using multi-view stereo techniques or consumer depth
                 sensors.",
  acknowledgement = ack-nhfb,
  articleno =    "187",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Palacios:2017:TFD,
  author =       "Jonathan Palacios and Lawrence Roy and Prashant Kumar
                 and Chen-Yuan Hsu and Weikai Chen and Chongyang Ma and
                 Li-Yi Wei and Eugene Zhang",
  title =        "Tensor field design in volumes",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "188:1--188:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130844",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "3D tensor field design is important in several
                 graphics applications such as procedural noise, solid
                 texturing, and geometry synthesis. Different fields can
                 lead to different visual effects. The topology of a
                 tensor field, such as degenerate tensors, can cause
                 artifacts in these applications. Existing 2D tensor
                 field design systems cannot be used to handle the
                 topology of a 3D tensor field. In this paper, we
                 present to our knowledge the first 3D tensor field
                 design system. At the core of our system is the ability
                 to edit the topology of tensor fields. We demonstrate
                 the power of our design system with applications in
                 solid texturing and geometry synthesis.",
  acknowledgement = ack-nhfb,
  articleno =    "188",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aksit:2017:NEV,
  author =       "Kaan Aksit and Ward Lopes and Jonghyun Kim and Peter
                 Shirley and David Luebke",
  title =        "Near-eye varifocal augmented reality display using
                 see-through screens",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "189:1--189:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130892",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new optical design for see-through
                 near-eye displays that is simple, compact, varifocal,
                 and provides a wide field of view with clear peripheral
                 vision and large eyebox. Key to this effort is a novel
                 see-through rear-projection screen. We project an image
                 to the see-through screen using an off-axis path, which
                 is then relayed to the user's eyes through an on-axis
                 partially-reflective magnifying surface. Converting the
                 off-axis path to a compact on-axis imaging path
                 simplifies the optical design. We establish fundamental
                 trade-offs between the quantitative parameters of
                 resolution, field of view, and the form-factor of our
                 design. We demonstrate a wearable binocular near-eye
                 display using off-the-shelf projection displays,
                 custom-designed see-through spherical concave mirrors,
                 and see-through screen designs using either custom
                 holographic optical elements or polarization-selective
                 diffusers.",
  acknowledgement = ack-nhfb,
  articleno =    "189",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jang:2017:RAR,
  author =       "Changwon Jang and Kiseung Bang and Seokil Moon and
                 Jonghyun Kim and Seungjae Lee and Byoungho Lee",
  title =        "Retinal {$3$D}: augmented reality near-eye display via
                 pupil-tracked light field projection on retina",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "190:1--190:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130889",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce an augmented reality near-eye display
                 dubbed ``Retinal 3D.'' Key features of the proposed
                 display system are as follows: Focus cues are provided
                 by generating the pupil-tracked light field that can be
                 directly projected onto the retina. Generated focus
                 cues are valid over a large depth range since laser
                 beams are shaped for a large depth of field (DOF).
                 Pupil-tracked light field generation significantly
                 reduces the needed information/computation load. Also,
                 it provides ``dynamic eye-box'' which can be a
                 break-through that overcome the drawbacks of retinal
                 projection-type displays. For implementation, we
                 utilized a holographic optical element (HOE) as an
                 image combiner, which allowed high transparency with a
                 thin structure. Compared with current augmented reality
                 displays, the proposed system shows competitive
                 performances of a large field of view (FOV), high
                 transparency, high contrast, high resolution, as well
                 as focus cues in a large depth range. Two prototypes
                 are presented along with experimental results and
                 assessments. Analysis on the DOF of light rays and
                 validity of focus cue generation are presented as well.
                 Combination of pupil tracking and advanced near-eye
                 display technique opens new possibilities of the future
                 augmented reality.",
  acknowledgement = ack-nhfb,
  articleno =    "190",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Peng:2017:MMH,
  author =       "Yifan Peng and Xiong Dun and Qilin Sun and Wolfgang
                 Heidrich",
  title =        "Mix-and-match holography",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "191:1--191:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130839",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Computational caustics and light steering displays
                 offer a wide range of interesting applications, ranging
                 from art works and architectural installations to
                 energy efficient HDR projection. In this work we expand
                 on this concept by encoding several target images into
                 pairs of front and rear phase-distorting surfaces.
                 Different target holograms can be decoded by mixing and
                 matching different front and rear surfaces under
                 specific geometric alignments. Our approach, which we
                 call mix-and-match holography, is made possible by
                 moving from a refractive caustic image formation
                 process to a diffractive, holographic one. This
                 provides the extra bandwidth that is required to
                 multiplex several images into pairing surfaces. We
                 derive a detailed image formation model for the setting
                 of holographic projection displays, as well as a
                 multiplexing method based on a combination of phase
                 retrieval methods and complex matrix factorization. We
                 demonstrate several application scenarios in both
                 simulation and physical prototypes.",
  acknowledgement = ack-nhfb,
  articleno =    "191",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sun:2017:PGF,
  author =       "Qi Sun and Fu-Chung Huang and Joohwan Kim and Li-Yi
                 Wei and David Luebke and Arie Kaufman",
  title =        "Perceptually-guided foveation for light field
                 displays",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "192:1--192:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130807",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A variety of applications such as virtual reality and
                 immersive cinema require high image quality, low
                 rendering latency, and consistent depth cues. 4D light
                 field displays support focus accommodation, but are
                 more costly to render than 2D images, resulting in
                 higher latency. The human visual system can resolve
                 higher spatial frequencies in the fovea than in the
                 periphery. This property has been harnessed by recent
                 2D foveated rendering methods to reduce computation
                 cost while maintaining perceptual quality. Inspired by
                 this, we present foveated 4D light fields by
                 investigating their effects on 3D depth perception.
                 Based on our psychophysical experiments and theoretical
                 analysis on visual and display bandwidths, we formulate
                 a content-adaptive importance model in the 4D ray
                 space. We verify our method by building a prototype
                 light field display that can render only 16\% --- 30\%
                 rays without compromising perceptual quality.",
  acknowledgement = ack-nhfb,
  articleno =    "192",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wen:2017:RTE,
  author =       "Quan Wen and Feng Xu and Ming Lu and Jun-Hai Yong",
  title =        "Real-time {$3$D} eyelids tracking from semantic
                 edges",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "193:1--193:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130837",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "State-of-the-art real-time face tracking systems still
                 lack the ability to realistically portray subtle
                 details of various aspects of the face, particularly
                 the region surrounding the eyes. To improve this
                 situation, we propose a technique to reconstruct the 3D
                 shape and motion of eyelids in real time. By combining
                 these results with the full facial expression and gaze
                 direction, our system generates complete face tracking
                 sequences with more detailed eye regions than existing
                 solutions in real-time. To achieve this goal, we
                 propose a generative eyelid model which decomposes
                 eyelid variation into two low-dimensional linear spaces
                 which efficiently represent the shape and motion of
                 eyelids. Then, we modify a holistically-nested DNN
                 model to jointly perform semantic eyelid edge detection
                 and identification on images. Next, we correspond
                 vertices of the eyelid model to 2D image edges, and
                 employ polynomial curve fitting and a search scheme to
                 handle incorrect and partial edge detections. Finally,
                 we use the correspondences in a 3D-to-2D edge fitting
                 scheme to reconstruct eyelid shape and pose. By
                 integrating our fast fitting method into a face
                 tracking system, the estimated eyelid results are
                 seamlessly fused with the face and eyeball results in
                 real time. Experiments show that our technique applies
                 to different human races, eyelid shapes, and eyelid
                 motions, and is robust to changes in head pose,
                 expression and gaze direction.",
  acknowledgement = ack-nhfb,
  articleno =    "193",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2017:LMF,
  author =       "Tianye Li and Timo Bolkart and Michael J. Black and
                 Hao Li and Javier Romero",
  title =        "Learning a model of facial shape and expression from
                 {$4$D} scans",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "194:1--194:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130813",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The field of 3D face modeling has a large gap between
                 high-end and low-end methods. At the high end, the best
                 facial animation is indistinguishable from real humans,
                 but this comes at the cost of extensive manual labor.
                 At the low end, face capture from consumer depth
                 sensors relies on 3D face models that are not
                 expressive enough to capture the variability in natural
                 facial shape and expression. We seek a middle ground by
                 learning a facial model from thousands of accurately
                 aligned 3D scans. Our FLAME model (Faces Learned with
                 an Articulated Model and Expressions) is designed to
                 work with existing graphics software and be easy to fit
                 to data. FLAME uses a linear shape space trained from
                 3800 scans of human heads. FLAME combines this linear
                 shape space with an articulated jaw, neck, and
                 eyeballs, pose-dependent corrective blendshapes, and
                 additional global expression blendshapes. The pose and
                 expression dependent articulations are learned from 4D
                 face sequences in the D3DFACS dataset along with
                 additional 4D sequences. We accurately register a
                 template mesh to the scan sequences and make the
                 D3DFACS registrations available for research purposes.
                 In total the model is trained from over 33, 000 scans.
                 FLAME is low-dimensional but more expressive than the
                 FaceWarehouse model and the Basel Face Model. We
                 compare FLAME to these models by fitting them to static
                 3D scans and 4D sequences using the same optimization
                 method. FLAME is significantly more accurate and is
                 available for research purposes
                 (http://flame.is.tue.mpg.de).",
  acknowledgement = ack-nhfb,
  articleno =    "194",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hu:2017:ADS,
  author =       "Liwen Hu and Shunsuke Saito and Lingyu Wei and Koki
                 Nagano and Jaewoo Seo and Jens Fursund and Iman Sadeghi
                 and Carrie Sun and Yen-Chun Chen and Hao Li",
  title =        "Avatar digitization from a single image for real-time
                 rendering",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "195:1--195:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.31310887",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a fully automatic framework that digitizes
                 a complete 3D head with hair from a single
                 unconstrained image. Our system offers a practical and
                 consumer-friendly end-to-end solution for avatar
                 personalization in gaming and social VR applications.
                 The reconstructed models include secondary components
                 (eyes, teeth, tongue, and gums) and provide
                 animation-friendly blendshapes and joint-based rigs.
                 While the generated face is a high-quality textured
                 mesh, we propose a versatile and efficient polygonal
                 strips (polystrips) representation for the hair.
                 Polystrips are suitable for an extremely wide range of
                 hairstyles and textures and are compatible with
                 existing game engines for real-time rendering. In
                 addition to integrating state-of-the-art advances in
                 facial shape modeling and appearance inference, we
                 propose a novel single-view hair generation pipeline,
                 based on 3D-model and texture retrieval, shape
                 refinement, and polystrip patching optimization. The
                 performance of our hairstyle retrieval is enhanced
                 using a deep convolutional neural network for semantic
                 hair attribute classification. Our generated models are
                 visually comparable to state-of-the-art game characters
                 designed by professional artists. For real-time
                 settings, we demonstrate the flexibility of polystrips
                 in handling hairstyle variations, as opposed to
                 conventional strand-based representations. We further
                 show the effectiveness of our approach on a large
                 number of images taken in the wild, and how compelling
                 avatars can be easily created by anyone.",
  acknowledgement = ack-nhfb,
  articleno =    "195",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Averbuch-Elor:2017:BPL,
  author =       "Hadar Averbuch-Elor and Daniel Cohen-Or and Johannes
                 Kopf and Michael F. Cohen",
  title =        "Bringing portraits to life",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "196:1--196:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130818",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a technique to automatically animate a
                 still portrait, making it possible for the subject in
                 the photo to come to life and express various emotions.
                 We use a driving video (of a different subject) and
                 develop means to transfer the expressiveness of the
                 subject in the driving video to the target portrait. In
                 contrast to previous work that requires an input video
                 of the target face to reenact a facial performance, our
                 technique uses only a single target image. We animate
                 the target image through 2D warps that imitate the
                 facial transformations in the driving video. As warps
                 alone do not carry the full expressiveness of the face,
                 we add fine-scale dynamic details which are commonly
                 associated with facial expressions such as creases and
                 wrinkles. Furthermore, we hallucinate regions that are
                 hidden in the input target face, most notably in the
                 inner mouth. Our technique gives rise to reactive
                 profiles, where people in still images can
                 automatically interact with their viewers. We
                 demonstrate our technique operating on numerous still
                 portraits from the internet.",
  acknowledgement = ack-nhfb,
  articleno =    "196",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pirk:2017:IWC,
  author =       "S{\"o}ren Pirk and Michal Jarzabek and Torsten
                 H{\"a}drich and Dominik L. Michels and Wojciech
                 Palubicki",
  title =        "Interactive wood combustion for botanical tree
                 models",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "197:1--197:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130814",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel method for the combustion of
                 botanical tree models. Tree models are represented as
                 connected particles for the branching structure and a
                 polygonal surface mesh for the combustion. Each
                 particle stores biological and physical attributes that
                 drive the kinetic behavior of a plant and the
                 exothermic reaction of the combustion. Coupled with
                 realistic physics for rods, the particles enable
                 dynamic branch motions. We model material properties,
                 such as moisture and charring behavior, and associate
                 them with individual particles. The combustion is
                 efficiently processed in the surface domain of the tree
                 model on a polygonal mesh. A user can dynamically
                 interact with the model by initiating fires and by
                 inducing stress on branches. The flames realistically
                 propagate through the tree model by consuming the
                 available resources. Our method runs at interactive
                 rates and supports multiple tree instances in parallel.
                 We demonstrate the effectiveness of our approach
                 through numerous examples and evaluate its plausibility
                 against the combustion of real wood samples.",
  acknowledgement = ack-nhfb,
  articleno =    "197",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Won:2017:HTY,
  author =       "Jungdam Won and Jongho Park and Kwanyu Kim and Jehee
                 Lee",
  title =        "How to train your dragon: example-guided control of
                 flapping flight",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "198:1--198:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130833",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Imaginary winged creatures in computer animation
                 applications are expected to perform a variety of motor
                 skills in a physically realistic and controllable
                 manner. Designing physics-based controllers for a
                 flying creature is still very challenging particularly
                 when the dynamic model of the creatures is
                 high-dimensional, having many degrees of freedom. In
                 this paper, we present a control method for flying
                 creatures, which are aerodynamically simulated,
                 interactively controllable, and equipped with a variety
                 of motor skills such as soaring, gliding, hovering, and
                 diving. Each motor skill is represented as Deep Neural
                 Networks (DNN) and learned using Deep Q-Learning (DQL).
                 Our control method is example-guided in the sense that
                 it provides the user with direct control over the
                 learning process by allowing the user to specify
                 keyframes of motor skills. Our novel learning algorithm
                 was inspired by evolutionary strategies of Covariance
                 Matrix Adaptation Evolution Strategy (CMA-ES) to
                 improve the convergence rate and the final quality of
                 the control policy. The effectiveness of our
                 Evolutionary DQL method is demonstrated with imaginary
                 winged creatures flying in a physically simulated
                 environment and their motor skills learned
                 automatically from user-provided keyframes.",
  acknowledgement = ack-nhfb,
  articleno =    "198",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ishida:2017:HGF,
  author =       "Sadashige Ishida and Masafumi Yamamoto and Ryoichi
                 Ando and Toshiya Hachisuka",
  title =        "A hyperbolic geometric flow for evolving films and
                 foams",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "199:1--199:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130835",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Simulating the behavior of soap films and foams is a
                 challenging task. A direct numerical simulation of
                 films and foams via the Navier--Stokes equations is
                 still computationally too expensive. We propose an
                 alternative formulation inspired by geometric flow. Our
                 model exploits the fact, according to Plateau's laws,
                 that the steady state of a film is a union of constant
                 mean curvature surfaces and minimal surfaces. Such
                 surfaces are also well known as the steady state
                 solutions of certain curvature flows. We show a link
                 between the Navier--Stokes equations and a recent
                 variant of mean curvature flow, called hyperbolic mean
                 curvature flow, under the assumption of constant air
                 pressure per enclosed region. Instead of using
                 hyperbolic mean curvature flow as is, we propose to
                 replace curvature by the gradient of the surface area
                 functional. This formulation enables us to robustly
                 handle non-manifold configurations; such junctions
                 connecting multiple films are intractable with the
                 traditional formulation using curvature. We also add
                 explicit volume preservation to hyperbolic mean
                 curvature flow, which in fact corresponds to the
                 pressure term of the Navier--Stokes equations. Our
                 method is simple, fast, robust, and consistent with
                 Plateau's laws, which are all due to our reformulation
                 of film dynamics as a geometric flow.",
  acknowledgement = ack-nhfb,
  articleno =    "199",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2017:CST,
  author =       "Weizi Li and David Wolinski and Ming C. Lin",
  title =        "City-scale traffic animation using statistical
                 learning and metamodel-based optimization",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "200:1--200:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130847",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Rapid urbanization and increasing traffic have caused
                 severe social, economic, and environmental problems in
                 metropolitan areas worldwide. Traffic reconstruction
                 and visualization using existing traffic data can
                 provide novel tools for vehicle navigation and routing,
                 congestion analysis, and traffic management. While
                 traditional data collection methods are becoming
                 increasingly common (e.g. using in-road sensors), GPS
                 devices are also becoming ubiquitous. In this paper, we
                 address the problem of traffic reconstruction,
                 visualization, and animation using mobile vehicle data
                 (i.e. GPS traces). We first conduct city-scale traffic
                 reconstruction using statistical learning on mobile
                 vehicle data for traffic animation and visualization,
                 and then dynamically complete missing data using
                 metamodel-based simulation optimization in areas of
                 insufficient data coverage. We evaluate our approach
                 quantitatively and qualitatively, and demonstrate our
                 results with 2D visualization of citywide traffic, as
                 well as 2D and 3D animation of reconstructed traffic in
                 virtual environments.",
  acknowledgement = ack-nhfb,
  articleno =    "200",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fu:2017:ASI,
  author =       "Qiang Fu and Xiaowu Chen and Xiaotian Wang and Sijia
                 Wen and Bin Zhou and Hongbo Fu",
  title =        "Adaptive synthesis of indoor scenes via
                 activity-associated object relation graphs",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "201:1--201:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130805",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a system for adaptive synthesis of indoor
                 scenes given an empty room and only a few object
                 categories. Automatically suggesting indoor objects and
                 proper layouts to convert an empty room to a 3D scene
                 is challenging, since it requires interior design
                 knowledge to balance the factors like space, path
                 distance, illumination and object relations, in order
                 to insure the functional plausibility of the
                 synthesized scenes. We exploit a database of 2D floor
                 plans to extract object relations and provide layout
                 examples for scene synthesis. With the labeled human
                 positions and directions in each plan, we detect the
                 activity relations and compute the coexistence
                 frequency of object pairs to construct
                 activity-associated object relation graphs. Given the
                 input room and user-specified object categories, our
                 system first leverages the object relation graphs and
                 the database floor plans to suggest more potential
                 object categories beyond the specified ones to make
                 resulting scenes functionally complete, and then uses
                 the similar plan references to create the layout of
                 synthesized scenes. We show various synthesis results
                 to demonstrate the practicability of our system, and
                 validate its usability via a user study. We also
                 compare our system with the state-of-the-art furniture
                 layout and activity-centric scene representation
                 methods, in terms of functional plausibility and user
                 friendliness.",
  acknowledgement = ack-nhfb,
  articleno =    "201",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2017:ARU,
  author =       "Kai Xu and Lintao Zheng and Zihao Yan and Guohang Yan
                 and Eugene Zhang and Matthias Niessner and Oliver
                 Deussen and Daniel Cohen-Or and Hui Huang",
  title =        "Autonomous reconstruction of unknown indoor scenes
                 guided by time-varying tensor fields",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "202:1--202:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130812",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Autonomous reconstruction of unknown scenes by a
                 mobile robot inherently poses the question of balancing
                 between exploration efficacy and reconstruction
                 quality. We present a navigation-by-reconstruction
                 approach to address this question, where moving paths
                 of the robot are planned to account for both global
                 efficiency for fast exploration and local smoothness to
                 obtain high-quality scans. An RGB-D camera, attached to
                 the robot arm, is dictated by the desired
                 reconstruction quality as well as the movement of the
                 robot itself. Our key idea is to harness a time-varying
                 tensor field to guide robot movement, and then solve
                 for 3D camera control under the constraint of the 2D
                 robot moving path. The tensor field is updated in real
                 time, conforming to the progressively reconstructed
                 scene. We show that tensor fields are well suited for
                 guiding autonomous scanning for two reasons: first,
                 they contain sparse and controllable singularities that
                 allow generating a locally smooth robot path, and
                 second, their topological structure can be used for
                 globally efficient path routing within a partially
                 reconstructed scene. We have conducted numerous tests
                 with a mobile robot, and demonstrate that our method
                 leads to a smooth exploration and high-quality
                 reconstruction of unknown indoor scenes.",
  acknowledgement = ack-nhfb,
  articleno =    "202",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2017:LTC,
  author =       "Jingwei Huang and Angela Dai and Leonidas Guibas and
                 Matthias Niessner",
  title =        "{$3$Dlite}: towards commodity {$3$D} scanning for
                 content creation",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "203:1--203:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130824",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present 3DLite, a novel approach to reconstruct 3D
                 environments using consumer RGB-D sensors, making a
                 step towards directly utilizing captured 3D content in
                 graphics applications, such as video games, VR, or AR.
                 Rather than reconstructing an accurate one-to-one
                 representation of the real world, our method computes a
                 lightweight, low-polygonal geometric abstraction of the
                 scanned geometry. We argue that for many graphics
                 applications it is much more important to obtain
                 high-quality surface textures rather than
                 highly-detailed geometry. To this end, we compensate
                 for motion blur, auto-exposure artifacts, and
                 micro-misalignments in camera poses by warping and
                 stitching image fragments from low-quality RGB input
                 data to achieve high-resolution, sharp surface
                 textures. In addition to the observed regions of a
                 scene, we extrapolate the scene geometry, as well as
                 the mapped surface textures, to obtain a complete 3D
                 model of the environment. We show that a simple planar
                 abstraction of the scene geometry is ideally suited for
                 this completion task, enabling 3DLite to produce
                 complete, lightweight, and visually compelling 3D scene
                 models. We believe that these CAD-like reconstructions
                 are an important step towards leveraging RGB-D scanning
                 in actual content creation pipelines.",
  acknowledgement = ack-nhfb,
  articleno =    "203",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kelly:2017:BLS,
  author =       "Tom Kelly and John Femiani and Peter Wonka and Niloy
                 J. Mitra",
  title =        "{BigSUR}: large-scale structured urban
                 reconstruction",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "204:1--204:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130823",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The creation of high-quality semantically parsed 3D
                 models for dense metropolitan areas is a fundamental
                 urban modeling problem. Although recent advances in
                 acquisition techniques and processing algorithms have
                 resulted in large-scale imagery or 3D polygonal
                 reconstructions, such data-sources are typically noisy,
                 and incomplete, with no semantic structure. In this
                 paper, we present an automatic data fusion technique
                 that produces high-quality structured models of city
                 blocks. From coarse polygonal meshes, street-level
                 imagery, and GIS footprints, we formulate a binary
                 integer program that globally balances sources of error
                 to produce semantically parsed mass models with
                 associated facade elements. We demonstrate our system
                 on four city regions of varying complexity; our
                 examples typically contain densely built urban blocks
                 spanning hundreds of buildings. In our largest example,
                 we produce a structured model of 37 city blocks
                 spanning a total of 1, 011 buildings at a scale and
                 quality previously impossible to achieve
                 automatically.",
  acknowledgement = ack-nhfb,
  articleno =    "204",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schussler:2017:MBN,
  author =       "Vincent Sch{\"u}ssler and Eric Heitz and Johannes
                 Hanika and Carsten Dachsbacher",
  title =        "Microfacet-based normal mapping for robust {Monte
                 Carlo} path tracing",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "205:1--205:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130806",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Normal mapping enhances the amount of visual detail of
                 surfaces by using shading normals that deviate from the
                 geometric normal. However, the resulting surface model
                 is geometrically impossible and normal mapping is thus
                 often considered a fundamentally flawed approach with
                 unavoidable problems for Monte Carlo path tracing, such
                 as asymmetry, back-facing normals, and energy loss
                 arising from this incoherence. These problems are
                 usually sidestepped in real-time renderers, but they
                 cannot be fixed robustly in a path tracer: normal
                 mapping breaks either the appearance (black fringes,
                 energy loss) or the integrator (different forward and
                 backward light transport); in practice, workarounds and
                 tweaked normal maps are often required to hide
                 artifacts. We present microfacet-based normal mapping,
                 an alternative way of faking geometric details without
                 corrupting the robustness of Monte Carlo path tracing.
                 It takes the same input data as classic normal mapping
                 and works with any input BRDF. Our idea is to construct
                 a geometrically valid microfacet surface made of two
                 facets per shading point: the one given by the normal
                 map at the shading point and an additional facet that
                 compensates for it such that the average normal of the
                 microsurface equals the geometric normal. We derive the
                 resulting microfacet BRDF and show that it mimics
                 geometric detail in a plausible way, although it does
                 not replicate the appearance of classic normal mapping.
                 However, our microfacet-based normal mapping model is
                 well-defined, symmetric, and energy conserving, and
                 thus yields identical results with any path tracing
                 algorithm (forward, backward, or bidirectional).",
  acknowledgement = ack-nhfb,
  articleno =    "205",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Riviere:2017:PIR,
  author =       "J{\'e}r{\'e}my Riviere and Ilya Reshetouski and Luka
                 Filipi and Abhijeet Ghosh",
  title =        "Polarization imaging reflectometry in the wild",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "206:1--206:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130894",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel approach for on-site acquisition of
                 surface reflectance for planar, spatially varying,
                 isotropic samples in uncontrolled outdoor environments.
                 Our method exploits the naturally occurring linear
                 polarization of incident and reflected illumination for
                 this purpose. By rotating a linear polarizing filter in
                 front of a camera at three different orientations, we
                 measure the polarization reflected off the sample and
                 combine this information with multi-view analysis and
                 inverse rendering in order to recover per-pixel, high
                 resolution reflectance and surface normal maps.
                 Specifically, we employ polarization imaging from two
                 near orthogonal views close to the Brewster angle of
                 incidence in order to maximize polarization cues for
                 surface reflectance estimation. To the best of our
                 knowledge, our method is the first to successfully
                 extract a complete set of reflectance parameters with
                 passive capture in completely uncontrolled outdoor
                 settings. To this end, we analyze our approach under
                 the general, but previously unstudied, case of incident
                 partial linear polarization (due to the sky) in order
                 to identify the strengths and weaknesses of the method
                 under various outdoor conditions. We provide practical
                 guidelines for on-site acquisition based on our
                 analysis, and demonstrate high quality results with an
                 entry level DSLR as well as a mobile phone.",
  acknowledgement = ack-nhfb,
  articleno =    "206",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Werner:2017:SIW,
  author =       "Sebastian Werner and Zdravko Velinov and Wenzel Jakob
                 and Matthias B. Hullin",
  title =        "Scratch iridescence: wave-optical rendering of
                 diffractive surface structure",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "207:1--207:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130840",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The surface of metal, glass and plastic objects is
                 often characterized by microscopic scratches caused by
                 manufacturing and/or wear. A closer look onto such
                 scratches reveals iridescent colors with a complex
                 dependency on viewing and lighting conditions. The
                 physics behind this phenomenon is well understood; it
                 is caused by diffraction of the incident light by
                 surface features on the order of the optical
                 wavelength. Existing analytic models are able to
                 reproduce spatially unresolved microstructure such as
                 the iridescent appearance of compact disks and similar
                 materials. Spatially resolved scratches, on the other
                 hand, have proven elusive due to the highly complex
                 wave-optical light transport simulations needed to
                 account for their appearance. In this paper, we propose
                 a wave-optical shading model based on non-paraxial
                 scalar diffraction theory to render this class of
                 effects. Our model expresses surface roughness as a
                 collection of line segments. To shade a point on the
                 surface, the individual diffraction patterns for
                 contributing scratch segments are computed analytically
                 and superimposed coherently. This provides natural
                 transitions from localized glint-like iridescence to
                 smooth BRDFs representing the superposition of many
                 reflections at large viewing distances. We demonstrate
                 that our model is capable of recreating the overall
                 appearance as well as characteristic detail effects
                 observed on real-world examples.",
  acknowledgement = ack-nhfb,
  articleno =    "207",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yan:2017:BME,
  author =       "Ling-Qi Yan and Weilun Sun and Henrik Wann Jensen and
                 Ravi Ramamoorthi",
  title =        "A {BSSRDF} model for efficient rendering of fur with
                 global illumination",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "208:1--208:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130802",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Physically-based hair and fur rendering is crucial for
                 visual realism. One of the key effects is global
                 illumination, involving light bouncing between
                 different fibers. This is very time-consuming to
                 simulate with methods like path tracing. Efficient
                 approximate global illumination techniques such as dual
                 scattering are in widespread use, but are limited to
                 human hair only, and cannot handle color bleeding,
                 transparency and hair-object inter-reflection. We
                 present the first global illumination model, based on
                 dipole diffusion for subsurface scattering, to
                 approximate light bouncing between individual fur
                 fibers. We model complex light and fur interactions as
                 subsurface scattering, and use a simple neural network
                 to convert from fur fibers' properties to scattering
                 parameters. Our network is trained on only a single
                 scene with different parameters, but applies to general
                 scenes and produces visually accurate appearance,
                 supporting color bleeding and further
                 inter-reflections.",
  acknowledgement = ack-nhfb,
  articleno =    "208",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Konrad:2017:STL,
  author =       "Robert Konrad and Donald G. Dansereau and Aniq Masood
                 and Gordon Wetzstein",
  title =        "{SpinVR}: towards live-streaming {$3$D} virtual
                 reality video",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "209:1--209:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130836",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Streaming of 360${}^\circ $ content is gaining
                 attention as an immersive way to remotely experience
                 live events. However live capture is presently limited
                 to 2D content due to the prohibitive computational cost
                 associated with multi-camera rigs. In this work we
                 present a system that directly captures streaming 3D
                 virtual reality content. Our approach does not suffer
                 from spatial or temporal seams and natively handles
                 phenomena that are challenging for existing systems,
                 including refraction, reflection, transparency and
                 speculars. Vortex natively captures in the
                 omni-directional stereo (ODS) format, which is widely
                 supported by VR displays and streaming pipelines. We
                 identify an important source of distortion inherent to
                 the ODS format, and demonstrate a simple means of
                 correcting it. We include a detailed analysis of the
                 design space, including tradeoffs between noise, frame
                 rate, resolution, and hardware complexity. Processing
                 is minimal, enabling live transmission of immersive,
                 3D, 360${}^\circ $ content. We construct a prototype
                 and demonstrate capture of 360${}^\circ $ scenes at up
                 to 8192 X 4096 pixels at 5 fps, and establish the
                 viability of operation up to 32 fps.",
  acknowledgement = ack-nhfb,
  articleno =    "209",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cholewiak:2017:CRC,
  author =       "Steven A. Cholewiak and Gordon D. Love and Pratul P.
                 Srinivasan and Ren Ng and Martin S. Banks",
  title =        "{ChromaBlur}: rendering chromatic eye aberration
                 improves accommodation and realism",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "210:1--210:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130815",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Computer-graphics engineers and vision scientists want
                 to generate images that reproduce realistic
                 depth-dependent blur. Current rendering algorithms take
                 into account scene geometry, aperture size, and focal
                 distance, and they produce photorealistic imagery as
                 with a high-quality camera. But to create immersive
                 experiences, rendering algorithms should aim instead
                 for perceptual realism. In so doing, they should take
                 into account the significant optical aberrations of the
                 human eye. We developed a method that, by incorporating
                 some of those aberrations, yields displayed images that
                 produce retinal images much closer to the ones that
                 occur in natural viewing. In particular, we create
                 displayed images taking the eye's chromatic aberration
                 into account. This produces different chromatic effects
                 in the retinal image for objects farther or nearer than
                 current focus. We call the method ChromaBlur. We
                 conducted two experiments that illustrate the benefits
                 of ChromaBlur. One showed that accommodation (eye
                 focusing) is driven quite effectively when ChromaBlur
                 is used and that accommodation is not driven at all
                 when conventional methods are used. The second showed
                 that perceived depth and realism are greater with
                 imagery created by ChromaBlur than in imagery created
                 conventionally. ChromaBlur can be coupled with
                 focus-adjustable lenses and gaze tracking to reproduce
                 the natural relationship between accommodation and blur
                 in HMDs and other immersive devices. It may thereby
                 minimize the adverse effects of vergence-accommodation
                 conflicts.",
  acknowledgement = ack-nhfb,
  articleno =    "210",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dong:2017:SAM,
  author =       "Zhi-Chao Dong and Xiao-Ming Fu and Chi Zhang and Kang
                 Wu and Ligang Liu",
  title =        "Smooth assembled mappings for large-scale real
                 walking",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "211:1--211:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130893",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Virtual reality applications prefer real walking to
                 provide highly immersive presence than other locomotive
                 methods. Mapping-based techniques are very effective
                 for supporting real walking in small physical
                 workspaces while exploring large virtual scenes.
                 However, the existing methods for computing real
                 walking maps suffer from poor quality due to
                 distortion. In this paper, we present a novel
                 divide-and-conquer method, called Smooth Assembly
                 Mapping (SAM), to compute real walking maps with low
                 isometric distortion for large-scale virtual scenes.
                 First, the input virtual scene is decomposed into a set
                 of smaller local patches. Then, a group of local
                 patches is mapped together into a real workspace by
                 minimizing a low isometric distortion energy with
                 smoothness constraints between the adjacent patches.
                 All local patches are mapped and assembled one by one
                 to obtain a complete map. Finally, a global
                 optimization is adopted to further reduce the
                 distortion throughout the entire map. Our method easily
                 handles teleportation technique by computing maps of
                 individual regions and assembling them with teleporter
                 conformity constraints. A large number of experiments,
                 including formative user studies and comparisons, have
                 shown that our method succeeds in generating
                 high-quality real walking maps from large-scale virtual
                 scenes to small real workspaces and is demonstrably
                 superior to state-of-the-art methods.",
  acknowledgement = ack-nhfb,
  articleno =    "211",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yamamoto:2017:FPB,
  author =       "Kazuhiko Yamamoto and Takeo Igarashi",
  title =        "Fully perceptual-based {$3$D} spatial sound
                 individualization with an adaptive variational
                 autoencoder",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "212:1--212:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130838",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "To realize 3D spatial sound rendering with a
                 two-channel headphone, one needs head-related transfer
                 functions (HRTFs) tailored for a specific user.
                 However, measurement of HRTFs requires a tedious and
                 expensive procedure. To address this, we propose a
                 fully perceptual-based HRTF fitting method for
                 individual users using machine learning techniques. The
                 user only needs to answer pairwise comparisons of test
                 signals presented by the system during calibration.
                 This reduces the efforts necessary for the user to
                 obtain individualized HRTFs. Technically, we present a
                 novel adaptive variational AutoEncoder with a
                 convolutional neural network. In the training, this
                 AutoEncoder analyzes publicly available HRTFs dataset
                 and identifies factors that depend on the individuality
                 of users in a nonlinear space. In calibration, the
                 AutoEncoder generates high-quality HRTFs fitted to a
                 specific user by blending the factors. We validate the
                 feasibilities of our method through several
                 quantitative experiments and a user study.",
  acknowledgement = ack-nhfb,
  articleno =    "212",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhu:2017:PIE,
  author =       "Yufeng Zhu and Jovan Popovi{\'c} and Robert Bridson
                 and Danny M. Kaufman",
  title =        "Planar interpolation with extreme deformation,
                 topology change and dynamics",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "213:1--213:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130820",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a mesh-based, interpolatory method for
                 interactively creating artist-directed inbetweens from
                 arbitrary sets of 2D drawing shapes without rigging. To
                 enable artistic freedom of expression we remove prior
                 restrictions on the range of possible changes between
                 shapes; we support interpolation with extreme
                 deformation and unrestricted topology change. To do
                 this, we extend discrete variational interpolation by
                 introducing a consistent multimesh structure over
                 drawings, a Comesh Optimization algorithm that
                 optimizes our multimesh for both intra- and inter-mesh
                 quality, and a new shape-space energy that efficiently
                 supports arbitrary changes and can prevent artwork
                 overlap when desired. Our multimesh encodes specified
                 correspondences that guide interpolation paths between
                 shapes. With these correspondences, an efficient
                 local-global minimization of our energy interpolates
                 n-way between drawing shapes to create inbetweens. Our
                 Comesh Optimization enables artifact-free minimization
                 by building consistent meshes across drawings that
                 improve both the quality of per-mesh energy
                 discretization and inter-mesh mapping distortions,
                 while guaranteeing a single, compatible triangulation.
                 We implement our method in a test-bed interpolation
                 system that allows interactive creation and editing of
                 animations from sparse key drawings with arbitrary
                 topology and shape change.",
  acknowledgement = ack-nhfb,
  articleno =    "213",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2017:GAL,
  author =       "Renjie Chen and Ofir Weber",
  title =        "{GPU}-accelerated locally injective shape
                 deformation",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "214:1--214:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130843",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a highly efficient planar meshless shape
                 deformation algorithm. Our method is based on an
                 unconstrained minimization of isometric energies, and
                 is guaranteed to produce $ C^\infty $ locally injective
                 maps by operating within a reduced dimensional subspace
                 of harmonic maps. We extend the harmonic subspace of
                 [Chen and Weber 2015] to support multiply-connected
                 domains, and further provide a generalization of the
                 bounded distortion theorem that appeared in that paper.
                 Our harmonic map, as well as the gradient and the
                 Hessian of our isometric energies possess closed-form
                 expressions. A key result is a simple-and-fast analytic
                 modification of the Hessian of the energy such that it
                 is positive definite, which is crucial for the
                 successful operation of a Newton solver. The method is
                 straightforward to implement and is specifically
                 designed to harness the processing power of modern
                 graphics hardware. Our modified Newton iterations are
                 shown to be extremely effective, leading to fast
                 convergence after a handful of iterations, while each
                 iteration is fast due to a combination of a number of
                 factors, such as the smoothness and the low
                 dimensionality of the subspace, the closed-form
                 expressions for the differentials, and the avoidance of
                 expensive strategies to ensure positive definiteness.
                 The entire pipeline is carried out on the GPU, leading
                 to deformations that are significantly faster to
                 compute than the state-of-the-art.",
  acknowledgement = ack-nhfb,
  articleno =    "214",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Poranne:2017:ASD,
  author =       "Roi Poranne and Marco Tarini and Sandro Huber and
                 Daniele Panozzo and Olga Sorkine-Hornung",
  title =        "{Autocuts}: simultaneous distortion and cut
                 optimization for {UV} mapping",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "215:1--215:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130845",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a UV mapping algorithm that jointly
                 optimizes for cuts and distortion, sidestepping
                 heuristics for placing the cuts. The energy we minimize
                 is a state-of-the-art geometric distortion measure,
                 generalized to take seams into account. Our algorithm
                 is designed to support an interactive workflow: it
                 optimizes UV maps on the fly, while the user can
                 interactively move vertices, cut mesh parts, join
                 seams, separate overlapping regions, and control the
                 placement of the parameterization patches in the UV
                 space. Our UV maps are of high quality in terms of both
                 geometric distortion and cut placement, and compare
                 favorably to those designed with traditional modeling
                 tools. The UV maps can be created in a fraction of the
                 time as existing methods, since our algorithm
                 drastically alleviates the trial-and-error, iterative
                 procedures that plague traditional UV mapping
                 approaches.",
  acknowledgement = ack-nhfb,
  articleno =    "215",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2017:SSE,
  author =       "Songrun Liu and Zachary Ferguson and Alec Jacobson and
                 Yotam Gingold",
  title =        "{Seamless}: seam erasure and seam-aware decoupling of
                 shape from mesh resolution",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "216:1--216:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130897",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A parameterization decouples the resolution of a
                 signal on a surface from the resolution of the surface
                 geometry. In practice, parameterized signals are
                 conveniently and efficiently stored as texture images.
                 Unfortunately, seams are inevitable when parametrizing
                 most surfaces. Their visual artifacts are well known
                 for color signals, but become even more egregious when
                 geometry or displacement signals are used: cracks or
                 gaps may appear in the surface. To make matters worse,
                 parameterizations and their seams are frequently
                 ignored during mesh processing. Carefully accounting
                 for seams in one phase may be nullified by the next.
                 The existing literature on seam-elimination requires
                 non-standard rendering algorithms or else overly
                 restricts the parameterization and signal. We present
                 seam-aware mesh processing techniques. For a given
                 fixed mesh, we analytically characterize the space of
                 seam-free textures as the null space of a linear
                 operator. Assuming seam-free textures, we describe
                 topological and geometric conditions for seam-free
                 edge-collapse operations. Our algorithms eliminate seam
                 artifacts in parameterized signals and decimate a
                 mesh---including its seams---while preserving its
                 parameterization and seam-free appearance. This allows
                 the artifact-free display of surface signals---color,
                 normals, positions, displacements, linear blend
                 skinning weights---with the standard GPU rendering
                 pipeline. In particular, our techniques enable
                 crack-free use of the tessellation stage of modern
                 GPU's for dynamic level-of-detail. This decouples the
                 shape signal from mesh resolution in a manner
                 compatible with existing workflows.",
  acknowledgement = ack-nhfb,
  articleno =    "216",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Baek:2017:CSS,
  author =       "Seung-Hwan Baek and Incheol Kim and Kaist Diego
                 Gutierrez and Min H. Kim",
  title =        "Compact single-shot hyperspectral imaging using a
                 prism",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "217:1--217:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130896",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel, compact single-shot hyperspectral
                 imaging method. It enables capturing hyperspectral
                 images using a conventional DSLR camera equipped with
                 just an ordinary refractive prism in front of the
                 camera lens. Our computational imaging method
                 reconstructs the full spectral information of a scene
                 from dispersion over edges. Our setup requires no coded
                 aperture mask, no slit, and no collimating optics,
                 which are necessary for traditional hyperspectral
                 imaging systems. It is thus very cost-effective, while
                 still highly accurate. We tackle two main problems:
                 First, since we do not rely on collimation, the sensor
                 records a projection of the dispersion information,
                 distorted by perspective. Second, available spectral
                 cues are sparse, present only around object edges. We
                 formulate an image formation model that can predict the
                 perspective projection of dispersion, and a
                 reconstruction method that can estimate the full
                 spectral information of a scene from sparse dispersion
                 information. Our results show that our method compares
                 well with other state-of-the-art hyperspectral imaging
                 systems, both in terms of spectral accuracy and spatial
                 resolution, while being orders of magnitude cheaper
                 than commercial imaging systems.",
  acknowledgement = ack-nhfb,
  articleno =    "217",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Choi:2017:HQH,
  author =       "Inchang Choi and Daniel S. Jeon and Giljoo Nam and
                 Diego Gutierrez and Min H. Kim",
  title =        "High-quality hyperspectral reconstruction using a
                 spectral prior",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "218:1--218:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130810",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel hyperspectral image reconstruction
                 algorithm, which overcomes the long-standing tradeoff
                 between spectral accuracy and spatial resolution in
                 existing compressive imaging approaches. Our method
                 consists of two steps: First, we learn nonlinear
                 spectral representations from real-world hyperspectral
                 datasets; for this, we build a convolutional
                 autoencoder which allows reconstructing its own input
                 through its encoder and decoder networks. Second, we
                 introduce a novel optimization method, which jointly
                 regularizes the fidelity of the learned nonlinear
                 spectral representations and the sparsity of gradients
                 in the spatial domain, by means of our new fidelity
                 prior. Our technique can be applied to any existing
                 compressive imaging architecture, and has been
                 thoroughly tested both in simulation, and by building a
                 prototype hyperspectral imaging system. It outperforms
                 the state-of-the-art methods from each architecture,
                 both in terms of spectral accuracy and spatial
                 resolution, while its computational complexity is
                 reduced by two orders of magnitude with respect to
                 sparse coding techniques. Moreover, we present two
                 additional applications of our method: hyperspectral
                 interpolation and demosaicing. Last, we have created a
                 new high-resolution hyperspectral dataset containing
                 sharper images of more spectral variety than existing
                 ones, available through our project website.",
  acknowledgement = ack-nhfb,
  articleno =    "218",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Marco:2017:DSR,
  author =       "Julio Marco and Quercus Hernandez and Adolfo Mu{\~n}oz
                 and Yue Dong and Adrian Jarabo and Min H. Kim and Xin
                 Tong and Diego Gutierrez",
  title =        "{DeepToF}: off-the-shelf real-time correction of
                 multipath interference in time-of-flight imaging",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "219:1--219:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130884",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Time-of-flight (ToF) imaging has become a widespread
                 technique for depth estimation, allowing affordable
                 off-the-shelf cameras to provide depth maps in real
                 time. However, multipath interference (MPI) resulting
                 from indirect illumination significantly degrades the
                 captured depth. Most previous works have tried to solve
                 this problem by means of complex hardware modifications
                 or costly computations. In this work, we avoid these
                 approaches and propose a new technique to correct
                 errors in depth caused by MPI, which requires no camera
                 modifications and takes just 10 milliseconds per frame.
                 Our observations about the nature of MPI suggest that
                 most of its information is available in image space;
                 this allows us to formulate the depth imaging process
                 as a spatially-varying convolution and use a
                 convolutional neural network to correct MPI errors.
                 Since the input and output data present similar
                 structure, we base our network on an autoencoder, which
                 we train in two stages. First, we use the encoder
                 (convolution filters) to learn a suitable basis to
                 represent MPI-corrupted depth images; then, we train
                 the decoder (deconvolution filters) to correct depth
                 from synthetic scenes, generated by using a
                 physically-based, time-resolved renderer. This approach
                 allows us to tackle a key problem in ToF, the lack of
                 ground-truth data, by using a large-scale captured
                 training set with MPI-corrupted depth to train the
                 encoder, and a smaller synthetic training set with
                 ground truth depth to train the decoder stage of the
                 network. We demonstrate and validate our method on both
                 synthetic and real complex scenarios, using an
                 off-the-shelf ToF camera, and with only the captured,
                 incorrect depth as input.",
  acknowledgement = ack-nhfb,
  articleno =    "219",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Callenberg:2017:SDI,
  author =       "Clara Callenberg and Felix Heide and Gordon Wetzstein
                 and Matthias B. Hullin",
  title =        "Snapshot difference imaging using correlation
                 time-of-flight sensors",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "220:1--220:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130885",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Computational photography encompasses a diversity of
                 imaging techniques, but one of the core operations
                 performed by many of them is to compute image
                 differences. An intuitive approach to computing such
                 differences is to capture several images sequentially
                 and then process them jointly. In this paper, we
                 introduce a snapshot difference imaging approach that
                 is directly implemented in the sensor hardware of
                 emerging time-of-flight cameras. With a variety of
                 examples, we demonstrate that the proposed snapshot
                 difference imaging technique is useful for
                 direct-global illumination separation, for direct
                 imaging of spatial and temporal image gradients, for
                 direct depth edge imaging, and more.",
  acknowledgement = ack-nhfb,
  articleno =    "220",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Barreiro:2017:CCE,
  author =       "H{\'e}ctor Barreiro and Ignacio
                 Garc{\'\i}a-Fern{\'a}ndez and Iv{\'a}n Aldu{\'a}n and
                 Miguel A. Otaduy",
  title =        "Conformation constraints for efficient viscoelastic
                 fluid simulation",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "221:1--221:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130854",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The simulation of high viscoelasticity poses important
                 computational challenges. One is the difficulty to
                 robustly measure strain and its derivatives in a medium
                 without permanent structure. Another is the high
                 stiffness of the governing differential equations.
                 Solutions that tackle these challenges exist, but they
                 are computationally slow. We propose a constraint-based
                 model of viscoelasticity that enables efficient
                 simulation of highly viscous and viscoelastic
                 phenomena. Our model reformulates, in a
                 constraint-based fashion, a constitutive model of
                 viscoelasticity for polymeric fluids, which defines
                 simple governing equations for a conformation tensor.
                 The model can represent a diverse palette of materials,
                 spanning elastoplastic, highly viscous, and inviscid
                 liquid behaviors. In addition, we have designed a
                 constrained dynamics solver that extends the
                 position-based dynamics method to handle efficiently
                 both position-based and velocity-based constraints. We
                 show results that range from interactive simulation of
                 viscoelastic effects to large-scale simulation of high
                 viscosity with competitive performance.",
  acknowledgement = ack-nhfb,
  articleno =    "221",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fu:2017:PPC,
  author =       "Chuyuan Fu and Qi Guo and Theodore Gast and Chenfanfu
                 Jiang and Joseph Teran",
  title =        "A polynomial particle-in-cell method",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "222:1--222:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130878",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recently the Affine Particle-In-Cell (APIC) Method was
                 proposed by Jiang et al.[2015; 2017b] to improve the
                 accuracy of the transfers in Particle-In-Cell (PIC)
                 [Harlow 1964] techniques by augmenting each particle
                 with a locally affine, rather than locally constant
                 description of the velocity. This reduced the
                 dissipation of the original PIC without suffering from
                 the noise present in the historic alternative,
                 Fluid-Implicit-Particle (FLIP) [Brackbill and Ruppel
                 1986]. We present a generalization of APIC by
                 augmenting each particle with a more general local
                 function. By viewing the grid-to-particle transfer as a
                 linear and angular momentum conserving projection of
                 the particle-wise local grid velocities onto a reduced
                 basis, we greatly improve the energy and vorticity
                 conservation over the original APIC. Furthermore, we
                 show that the cost of the generalized projection is
                 negligible over APIC when using a particular class of
                 local polynomial functions. Lastly, we note that our
                 method retains the filtering property of APIC and PIC
                 and thus has similar robustness to noise.",
  acknowledgement = ack-nhfb,
  articleno =    "222",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gao:2017:AGI,
  author =       "Ming Gao and Andre Pradhana Tampubolon and Chenfanfu
                 Jiang and Eftychios Sifakis",
  title =        "An adaptive generalized interpolation material point
                 method for simulating elastoplastic materials",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "223:1--223:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130879",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an adaptive Generalized Interpolation
                 Material Point (GIMP) method for simulating
                 elastoplastic materials. Our approach allows adaptive
                 refining and coarsening of different regions of the
                 material, leading to an efficient MPM solver that
                 concentrates most of the computation resources in
                 specific regions of interest. We propose a $ C^1 $
                 continuous adaptive basis function that satisfies the
                 partition of unity property and remains non-negative
                 throughout the computational domain. We develop a
                 practical strategy for particle-grid transfers that
                 leverages the recently introduced SPGrid data structure
                 for storing sparse multi-layered grids. We demonstrate
                 the robustness and efficiency of our method on the
                 simulation of various elastic and plastic materials. We
                 also compare key kernel components to uniform grid MPM
                 solvers to highlight performance benefits of our
                 method.",
  acknowledgement = ack-nhfb,
  articleno =    "223",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yang:2017:UPS,
  author =       "Tao Yang and Jian Chang and Ming C. Lin and Ralph R.
                 Martin and Jian J. Zhang and Shi-Min Hu",
  title =        "A unified particle system framework for multi-phase,
                 multi-material visual simulations",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "224:1--224:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130882",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a unified particle framework which
                 integrates the phase-field method with multi-material
                 simulation to allow modeling of both liquids and
                 solids, as well as phase transitions between them. A
                 simple elasto-plastic model is used to capture the
                 behavior of various kinds of solids, including
                 deformable bodies, granular materials, and cohesive
                 soils. States of matter or phases, particularly liquids
                 and solids, are modeled using the non-conservative
                 Allen--Cahn equation. In contrast, materials---made of
                 different substances---are advected by the conservative
                 Cahn--Hilliard equation. The distributions of phases
                 and materials are represented by a phase variable and a
                 concentration variable, respectively, allowing us to
                 represent commonly observed fluid-solid interactions.
                 Our multi-phase, multi-material system is governed by a
                 unified Helmholtz free energy density. This framework
                 provides the first method in computer graphics capable
                 of modeling a continuous interface between phases. It
                 is versatile and can be readily used in many scenarios
                 that are challenging to simulate. Examples are provided
                 to demonstrate the capabilities and effectiveness of
                 this approach.",
  acknowledgement = ack-nhfb,
  articleno =    "224",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lun:2017:LGD,
  author =       "Zhaoliang Lun and Changqing Zou and Haibin Huang and
                 Evangelos Kalogerakis and Ping Tan and Marie-Paule Cani
                 and Hao Zhang",
  title =        "Learning to group discrete graphical patterns",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "225:1--225:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130841",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a deep learning approach for grouping
                 discrete patterns common in graphical designs. Our
                 approach is based on a convolutional neural network
                 architecture that learns a grouping measure defined
                 over a pair of pattern elements. Motivated by
                 perceptual grouping principles, the key feature of our
                 network is the encoding of element shape, context,
                 symmetries, and structural arrangements. These element
                 properties are all jointly considered and appropriately
                 weighted in our grouping measure. To better align our
                 measure with human perceptions for grouping, we train
                 our network on a large, human-annotated dataset of
                 pattern groupings consisting of patterns at varying
                 granularity levels, with rich element relations and
                 varieties, and tempered with noise and other data
                 imperfections. Experimental results demonstrate that
                 our deep-learned measure leads to robust grouping
                 results.",
  acknowledgement = ack-nhfb,
  articleno =    "225",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sung:2017:CWS,
  author =       "Minhyuk Sung and Hao Su and Vladimir G. Kim and
                 Siddhartha Chaudhuri and Leonidas Guibas",
  title =        "{Complementme}: weakly-supervised component
                 suggestions for {$3$D} modeling",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "226:1--226:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130821",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Assembly-based tools provide a powerful modeling
                 paradigm for non-expert shape designers. However,
                 choosing a component from a large shape repository and
                 aligning it to a partial assembly can become a daunting
                 task. In this paper we describe novel neural network
                 architectures for suggesting complementary components
                 and their placement for an incomplete 3D part assembly.
                 Unlike most existing techniques, our networks are
                 trained on unlabeled data obtained from public online
                 repositories, and do not rely on consistent part
                 segmentations or labels. Absence of labels poses a
                 challenge in indexing the database of parts for the
                 retrieval. We address it by jointly training embedding
                 and retrieval networks, where the first indexes parts
                 by mapping them to a low-dimensional feature space, and
                 the second maps partial assemblies to appropriate
                 complements. The combinatorial nature of part
                 arrangements poses another challenge, since the
                 retrieval network is not a function: several
                 complements can be appropriate for the same input.
                 Thus, instead of predicting a single output, we train
                 our network to predict a probability distribution over
                 the space of part embeddings. This allows our method to
                 deal with ambiguities and naturally enables a UI that
                 seamlessly integrates user preferences into the design
                 process. We demonstrate that our method can be used to
                 design complex shapes with minimal or no user input. To
                 evaluate our approach we develop a novel benchmark for
                 component suggestion systems demonstrating significant
                 improvement over state-of-the-art techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "226",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hu:2017:LPP,
  author =       "Ruizhen Hu and Wenchao Li and Oliver {Van Kaick} and
                 Ariel Shamir and Hao Zhang and Hui Huang",
  title =        "Learning to predict part mobility from a single static
                 snapshot",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "227:1--227:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130811",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a method for learning a model for the
                 mobility of parts in 3D objects. Our method allows not
                 only to understand the dynamic functionalities of one
                 or more parts in a 3D object, but also to apply the
                 mobility functions to static 3D models. Specifically,
                 the learned part mobility model can predict mobilities
                 for parts of a 3D object given in the form of a single
                 static snapshot reflecting the spatial configuration of
                 the object parts in 3D space, and transfer the mobility
                 from relevant units in the training data. The training
                 data consists of a set of mobility units of different
                 motion types. Each unit is composed of a pair of 3D
                 object parts (one moving and one reference part), along
                 with usage examples consisting of a few snapshots
                 capturing different motion states of the unit. Taking
                 advantage of a linearity characteristic exhibited by
                 most part motions in everyday objects, and utilizing a
                 set of part-relation descriptors, we define a mapping
                 from static snapshots to dynamic units. This mapping
                 employs a motion-dependent snapshot-to-unit distance
                 obtained via metric learning. We show that our learning
                 scheme leads to accurate motion prediction from single
                 static snapshots and allows proper motion transfer. We
                 also demonstrate other applications such as
                 motion-driven object detection and motion hierarchy
                 construction.",
  acknowledgement = ack-nhfb,
  articleno =    "227",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guerin:2017:IEB,
  author =       "{\'E}ric Gu{\'e}rin and Julie Digne and {\'E}ric Galin
                 and Adrien Peytavie and Christian Wolf and Bedrich
                 Benes and Beno{\^\i}t Martinez",
  title =        "Interactive example-based terrain authoring with
                 conditional generative adversarial networks",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "228:1--228:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130804",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Authoring virtual terrains presents a challenge and
                 there is a strong need for authoring tools able to
                 create realistic terrains with simple user-inputs and
                 with high user control. We propose an example-based
                 authoring pipeline that uses a set of terrain
                 synthesizers dedicated to specific tasks. Each terrain
                 synthesizer is a Conditional Generative Adversarial
                 Network trained by using real-world terrains and their
                 sketched counterparts. The training sets are built
                 automatically with a view that the terrain synthesizers
                 learn the generation from features that are easy to
                 sketch. During the authoring process, the artist first
                 creates a rough sketch of the main terrain features,
                 such as rivers, valleys and ridges, and the algorithm
                 automatically synthesizes a terrain corresponding to
                 the sketch using the learned features of the training
                 samples. Moreover, an erosion synthesizer can also
                 generate terrain evolution by erosion at a very low
                 computational cost. Our framework allows for an easy
                 terrain authoring and provides a high level of realism
                 for a minimum sketch cost. We show various examples of
                 terrain synthesis created by experienced as well as
                 inexperienced users who are able to design a vast
                 variety of complex terrains in a very short time.",
  acknowledgement = ack-nhfb,
  articleno =    "228",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bauszat:2017:GDP,
  author =       "Pablo Bauszat and Victor Petitjean and Elmar
                 Eisemann",
  title =        "Gradient-domain path reusing",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "229:1--229:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130886",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Monte-Carlo rendering algorithms have traditionally a
                 high computational cost, because they rely on tracing
                 up to billions of light paths through a scene to
                 physically simulate light transport. Traditional path
                 reusing amortizes the cost of path sampling over
                 multiple pixels, but introduces visually unpleasant
                 correlation artifacts and cannot handle scenes with
                 specular light transport. We present gradient-domain
                 path reusing, a novel unbiased Monte-Carlo rendering
                 technique, which merges the concept of path reusing
                 with the recently introduced idea of gradient-domain
                 rendering. Since correlation is a key element in
                 gradient sampling, it is a natural fit to be performed
                 together with path reusing and we show that the typical
                 artifacts of path reusing are significantly reduced by
                 exploiting the gradient domain. Further, by employing
                 the tools for shifting paths that were designed in the
                 context of gradient-domain rendering over the last
                 years, we can generalize path reusing to support
                 arbitrary scenes including specular light transport.
                 Our method is unbiased and currently the fastest
                 converging unidirectional rendering technique
                 outperforming conventional and gradient-domain path
                 tracing by up to almost an order of magnitude.",
  acknowledgement = ack-nhfb,
  articleno =    "229",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Silvennoinen:2017:RTG,
  author =       "Ari Silvennoinen and Jaakko Lehtinen",
  title =        "Real-time global illumination by precomputed local
                 reconstruction from sparse radiance probes",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "230:1--230:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130852",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a direct-to-indirect transport technique
                 that enables accurate real-time rendering of indirect
                 illumination in mostly static scenes of complexity on
                 par with modern games while supporting fully dynamic
                 lights, cameras and diffuse surface materials. Our key
                 contribution is an algorithm for reconstructing the
                 incident radiance field from a sparse set of local
                 samples --- radiance probes --- by incorporating mutual
                 visibility into the reconstruction filter. To compute
                 global illumination, we factorize the
                 direct-to-indirect transport operator into global and
                 local parts, sample the global transport with sparse
                 radiance probes at real-time, and use the sampled
                 radiance field as input to our precomputed local
                 reconstruction operator to obtain indirect radiance. In
                 contrast to previous methods aiming to encode the
                 global direct-to-indirect transport operator, our
                 precomputed data is local in the sense that it needs no
                 long-range interactions between probes and receivers,
                 and every receiver depends only on a small, constant
                 number of nearby radiance probes, aiding compression,
                 storage, and iterative workflows. While not as
                 accurate, we demonstrate that our method can also be
                 used for rendering indirect illumination on glossy
                 surfaces, and approximating global illumination in
                 scenes with large-scale dynamic geometry.",
  acknowledgement = ack-nhfb,
  articleno =    "230",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kallweit:2017:DSR,
  author =       "Simon Kallweit and Thomas M{\"u}ller and Brian
                 Mcwilliams and Markus Gross and Jan Nov{\'a}k",
  title =        "Deep scattering: rendering atmospheric clouds with
                 radiance-predicting neural networks",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "231:1--231:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130880",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a technique for efficiently synthesizing
                 images of atmospheric clouds using a combination of
                 Monte Carlo integration and neural networks. The
                 intricacies of Lorenz-Mie scattering and the high
                 albedo of cloud-forming aerosols make rendering of
                 clouds---e.g. the characteristic silverlining and the
                 ``whiteness'' of the inner body---challenging for
                 methods based solely on Monte Carlo integration or
                 diffusion theory. We approach the problem differently.
                 Instead of simulating all light transport during
                 rendering, we pre-learn the spatial and directional
                 distribution of radiant flux from tens of cloud
                 exemplars. To render a new scene, we sample visible
                 points of the cloud and, for each, extract a
                 hierarchical 3D descriptor of the cloud geometry with
                 respect to the shading location and the light source.
                 The descriptor is input to a deep neural network that
                 predicts the radiance function for each shading
                 configuration. We make the key observation that
                 progressively feeding the hierarchical descriptor into
                 the network enhances the network's ability to learn
                 faster and predict with higher accuracy while using
                 fewer coefficients. We also employ a block design with
                 residual connections to further improve performance. A
                 GPU implementation of our method synthesizes images of
                 clouds that are nearly indistinguishable from the
                 reference solution within seconds to minutes. Our
                 method thus represents a viable solution for
                 applications such as cloud design and, thanks to its
                 temporal stability, for high-quality production of
                 animated content.",
  acknowledgement = ack-nhfb,
  articleno =    "231",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Khungurn:2017:FRF,
  author =       "Pramook Khungurn and Rundong Wu and James Noeckel and
                 Steve Marschner and Kavita Bala",
  title =        "Fast rendering of fabric micro-appearance models under
                 directional and spherical {Gaussian} lights",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "232:1--232:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130829",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Rendering fabrics using micro-appearance
                 models---fiber-level microgeometry coupled with a fiber
                 scattering model---can take hours per frame. We present
                 a fast, precomputation-based algorithm for rendering
                 both single and multiple scattering in fabrics with
                 repeating structure illuminated by directional and
                 spherical Gaussian lights. Precomputed light transport
                 (PRT) is well established but challenging to apply
                 directly to cloth. This paper shows how to decompose
                 the problem and pick the right approximations to
                 achieve very high accuracy, with significant
                 performance gains over path tracing. We treat single
                 and multiple scattering separately and approximate
                 local multiple scattering using precomputed transfer
                 functions represented in spherical harmonics. We handle
                 shadowing between fibers with precomputed
                 per-fiber-segment visibility functions, using two
                 different representations to separately deal with low
                 and high frequency spherical Gaussian lights. Our
                 algorithm is designed for GPU performance and high
                 visual quality. Compared to existing PRT methods, it is
                 more accurate. In tens of seconds on a commodity GPU,
                 it renders high-quality supersampled images that take
                 path tracing tens of minutes on a compute cluster.",
  acknowledgement = ack-nhfb,
  articleno =    "232",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Deussen:2017:WLB,
  author =       "Oliver Deussen and Marc Spicker and Qian Zheng",
  title =        "Weighted {Linde--Buzo}--Gray stippling",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "233:1--233:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130819",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose an adaptive version of Lloyd's optimization
                 method that distributes points based on Voronoi
                 diagrams. Our inspiration is the
                 Linde--Buzo--Gray-Algorithm in vector quantization,
                 which dynamically splits Voronoi cells until a desired
                 number of representative vectors is reached. We
                 reformulate this algorithm by splitting and merging
                 Voronoi cells based on their size, greyscale level, or
                 variance of an underlying input image. The proposed
                 method automatically adapts to various constraints and,
                 in contrast to previous work, requires no good initial
                 point distribution or prior knowledge about the final
                 number of points. Compared to weighted Voronoi
                 stippling the convergence rate is much higher and the
                 spectral and spatial properties are superior. Further,
                 because points are created based on local operations,
                 coherent stipple animations can be produced. Our method
                 is also able to produce good quality point sets in
                 other fields, such as remeshing of geometry, based on
                 local geometric features such as curvature.",
  acknowledgement = ack-nhfb,
  articleno =    "233",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hedman:2017:CP,
  author =       "Peter Hedman and Suhib Alsisan and Richard Szeliski
                 and Johannes Kopf",
  title =        "Casual {$3$D} photography",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "234:1--234:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130828",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an algorithm that enables casual 3D
                 photography. Given a set of input photos captured with
                 a hand-held cell phone or DSLR camera, our algorithm
                 reconstructs a 3D photo, a central panoramic, textured,
                 normal mapped, multi-layered geometric mesh
                 representation. 3D photos can be stored compactly and
                 are optimized for being rendered from viewpoints that
                 are near the capture viewpoints. They can be rendered
                 using a standard rasterization pipeline to produce
                 perspective views with motion parallax. When viewed in
                 VR, 3D photos provide geometrically consistent views
                 for both eyes. Our geometric representation also allows
                 interacting with the scene using 3D geometry-aware
                 effects, such as adding new objects to the scene and
                 artistic lighting effects. Our 3D photo reconstruction
                 algorithm starts with a standard structure from motion
                 and multi-view stereo reconstruction of the scene. The
                 dense stereo reconstruction is made robust to the
                 imperfect capture conditions using a novel near
                 envelope cost volume prior that discards erroneous near
                 depth hypotheses. We propose a novel parallax-tolerant
                 stitching algorithm that warps the depth maps into the
                 central panorama and stitches two color-and-depth
                 panoramas for the front and back scene surfaces. The
                 two panoramas are fused into a single non-redundant,
                 well-connected geometric mesh. We provide videos
                 demonstrating users interactively viewing and
                 manipulating our 3D photos.",
  acknowledgement = ack-nhfb,
  articleno =    "234",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Penner:2017:SRV,
  author =       "Eric Penner and Li Zhang",
  title =        "Soft {$3$D} reconstruction for view synthesis",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "235:1--235:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130855",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel algorithm for view synthesis that
                 utilizes a soft 3D reconstruction to improve quality,
                 continuity and robustness. Our main contribution is the
                 formulation of a soft 3D representation that preserves
                 depth uncertainty through each stage of 3D
                 reconstruction and rendering. We show that this
                 representation is beneficial throughout the view
                 synthesis pipeline. During view synthesis, it provides
                 a soft model of scene geometry that provides continuity
                 across synthesized views and robustness to depth
                 uncertainty. During 3D reconstruction, the same robust
                 estimates of scene visibility can be applied
                 iteratively to improve depth estimation around object
                 edges. Our algorithm is based entirely on O(1) filters,
                 making it conducive to acceleration and it works with
                 structured or unstructured sets of input views. We
                 compare with recent classical and learning-based
                 algorithms on plenoptic lightfields, wide baseline
                 captures, and lightfield videos produced from camera
                 arrays.",
  acknowledgement = ack-nhfb,
  articleno =    "235",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shi:2017:NEL,
  author =       "Liang Shi and Fu-Chung Huang and Ward Lopes and
                 Wojciech Matusik and David Luebke",
  title =        "Near-eye light field holographic rendering with
                 spherical waves for wide field of view interactive
                 {$3$D} computer graphics",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "236:1--236:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130832",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Holograms display a 3D image in high resolution and
                 allow viewers to focus freely as if looking through a
                 virtual window, yet computer generated holography (CGH)
                 hasn't delivered the same visual quality under plane
                 wave illumination and due to heavy computational cost.
                 Light field displays have been popular due to their
                 capability to provide continuous focus cues. However,
                 light field displays must trade off between spatial and
                 angular resolution, and do not model diffraction. We
                 present a light field-based CGH rendering pipeline
                 allowing for reproduction of high-definition 3D scenes
                 with continuous depth and support of intra-pupil
                 view-dependent occlusion. Our rendering accurately
                 accounts for diffraction and supports various types of
                 reference illuminations for hologram. We avoid under-
                 and over-sampling and geometric clipping effects seen
                 in previous work. We also demonstrate an implementation
                 of light field rendering plus the Fresnel diffraction
                 integral based CGH calculation which is orders of
                 magnitude faster than the state of the art [Zhang et
                 al. 2015], achieving interactive volumetric 3D
                 graphics. To verify our computational results, we build
                 a see-through, near-eye, color CGH display prototype
                 which enables co-modulation of both amplitude and
                 phase. We show that our rendering accurately models the
                 spherical illumination introduced by the eye piece and
                 produces the desired 3D imagery at the designated
                 depth. We also analyze aliasing, theoretical resolution
                 limits, depth of field, and other design trade-offs for
                 near-eye CGH.",
  acknowledgement = ack-nhfb,
  articleno =    "236",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mercier:2017:FGC,
  author =       "Olivier Mercier and Yusufu Sulai and Kevin Mackenzie
                 and Marina Zannoli and James Hillis and Derek
                 Nowrouzezahrai and Douglas Lanman",
  title =        "Fast gaze-contingent optimal decompositions for
                 multifocal displays",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "237:1--237:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130846",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "As head-mounted displays (HMDs) commonly present a
                 single, fixed-focus display plane, a conflict can be
                 created between the vergence and accommodation
                 responses of the viewer. Multifocal HMDs have long been
                 investigated as a potential solution in which multiple
                 image planes span the viewer's accommodation range.
                 Such displays require a scene decomposition algorithm
                 to distribute the depiction of objects across image
                 planes, and previous work has shown that simple
                 decompositions can be achieved in real-time. However,
                 recent optimal decompositions further improve image
                 quality, particularly with complex content. Such
                 decompositions are more computationally involved and
                 likely require better alignment of the image planes
                 with the viewer's eyes, which are potential barriers to
                 practical applications. Our goal is to enable
                 interactive optimal decomposition algorithms capable of
                 driving a vergence- and accommodation-tracked
                 multifocal testbed. Ultimately, such a testbed is
                 necessary to establish the requirements for the
                 practical use of multifocal displays, in terms of
                 computational demand and hardware accuracy. To this
                 end, we present an efficient algorithm for optimal
                 decompositions, incorporating insights from vision
                 science. Our method is amenable to GPU implementations
                 and achieves a three-orders-of-magnitude speedup over
                 previous work. We further show that eye tracking can be
                 used for adequate plane alignment with efficient
                 image-based deformations, adjusting for both eye
                 rotation and head movement relative to the display. We
                 also build the first binocular multifocal testbed with
                 integrated eye tracking and accommodation measurement,
                 paving the way to establish practical eye tracking and
                 rendering requirements for this promising class of
                 display. Finally, we report preliminary results from a
                 pilot user study utilizing our testbed, investigating
                 the accommodation response of users to dynamic stimuli
                 presented under optimal decomposition.",
  acknowledgement = ack-nhfb,
  articleno =    "237",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Song:2017:CDW,
  author =       "Peng Song and Xiaofei Wang and Xiao Tang and Chi-Wing
                 Fu and Hongfei Xu and Ligang Liu and Niloy J. Mitra",
  title =        "Computational design of wind-up toys",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "238:1--238:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130808",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Wind-up toys are mechanical assemblies that perform
                 intriguing motions driven by a simple spring motor. Due
                 to the limited motor force and small body size, wind-up
                 toys often employ higher pair joints of less frictional
                 contacts and connector parts of nontrivial shapes to
                 transfer motions. These unique characteristics make
                 them hard to design and fabricate as compared to other
                 automata. This paper presents a computational system to
                 aid the design of wind-up toys, focusing on
                 constructing a compact internal wind-up mechanism to
                 realize user-requested part motions. Our key
                 contributions include an analytical modeling of a wide
                 variety of elemental mechanisms found in common wind-up
                 toys, including their geometry and kinematics,
                 conceptual design of wind-up mechanisms by computing
                 motion transfer trees to realize the requested part
                 motions, automatic construction of wind-up mechanisms
                 by connecting multiple elemental mechanisms, and an
                 optimization on the part and joint geometry with an
                 objective of compacting the mechanism, reducing its
                 weight, and avoiding collision. We use our system to
                 design wind-up toys of various forms, fabricate a
                 number of them using 3D printing, and show the
                 functionality of various results.",
  acknowledgement = ack-nhfb,
  articleno =    "238",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ma:2017:CDF,
  author =       "Li-Ke Ma and Yizhonc Zhang and Yang Liu and Kun Zhou
                 and Xin Tong",
  title =        "Computational design and fabrication of soft pneumatic
                 objects with desired deformations",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "239:1--239:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130850",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an end-to-end solution for design and
                 fabrication of soft pneumatic objects with desired
                 deformations. Given a 3D object with its rest and
                 deformed target shapes, our method automatically
                 optimizes the chamber structure and material
                 distribution inside the object volume so that the
                 fabricated object can deform to all the target deformed
                 poses with controlled air injection. To this end, our
                 method models the object volume with a set of chambers
                 separated by material shells. Each chamber has
                 individual channels connected to the object surface and
                 thus can be separately controlled with a pneumatic
                 system, while the shell is comprised of base material
                 with an embedded frame structure. A two-step algorithm
                 is developed to compute the geometric layout of the
                 chambers and frame structure as well as the material
                 properties of the frame structure from the input. The
                 design results can be fabricated with 3D printing and
                 deformed by a controlled pneumatic system. We validate
                 and demonstrate the efficacy of our method with soft
                 pneumatic objects that have different shapes and
                 deformation behaviors.",
  acknowledgement = ack-nhfb,
  articleno =    "239",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zehnder:2017:MDF,
  author =       "Jonas Zehnder and Espen Knoop and Moritz B{\"a}cher
                 and Bernhard Thomaszewski",
  title =        "{MetaSilicone}: design and fabrication of composite
                 silicone with desired mechanical properties",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "240:1--240:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130881",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for designing and fabricating
                 MetaSilicones ---composite silicone rubbers that
                 exhibit desired macroscopic mechanical properties. The
                 underlying principle of our approach is to inject
                 spherical inclusions of a liquid dopant material into a
                 silicone matrix material. By varying the number, size,
                 and locations of these inclusions as well as their
                 material, a broad range of mechanical properties can be
                 achieved. The technical core of our approach is formed
                 by an optimization algorithm that, combining a
                 simulation model based on extended finite elements
                 (XFEM) and sensitivity analysis, computes inclusion
                 distributions that lead to desired stiffness properties
                 on the macroscopic level. We explore the design space
                 of MetaSilicone on an extensive set of simulation
                 experiments involving materials with optimized uni- and
                 bi-directional stiffness, spatially-graded properties,
                 as well as multi-material composites. We present
                 validation through standard measurements on physical
                 prototypes, which we fabricate on a modified
                 filament-based 3D printer, thus combining the
                 advantages of digital fabrication with the mechanical
                 performance of silicone elastomers.",
  acknowledgement = ack-nhfb,
  articleno =    "240",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Elek:2017:SAT,
  author =       "Oskar Elek and Denis Sumin and Ran Zhang and Tim
                 Weyrich and Karol Myszkowski and Bernd Bickel and
                 Alexander Wilkie and Jaroslav Kriv{\'a}nek",
  title =        "Scattering-aware texture reproduction for {$3$D}
                 printing",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "241:1--241:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130890",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Color texture reproduction in 3D printing commonly
                 ignores volumetric light transport (cross-talk) between
                 surface points on a 3D print. Such light diffusion
                 leads to significant blur of details and color
                 bleeding, and is particularly severe for highly
                 translucent resin-based print materials. Given their
                 widely varying scattering properties, this cross-talk
                 between surface points strongly depends on the internal
                 structure of the volume surrounding each surface point.
                 Existing scattering-aware methods use simplified models
                 for light difusion, and often accept the visual blur as
                 an immutable property of the print medium. In contrast,
                 our work counteracts heterogeneous scattering to obtain
                 the impression of a crisp albedo texture on top of the
                 3D print, by optimizing for a fully volumetric material
                 distribution that preserves the target appearance. Our
                 method employs an efficient numerical optimizer on top
                 of a general Monte-Carlo simulation of heterogeneous
                 scattering, supported by a practical calibration
                 procedure to obtain scattering parameters from a given
                 set of printer materials. Despite the inherent
                 translucency of the medium, we reproduce detailed
                 surface textures on 3D prints. We evaluate our system
                 using a commercial, five-tone 3D print process and
                 compare against the printer's native color texturing
                 mode, demonstrating that our method preserves
                 high-frequency features well without having to
                 compromise on color gamut.",
  acknowledgement = ack-nhfb,
  articleno =    "241",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Iyer:2017:PWC,
  author =       "Vikram Iyer and Justin Chan and Shyamnath Gollakota",
  title =        "{$3$D} printing wireless connected objects",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "242:1--242:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130822",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Our goal is to 3D print wireless sensors, input
                 widgets and objects that can communicate with
                 smartphones and other Wi-Fi devices, without the need
                 for batteries or electronics. To this end, we present a
                 novel toolkit for wireless connectivity that can be
                 integrated with 3D digital models and fabricated using
                 commodity desktop 3D printers and commercially
                 available plastic filament materials. Specifically, we
                 introduce the first computational designs that (1) send
                 data to commercial RF receivers including Wi-Fi,
                 enabling 3D printed wireless sensors and input widgets,
                 and (2) embed data within objects using magnetic fields
                 and decode the data using magnetometers on commodity
                 smartphones. To demonstrate the potential of our
                 techniques, we design the first fully 3D printed
                 wireless sensors including a weight scale, flow sensor
                 and anemometer that can transmit sensor data.
                 Furthermore, we 3D print eyeglass frames, armbands as
                 well as artistic models with embedded magnetic data.
                 Finally, we present various 3D printed application
                 prototypes including buttons, smart sliders and
                 physical knobs that wirelessly control music volume and
                 lights as well as smart bottles that can sense liquid
                 flow and send data to nearby RF devices, without
                 batteries or electronics.",
  acknowledgement = ack-nhfb,
  articleno =    "242",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tkach:2017:OGM,
  author =       "Anastasia Tkach and Andrea Tagliasacchi and Edoardo
                 Remelli and Mark Pauly and Andrew Fitzgibbon",
  title =        "Online generative model personalization for hand
                 tracking",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "243:1--243:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130830",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new algorithm for real-time hand tracking
                 on commodity depth-sensing devices. Our method does not
                 require a user-specific calibration session, but rather
                 learns the geometry as the user performs live in front
                 of the camera, thus enabling seamless virtual
                 interaction at the consumer level. The key novelty in
                 our approach is an online optimization algorithm that
                 jointly estimates pose and shape in each frame, and
                 determines the uncertainty in such estimates. This
                 knowledge allows the algorithm to integrate per-frame
                 estimates over time, and build a personalized geometric
                 model of the captured user. Our approach can easily be
                 integrated in state-of-the-art continuous generative
                 motion tracking software. We provide a detailed
                 evaluation that shows how our approach achieves
                 accurate motion tracking for real-time applications,
                 while significantly simplifying the workflow of
                 accurate hand performance capture. We also provide
                 quantitative evaluation datasets at
                 http://gfx.uvic.ca/datasets/handy",
  acknowledgement = ack-nhfb,
  articleno =    "243",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Taylor:2017:ADF,
  author =       "Jonathan Taylor and Vladimir Tankovich and Danhang
                 Tang and Cem Keskin and David Kim and Philip Davidson
                 and Adarsh Kowdle and Shahram Izadi",
  title =        "Articulated distance fields for ultra-fast tracking of
                 hands interacting",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "244:1--244:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130853",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The state of the art in articulated hand tracking has
                 been greatly advanced by hybrid methods that fit a
                 generative hand model to depth data, leveraging both
                 temporally and discriminatively predicted starting
                 poses. In this paradigm, the generative model is used
                 to define an energy function and a local iterative
                 optimization is performed from these starting poses in
                 order to find a ``good local minimum'' (i.e. a local
                 minimum close to the true pose). Performing this
                 optimization quickly is key to exploring more starting
                 poses, performing more iterations and, crucially,
                 exploiting high frame rates that ensure that temporally
                 predicted starting poses are in the basin of
                 convergence of a good local minimum. At the same time,
                 a detailed and accurate generative model tends to
                 deepen the good local minima and widen their basins of
                 convergence. Recent work, however, has largely had to
                 trade-off such a detailed hand model with one that
                 facilitates such rapid optimization. We present a new
                 implicit model of hand geometry that mostly avoids this
                 compromise and leverage it to build an ultra-fast
                 hybrid hand tracking system. Specifically, we construct
                 an articulated signed distance function that, for any
                 pose, yields a closed form calculation of both the
                 distance to the detailed surface geometry and the
                 necessary derivatives to perform gradient based
                 optimization. There is no need to introduce or update
                 any explicit ``correspondences'' yielding a simple
                 algorithm that maps well to parallel hardware such as
                 GPUs. As a result, our system can run at extremely high
                 frame rates (e.g. up to 1000fps). Furthermore, we
                 demonstrate how to detect, segment and optimize for two
                 strongly interacting hands, recovering complex
                 interactions at extremely high framerates. In the
                 absence of publicly available datasets of sufficiently
                 high frame rate, we leverage a multiview capture system
                 to create a new 180fps dataset of one and two hands
                 interacting together or with objects.",
  acknowledgement = ack-nhfb,
  articleno =    "244",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Romero:2017:EHM,
  author =       "Javier Romero and Dimitrios Tzionas and Michael J.
                 Black",
  title =        "Embodied hands: modeling and capturing hands and
                 bodies together",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "245:1--245:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130883",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Humans move their hands and bodies together to
                 communicate and solve tasks. Capturing and replicating
                 such coordinated activity is critical for virtual
                 characters that behave realistically. Surprisingly,
                 most methods treat the 3D modeling and tracking of
                 bodies and hands separately. Here we formulate a model
                 of hands and bodies interacting together and fit it to
                 full-body 4D sequences. When scanning or capturing the
                 full body in 3D, hands are small and often partially
                 occluded, making their shape and pose hard to recover.
                 To cope with low-resolution, occlusion, and noise, we
                 develop a new model called MANO (hand Model with
                 Articulated and Non-rigid defOrmations). MANO is
                 learned from around 1000 high-resolution 3D scans of
                 hands of 31 subjects in a wide variety of hand poses.
                 The model is realistic, low-dimensional, captures
                 non-rigid shape changes with pose, is compatible with
                 standard graphics packages, and can fit any human hand.
                 MANO provides a compact mapping from hand poses to pose
                 blend shape corrections and a linear manifold of pose
                 synergies. We attach MANO to a standard parameterized
                 3D body shape model (SMPL), resulting in a fully
                 articulated body and hand model (SMPL+H). We illustrate
                 SMPL+H by fitting complex, natural, activities of
                 subjects captured with a 4D scanner. The fitting is
                 fully automatic and results in full body models that
                 move naturally with detailed hand motions and a realism
                 not seen before in full body performance capture. The
                 models and data are freely available for research
                 purposes at http://mano.is.tue.mpg.de.",
  acknowledgement = ack-nhfb,
  articleno =    "245",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dou:2017:MRT,
  author =       "Mingsong Dou and Philip Davidson and Sean Ryan Fanello
                 and Sameh Khamis and Adarsh Kowdle and Christoph
                 Rhemann and Vladimir Tankovich and Shahram Izadi",
  title =        "{Motion2fusion}: real-time volumetric performance
                 capture",
  journal =      j-TOG,
  volume =       "36",
  number =       "6",
  pages =        "246:1--246:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3130800.3130801",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Nov 20 16:14:47 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present Motion2Fusion, a state-of-the-art 360
                 performance capture system that enables *real-time*
                 reconstruction of arbitrary non-rigid scenes. We
                 provide three major contributions over prior work: (1)
                 a new non-rigid fusion pipeline allowing for far more
                 faithful reconstruction of high frequency geometric
                 details, avoiding the over-smoothing and visual
                 artifacts observed previously. (2) a high speed
                 pipeline coupled with a machine learning technique for
                 3D correspondence field estimation reducing tracking
                 errors and artifacts that are attributed to fast
                 motions. (3) a backward and forward non-rigid alignment
                 strategy that more robustly deals with topology changes
                 but is still free from scene priors. Our novel
                 performance capture system demonstrates real-time
                 results nearing 3x speed-up from previous
                 state-of-the-art work on the exact same GPU hardware.
                 Extensive quantitative and qualitative comparisons show
                 more precise geometric and texturing results with less
                 artifacts due to fast motions or topology changes than
                 prior art.",
  acknowledgement = ack-nhfb,
  articleno =    "246",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bitterli:2018:RJM,
  author =       "Benedikt Bitterli and Wenzel Jakob and Jan Nov{\'a}k
                 and Wojciech Jarosz",
  title =        "Reversible Jump {Metropolis} Light Transport Using
                 Inverse Mappings",
  journal =      j-TOG,
  volume =       "37",
  number =       "1",
  pages =        "1:1--1:??",
  month =        jan,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3132704",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:42 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We study Markov Chain Monte Carlo (MCMC) methods
                 operating in primary sample space and their
                 interactions with multiple sampling techniques. We
                 observe that incorporating the sampling technique into
                 the state of the Markov Chain, as done in Multiplexed
                 Metropolis Light Transport, impedes the ability of the
                 chain to properly explore the path space, as
                 transitions between sampling techniques lead to
                 disruptive alterations of path samples. To address this
                 issue, we reformulate Multiplexed MLT in the Reversible
                 Jump MCMC framework (RJMCMC) and introduce inverse
                 sampling techniques that turn light paths into the
                 random numbers that would produce them. This allows us
                 to formulate a novel perturbation that can locally
                 transition between sampling techniques without changing
                 the geometry of the path, and we derive the correct
                 acceptance probability using RJMCMC. We investigate how
                 to generalize this concept to non-invertible sampling
                 techniques commonly found in practice, and introduce
                 probabilistic inverses that extend our perturbation to
                 cover most sampling methods found in light transport
                 simulations. Our theory reconciles the inverses with
                 RJMCMC yielding an unbiased algorithm, which we call
                 Reversible Jump MLT. We verify the correctness of our
                 implementation in canonical and practical scenarios and
                 demonstrate improved temporal coherence, decrease in
                 structured artifacts, and faster convergence on a wide
                 variety of scenes.",
  acknowledgement = ack-nhfb,
  articleno =    "1",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shu:2018:PLT,
  author =       "Zhixin Shu and Sunil Hadap and Eli Shechtman and
                 Kalyan Sunkavalli and Sylvain Paris and Dimitris
                 Samaras",
  title =        "Portrait Lighting Transfer Using a Mass Transport
                 Approach",
  journal =      j-TOG,
  volume =       "37",
  number =       "1",
  pages =        "2:1--2:??",
  month =        jan,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3095816",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:42 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Lighting is a critical element of portrait
                 photography. However, good lighting design typically
                 requires complex equipment and significant time and
                 expertise. Our work simplifies this task using a
                 relighting technique that transfers the desired
                 illumination of one portrait onto another. The novelty
                 in our approach to this challenging problem is our
                 formulation of relighting as a mass transport problem.
                 We start from standard color histogram matching that
                 only captures the overall tone of the illumination, and
                 we show how to use the mass-transport formulation to
                 make it dependent on facial geometry. We fit a
                 three-dimensional (3D) morphable face model to the
                 portrait, and for each pixel, we combine the color
                 value with the corresponding 3D position and normal. We
                 then solve a mass-transport problem in this augmented
                 space to generate a color remapping that achieves
                 localized, geometry-aware relighting. Our technique is
                 robust to variations in facial appearance and small
                 errors in face reconstruction. As we demonstrate, this
                 allows our technique to handle a variety of portraits
                 and illumination conditions, including scenarios that
                 are challenging for previous methods.",
  acknowledgement = ack-nhfb,
  articleno =    "2",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{He:2018:GPV,
  author =       "Mingming He and Jing Liao and Pedro V. Sander and
                 Hugues Hoppe",
  title =        "Gigapixel Panorama Video Loops",
  journal =      j-TOG,
  volume =       "37",
  number =       "1",
  pages =        "3:1--3:??",
  month =        jan,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3144455",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:42 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present the first technique to create wide-angle,
                 high-resolution looping panoramic videos. Starting with
                 a 2D grid of registered videos acquired on a robotic
                 mount, we formulate a combinatorial optimization to
                 determine for each output pixel the source video and
                 looping parameters that jointly maximize spatiotemporal
                 consistency. This optimization is accelerated by
                 reducing the set of source labels using a
                 graph-coloring scheme. We parallelize the computation
                 and implement it out-of-core by partitioning the domain
                 along low-importance paths. The merged panorama is
                 assembled using gradient-domain blending and stored as
                 a hierarchy of video tiles. Finally, an interactive
                 viewer adaptively preloads these tiles for responsive
                 browsing and allows the user to interactively edit and
                 improve local regions. We demonstrate these techniques
                 on gigapixel-sized looping panoramas.",
  acknowledgement = ack-nhfb,
  articleno =    "3",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Melzi:2018:DTE,
  author =       "Simone Melzi and Maks Ovsjanikov and Giorgio Roffo and
                 Marco Cristani and Umberto Castellani",
  title =        "Discrete Time Evolution Process Descriptor for Shape
                 Analysis and Matching",
  journal =      j-TOG,
  volume =       "37",
  number =       "1",
  pages =        "4:1--4:??",
  month =        jan,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3144454",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:42 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In shape analysis and matching, it is often important
                 to encode information about the relation between a
                 given point and other points on a shape, namely, its
                 context. To this aim, we propose a theoretically sound
                 and efficient approach for the simulation of a discrete
                 time evolution process that runs through all possible
                 paths between pairs of points on a surface represented
                 as a triangle mesh in the discrete setting. We
                 demonstrate how this construction can be used to
                 efficiently construct a multiscale point descriptor,
                 called the Discrete Time Evolution Process Descriptor,
                 which robustly encodes the structure of neighborhoods
                 of a point across multiple scales. Our work is similar
                 in spirit to the methods based on diffusion geometry,
                 and derived signatures such as the HKS or the WKS, but
                 provides information that is complementary to these
                 descriptors and can be computed without solving an
                 eigenvalue problem. We demonstrate through extensive
                 experimental evaluation that our descriptor can be used
                 to obtain accurate results in shape matching in
                 different scenarios. Our approach outperforms similar
                 methods and is especially robust in the presence of
                 large nonisometric deformations, including missing
                 parts.",
  acknowledgement = ack-nhfb,
  articleno =    "4",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sawhney:2018:BFF,
  author =       "Rohan Sawhney and Keenan Crane",
  title =        "Boundary First Flattening",
  journal =      j-TOG,
  volume =       "37",
  number =       "1",
  pages =        "5:1--5:??",
  month =        jan,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3132705",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:42 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A conformal flattening maps a curved surface to the
                 plane without distorting angles-such maps have become a
                 fundamental building block for problems in geometry
                 processing, numerical simulation, and computational
                 design. Yet existing methods provide little direct
                 control over the shape of the flattened domain, or else
                 demand expensive nonlinear optimization. Boundary first
                 flattening (BFF) is a linear method for conformal
                 parameterization that is faster than traditional linear
                 methods, yet provides control and quality comparable to
                 sophisticated nonlinear schemes. The key insight is
                 that the boundary data for many conformal mapping
                 problems can be efficiently constructed via the
                 Cherrier formula together with a pair of
                 Poincar{\'e}--Steklov operators; once the boundary is
                 known, the map can be easily extended over the rest of
                 the domain. Since computation demands only a single
                 factorization of the real Laplace matrix, the amortized
                 cost is about 50$ \times $ less than any previously
                 published technique for boundary-controlled conformal
                 flattening. As a result, BFF opens the door to
                 real-time editing or fast optimization of
                 high-resolution maps, with direct control over boundary
                 length or angle. We show how this method can be used to
                 construct maps with sharp corners, cone singularities,
                 minimal area distortion, and uniformization over the
                 unit disk; we also demonstrate for the first time how a
                 surface can be conformally flattened directly onto any
                 given target shape.",
  acknowledgement = ack-nhfb,
  articleno =    "5",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2018:LLS,
  author =       "Haibin Huang and Evangelos Kalogerakis and Siddhartha
                 Chaudhuri and Duygu Ceylan and Vladimir G. Kim and
                 Ersin Yumer",
  title =        "Learning Local Shape Descriptors from Part
                 Correspondences with Multiview Convolutional Networks",
  journal =      j-TOG,
  volume =       "37",
  number =       "1",
  pages =        "6:1--6:??",
  month =        jan,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3137609",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:42 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new local descriptor for 3D shapes,
                 directly applicable to a wide range of shape analysis
                 problems such as point correspondences, semantic
                 segmentation, affordance prediction, and shape-to-scan
                 matching. The descriptor is produced by a convolutional
                 network that is trained to embed geometrically and
                 semantically similar points close to one another in
                 descriptor space. The network processes surface
                 neighborhoods around points on a shape that are
                 captured at multiple scales by a succession of
                 progressively zoomed-out views, taken from carefully
                 selected camera positions. We leverage two extremely
                 large sources of data to train our network. First,
                 since our network processes rendered views in the form
                 of 2D images, we repurpose architectures pretrained on
                 massive image datasets. Second, we automatically
                 generate a synthetic dense point correspondence dataset
                 by nonrigid alignment of corresponding shape parts in a
                 large collection of segmented 3D models. As a result of
                 these design choices, our network effectively encodes
                 multiscale local context and fine-grained surface
                 detail. Our network can be trained to produce either
                 category-specific descriptors or more generic
                 descriptors by learning from multiple shape categories.
                 Once trained, at test time, the network extracts local
                 descriptors for shapes without requiring any part
                 segmentation as input. Our method can produce effective
                 local descriptors even for shapes whose category is
                 unknown or different from the ones used while training.
                 We demonstrate through several experiments that our
                 learned local descriptors are more discriminative
                 compared to state-of-the-art alternatives and are
                 effective in a variety of shape analysis
                 applications.",
  acknowledgement = ack-nhfb,
  articleno =    "6",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2018:SSB,
  author =       "Guan Wang and Hamid Laga and Ning Xie and Jinyuan Jia
                 and Hedi Tabia",
  title =        "The Shape Space of {$3$D} Botanical Tree Models",
  journal =      j-TOG,
  volume =       "37",
  number =       "1",
  pages =        "7:1--7:??",
  month =        jan,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3144456",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:42 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose an algorithm for generating novel 3D tree
                 model variations from existing ones via geometric and
                 structural blending. Our approach is to treat botanical
                 trees as elements of a tree-shape space equipped with a
                 proper metric that quantifies geometric and structural
                 deformations. Geodesics, or shortest paths under the
                 metric, between two points in the tree-shape space
                 correspond to optimal deformations that align one tree
                 onto another, including the possibility of expanding,
                 adding, or removing branches and parts. Central to our
                 approach is a mechanism for computing correspondences
                 between trees that have different structures and a
                 different number of branches. The ability to compute
                 geodesics and their lengths enables us to compute
                 continuous blending between botanical trees, which, in
                 turn, facilitates statistical analysis, such as the
                 computation of averages of tree structures. We show a
                 variety of 3D tree models generated with our approach
                 from 3D trees exhibiting complex geometric and
                 structural differences. We also demonstrate the
                 application of the framework in reflection symmetry
                 analysis and symmetrization of botanical trees.",
  acknowledgement = ack-nhfb,
  articleno =    "7",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xiao:2018:CDT,
  author =       "Nan Xiao and Zhe Zhu and Ralph R. Martin and Kun Xu
                 and Jia-Ming Lu and Shi-Min Hu",
  title =        "Computational Design of Transforming Pop-up Books",
  journal =      j-TOG,
  volume =       "37",
  number =       "1",
  pages =        "8:1--8:??",
  month =        jan,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3156934",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:42 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present the first computational tool to help
                 ordinary users create transforming pop-up books. In
                 each transforming pop-up, when the user pulls a tab, an
                 initial flat two-dimensional (2D) pattern, i.e., a 2D
                 shape with a superimposed picture, such as an airplane,
                 turns into a new 2D pattern, such as a robot. Given the
                 two 2D patterns, our approach automatically computes a
                 3D pop-up mechanism that transforms one pattern into
                 the other; it also outputs a design blueprint, allowing
                 the user to easily make the final model. We also
                 present a theoretical analysis of basic transformation
                 mechanisms; combining these basic mechanisms allows
                 more flexibility of final designs. Using our approach,
                 inexperienced users can create models in a short time;
                 previously, even experienced artists often took weeks
                 to manually create them. We demonstrate our method on a
                 variety of real-world examples.",
  acknowledgement = ack-nhfb,
  articleno =    "8",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dinev:2018:SIR,
  author =       "Dimitar Dinev and Tiantian Liu and Ladislav Kavan",
  title =        "Stabilizing Integrators for Real-Time Physics",
  journal =      j-TOG,
  volume =       "37",
  number =       "1",
  pages =        "9:1--9:??",
  month =        jan,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3153420",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:42 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new time integration method featuring
                 excellent stability and energy conservation properties,
                 making it particularly suitable for real-time physics.
                 The commonly used backward Euler method is stable but
                 introduces artificial damping. Methods such as implicit
                 midpoint do not suffer from artificial damping but are
                 unstable in many common simulation scenarios. We
                 propose an algorithm that blends between the implicit
                 midpoint and forward/backward Euler integrators such
                 that the resulting simulation is stable while
                 introducing only minimal artificial damping. We achieve
                 this by tracking the total energy of the simulated
                 system, taking into account energy-changing events:
                 damping and forcing. To facilitate real-time
                 simulations, we propose a local/global solver, similar
                 to Projective Dynamics, as an alternative to Newton's
                 method. Compared to the original Projective Dynamics,
                 which is derived from backward Euler, our final method
                 introduces much less numerical damping at the cost of
                 minimal computing overhead. Stability guarantees of our
                 method are derived from the stability of backward
                 Euler, whose stability is a widely accepted empirical
                 fact. However, to our knowledge, theoretical guarantees
                 have so far only been proven for linear ODEs. We
                 provide preliminary theoretical results proving the
                 stability of backward Euler also for certain cases of
                 nonlinear potential functions.",
  acknowledgement = ack-nhfb,
  articleno =    "9",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2018:AMP,
  author =       "Hui Huang and Ke Xie and Lin Ma and Dani Lischinski
                 and Minglun Gong and Xin Tong and Daniel Cohen-Or",
  title =        "Appearance Modeling via Proxy-to-Image Alignment",
  journal =      j-TOG,
  volume =       "37",
  number =       "1",
  pages =        "10:1--10:??",
  month =        jan,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3158353",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:42 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Endowing 3D objects with realistic surface appearance
                 is a challenging and time-demanding task, as real-world
                 surfaces typically exhibit a plethora of spatially
                 variant geometric and photometric detail. Not
                 surprisingly, computer artists commonly use images of
                 real-world objects as an inspiration and a reference
                 for their digital creations. However, despite two
                 decades of research on image-based modeling, there are
                 still no tools available for automatically extracting
                 the detailed appearance (microgeometry and texture) of
                 a 3D surface from a single image. In this article, we
                 present a novel user-assisted approach for quickly and
                 easily extracting a nonparametric appearance model from
                 a single photograph of a reference object. The
                 extraction process requires a user-provided proxy,
                 whose geometry roughly approximates that of the object
                 in the image. Since the proxy is just a rough
                 approximation, it is necessary to align and deform it
                 so as to match the reference object. The main
                 contribution of this work is a novel technique to
                 perform such an alignment, which enables accurate joint
                 recovery of geometric detail and reflectance. The
                 correlations between the recovered geometry at various
                 scales and the spatially varying reflectance constitute
                 a nonparametric appearance model. Once extracted, the
                 appearance model may then be applied to various 3D
                 shapes, whose large-scale geometry may differ
                 considerably from that of the original reference
                 object. Thus, our approach makes it possible to
                 construct an appearance library, allowing users to
                 easily enrich detail-less 3D shapes with realistic
                 geometric detail and surface texture.",
  acknowledgement = ack-nhfb,
  articleno =    "10",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Simo-Serra:2018:MSA,
  author =       "Edgar Simo-Serra and Satoshi Iizuka and Hiroshi
                 Ishikawa",
  title =        "Mastering Sketching: Adversarial Augmentation for
                 Structured Prediction",
  journal =      j-TOG,
  volume =       "37",
  number =       "1",
  pages =        "11:1--11:??",
  month =        jan,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3132703",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:42 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an integral framework for training sketch
                 simplification networks that convert challenging rough
                 sketches into clean line drawings. Our approach
                 augments a simplification network with a discriminator
                 network, training both networks jointly so that the
                 discriminator network discerns whether a line drawing
                 is real training data or the output of the
                 simplification network, which, in turn, tries to fool
                 it. This approach has two major advantages: first,
                 because the discriminator network learns the structure
                 in line drawings, it encourages the output sketches of
                 the simplification network to be more similar in
                 appearance to the training sketches. Second, we can
                 also train the networks with additional unsupervised
                 data: by adding rough sketches and line drawings that
                 are not corresponding to each other, we can improve the
                 quality of the sketch simplification. Thanks to a
                 difference in the architecture, our approach has
                 advantages over similar adversarial training approaches
                 in stability of training and the aforementioned ability
                 to utilize unsupervised training data. We show how our
                 framework can be used to train models that
                 significantly outperform the state of the art in the
                 sketch simplification task, despite using the same
                 architecture for inference. We also present an approach
                 to optimize for a single image, which improves accuracy
                 at the cost of additional computation time. Finally, we
                 show that, using the same framework, it is possible to
                 train the network to perform the inverse problem, i.e.,
                 convert simple line sketches into pencil drawings,
                 which is not possible using the standard mean squared
                 error loss. We validate our framework with two user
                 tests, in which our approach is preferred to the state
                 of the art in sketch simplification 88.9\% of the
                 time.",
  acknowledgement = ack-nhfb,
  articleno =    "11",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Smith:2018:SNH,
  author =       "Breannan Smith and Fernando {De Goes} and Theodore
                 Kim",
  title =        "Stable Neo-{Hookean} Flesh Simulation",
  journal =      j-TOG,
  volume =       "37",
  number =       "2",
  pages =        "12:1--12:??",
  month =        jul,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3180491",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:42 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Nonlinear hyperelastic energies play a key role in
                 capturing the fleshy appearance of virtual characters.
                 Real-world, volume-preserving biological tissues have
                 Poisson's ratios near 1/2, but numerical simulation
                 within this regime is notoriously challenging. In order
                 to robustly capture these visual characteristics, we
                 present a novel version of Neo-Hookean elasticity. Our
                 model maintains the fleshy appearance of the
                 Neo-Hookean model, exhibits superior volume
                 preservation, and is robust to extreme kinematic
                 rotations and inversions. We obtain closed-form
                 expressions for the eigenvalues and eigenvectors of all
                 of the system's components, which allows us to directly
                 project the Hessian to semipositive definiteness, and
                 also leads to insights into the numerical behavior of
                 the material. These findings also inform the design of
                 more sophisticated hyperelastic models, which we
                 explore by applying our analysis to Fung and
                 Arruda-Boyce elasticity. We provide extensive
                 comparisons against existing material models.",
  acknowledgement = ack-nhfb,
  articleno =    "12",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gupta:2018:WOC,
  author =       "Mohit Gupta and Andreas Velten and Shree K. Nayar and
                 Eric Breitbach",
  title =        "What Are Optimal Coding Functions for Time-of-Flight
                 Imaging?",
  journal =      j-TOG,
  volume =       "37",
  number =       "2",
  pages =        "13:1--13:??",
  month =        jul,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3152155",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:42 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The depth resolution achieved by a continuous wave
                 time-of-flight (C-ToF) imaging system is determined by
                 the coding (modulation and demodulation) functions that
                 it uses. Almost all current C-ToF systems use sinusoid
                 or square coding functions, resulting in a limited
                 depth resolution. In this article, we present a
                 mathematical framework for exploring and characterizing
                 the space of C-ToF coding functions in a geometrically
                 intuitive space. Using this framework, we design
                 families of novel coding functions that are based on
                 Hamiltonian cycles on hypercube graphs. Given a fixed
                 total source power and acquisition time, the new
                 Hamiltonian coding scheme can achieve up to an order of
                 magnitude higher resolution as compared to the current
                 state-of-the-art methods, especially in low
                 signal-to-noise ratio (SNR) settings. We also develop a
                 comprehensive physically-motivated simulator for C-ToF
                 cameras that can be used to evaluate various coding
                 schemes prior to a real hardware implementation. Since
                 most off-the-shelf C-ToF sensors use sinusoid or square
                 functions, we develop a hardware prototype that can
                 implement a wide range of coding functions. Using this
                 prototype and our software simulator, we demonstrate
                 the performance advantages of the proposed Hamiltonian
                 coding functions in a wide range of imaging settings.",
  acknowledgement = ack-nhfb,
  articleno =    "13",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Band:2018:PBI,
  author =       "Stefan Band and Christoph Gissler and Markus Ihmsen
                 and Jens Cornelis and Andreas Peer and Matthias
                 Teschner",
  title =        "Pressure Boundaries for Implicit Incompressible
                 {SPH}",
  journal =      j-TOG,
  volume =       "37",
  number =       "2",
  pages =        "14:1--14:??",
  month =        jul,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3180486",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:42 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Implicit incompressible SPH (IISPH) solves a pressure
                 Poisson equation (PPE). While the solution of the PPE
                 provides pressure at fluid samples, the embedded
                 boundary handling does not compute pressure at boundary
                 samples. Instead, IISPH uses various approximations to
                 remedy this deficiency. In this article, we illustrate
                 the issues of these IISPH approximations. We
                 particularly derive Pressure Boundaries, a novel
                 boundary handling that overcomes previous IISPH issues
                 by the computation of physically meaningful pressure
                 values at boundary samples. This is basically achieved
                 with an extended PPE. We provide a detailed description
                 of the approach that focuses on additional technical
                 challenges due to the incorporation of boundary samples
                 into the PPE. We therefore use volume-centric SPH
                 discretizations instead of typically used
                 density-centric ones. We further analyze the properties
                 of the proposed boundary handling and compare it to the
                 previous IISPH boundary handling. In addition to the
                 fact that the proposed boundary handling provides
                 physically meaningful pressure and pressure gradients
                 at boundary samples, we show further benefits, such as
                 reduced pressure oscillations, improved solver
                 convergence, and larger possible time steps. The memory
                 footprint of fluid samples is reduced and performance
                 gain factors of up to five compared to IISPH are
                 presented.",
  acknowledgement = ack-nhfb,
  articleno =    "14",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xiao:2018:FEI,
  author =       "Chang Xiao and Cheng Zhang and Changxi Zheng",
  title =        "{FontCode}: Embedding Information in Text Documents
                 Using Glyph Perturbation",
  journal =      j-TOG,
  volume =       "37",
  number =       "2",
  pages =        "15:1--15:??",
  month =        jul,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3152823",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:42 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/cryptography2010.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce FontCode, an information embedding
                 technique for text documents. Provided a text document
                 with specific fonts, our method embeds user-specified
                 information in the text by perturbing the glyphs of
                 text characters while preserving the text content. We
                 devise an algorithm to choose unobtrusive yet
                 machine-recognizable glyph perturbations, leveraging a
                 recently developed generative model that alters the
                 glyphs of each character continuously on a font
                 manifold. We then introduce an algorithm that embeds a
                 user-provided message in the text document and produces
                 an encoded document whose appearance is minimally
                 perturbed from the original document. We also present a
                 glyph recognition method that recovers the embedded
                 information from an encoded document stored as a vector
                 graphic or pixel image, or even on a printed paper. In
                 addition, we introduce a new error-correction coding
                 scheme that rectifies a certain number of recognition
                 errors. Lastly, we demonstrate that our technique
                 enables a wide array of applications, using it as a
                 text document metadata holder, an unobtrusive optical
                 barcode, a cryptographic message embedding scheme, and
                 a text document signature.",
  acknowledgement = ack-nhfb,
  articleno =    "15",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rabinovich:2018:DGN,
  author =       "Michael Rabinovich and Tim Hoffmann and Olga
                 Sorkine-Hornung",
  title =        "Discrete Geodesic Nets for Modeling Developable
                 Surfaces",
  journal =      j-TOG,
  volume =       "37",
  number =       "2",
  pages =        "16:1--16:??",
  month =        jul,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3180494",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:42 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a discrete theory for modeling developable
                 surfaces as quadrilateral meshes satisfying simple
                 angle constraints. The basis of our model is a
                 lesser-known characterization of developable surfaces
                 as manifolds that can be parameterized through
                 orthogonal geodesics. Our model is simple and local,
                 and, unlike in previous works, it does not directly
                 encode the surface rulings. This allows us to model
                 continuous deformations of discrete developable
                 surfaces independently of their decomposition into
                 torsal and planar patches or the surface topology. We
                 prove and experimentally demonstrate strong ties to
                 smooth developable surfaces, including a theorem
                 stating that every sampling of the smooth counterpart
                 satisfies our constraints up to second order. We
                 further present an extension of our model that enables
                 a local definition of discrete isometry. We demonstrate
                 the effectiveness of our discrete model in a
                 developable surface editing system, as well as
                 computation of an isometric interpolation between
                 isometric discrete developable shapes.",
  acknowledgement = ack-nhfb,
  articleno =    "16",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xie:2018:PPS,
  author =       "Haoran Xie and Takeo Igarashi and Kazunori Miyata",
  title =        "Precomputed Panel Solver for Aerodynamics Simulation",
  journal =      j-TOG,
  volume =       "37",
  number =       "2",
  pages =        "17:1--17:??",
  month =        jul,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3185767",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:42 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this article, we introduce an efficient and
                 versatile numerical aerodynamics model for general
                 three-dimensional geometry shapes in potential flow.
                 The proposed model has low computational cost and
                 achieves an accuracy of moderate fidelity for the
                 aerodynamic loads for a given glider shape. In the
                 geometry preprocessing steps of our model, lifting-wing
                 surfaces are recognized, and wake panels are generated
                 automatically along the trailing edges. The proposed
                 aerodynamics model improves the potential theory-based
                 panel method. Furthermore, a new quadratic expression
                 for aerodynamic forces and moments is proposed. It
                 consists of geometry-dependent aerodynamic coefficient
                 matrices and has a continuous representation for the
                 drag/lift-force coefficients. Our model enables natural
                 and real-time aerodynamics simulations combined with
                 general rigid-body simulators for interactive
                 animation. We also present a design system for original
                 gliders. It uses an assembly-based modeling interface
                 and achieves interactive feedback by leveraging the
                 partwise precomputation enabled by our method. We
                 illustrate that one can easily design various flyable
                 gliders using our system.",
  acknowledgement = ack-nhfb,
  articleno =    "17",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Brandt:2018:MSV,
  author =       "Christopher Brandt and Leonardo Scandolo and Elmar
                 Eisemann and Klaus Hildebrandt",
  title =        "Modeling $n$-Symmetry Vector Fields using Higher-Order
                 Energies",
  journal =      j-TOG,
  volume =       "37",
  number =       "2",
  pages =        "18:1--18:??",
  month =        jul,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3177750",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:42 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a variational approach for modeling n
                 -symmetry vector and direction fields on surfaces that
                 supports interpolation and alignment constraints,
                 placing singularities and local editing, while
                 providing real-time responses. The approach is based on
                 novel biharmonic and m -harmonic energies for n -fields
                 on surface meshes and the integration of hard
                 constraints to the resulting optimization problems.
                 Real-time computation rates are achieved by a model
                 reduction approach employing a Fourier-like n -vector
                 field decomposition, which associates frequencies and
                 modes to n -vector fields on surfaces. To demonstrate
                 the benefits of the proposed n -field modeling
                 approach, we use it for controlling stroke directions
                 in line-art drawings of surfaces and for the modeling
                 of anisotropic BRDFs, which define the reflection
                 behavior of surfaces.",
  acknowledgement = ack-nhfb,
  articleno =    "18",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Belcour:2018:ICS,
  author =       "Laurent Belcour and Guofu Xie and Christophe Hery and
                 Mark Meyer and Wojciech Jarosz and Derek
                 Nowrouzezahrai",
  title =        "Integrating Clipped Spherical Harmonics Expansions",
  journal =      j-TOG,
  volume =       "37",
  number =       "2",
  pages =        "19:1--19:??",
  month =        jul,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3015459",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:42 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many applications in rendering rely on integrating
                 functions over spherical polygons. We present a new
                 numerical solution for computing the integral of
                 spherical harmonics (SH) expansions clipped to
                 polygonal domains. Our solution, based on zonal
                 decompositions of spherical integrands and discrete
                 contour integration, introduces an important numerical
                 operating for SH expansions in rendering applications.
                 Our method is simple, efficient, and scales linearly in
                 the bandlimited integrand's harmonic expansion. We
                 apply our technique to problems in rendering, including
                 surface and volume shading, hierarchical product
                 importance sampling, and fast basis projection for
                 interactive rendering. Moreover, we show how to handle
                 general, nonpolynomial integrands in a Monte Carlo
                 setting using control variates. Our technique computes
                 the integral of bandlimited spherical functions with
                 performance competitive to (or faster than) more
                 general numerical integration methods for a broad class
                 of problems, both in offline and interactive rendering
                 contexts. Our implementation is simple, relying only on
                 self-contained SH evaluation and discrete contour
                 integration routines, and we release a full source
                 CPU-only and shader-based implementations ({$<$750}
                 lines of commented code).",
  acknowledgement = ack-nhfb,
  articleno =    "19",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Marco:2018:SOO,
  author =       "Julio Marco and Adrian Jarabo and Wojciech Jarosz and
                 Diego Gutierrez",
  title =        "Second-Order Occlusion-Aware Volumetric Radiance
                 Caching",
  journal =      j-TOG,
  volume =       "37",
  number =       "2",
  pages =        "20:1--20:??",
  month =        jul,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3185225",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:42 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a second-order gradient analysis of light
                 transport in participating media and use this to
                 develop an improved radiance caching algorithm for
                 volumetric light transport. We adaptively sample and
                 interpolate radiance from sparse points in the medium
                 using a second-order Hessian-based error metric to
                 determine when interpolation is appropriate. We derive
                 our metric from each point's incoming light field,
                 computed by using a proxy triangulation-based
                 representation of the radiance reflected by the
                 surrounding medium and geometry. We use this
                 representation to efficiently compute the first- and
                 second-order derivatives of the radiance at the cache
                 points while accounting for occlusion changes. We also
                 propose a self-contained 2D model for light transport
                 in media and use it to validate and analyze our
                 approach, demonstrating that our method outperforms
                 previous radiance caching algorithms both in terms of
                 accurate derivative estimates and final radiance
                 extrapolation. We generalize these findings to
                 practical 3D scenarios, where we show improved results
                 while reducing computation time by up to 30\% compared
                 to previous work.",
  acknowledgement = ack-nhfb,
  articleno =    "20",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yu:2018:SSC,
  author =       "Fenggen Yu and Yan Zhang* and Kai Xu and Ali
                 Mahdavi-Amiri and Hao Zhang",
  title =        "Semi-Supervised Co-Analysis of {$3$D} Shape Styles
                 from Projected Lines",
  journal =      j-TOG,
  volume =       "37",
  number =       "2",
  pages =        "21:1--21:??",
  month =        jul,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3182158",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:42 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a semi-supervised co-analysis method for
                 learning 3D shape styles from projected feature lines,
                 achieving style patch localization with only weak
                 supervision. Given a collection of 3D shapes spanning
                 multiple object categories and styles, we perform style
                 co-analysis over projected feature lines of each 3D
                 shape and then back-project the learned style features
                 onto the 3D shapes. Our core analysis pipeline starts
                 with mid-level patch sampling and pre-selection of
                 candidate style patches. Projective features are then
                 encoded via patch convolution. Multi-view feature
                 integration and style clustering are carried out under
                 the framework of partially shared latent factor (PSLF)
                 learning, a multi-view feature learning scheme. PSLF
                 achieves effective multi-view feature fusion by
                 distilling and exploiting consistent and complementary
                 feature information from multiple views, while also
                 selecting style patches from the candidates. Our style
                 analysis approach supports both unsupervised and
                 semi-supervised analysis. For the latter, our method
                 accepts both user-specified shape labels and
                 style-ranked triplets as clustering constraints. We
                 demonstrate results from 3D shape style analysis and
                 patch localization as well as improvements over
                 state-of-the-art methods. We also present several
                 applications enabled by our style analysis.",
  acknowledgement = ack-nhfb,
  articleno =    "21",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mitchell:2018:SDH,
  author =       "Scott A. Mitchell and Mohamed S. Ebeida and Muhammad
                 A. Awad and Chonhyon Park and Anjul Patney and Ahmad A.
                 Rushdi and Laura P. Swiler and Dinesh Manocha and Li-Yi
                 Wei",
  title =        "Spoke-Darts for High-Dimensional Blue-Noise Sampling",
  journal =      j-TOG,
  volume =       "37",
  number =       "2",
  pages =        "22:1--22:??",
  month =        jul,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3194657",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:42 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Blue noise sampling has proved useful for many
                 graphics applications, but remains underexplored in
                 high-dimensional spaces due to the difficulty of
                 generating distributions and proving properties about
                 them. We present a blue noise sampling method with good
                 quality and performance across different dimensions.
                 The method, spoke-dart sampling, shoots rays from prior
                 samples and selects samples from these rays. It
                 combines the advantages of two major high-dimensional
                 sampling methods: the locality of advancing front with
                 the dimensionality-reduction of hyperplanes,
                 specifically line sampling. We prove that the output
                 sampling is saturated with high probability, with
                 bounds on distances between pairs of samples and
                 between any domain point and its nearest sample. We
                 demonstrate spoke-dart applications for approximate
                 Delaunay graph construction, global optimization, and
                 robotic motion planning. Both the blue-noise quality of
                 the output distribution and the adaptability of the
                 intermediate processes of our method are useful in
                 these applications.",
  acknowledgement = ack-nhfb,
  articleno =    "22",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Stein:2018:NBC,
  author =       "Oded Stein and Eitan Grinspun and Max Wardetzky and
                 Alec Jacobson",
  title =        "Natural Boundary Conditions for Smoothing in Geometry
                 Processing",
  journal =      j-TOG,
  volume =       "37",
  number =       "2",
  pages =        "23:1--23:??",
  month =        jul,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3186564",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:42 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In geometry processing, smoothness energies are
                 commonly used to model scattered data interpolation,
                 dense data denoising, and regularization during shape
                 optimization. The squared Laplacian energy is a popular
                 choice of energy and has a corresponding standard
                 implementation: squaring the discrete Laplacian matrix.
                 For compact domains, when values along the boundary are
                 not known in advance, this construction bakes in
                 low-order boundary conditions. This causes the
                 geometric shape of the boundary to strongly bias the
                 solution. For many applications, this is undesirable.
                 Instead, we propose using the squared Frobenius norm of
                 the Hessian as a smoothness energy. Unlike the squared
                 Laplacian energy, this energy's natural boundary
                 conditions (those that best minimize the energy)
                 correspond to meaningful high-order boundary
                 conditions. These boundary conditions model free
                 boundaries where the shape of the boundary should not
                 bias the solution locally. Our analysis begins in the
                 smooth setting and concludes with discretizations using
                 finite-differences on 2D grids or mixed finite elements
                 for triangle meshes. We demonstrate the core behavior
                 of the squared Hessian as a smoothness energy for
                 various tasks.",
  acknowledgement = ack-nhfb,
  articleno =    "23",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mashayekhi:2018:ADE,
  author =       "Omid Mashayekhi and Chinmayee Shah and Hang Qu and
                 Andrew Lim and Philip Levis",
  title =        "Automatically Distributing {Eulerian} and Hybrid Fluid
                 Simulations in the Cloud",
  journal =      j-TOG,
  volume =       "37",
  number =       "2",
  pages =        "24:1--24:??",
  month =        jul,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3173551",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:42 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Distributing a simulation across many machines can
                 drastically speed up computations and increase detail.
                 The computing cloud provides tremendous computing
                 resources, but weak service guarantees force programs
                 to manage significant system complexity: nodes,
                 networks, and storage occasionally perform poorly or
                 fail. We describe Nimbus, a system that automatically
                 distributes grid-based and hybrid simulations across
                 cloud computing nodes. The main simulation loop is
                 sequential code and launches distributed computations
                 across many cores. The simulation on each core runs as
                 if it is stand-alone: Nimbus automatically stitches
                 these simulations into a single, larger one. To do this
                 efficiently, Nimbus introduces a four-layer data model
                 that translates between the contiguous, geometric
                 objects used by simulation libraries and the
                 replicated, fine-grain objects managed by its
                 underlying cloud computing runtime. Using PhysBAM
                 particle-level set fluid simulations, we demonstrate
                 that Nimbus can run higher detail simulations faster,
                 distribute simulations on up to 512 cores, and run
                 enormous simulations (1024$^3$ cells). Nimbus
                 automatically manages these distributed simulations,
                 balancing load across nodes and recovering from
                 failures. Implementations of PhysBAM water and smoke
                 simulations as well as an open source heat-diffusion
                 simulation show that Nimbus is general and can support
                 complex simulations. Nimbus can be downloaded from
                 https://nimbus.stanford.edu.",
  acknowledgement = ack-nhfb,
  articleno =    "24",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Thies:2018:FRT,
  author =       "Justus Thies and Michael Zollh{\"o}fer and Marc
                 Stamminger and Christian Theobalt and Matthias
                 Nie{\ss}ner",
  title =        "{FaceVR}: Real-Time Gaze-Aware Facial Reenactment in
                 Virtual Reality",
  journal =      j-TOG,
  volume =       "37",
  number =       "2",
  pages =        "25:1--25:??",
  month =        jul,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3182644",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:42 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose FaceVR, a novel image-based method that
                 enables video teleconferencing in VR based on
                 self-reenactment. State-of-the-art face tracking
                 methods in the VR context are focused on the animation
                 of rigged 3D avatars (Li et al. 2015; Olszewski et al.
                 2016). Although they achieve good tracking performance,
                 the results look cartoonish and not real. In contrast
                 to these model-based approaches, FaceVR enables VR
                 teleconferencing using an image-based technique that
                 results in nearly photo-realistic outputs. The key
                 component of FaceVR is a robust algorithm to perform
                 real-time facial motion capture of an actor who is
                 wearing a head-mounted display (HMD), as well as a new
                 data-driven approach for eye tracking from monocular
                 videos. Based on reenactment of a prerecorded stereo
                 video of the person without the HMD, FaceVR
                 incorporates photo-realistic re-rendering in real time,
                 thus allowing artificial modifications of face and eye
                 appearances. For instance, we can alter facial
                 expressions or change gaze directions in the
                 prerecorded target video. In a live setup, we apply
                 these newly introduced algorithmic components.",
  acknowledgement = ack-nhfb,
  articleno =    "25",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hu:2018:EWB,
  author =       "Yuanming Hu and Hao He and Chenxi Xu and Baoyuan Wang
                 and Stephen Lin",
  title =        "Exposure: a White-Box Photo Post-Processing
                 Framework",
  journal =      j-TOG,
  volume =       "37",
  number =       "2",
  pages =        "26:1--26:??",
  month =        jul,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3181974",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:42 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Retouching can significantly elevate the visual appeal
                 of photos, but many casual photographers lack the
                 expertise to do this well. To address this problem,
                 previous works have proposed automatic retouching
                 systems based on supervised learning from paired
                 training images acquired before and after manual
                 editing. As it is difficult for users to acquire paired
                 images that reflect their retouching preferences, we
                 present in this article a deep learning approach that
                 is instead trained on unpaired data, namely, a set of
                 photographs that exhibits a retouching style the user
                 likes, which is much easier to collect. Our system is
                 formulated using deep convolutional neural networks
                 that learn to apply different retouching operations on
                 an input image. Network training with respect to
                 various types of edits is enabled by modeling these
                 retouching operations in a unified manner as
                 resolution-independent differentiable filters. To apply
                 the filters in a proper sequence and with suitable
                 parameters, we employ a deep reinforcement learning
                 approach that learns to make decisions on what action
                 to take next, given the current state of the image. In
                 contrast to many deep learning systems, ours provides
                 users with an understandable solution in the form of
                 conventional retouching edits rather than just a
                 ``black-box'' result. Through quantitative comparisons
                 and user studies, we show that this technique generates
                 retouching results consistent with the provided photo
                 set.",
  acknowledgement = ack-nhfb,
  articleno =    "26",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2018:MHP,
  author =       "Weipeng Xu and Avishek Chatterjee and Michael
                 Zollh{\"o}fer and Helge Rhodin and Dushyant Mehta and
                 Hans-Peter Seidel and Christian Theobalt",
  title =        "{MonoPerfCap}: Human Performance Capture From
                 Monocular Video",
  journal =      j-TOG,
  volume =       "37",
  number =       "2",
  pages =        "27:1--27:??",
  month =        jul,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3181973",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:42 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present the first marker-less approach for
                 temporally coherent 3D performance capture of a human
                 with general clothing from monocular video. Our
                 approach reconstructs articulated human skeleton motion
                 as well as medium-scale non-rigid surface deformations
                 in general scenes. Human performance capture is a
                 challenging problem due to the large range of
                 articulation, potentially fast motion, and considerable
                 non-rigid deformations, even from multi-view data.
                 Reconstruction from monocular video alone is
                 drastically more challenging, since strong occlusions
                 and the inherent depth ambiguity lead to a highly
                 ill-posed reconstruction problem. We tackle these
                 challenges by a novel approach that employs sparse 2D
                 and 3D human pose detections from a convolutional
                 neural network using a batch-based pose estimation
                 strategy. Joint recovery of per-batch motion allows us
                 to resolve the ambiguities of the monocular
                 reconstruction problem based on a low-dimensional
                 trajectory subspace. In addition, we propose refinement
                 of the surface geometry based on fully automatically
                 extracted silhouettes to enable medium-scale non-rigid
                 alignment. We demonstrate state-of-the-art performance
                 capture results that enable exciting applications such
                 as video editing and free viewpoint video, previously
                 infeasible from monocular video. Our qualitative and
                 quantitative evaluation demonstrates that our approach
                 significantly outperforms previous monocular methods in
                 terms of accuracy, robustness, and scene complexity
                 that can be handled.",
  acknowledgement = ack-nhfb,
  articleno =    "27",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pharr:2018:GEI,
  author =       "Matt Pharr",
  title =        "{Guest Editor}'s Introduction: Special Issue on
                 Production Rendering",
  journal =      j-TOG,
  volume =       "37",
  number =       "3",
  pages =        "28:1--28:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3212511",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3212511",
  acknowledgement = ack-nhfb,
  articleno =    "28",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kulla:2018:SPI,
  author =       "Christopher Kulla and Alejandro Conty and Clifford
                 Stein and Larry Gritz",
  title =        "{Sony Pictures Imageworks Arnold}",
  journal =      j-TOG,
  volume =       "37",
  number =       "3",
  pages =        "29:1--29:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3180495",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3180495",
  abstract =     "Sony Imageworks' implementation of the Arnold renderer
                 is a fork of the commercial product of the same name,
                 which has evolved independently since around 2009. This
                 article focuses on the design choices that are unique
                 to this version and have tailored the renderer to the
                 specific requirements of film rendering at our studio.
                 We detail our approach to subdivision surface
                 tessellation, hair rendering, sampling, and variance
                 reduction techniques, as well as a description of our
                 open source texturing and shading language components.
                 We also discuss some ideas we once implemented but have
                 since discarded to highlight the evolution of the
                 software over the years.",
  acknowledgement = ack-nhfb,
  articleno =    "29",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Christensen:2018:RAP,
  author =       "Per Christensen and Julian Fong and Jonathan Shade and
                 Wayne Wooten and Brenden Schubert and Andrew Kensler
                 and Stephen Friedman and Charlie Kilpatrick and Cliff
                 Ramshaw and Marc Bannister and Brenton Rayner and
                 Jonathan Brouillat and Max Liani",
  title =        "{RenderMan}: an Advanced Path-Tracing Architecture for
                 Movie Rendering",
  journal =      j-TOG,
  volume =       "37",
  number =       "3",
  pages =        "30:1--30:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3182162",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3182162",
  abstract =     "Pixar's RenderMan renderer is used to render all of
                 Pixar's films and by many film studios to render visual
                 effects for live-action movies. RenderMan started as a
                 scanline renderer based on the Reyes algorithm, and it
                 was extended over the years with ray tracing and
                 several global illumination algorithms. This article
                 describes the modern version of RenderMan, a new
                 architecture for an extensible and programmable path
                 tracer with many features that are essential to handle
                 the fiercely complex scenes in movie production. Users
                 can write their own materials using a BxDF interface
                 and their own light transport algorithms using an
                 integrator interface-or they can use the materials and
                 light transport algorithms provided with RenderMan.
                 Complex geometry and textures are handled with
                 efficient multi-resolution representations, with
                 resolution chosen using path differentials. We trace
                 rays and shade ray hit points in medium-sized groups,
                 which provides the benefits of SIMD execution without
                 excessive memory overhead or data streaming. The
                 path-tracing architecture handles surface, subsurface,
                 and volume scattering. We show examples of the use of
                 path tracing, bidirectional path tracing, VCM, and UPBP
                 light transport algorithms. We also describe our
                 progressive rendering for interactive use and our
                 adaptation of denoising techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "30",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fascione:2018:MBS,
  author =       "Luca Fascione and Johannes Hanika and Mark Leone and
                 Marc Droske and Jorge Schwarzhaupt and Tom{\'a}s
                 Davidovic and Andrea Weidlich and Johannes Meng",
  title =        "{Manuka}: a Batch-Shading Architecture for Spectral
                 Path Tracing in Movie Production",
  journal =      j-TOG,
  volume =       "37",
  number =       "3",
  pages =        "31:1--31:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3182161",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3182161",
  abstract =     "The Manuka rendering architecture has been designed in
                 the spirit of the classic reyes rendering architecture:
                 to enable the creation of visually rich computer
                 generated imagery for visual effects in movie
                 production. Following in the footsteps of reyes over
                 the past 30 years, this means supporting extremely
                 complex geometry, texturing, and shading. In the
                 current generation of renderers, it is essential to
                 support very accurate global illumination as a means to
                 naturally tie together different assets in a picture.
                 This is commonly achieved with Monte Carlo path
                 tracing, using a paradigm often called shade on hit, in
                 which the renderer alternates tracing rays with running
                 shaders on the various ray hits. The shaders take the
                 role of generating the inputs of the local material
                 structure, which is then used by path-sampling logic to
                 evaluate contributions and to inform what further rays
                 to cast through the scene. We propose a shade before
                 hit paradigm instead and minimise I/O strain on the
                 system, leveraging locality of reference by running
                 pattern generation shaders before we execute light
                 transport simulation by path sampling. We describe a
                 full architecture built around this approach, featuring
                 spectral light transport and a flexible implementation
                 of multiple importance sampling(mis), resulting in a
                 system able to support a comparable amount of
                 extensibility to what made the reyes rendering
                 architecture successful over many decades.",
  acknowledgement = ack-nhfb,
  articleno =    "31",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Georgiev:2018:ABF,
  author =       "Iliyan Georgiev and Thiago Ize and Mike Farnsworth and
                 Ram{\'o}n Montoya-Vozmediano and Alan King and Brecht
                 {Van Lommel} and Angel Jimenez and Oscar Anson and
                 Shinji Ogaki and Eric Johnston and Adrien Herubel and
                 Declan Russell and Fr{\'e}d{\'e}ric Servant and Marcos
                 Fajardo",
  title =        "{Arnold}: a Brute-Force Production Path Tracer",
  journal =      j-TOG,
  volume =       "37",
  number =       "3",
  pages =        "32:1--32:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3182160",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3182160",
  abstract =     "Arnold is a physically based renderer for
                 feature-length animation and visual effects. Conceived
                 in an era of complex multi-pass rasterization-based
                 workflows struggling to keep up with growing demands
                 for complexity and realism, Arnold was created to take
                 on the challenge of making the simple and elegant
                 approach of brute-force Monte Carlo path tracing
                 practical for production rendering. Achieving this
                 required building a robust piece of ray-tracing
                 software that can ingest large amounts of geometry with
                 detailed shading and lighting and produce images with
                 high fidelity, while scaling well with the available
                 memory and processing power. Arnold's guiding
                 principles are to expose as few controls as possible,
                 provide rapid feedback to artists, and adapt to various
                 production workflows. In this article, we describe its
                 architecture with a focus on the design and
                 implementation choices made during its evolutionary
                 development to meet the aforementioned requirements and
                 goals. Arnold's workhorse is a unidirectional path
                 tracer that avoids the use of hard-to-manage and
                 artifact-prone caching and sits on top of a ray-tracing
                 engine optimized to shoot and shade billions of
                 spatially incoherent rays throughout a scene. A
                 comprehensive API provides the means to configure and
                 extend the system's functionality, to describe a scene,
                 render it, and save the results.",
  acknowledgement = ack-nhfb,
  articleno =    "32",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Burley:2018:DED,
  author =       "Brent Burley and David Adler and Matt Jen-Yuan Chiang
                 and Hank Driskill and Ralf Habel and Patrick Kelly and
                 Peter Kutz and Yining Karl Li and Daniel Teece",
  title =        "The Design and Evolution of {Disney}'s {Hyperion}
                 Renderer",
  journal =      j-TOG,
  volume =       "37",
  number =       "3",
  pages =        "33:1--33:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3182159",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3182159",
  abstract =     "Walt Disney Animation Studios has transitioned to
                 path-traced global illumination as part of a
                 progression of brute-force physically based rendering
                 in the name of artist efficiency. To achieve this
                 without compromising our geometric or shading
                 complexity, we built our Hyperion renderer based on a
                 novel architecture that extracts traversal and shading
                 coherence from large, sorted ray batches. In this
                 article, we describe our architecture and discuss our
                 design decisions. We also explain how we are able to
                 provide artistic control in a physically based
                 renderer, and we demonstrate through case studies how
                 we have benefited from having a proprietary renderer
                 that can evolve with production needs.",
  acknowledgement = ack-nhfb,
  articleno =    "33",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Galvane:2018:DCD,
  author =       "Quentin Galvane and Christophe Lino and Marc Christie
                 and Julien Fleureau and Fabien Servant and
                 Fran{\c{o}}is-Louis Tariolle and Philippe Guillotel",
  title =        "Directing Cinematographic Drones",
  journal =      j-TOG,
  volume =       "37",
  number =       "3",
  pages =        "34:1--34:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3181975",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3181975",
  abstract =     "Quadrotor drones equipped with high-quality cameras
                 have rapidly raised as novel, cheap, and stable devices
                 for filmmakers. While professional drone pilots can
                 create aesthetically pleasing videos in short time, the
                 smooth-and cinematographic-control of a camera drone
                 remains challenging for most users, despite recent
                 tools that either automate part of the process or
                 enable the manual design of waypoints to create drone
                 trajectories. This article moves a step further by
                 offering high-level control of cinematographic drones
                 for the specific task of framing dynamic targets. We
                 propose techniques to automatically and interactively
                 plan quadrotor drone motions in dynamic
                 three-dimensional (3D) environments while satisfying
                 both cinematographic and physical quadrotor
                 constraints. We first propose the Drone Toric Space, a
                 dedicated camera parameter space with embedded
                 constraints, and derive some intuitive on-screen
                 viewpoint manipulators. Second, we propose a dedicated
                 path planning technique that ensures both that
                 cinematographic properties can be enforced along the
                 path and that the path is physically feasible by a
                 quadrotor drone. At last, we build on the Drone Toric
                 Space and the specific path planning technique to
                 coordinate the motion of multiple drones around dynamic
                 targets. A number of results demonstrate the
                 interactive and automated capacities of our approaches
                 on different use-cases.",
  acknowledgement = ack-nhfb,
  articleno =    "34",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Narayanan:2018:AMK,
  author =       "Vidya Narayanan and Lea Albaugh and Jessica Hodgins
                 and Stelian Coros and James Mccann",
  title =        "Automatic Machine Knitting of {$3$D} Meshes",
  journal =      j-TOG,
  volume =       "37",
  number =       "3",
  pages =        "35:1--35:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3186265",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3186265",
  abstract =     "We present the first computational approach that can
                 transform three-dimensional (3D) meshes, created by
                 traditional modeling programs, directly into
                 instructions for a computer-controlled knitting
                 machine. Knitting machines are able to robustly and
                 repeatably form knitted 3D surfaces from yarn but have
                 many constraints on what they can fabricate. Given
                 user-defined starting and ending points on an input
                 mesh, our system incrementally builds a helix-free,
                 quad-dominant mesh with uniform edge lengths, runs a
                 tracing procedure over this mesh to generate a knitting
                 path, and schedules the knitting instructions for this
                 path in a way that is compatible with machine
                 constraints. We demonstrate our approach on a wide
                 range of 3D meshes.",
  acknowledgement = ack-nhfb,
  articleno =    "35",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pan:2018:AAR,
  author =       "Zherong Pan and Dinesh Manocha",
  title =        "Active Animations of Reduced Deformable Models with
                 Environment Interactions",
  journal =      j-TOG,
  volume =       "37",
  number =       "3",
  pages =        "36:1--36:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197565",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3197565",
  abstract =     "We present an efficient spacetime optimization method
                 to automatically generate animations for a general
                 volumetric, elastically deformable body. Our approach
                 can model the interactions between the body and the
                 environment and automatically generate active
                 animations. We model the frictional contact forces
                 using contact invariant optimization and the fluid drag
                 forces using a simplified model. To handle complex
                 objects, we use a reduced deformable model and present
                 a novel hybrid optimizer to search for the local minima
                 efficiently. This allows us to use long-horizon motion
                 planning to automatically generate animations such as
                 walking, jumping, swimming, and rolling. We evaluate
                 the approach on different shapes and animations,
                 including deformable body navigation and combining with
                 an open-loop controller for realtime forward
                 simulation.",
  acknowledgement = ack-nhfb,
  articleno =    "36",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schroers:2018:OVP,
  author =       "Christopher Schroers and Jean-Charles Bazin and
                 Alexander Sorkine-Hornung",
  title =        "An Omnistereoscopic Video Pipeline for Capture and
                 Display of Real-World {VR}",
  journal =      j-TOG,
  volume =       "37",
  number =       "3",
  pages =        "37:1--37:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3225150",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3225150",
  abstract =     "In this article, we describe a complete pipeline for
                 the capture and display of real-world Virtual Reality
                 video content, based on the concept of omnistereoscopic
                 panoramas. We address important practical and
                 theoretical issues that have remained undiscussed in
                 previous works. On the capture side, we show how
                 high-quality omnistereo video can be generated from a
                 sparse set of cameras (16 in our prototype array)
                 instead of the hundreds of input views previously
                 required. Despite the sparse number of input views, our
                 approach allows for high quality, real-time virtual
                 head motion, thereby providing an important additional
                 cue for immersive depth perception compared to static
                 stereoscopic video. We also provide an in-depth
                 analysis of the required camera array geometry in order
                 to meet specific stereoscopic output constraints, which
                 is fundamental for achieving a plausible and fully
                 controlled VR viewing experience. Finally, we describe
                 additional insights on how to integrate omnistereo
                 video panoramas with rendered CG content. We provide
                 qualitative comparisons to alternative solutions,
                 including depth-based view synthesis and the Facebook
                 Surround 360 system. In summary, this article provides
                 a first complete guide and analysis for reimplementing
                 a system for capturing and displaying real-world VR,
                 which we demonstrate on several real-world examples
                 captured with our prototype.",
  acknowledgement = ack-nhfb,
  articleno =    "37",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shu:2018:LAR,
  author =       "Xiao Shu and Xiaolin Wu",
  title =        "Locally Adaptive Rank-Constrained Optimal Tone
                 Mapping",
  journal =      j-TOG,
  volume =       "37",
  number =       "3",
  pages =        "38:1--38:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3225219",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3225219",
  abstract =     "High dynamic range (HDR) tone mapping is formulated as
                 an optimization problem of maximizing perceivable
                 spatial details given the limited dynamic range of
                 display devices. This objective can be attained, as
                 supported by our results, by a novel image display
                 methodology called locally adaptive rank-constrained
                 optimal tone mapping (LARCOTM). The scientific basis
                 for LARCOTM is that the maximum discrimination power of
                 human vision system can only be achieved in a
                 relatively small locality of an image. LARCOTM is
                 fundamentally different from existing HDR tone mapping
                 techniques in that the former can preserve pixel value
                 order statistics within localities in which human
                 foveal vision retains maximum sensitivity, while the
                 latter cannot. As a result, images enhanced by LARCOTM
                 are free of artifacts such as halos and double edges
                 that plague other HDR methods.",
  acknowledgement = ack-nhfb,
  articleno =    "38",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Erleben:2018:MAM,
  author =       "Kenny Erleben",
  title =        "Methodology for Assessing Mesh-Based Contact Point
                 Methods",
  journal =      j-TOG,
  volume =       "37",
  number =       "3",
  pages =        "39:1--39:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3096239",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3096239",
  abstract =     "Computation of contact points is a critical
                 sub-component of physics-based animation. The success
                 and correctness of simulation results are very
                 sensitive to the quality of the contact points. Hence,
                 quality plays a critical role when comparing methods,
                 and this is highly relevant for simulating objects with
                 sharp edges. The importance of contact point quality is
                 largely overlooked and lacks rigor and as such may
                 become a bottleneck in moving the research field
                 forward. We establish a taxonomy of contact point
                 generation methods and lay down an analysis of what
                 normal contact quality implies. The analysis enables us
                 to establish a novel methodology for assessing and
                 studying quality for mesh-based shapes. The core idea
                 is based on a test suite of three complex cases and a
                 small portfolio of simple cases. We apply our
                 methodology to eight local contact point generation
                 methods and conclude that the selected local methods
                 are unable to provide correct information in all cases.
                 The immediate benefit of the proposed methodology is a
                 foundation for others to evaluate and select the best
                 local method for their specific application. In the
                 longer perspective, the presented work suggests future
                 research focusing on semi-local methods.",
  acknowledgement = ack-nhfb,
  articleno =    "39",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhu:2018:BCQ,
  author =       "Yufeng Zhu and Robert Bridson and Danny M. Kaufman",
  title =        "Blended cured quasi-{Newton} for distortion
                 optimization",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "40:1--40:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201359",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Optimizing distortion energies over a mesh, in two or
                 three dimensions, is a common and critical problem in
                 physical simulation and geometry processing. We present
                 three new improvements to the state of the art: a
                 barrier-aware line-search filter that cures blocked
                 descent steps due to element barrier terms and so
                 enables rapid progress; an energy proxy model that
                 adaptively blends the Sobolev
                 (inverse-Laplacian-processed) gradient and L-BFGS
                 descent to gain the advantages of both, while avoiding
                 L-BFGS's current limitations in distortion optimization
                 tasks; and a characteristic gradient norm providing a
                 robust and largely mesh- and energy-independent
                 convergence criterion that avoids wrongful termination
                 when algorithms temporarily slow their progress.
                 Together these improvements form the basis for Blended
                 Cured Quasi-Newton (BCQN), a new distortion
                 optimization algorithm. Over a wide range of problems
                 over all scales we show that BCQN is generally the
                 fastest and most robust method available, making some
                 previously intractable problems practical while
                 offering up to an order of magnitude improvement in
                 others.",
  acknowledgement = ack-nhfb,
  articleno =    "40",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2018:PP,
  author =       "Ligang Liu and Chunyang Ye and Ruiqi Ni and Xiao-Ming
                 Fu",
  title =        "Progressive parameterizations",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "41:1--41:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201331",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel approach, called Progressive
                 Parameterizations, to compute foldover-free
                 parameterizations with low isometric distortion on disk
                 topology meshes. Instead of using the input mesh as a
                 reference to define the objective function, we
                 introduce a progressive reference that contains bounded
                 distortion to the parameterized mesh and is as close as
                 possible to the input mesh. After optimizing the
                 bounded distortion energy between the progressive
                 reference and the parameterized mesh, the parameterized
                 mesh easily approaches the progressive reference,
                 thereby also coming close to the input. By iteratively
                 generating the progressive reference and optimizing the
                 bounded distortion energy to update the parameterized
                 mesh, our algorithm achieves high-quality
                 parameterizations with strong practical reliability and
                 high efficiency. We have demonstrated that our
                 algorithm succeeds on a massive test data set
                 containing over 20712 complex disk topology meshes.
                 Compared to the state-of-the-art methods, our method
                 has achieved higher computational efficiency and
                 practical reliability.",
  acknowledgement = ack-nhfb,
  articleno =    "41",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Peng:2018:AAG,
  author =       "Yue Peng and Bailin Deng and Juyong Zhang and Fanyu
                 Geng and Wenjie Qin and Ligang Liu",
  title =        "{Anderson} acceleration for geometry optimization and
                 physics simulation",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "42:1--42:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201290",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many computer graphics problems require computing
                 geometric shapes subject to certain constraints. This
                 often results in non-linear and non-convex optimization
                 problems with globally coupled variables, which pose
                 great challenge for interactive applications.
                 Local-global solvers developed in recent years can
                 quickly compute an approximate solution to such
                 problems, making them an attractive choice for
                 applications that prioritize efficiency over accuracy.
                 However, these solvers suffer from lower convergence
                 rate, and may take a long time to compute an accurate
                 result. In this paper, we propose a simple and
                 effective technique to accelerate the convergence of
                 such solvers. By treating each local-global step as a
                 fixed-point iteration, we apply Anderson acceleration,
                 a well-established technique for fixed-point solvers,
                 to speed up the convergence of a local-global solver.
                 To address the stability issue of classical Anderson
                 acceleration, we propose a simple strategy to guarantee
                 the decrease of target energy and ensure its global
                 convergence. In addition, we analyze the connection
                 between Anderson acceleration and quasi-Newton methods,
                 and show that the canonical choice of its mixing
                 parameter is suitable for accelerating local-global
                 solvers. Moreover, our technique is effective beyond
                 classical local-global solvers, and can be applied to
                 iterative methods with a common structure. We evaluate
                 the performance of our technique on a variety of
                 geometry optimization and physics simulation problems.
                 Our approach significantly reduces the number of
                 iterations required to compute an accurate result, with
                 only a slight increase of computational cost per
                 iteration. Its simplicity and effectiveness makes it a
                 promising tool for accelerating existing algorithms as
                 well as designing efficient new algorithms.",
  acknowledgement = ack-nhfb,
  articleno =    "42",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Barill:2018:FWN,
  author =       "Gavin Barill and Neil G. Dickson and Ryan Schmidt and
                 David I. W. Levin and Alec Jacobson",
  title =        "Fast winding numbers for soups and clouds",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "43:1--43:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201337",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Inside-outside determination is a basic building block
                 for higher-level geometry processing operations.
                 Generalized winding numbers provide a robust answer for
                 triangle meshes, regardless of defects such as
                 self-intersections, holes or degeneracies. In this
                 paper, we further generalize the winding number to
                 point clouds. Previous methods for evaluating the
                 winding number are slow for completely disconnected
                 surfaces, such as triangle soups or-in the extreme
                 case- point clouds. We propose a tree-based algorithm
                 to reduce the asymptotic complexity of generalized
                 winding number computation, while closely approximating
                 the exact value. Armed with a fast evaluation, we
                 demonstrate the winding number in a variety of new
                 applications: voxelization, signing distances,
                 generating 3D printer paths, defect-tolerant mesh
                 booleans and point set surfaces.",
  acknowledgement = ack-nhfb,
  articleno =    "43",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yan:2018:VCE,
  author =       "Yajie Yan and David Letscher and Tao Ju",
  title =        "Voxel cores: efficient, robust, and provably good
                 approximation of {$3$D} medial axes",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "44:1--44:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201396",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel algorithm for computing the medial
                 axes of 3D shapes. We make the observation that the
                 medial axis of a voxel shape can be simply yet
                 faithfully approximated by the interior Voronoi diagram
                 of the boundary vertices, which we call the voxel core.
                 We further show that voxel cores can approximate the
                 medial axes of any smooth shape with homotopy
                 equivalence and geometric convergence. These insights
                 motivate an algorithm that is simple, efficient,
                 numerically stable, and equipped with theoretical
                 guarantees. Compared with existing voxel-based methods,
                 our method inherits their simplicity but is more
                 scalable and can process significantly larger inputs.
                 Compared with sampling-based methods that offer similar
                 theoretical guarantees, our method produces visually
                 comparable results but more robustly captures the
                 topology of the input shape.",
  acknowledgement = ack-nhfb,
  articleno =    "44",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2018:ISI,
  author =       "Yijing Li and Jernej Barbic",
  title =        "Immersion of self-intersecting solids and surfaces",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "45:1--45:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201327",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Self-intersecting, or nearly self-intersecting, meshes
                 are commonly found in 2D and 3D computer graphics
                 practice. Self-intersections occur, for example, in the
                 process of artist manual work, as a by-product of
                 procedural methods for mesh generation, or due to
                 modeling errors introduced by scanning equipment. If
                 the space bounded by such inputs is meshed naively, the
                 resulting mesh joins (``glues'') self-overlapping
                 parts, precluding efficient further modeling and
                 animation of the underlying geometry. Similarly, near
                 self-intersections force the simulation algorithm to
                 employ an unnecessarily detailed mesh to separate the
                 nearly self-intersecting regions. Our work addresses
                 both of these challenges, by giving an algorithm to
                 generate an ``un-glued'' simulation mesh, of arbitrary
                 user-chosen resolution, that properly accounts for
                 self-intersections and near self-intersections. In
                 order to achieve this result, we study the mathematical
                 concept of immersion, and give a deterministic and
                 constructive algorithm to determine if the input
                 self-intersecting triangle mesh is the boundary of an
                 immersion. For near self-intersections, we give a
                 robust algorithm to properly duplicate mesh elements
                 and correctly embed the underlying geometry into the
                 mesh element copies. Both the self-intersections and
                 near self-intersections are combined into one algorithm
                 that permits successful meshing at arbitrary
                 resolution. Applications of our work include volumetric
                 shape editing, physically based simulation and
                 animation, and volumetric weight and geodesic distance
                 computation on self-intersecting inputs.",
  acknowledgement = ack-nhfb,
  articleno =    "45",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lazar:2018:ROT,
  author =       "Roee Lazar and Nadav Dym and Yam Kushinsky and Zhiyang
                 Huang and Tao Ju and Yaron Lipman",
  title =        "Robust optimization for topological surface
                 reconstruction",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "46:1--46:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201348",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Surface reconstruction is one of the central problems
                 in computer graphics. Existing research on this problem
                 has primarily focused on improving the geometric
                 aspects of the reconstruction (e.g., smoothness,
                 features, element quality, etc.), and little attention
                 has been paid to ensure it also has desired topological
                 properties (e.g., connectedness and genus). In this
                 paper, we propose a novel and general optimization
                 method for surface reconstruction under topological
                 constraints. The input to our method is a prescribed
                 genus for the reconstructed surface, a partition of the
                 ambient volume into cells, and a set of possible
                 surface candidates and their associated energy within
                 each cell. Our method computes one candidate per cell
                 so that their union is a connected surface with the
                 prescribed genus that minimizes the total energy. We
                 formulate the task as an integer program, and propose a
                 novel solution that combines convex relaxations within
                 a branch and bound framework. As our method is
                 oblivious of the type of input cells, surface
                 candidates, and energy, it can be applied to a variety
                 of reconstruction scenarios, and we explore two of them
                 in the paper: reconstruction from cross-section slices
                 and iso-surfacing an intensity volume. In the first
                 scenario, our method outperforms an existing
                 topology-aware method particularly for complex inputs
                 and higher genus constraints. In the second scenario,
                 we demonstrate the benefit of topology control over
                 classical topology-oblivious methods such as Marching
                 Cubes.",
  acknowledgement = ack-nhfb,
  articleno =    "46",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{He:2018:DEB,
  author =       "Mingming He and Dongdong Chen and Jing Liao and Pedro
                 V. Sander and Lu Yuan",
  title =        "Deep exemplar-based colorization",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "47:1--47:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201365",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose the first deep learning approach for
                 exemplar-based local colorization. Given a reference
                 color image, our convolutional neural network directly
                 maps a grayscale image to an output colorized image.
                 Rather than using hand-crafted rules as in traditional
                 exemplar-based methods, our end-to-end colorization
                 network learns how to select, propagate, and predict
                 colors from the large-scale data. The approach performs
                 robustly and generalizes well even when using reference
                 images that are unrelated to the input grayscale image.
                 More importantly, as opposed to other learning-based
                 colorization methods, our network allows the user to
                 achieve customizable results by simply feeding
                 different references. In order to further reduce manual
                 effort in selecting the references, the system
                 automatically recommends references with our proposed
                 image retrieval algorithm, which considers both
                 semantic and luminance information. The colorization
                 can be performed fully automatically by simply picking
                 the top reference suggestion. Our approach is validated
                 through a user study and favorable quantitative
                 comparisons to the-state-of-the-art methods.
                 Furthermore, our approach can be naturally extended to
                 video colorization. Our code and models are freely
                 available for public use.",
  acknowledgement = ack-nhfb,
  articleno =    "47",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2018:DCA,
  author =       "Tae-Hoon Kim and Sang Il Park",
  title =        "Deep context-aware descreening and rescreening of
                 halftone images",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "48:1--48:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201377",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A fully automatic method for descreening halftone
                 images is presented based on convolutional neural
                 networks with end-to-end learning. Incorporating
                 context level information, the proposed method not only
                 removes halftone artifacts but also synthesizes the
                 fine details lost during halftone. The method consists
                 of two main stages. In the first stage, intrinsic
                 features of the scene are extracted, the low-frequency
                 reconstruction of the image is estimated, and halftone
                 patterns are removed. For the intrinsic features, the
                 edges and object-categories are estimated and fed to
                 the next stage as strong visual and contextual cues. In
                 the second stage, fine details are synthesized on top
                 of the low-frequency output based on an adversarial
                 generative model. In addition, the novel problem of
                 rescreening is addressed, where a natural input image
                 is halftoned so as to be similar to a separately given
                 reference halftone image. To this end, a two-stage
                 convolutional neural network is also presented. Both
                 networks are trained with millions of before-and-after
                 example image pairs of various halftone styles.
                 Qualitative and quantitative evaluations are provided,
                 which demonstrates the effectiveness of the proposed
                 methods.",
  acknowledgement = ack-nhfb,
  articleno =    "48",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhou:2018:NST,
  author =       "Yang Zhou and Zhen Zhu and Xiang Bai and Dani
                 Lischinski and Daniel Cohen-Or and Hui Huang",
  title =        "Non-stationary texture synthesis by adversarial
                 expansion",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "49:1--49:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201285",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The real world exhibits an abundance of non-stationary
                 textures. Examples include textures with large scale
                 structures, as well as spatially variant and
                 inhomogeneous textures. While existing example-based
                 texture synthesis methods can cope well with stationary
                 textures, non-stationary textures still pose a
                 considerable challenge, which remains unresolved. In
                 this paper, we propose a new approach for example-based
                 non-stationary texture synthesis. Our approach uses a
                 generative adversarial network (GAN), trained to double
                 the spatial extent of texture blocks extracted from a
                 specific texture exemplar. Once trained, the fully
                 convolutional generator is able to expand the size of
                 the entire exemplar, as well as of any of its
                 sub-blocks. We demonstrate that this conceptually
                 simple approach is highly effective for capturing large
                 scale structures, as well as other non-stationary
                 attributes of the input exemplar. As a result, it can
                 cope with challenging textures, which, to our
                 knowledge, no other existing method can handle.",
  acknowledgement = ack-nhfb,
  articleno =    "49",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Weidner:2018:ELC,
  author =       "Nicholas J. Weidner and Kyle Piddington and David I.
                 W. Levin and Shinjiro Sueda",
  title =        "{Eulerian-on-Lagrangian} cloth simulation",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "50:1--50:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201281",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We resolve the longstanding problem of simulating the
                 contact-mediated interaction of cloth and sharp
                 geometric features by introducing an
                 Eulerian-on-Lagrangian (EOL) approach to cloth
                 simulation. Unlike traditional Lagrangian approaches to
                 cloth simulation, our EOL approach permits bending
                 exactly at and sliding over sharp edges, avoiding
                 parasitic locking caused by over-constraining contact
                 constraints. Wherever the cloth is in contact with
                 sharp features, we insert EOL vertices into the cloth,
                 while the rest of the cloth is simulated in the
                 standard Lagrangian fashion. Our algorithm manifests as
                 new equations of motion for EOL vertices, a
                 contact-conforming remesher, and a set of simple
                 constraint assignment rules, all of which can be
                 incorporated into existing state-of-the-art cloth
                 simulators to enable smooth, inequality-constrained
                 contact between cloth and objects in the world.",
  acknowledgement = ack-nhfb,
  articleno =    "50",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fei:2018:MSM,
  author =       "Yun (Raymond) Fei and Christopher Batty and Eitan
                 Grinspun and Changxi Zheng",
  title =        "A multi-scale model for simulating liquid-fabric
                 interactions",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "51:1--51:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201392",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a method for simulating the complex
                 dynamics of partially and fully saturated woven and
                 knit fabrics interacting with liquid, including the
                 effects of buoyancy, nonlinear drag, pore (capillary)
                 pressure, dripping, and convection-diffusion. Our model
                 evolves the velocity fields of both the liquid and
                 solid relying on mixture theory, as well as tracking a
                 scalar saturation variable that affects the pore
                 pressure forces in the fluid. We consider the porous
                 microstructure implied by the fibers composing
                 individual threads, and use it to derive homogenized
                 drag and pore pressure models that faithfully reflect
                 the anisotropy of fabrics. In addition to the bulk
                 liquid and fabric motion, we derive a quasi-static flow
                 model that accounts for liquid spreading within the
                 fabric itself. Our implementation significantly extends
                 standard numerical cloth and fluid models to support
                 the diverse behaviors of wet fabric, and includes a
                 numerical method tailored to cope with the challenging
                 nonlinearities of the problem. We explore a range of
                 fabric-water interactions to validate our model,
                 including challenging animation scenarios involving
                 splashing, wringing, and collisions with obstacles,
                 along with qualitative comparisons against simple
                 physical experiments.",
  acknowledgement = ack-nhfb,
  articleno =    "51",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2018:IFC,
  author =       "Jie Li and Gilles Daviet and Rahul Narain and Florence
                 Bertails-Descoubes and Matthew Overby and George E.
                 Brown and Laurence Boissieux",
  title =        "An implicit frictional contact solver for adaptive
                 cloth simulation",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "52:1--52:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201308",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Cloth dynamics plays an important role in the visual
                 appearance of moving characters. Properly accounting
                 for contact and friction is of utmost importance to
                 avoid cloth-body and cloth-cloth penetration and to
                 capture typical folding and stick-slip behavior due to
                 dry friction. We present here the first method able to
                 account for cloth contact with exact Coulomb friction,
                 treating both cloth self-contacts and contacts
                 occurring between the cloth and an underlying
                 character. Our key contribution is to observe that for
                 a nodal system like cloth, the frictional contact
                 problem may be formulated based on velocities as
                 primary variables, without having to compute the costly
                 Delassus operator. Then, by reversing the roles
                 classically played by the velocities and the contact
                 impulses, conical complementarity solvers of the
                 literature can be adapted to solve for compatible
                 velocities at nodes. To handle the full complexity of
                 cloth dynamics scenarios, we have extended this base
                 algorithm in two ways: first, towards the accurate
                 treatment of frictional contact at any location of the
                 cloth, through an adaptive node refinement strategy;
                 second, towards the handling of multiple constraints at
                 each node, through the duplication of constrained nodes
                 and the adding of pin constraints between duplicata.
                 Our method allows us to handle the complex cloth-cloth
                 and cloth-body interactions in full-size garments with
                 an unprecedented level of realism compared to former
                 methods, while maintaining reasonable computational
                 timings.",
  acknowledgement = ack-nhfb,
  articleno =    "52",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2018:RFS,
  author =       "Huamin Wang",
  title =        "Rule-free sewing pattern adjustment with precision and
                 efficiency",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "53:1--53:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201320",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Being able to customize sewing patterns for different
                 human bodies without using any pre-defined adjustment
                 rule will not only improve the realism of virtual
                 humans in the entertainment industry, but also deeply
                 affect the fashion industry by making fast fashion and
                 made-to-measure garments more accessible. To meet the
                 requirement set by the fashion industry, a sewing
                 pattern adjustment system must be both efficient and
                 precise, which unfortunately cannot be achieved by
                 existing techniques. In this paper, we propose to solve
                 sewing pattern adjustment as a nonlinear optimization
                 problem immediately, rather than in two phases: a
                 garment shape optimization phase and an inverse pattern
                 design phase as in previous systems. This allows us to
                 directly minimize the objective function that evaluates
                 the fitting quality of the garment sewn from a pattern,
                 without any compromise caused by the nonexistence of
                 the solution to inverse pattern design. To improve the
                 efficiency of our system, we carry out systematic
                 research on a variety of optimization topics, including
                 pattern parametrization, initialization, an inexact
                 strategy, acceleration, and CPU-GPU implementation. We
                 verify the usability of our system through automatic
                 grading tests and made-to-measure tests. Designers and
                 pattern makers confirm that our pattern results are
                 able to preserve design details and their fitting
                 qualities are acceptable. In our computational
                 experiment, the system further demonstrates its
                 efficiency, reliability, and flexibility of handling
                 various pattern designs. While our current system still
                 needs to overcome certain limitations, we believe it is
                 a crucial step toward fully automatic pattern design
                 and adjustment in the future.",
  acknowledgement = ack-nhfb,
  articleno =    "53",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2018:ASH,
  author =       "Jingwen Wang and Ravi Ramamoorthi",
  title =        "Analytic spherical harmonic coefficients for polygonal
                 area lights",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "54:1--54:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201291",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Spherical Harmonic (SH) lighting is widely used for
                 real-time rendering within Precomputed Radiance
                 Transfer (PRT) systems. SH coefficients are precomputed
                 and stored at object vertices, and combined
                 interactively with SH lighting coefficients to enable
                 effects like soft shadows, interreflections, and glossy
                 reflection. However, the most common PRT techniques
                 assume distant, low-frequency environment lighting, for
                 which SH lighting coefficients can easily be computed
                 once per frame. There is currently limited support for
                 near-field illumination and area lights, since it is
                 non-trivial to compute the SH coefficients for an area
                 light, and the incident lighting (SH coefficients)
                 varies over the object geometry. We present an
                 efficient closed-form solution for projection of
                 uniform polygonal area lights to spherical harmonic
                 coefficients of arbitrary order, enabling easy adoption
                 of accurate area lighting in PRT systems, with no
                 modifications required to the core PRT framework. Our
                 method only requires computing zonal harmonic (ZH)
                 coefficients, for which we introduce a novel recurrence
                 relation. In practice, ZH coefficients are built up
                 iteratively, with computation linear in the desired SH
                 order. General SH coefficients can then be obtained by
                 the recently developed sparse zonal harmonic rotation
                 method.",
  acknowledgement = ack-nhfb,
  articleno =    "54",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Leimkuhler:2018:LKS,
  author =       "Thomas Leimk{\"u}hler and Hans-Peter Seidel and Tobias
                 Ritschel",
  title =        "{Laplacian} kernel splatting for efficient
                 depth-of-field and motion blur synthesis or
                 reconstruction",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "55:1--55:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201379",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Simulating combinations of depth-of-field and motion
                 blur is an important factor to cinematic quality in
                 synthetic images but can take long to compute.
                 Splatting the point-spread function (PSF) of every
                 pixel is general and provides high quality, but
                 requires prohibitive compute time. We accelerate this
                 in two steps: In a pre-process we optimize for sparse
                 representations of the Laplacian of all possible PSFs
                 that we call spreadlets. At runtime, spreadlets can be
                 splat efficiently to the Laplacian of an image.
                 Integrating this image produces the final result. Our
                 approach scales faithfully to strong motion and large
                 out-of-focus areas and compares favorably in speed and
                 quality with off-line and interactive approaches. It is
                 applicable to both synthesizing from pinhole as well as
                 reconstructing from stochastic images, with or without
                 layering.",
  acknowledgement = ack-nhfb,
  articleno =    "55",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nakada:2018:DLB,
  author =       "Masaki Nakada and Tao Zhou and Honglin Chen and Tomer
                 Weiss and Demetri Terzopoulos",
  title =        "Deep learning of biomimetic sensorimotor control for
                 biomechanical human animation",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "56:1--56:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201305",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a biomimetic framework for human
                 sensorimotor control, which features a biomechanically
                 simulated human musculoskeletal model actuated by
                 numerous muscles, with eyes whose retinas have
                 nonuniformly distributed photoreceptors. The virtual
                 human's sensorimotor control system comprises 20
                 trained deep neural networks (DNNs), half constituting
                 the neuromuscular motor subsystem, while the other half
                 compose the visual sensory subsystem. Directly from the
                 photoreceptor responses, 2 vision DNNs drive eye and
                 head movements, while 8 vision DNNs extract visual
                 information required to direct arm and leg actions. Ten
                 DNNs achieve neuromuscular control---2 DNNs control the
                 216 neck muscles that actuate the cervicocephalic
                 musculoskeletal complex to produce natural head
                 movements, and 2 DNNs control each limb; i.e., the 29
                 muscles of each arm and 39 muscles of each leg. By
                 synthesizing its own training data, our virtual human
                 automatically learns efficient, online, active
                 visuomotor control of its eyes, head, and limbs in
                 order to perform nontrivial tasks involving the
                 foveation and visual pursuit of target objects coupled
                 with visually-guided limb-reaching actions to intercept
                 the moving targets, as well as to carry out drawing and
                 writing tasks.",
  acknowledgement = ack-nhfb,
  articleno =    "56",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2018:DMC,
  author =       "Seunghwan Lee and Ri Yu and Jungnam Park and Mridul
                 Aanjaneya and Eftychios Sifakis and Jehee Lee",
  title =        "Dexterous manipulation and control with volumetric
                 muscles",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "57:1--57:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201330",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a framework for simulation and control of
                 the human musculoskeletal system, capable of
                 reproducing realistic animations of dexterous
                 activities with high-level coordination. We present the
                 first controllable system in this class that
                 incorporates volumetric muscle actuators, tightly
                 coupled with the motion controller, in enhancement of
                 line-segment approximations that prior art is
                 overwhelmingly restricted to. The theoretical framework
                 put forth by our methodology computes all the necessary
                 Jacobians for control, even with the drastically
                 increased dimensionality of the state descriptors
                 associated with three-dimensional, volumetric muscles.
                 The direct coupling of volumetric actuators in the
                 controller allows us to model muscular deficiencies
                 that manifest in shape and geometry, in ways that
                 cannot be captured with line-segment approximations.
                 Our controller is coupled with a trajectory
                 optimization framework, and its efficacy is
                 demonstrated in complex motion tasks such as juggling,
                 and weightlifting sequences with variable anatomic
                 parameters and interaction constraints.",
  acknowledgement = ack-nhfb,
  articleno =    "57",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pai:2018:HTM,
  author =       "Dinesh K. Pai and Austin Rothwell and Pearson
                 Wyder-Hodge and Alistair Wick and Ye Fan and Egor
                 Larionov and Darcy Harrison and Debanga Raj Neog and
                 Cole Shing",
  title =        "The human touch: measuring contact with real human
                 soft tissues",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "58:1--58:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201296",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Simulating how the human body deforms in contact with
                 external objects, tight clothing, or other humans is of
                 central importance to many fields. Despite great
                 advances in numerical methods, the material properties
                 required to accurately simulate the body of a real
                 human have been sorely lacking. Here we show that
                 mechanical properties of the human body can be directly
                 measured using a novel hand-held device. We describe a
                 complete pipeline for measurement, modeling, parameter
                 estimation, and simulation using the finite element
                 method. We introduce a phenomenological model (the
                 sliding thick skin model) that is effective for both
                 simulation and parameter estimation. Our data also
                 provide new insights into how the human body actually
                 behaves. The methods described here can be used to
                 create personalized models of an individual human or of
                 a population. Consequently, our methods have many
                 potential applications in computer animation, product
                 design, e-commerce, and medicine.",
  acknowledgement = ack-nhfb,
  articleno =    "58",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zoss:2018:ERJ,
  author =       "Gaspard Zoss and Derek Bradley and Pascal B{\'e}rard
                 and Thabo Beeler",
  title =        "An empirical rig for jaw animation",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "59:1--59:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201382",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In computer graphics the motion of the jaw is commonly
                 modelled by up-down and left-right rotation around a
                 fixed pivot plus a forward-backward translation,
                 yielding a three dimensional rig that is highly suited
                 for intuitive artistic control. The anatomical motion
                 of the jaw is, however, much more complex since the
                 joints that connect the jaw to the skull exhibit both
                 rotational and translational components. In reality the
                 jaw does not move in a three dimensional subspace but
                 on a constrained manifold in six dimensions. We analyze
                 this manifold in the context of computer animation and
                 show how the manifold can be parameterized with three
                 degrees of freedom, providing a novel jaw rig that
                 preserves the intuitive control while providing more
                 accurate jaw positioning. The chosen parameterization
                 furthermore places anatomically correct limits on the
                 motion, preventing the rig from entering
                 physiologically infeasible poses. Our new jaw rig is
                 empirically designed from accurate capture data, and we
                 provide a simple method to retarget the rig to new
                 characters, both human and fantasy.",
  acknowledgement = ack-nhfb,
  articleno =    "59",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hu:2018:TMW,
  author =       "Yixin Hu and Qingnan Zhou and Xifeng Gao and Alec
                 Jacobson and Denis Zorin and Daniele Panozzo",
  title =        "Tetrahedral meshing in the wild",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "60:1--60:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201353",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel tetrahedral meshing technique that
                 is unconditionally robust, requires no user
                 interaction, and can directly convert a triangle soup
                 into an analysis-ready volumetric mesh. The approach is
                 based on several core principles: (1) initial mesh
                 construction based on a fully robust, yet efficient,
                 filtered exact computation (2) explicit (automatic or
                 user-defined) tolerancing of the mesh relative to the
                 surface input (3) iterative mesh improvement with
                 guarantees, at every step, of the output validity. The
                 quality of the resulting mesh is a direct function of
                 the target mesh size and allowed tolerance: increasing
                 allowed deviation from the initial mesh and decreasing
                 the target edge length both lead to higher mesh
                 quality. Our approach enables ``black-box'' analysis,
                 i.e. it allows to automatically solve partial
                 differential equations on geometrical models available
                 in the wild, offering a robustness and reliability
                 comparable to, e.g., image processing algorithms,
                 opening the door to automatic, large scale processing
                 of real-world geometric data.",
  acknowledgement = ack-nhfb,
  articleno =    "60",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Feng:2018:COD,
  author =       "Leman Feng and Pierre Alliez and Laurent Bus{\'e} and
                 Herv{\'e} Delingette and Mathieu Desbrun",
  title =        "Curved optimal {Delaunay} triangulation",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "61:1--61:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201358",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Meshes with curvilinear elements hold the appealing
                 promise of enhanced geometric flexibility and
                 higher-order numerical accuracy compared to their
                 commonly-used straight-edge counterparts. However, the
                 generation of curved meshes remains a computationally
                 expensive endeavor with current meshing approaches:
                 high-order parametric elements are notoriously
                 difficult to conform to a given boundary geometry, and
                 enforcing a smooth and non-degenerate Jacobian
                 everywhere brings additional numerical difficulties to
                 the meshing of complex domains. In this paper, we
                 propose an extension of Optimal Delaunay Triangulations
                 (ODT) to curved and graded isotropic meshes. By
                 exploiting a continuum mechanics interpretation of ODT
                 instead of the usual approximation theoretical
                 foundations, we formulate a very robust geometry and
                 topology optimization of B{\'e}zier meshes based on a
                 new simple functional promoting isotropic and uniform
                 Jacobians throughout the domain. We demonstrate that
                 our resulting curved meshes can adapt to complex
                 domains with high precision even for a small count of
                 elements thanks to the added flexibility afforded by
                 more control points and higher order basis functions.",
  acknowledgement = ack-nhfb,
  articleno =    "61",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhong:2018:CHD,
  author =       "Zichun Zhong and Wenping Wang and Bruno L{\'e}vy and
                 Jing Hua and Xiaohu Guo",
  title =        "Computing a high-dimensional {Euclidean} embedding
                 from an arbitrary smooth {Riemannian} metric",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "62:1--62:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201369",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article presents a new method to compute a
                 self-intersection free high-dimensional Euclidean
                 embedding (SIFHDE$^2$) for surfaces and volumes
                 equipped with an arbitrary Riemannian metric. It is
                 already known that given a high-dimensional (high-d)
                 embedding, one can easily compute an anisotropic
                 Voronoi diagram by back-mapping it to 3D space. We show
                 here how to solve the inverse problem, i.e., given an
                 input metric, compute a smooth intersection-free high-d
                 embedding of the input such that the pullback metric of
                 the embedding matches the input metric. Our numerical
                 solution mechanism matches the deformation gradient of
                 the 3D -{$>$} higher-d mapping with the given
                 Riemannian metric. We demonstrate the applicability of
                 our method, by using it to construct anisotropic
                 Restricted Voronoi Diagram (RVD) and anisotropic
                 meshing, that are otherwise extremely difficult to
                 compute. In SIFHDE$^2$ -space constructed by our
                 algorithm, difficult 3D anisotropic computations are
                 replaced with simple Euclidean computations, resulting
                 in an isotropic RVD and its dual mesh on this high-d
                 embedding. Results are compared with the
                 state-of-the-art in anisotropic surface and volume
                 meshings using several examples and evaluation
                 metrics.",
  acknowledgement = ack-nhfb,
  articleno =    "62",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chern:2018:SM,
  author =       "Albert Chern and Felix Kn{\"o}ppel and Ulrich Pinkall
                 and Peter Schr{\"o}der",
  title =        "Shape from metric",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "63:1--63:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201276",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We study the isometric immersion problem for
                 orientable surface triangle meshes endowed with only a
                 metric: given the combinatorics of the mesh together
                 with edge lengths, approximate an isometric immersion
                 into R$^3$. To address this challenge we develop a
                 discrete theory for surface immersions into R$^3$. It
                 precisely characterizes a discrete immersion, up to
                 subdivision and small perturbations. In particular our
                 discrete theory correctly represents the topology of
                 the space of immersions, i.e., the regular homotopy
                 classes which represent its connected components. Our
                 approach relies on unit quaternions to represent
                 triangle orientations and to encode, in their parallel
                 transport, the topology of the immersion. In unison
                 with this theory we develop a computational apparatus
                 based on a variational principle. Minimizing a
                 non-linear Dirichlet energy optimally finds extrinsic
                 geometry for the given intrinsic geometry and ensures
                 low metric approximation error. We demonstrate our
                 algorithm with a number of applications from
                 mathematical visualization and art directed isometric
                 shape deformation, which mimics the behavior of thin
                 materials with high membrane stiffness.",
  acknowledgement = ack-nhfb,
  articleno =    "63",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wadhwa:2018:SDF,
  author =       "Neal Wadhwa and Rahul Garg and David E. Jacobs and
                 Bryan E. Feldman and Nori Kanazawa and Robert Carroll
                 and Yair Movshovitz-Attias and Jonathan T. Barron and
                 Yael Pritch and Marc Levoy",
  title =        "Synthetic depth-of-field with a single-camera mobile
                 phone",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "64:1--64:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201329",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Shallow depth-of-field is commonly used by
                 photographers to isolate a subject from a distracting
                 background. However, standard cell phone cameras cannot
                 produce such images optically, as their short focal
                 lengths and small apertures capture nearly all-in-focus
                 images. We present a system to computationally
                 synthesize shallow depth-of-field images with a single
                 mobile camera and a single button press. If the image
                 is of a person, we use a person segmentation network to
                 separate the person and their accessories from the
                 background. If available, we also use dense dual-pixel
                 auto-focus hardware, effectively a 2-sample light field
                 with an approximately 1 millimeter baseline, to compute
                 a dense depth map. These two signals are combined and
                 used to render a defocused image. Our system can
                 process a 5.4 megapixel image in 4 seconds on a mobile
                 phone, is fully automatic, and is robust enough to be
                 used by non-experts. The modular nature of our system
                 allows it to degrade naturally in the absence of a
                 dual-pixel sensor or a human subject.",
  acknowledgement = ack-nhfb,
  articleno =    "64",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhou:2018:SML,
  author =       "Tinghui Zhou and Richard Tucker and John Flynn and
                 Graham Fyffe and Noah Snavely",
  title =        "Stereo magnification: learning view synthesis using
                 multiplane images",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "65:1--65:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201323",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The view synthesis problem---generating novel views of
                 a scene from known imagery---has garnered recent
                 attention due in part to compelling applications in
                 virtual and augmented reality. In this paper, we
                 explore an intriguing scenario for view synthesis:
                 extrapolating views from imagery captured by
                 narrow-baseline stereo cameras, including VR cameras
                 and now-widespread dual-lens camera phones. We call
                 this problem stereo magnification, and propose a
                 learning framework that leverages a new layered
                 representation that we call multiplane images (MPIs).
                 Our method also uses a massive new data source for
                 learning view extrapolation: online videos on YouTube.
                 Using data mined from such videos, we train a deep
                 network that predicts an MPI from an input stereo image
                 pair. This inferred MPI can then be used to synthesize
                 a range of novel views of the scene, including views
                 that extrapolate significantly beyond the input
                 baseline. We show that our method compares favorably
                 with several recent view synthesis methods, and
                 demonstrate applications in magnifying narrow-baseline
                 stereo images.",
  acknowledgement = ack-nhfb,
  articleno =    "65",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Langbehn:2018:BEL,
  author =       "Eike Langbehn and Frank Steinicke and Markus Lappe and
                 Gregory F. Welch and Gerd Bruder",
  title =        "In the blink of an eye: leveraging blink-induced
                 suppression for imperceptible position and orientation
                 redirection in virtual reality",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "66:1--66:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201335",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Immersive computer-generated environments (aka virtual
                 reality, VR) are limited by the physical space around
                 them, e.g., enabling natural walking in VR is only
                 possible by perceptually-inspired locomotion techniques
                 such as redirected walking (RDW). We introduce a
                 completely new approach to imperceptible position and
                 orientation redirection that takes advantage of the
                 fact that even healthy humans are functionally blind
                 for circa ten percent of the time under normal
                 circumstances due to motor processes preventing light
                 from reaching the retina (such as eye blinks) or
                 perceptual processes suppressing degraded visual
                 information (such as blink-induced suppression). During
                 such periods of missing visual input, change blindness
                 occurs, which denotes the inability to perceive a
                 visual change such as the motion of an object or
                 self-motion of the observer. We show that this
                 phenomenon can be exploited in VR by synchronizing the
                 computer graphics rendering system with the human
                 visual processes for imperceptible camera movements, in
                 particular to implement position and orientation
                 redirection. We analyzed human sensitivity to such
                 visual changes with detection thresholds, which
                 revealed that commercial off-the-shelf eye trackers and
                 head-mounted displays suffice to translate a user by
                 circa 4 --- 9 cm and rotate the user by circa 2 --- 5
                 degrees in any direction, which could be accumulated
                 each time the user blinks. Moreover, we show the
                 potential for RDW, whose performance could be improved
                 by approximately 50\% when using our technique.",
  acknowledgement = ack-nhfb,
  articleno =    "66",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sun:2018:TVR,
  author =       "Qi Sun and Anjul Patney and Li-Yi Wei and Omer Shapira
                 and Jingwan Lu and Paul Asente and Suwen Zhu and Morgan
                 Mcguire and David Luebke and Arie Kaufman",
  title =        "Towards virtual reality infinite walking: dynamic
                 saccadic redirection",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "67:1--67:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201294",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Redirected walking techniques can enhance the
                 immersion and visual-vestibular comfort of virtual
                 reality (VR) navigation, but are often limited by the
                 size, shape, and content of the physical environments.
                 We propose a redirected walking technique that can
                 apply to small physical environments with static or
                 dynamic obstacles. Via a head- and eye-tracking VR
                 headset, our method detects saccadic suppression and
                 redirects the users during the resulting temporary
                 blindness. Our dynamic path planning runs in real-time
                 on a GPU, and thus can avoid static and dynamic
                 obstacles, including walls, furniture, and other VR
                 users sharing the same physical space. To further
                 enhance saccadic redirection, we propose subtle gaze
                 direction methods tailored for VR perception. We
                 demonstrate that saccades can significantly increase
                 the rotation gains during redirection without
                 introducing visual distortions or simulator sickness.
                 This allows our method to apply to large open virtual
                 spaces and small physical environments for room-scale
                 VR. We evaluate our system via numerical simulations
                 and real user studies.",
  acknowledgement = ack-nhfb,
  articleno =    "67",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lombardi:2018:DAM,
  author =       "Stephen Lombardi and Jason Saragih and Tomas Simon and
                 Yaser Sheikh",
  title =        "Deep appearance models for face rendering",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "68:1--68:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201401",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a deep appearance model for rendering the
                 human face. Inspired by Active Appearance Models, we
                 develop a data-driven rendering pipeline that learns a
                 joint representation of facial geometry and appearance
                 from a multiview capture setup. Vertex positions and
                 view-specific textures are modeled using a deep
                 variational autoencoder that captures complex nonlinear
                 effects while producing a smooth and compact latent
                 representation. View-specific texture enables the
                 modeling of view-dependent effects such as specularity.
                 In addition, it can also correct for imperfect geometry
                 stemming from biased or low resolution estimates. This
                 is a significant departure from the traditional
                 graphics pipeline, which requires highly accurate
                 geometry as well as all elements of the shading model
                 to achieve realism through physically-inspired light
                 transport. Acquiring such a high level of accuracy is
                 difficult in practice, especially for complex and
                 intricate parts of the face, such as eyelashes and the
                 oral cavity. These are handled naturally by our
                 approach, which does not rely on precise estimates of
                 geometry. Instead, the shading model accommodates
                 deficiencies in geometry though the flexibility
                 afforded by the neural network employed. At inference
                 time, we condition the decoding network on the
                 viewpoint of the camera in order to generate the
                 appropriate texture for rendering. The resulting system
                 can be implemented simply using existing rendering
                 engines through dynamic textures with flat lighting.
                 This representation, together with a novel unsupervised
                 technique for mapping images to facial states, results
                 in a system that is naturally suited to real-time
                 interactive settings such as Virtual Reality (VR).",
  acknowledgement = ack-nhfb,
  articleno =    "68",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aberman:2018:NBB,
  author =       "Kfir Aberman and Jing Liao and Mingyi Shi and Dani
                 Lischinski and Baoquan Chen and Daniel Cohen-Or",
  title =        "Neural best-buddies: sparse cross-domain
                 correspondence",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "69:1--69:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201332",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Correspondence between images is a fundamental problem
                 in computer vision, with a variety of graphics
                 applications. This paper presents a novel method for
                 sparse cross-domain correspondence. Our method is
                 designed for pairs of images where the main objects of
                 interest may belong to different semantic categories
                 and differ drastically in shape and appearance, yet
                 still contain semantically related or geometrically
                 similar parts. Our approach operates on hierarchies of
                 deep features, extracted from the input images by a
                 pre-trained CNN. Specifically, starting from the
                 coarsest layer in both hierarchies, we search for
                 Neural Best Buddies (NBB): pairs of neurons that are
                 mutual nearest neighbors. The key idea is then to
                 percolate NBBs through the hierarchy, while narrowing
                 down the search regions at each level and retaining
                 only NBBs with significant activations. Furthermore, in
                 order to overcome differences in appearance, each pair
                 of search regions is transformed into a common
                 appearance. We evaluate our method via a user study, in
                 addition to comparisons with alternative correspondence
                 approaches. The usefulness of our method is
                 demonstrated using a variety of graphics applications,
                 including cross-domain image alignment, creation of
                 hybrid images, automatic image morphing, and more.",
  acknowledgement = ack-nhfb,
  articleno =    "69",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2018:DCP,
  author =       "Kai Wang and Manolis Savva and Angel X. Chang and
                 Daniel Ritchie",
  title =        "Deep convolutional priors for indoor scene synthesis",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "70:1--70:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201362",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a convolutional neural network based
                 approach for indoor scene synthesis. By representing 3D
                 scenes with a semantically-enriched image-based
                 representation based on orthographic top-down views, we
                 learn convolutional object placement priors from the
                 entire context of a room. Our approach iteratively
                 generates rooms from scratch, given only the room
                 architecture as input. Through a series of perceptual
                 studies we compare the plausibility of scenes generated
                 using our method against baselines for object selection
                 and object arrangement, as well as scenes modeled by
                 people. We find that our method generates scenes that
                 are preferred over the baselines, and in some cases are
                 equally preferred to human-created scenes.",
  acknowledgement = ack-nhfb,
  articleno =    "70",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Atzmon:2018:PCN,
  author =       "Matan Atzmon and Haggai Maron and Yaron Lipman",
  title =        "Point convolutional neural networks by extension
                 operators",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "71:1--71:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201301",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents Point Convolutional Neural
                 Networks (PCNN): a novel framework for applying
                 convolutional neural networks to point clouds. The
                 framework consists of two operators: extension and
                 restriction, mapping point cloud functions to
                 volumetric functions and vise-versa. A point cloud
                 convolution is defined by pull-back of the Euclidean
                 volumetric convolution via an extension-restriction
                 mechanism. The point cloud convolution is
                 computationally efficient, invariant to the order of
                 points in the point cloud, robust to different
                 samplings and varying densities, and translation
                 invariant, that is the same convolution kernel is used
                 at all points. PCNN generalizes image CNNs and allows
                 readily adapting their architectures to the point cloud
                 setting. Evaluation of PCNN on three central point
                 cloud learning benchmarks convincingly outperform
                 competing point cloud learning methods, and the vast
                 majority of methods working with more informative shape
                 representations such as surfaces and/or normals.",
  acknowledgement = ack-nhfb,
  articleno =    "71",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aksoy:2018:SSS,
  author =       "Yagiz Aksoy and Tae-Hyun Oh and Sylvain Paris and Marc
                 Pollefeys and Wojciech Matusik",
  title =        "Semantic soft segmentation",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "72:1--72:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201275",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Accurate representation of soft transitions between
                 image regions is essential for high-quality image
                 editing and compositing. Current techniques for
                 generating such representations depend heavily on
                 interaction by a skilled visual artist, as creating
                 such accurate object selections is a tedious task. In
                 this work, we introduce semantic soft segments, a set
                 of layers that correspond to semantically meaningful
                 regions in an image with accurate soft transitions
                 between different objects. We approach this problem
                 from a spectral segmentation angle and propose a graph
                 structure that embeds texture and color features from
                 the image as well as higher-level semantic information
                 generated by a neural network. The soft segments are
                 generated via eigendecomposition of the carefully
                 constructed Laplacian matrix fully automatically. We
                 demonstrate that otherwise complex image editing tasks
                 can be done with little effort using semantic soft
                 segments.",
  acknowledgement = ack-nhfb,
  articleno =    "72",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Belcour:2018:ERL,
  author =       "Laurent Belcour",
  title =        "Efficient rendering of layered materials using an
                 atomic decomposition with statistical operators",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "73:1--73:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201289",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We derive a novel framework for the efficient analysis
                 and computation of light transport within layered
                 materials. Our derivation consists in two steps. First,
                 we decompose light transport into a set of atomic
                 operators that act on its directional statistics.
                 Specifically, our operators consist of reflection,
                 refraction, scattering, and absorption, whose
                 combinations are sufficient to describe the statistics
                 of light scattering multiple times within layered
                 structures. We show that the first three directional
                 moments (energy, mean and variance) already provide an
                 accurate summary. Second, we extend the adding-doubling
                 method to support arbitrary combinations of such
                 operators efficiently. During shading, we map the
                 directional moments to BSDF lobes. We validate that the
                 resulting BSDF closely matches the ground truth in a
                 lightweight and efficient form. Unlike previous methods
                 we support an arbitrary number of textured layers, and
                 demonstrate a practical and accurate rendering of
                 layered materials with both an offline and real-time
                 implementation that are free from per-material
                 precomputation.",
  acknowledgement = ack-nhfb,
  articleno =    "73",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zeltner:2018:LLC,
  author =       "Tizian Zeltner and Wenzel Jakob",
  title =        "The layer laboratory: a calculus for additive and
                 subtractive composition of anisotropic surface
                 reflectance",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "74:1--74:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201321",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a versatile computational framework for
                 modeling the reflective and transmissive properties of
                 arbitrarily layered anisotropic material structures.
                 Given a set of input layers, our model synthesizes an
                 effective BSDF of the entire structure, which accounts
                 for all orders of internal scattering and is efficient
                 to sample and evaluate in modern rendering systems. Our
                 technique builds on the insight that reflectance data
                 is sparse when expanded into a suitable frequency-space
                 representation, and that this property extends to the
                 class of anisotropic materials. This sparsity enables
                 an efficient matrix calculus that admits the entire
                 space of BSDFs and considerably expands the scope of
                 prior work on layered material modeling. We show how
                 both measured data and the popular class of microfacet
                 models can be expressed in our representation, and how
                 the presence of anisotropy leads to a weak coupling
                 between Fourier orders in frequency space. In addition
                 to additive composition, our models supports
                 subtractive composition, a fascinating new operation
                 that reconstructs the BSDF of a material that can only
                 be observed indirectly through another layer with known
                 reflectance properties. The operation produces a new
                 BSDF of the desired layer as if measured in isolation.
                 Subtractive composition can be interpreted as a type of
                 deconvolution that removes both internal scattering and
                 blurring due to transmission through the known layer.
                 We experimentally demonstrate the accuracy and scope of
                 our model and validate both additive and subtractive
                 composition using measurements of real-world layered
                 materials. Both implementation and data will be
                 released to ensure full reproducibility of all of our
                 results.$^1$",
  acknowledgement = ack-nhfb,
  articleno =    "74",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yan:2018:RSM,
  author =       "Ling-Qi Yan and Milos Hasan and Bruce Walter and Steve
                 Marschner and Ravi Ramamoorthi",
  title =        "Rendering specular microgeometry with wave optics",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "75:1--75:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201351",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Simulation of light reflection from specular surfaces
                 is a core problem of computer graphics. Existing
                 solutions either make the approximation of providing
                 only a large-area average solution in terms of a fixed
                 BRDF (ignoring spatial detail), or are specialized for
                 specific microgeometry (e.g. 1D scratches), or are
                 based only on geometric optics (which is an
                 approximation to more accurate wave optics). We design
                 the first rendering algorithm based on a wave optics
                 model that is also able to compute spatially-varying
                 specular highlights with high-resolution detail on
                 general surface microgeometry. We compute a wave optics
                 reflection integral over the coherence area; our
                 solution is based on approximating the phase-delay
                 grating representation of a micron-resolution surface
                 heightfield using Gabor kernels. We found that the
                 appearance difference between the geometric and wave
                 solution is more dramatic when spatial detail is taken
                 into account. The visualizations of the corresponding
                 BRDF lobes differ significantly. Moreover, the wave
                 optics solution varies as a function of wavelength,
                 predicting noticeable color effects in the highlights.
                 Our results show both single-wavelength and spectral
                 solution to reflection from common everyday objects,
                 such as brushed, scratched and bumpy metals.",
  acknowledgement = ack-nhfb,
  articleno =    "75",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zsolnai-Feher:2018:GMS,
  author =       "K{\'a}roly Zsolnai-Feh{\'e}r and Peter Wonka and
                 Michael Wimmer",
  title =        "{Gaussian} material synthesis",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "76:1--76:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201307",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a learning-based system for rapid
                 mass-scale material synthesis that is useful for novice
                 and expert users alike. The user preferences are
                 learned via Gaussian Process Regression and can be
                 easily sampled for new recommendations. Typically, each
                 recommendation takes 40-60 seconds to render with
                 global illumination, which makes this process
                 impracticable for real-world workflows. Our neural
                 network eliminates this bottleneck by providing
                 high-quality image predictions in real time, after
                 which it is possible to pick the desired materials from
                 a gallery and assign them to a scene in an intuitive
                 manner. Workflow timings against Disney's
                 ``principled'' shader reveal that our system scales
                 well with the number of sought materials, thus
                 empowering even novice users to generate hundreds of
                 high-quality material models without any expertise in
                 material modeling. Similarly, expert users experience a
                 significant decrease in the total modeling time when
                 populating a scene with materials. Furthermore, our
                 proposed solution also offers controllable
                 recommendations and a novel latent space variant
                 generation step to enable the real-time fine-tuning of
                 materials without requiring any domain expertise.",
  acknowledgement = ack-nhfb,
  articleno =    "76",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Stein:2018:DTM,
  author =       "Oded Stein and Eitan Grinspun and Keenan Crane",
  title =        "Developability of triangle meshes",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "77:1--77:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201303",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Developable surfaces are those that can be made by
                 smoothly bending flat pieces without stretching or
                 shearing. We introduce a definition of developability
                 for triangle meshes which exactly captures two key
                 properties of smooth developable surfaces, namely
                 flattenability and presence of straight ruling lines.
                 This definition provides a starting point for
                 algorithms in developable surface modeling---we
                 consider a variational approach that drives a given
                 mesh toward developable pieces separated by regular
                 seam curves. Computation amounts to gradient descent on
                 an energy with support in the vertex star, without the
                 need to explicitly cluster patches or identify seams.
                 We briefly explore applications to developable design
                 and manufacturing.",
  acknowledgement = ack-nhfb,
  articleno =    "77",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schuller:2018:SRZ,
  author =       "Christian Sch{\"u}ller and Roi Poranne and Olga
                 Sorkine-Hornung",
  title =        "Shape representation by zippables",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "78:1--78:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201347",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Fabrication from developable parts is the basis for
                 arts such as papercraft and needlework, as well as
                 modern architecture and CAD in general, and it has
                 inspired much research. We observe that the assembly of
                 complex 3D shapes created by existing methods often
                 requires first fabricating many small parts and then
                 carefully following instructions to assemble them
                 together. Despite its significance, this error prone
                 and tedious process is generally neglected in the
                 discussion. We present the concept of zippables ---
                 single, two dimensional, branching, ribbon-like pieces
                 of fabric that can be quickly zipped up without any
                 instructions to form 3D objects. Our inspiration comes
                 from the so-called zipit bags [zipit 2017], which are
                 made of a single, long ribbon with a zipper around its
                 boundary. In order to ``assemble'' the bag, one simply
                 needs to zip up the ribbon. Our method operates in the
                 same fashion, but it can be used to approximate a wide
                 variety of shapes. Given a 3D model, our algorithm
                 produces plans for a single 2D shape that can be laser
                 cut in few parts from fabric or paper. A zipper can
                 then be attached along the boundary by sewing, or by
                 gluing using a custom-built fastening rig. We show
                 physical and virtual results that demonstrate the
                 capabilities of our method and the ease with which
                 shapes can be assembled.",
  acknowledgement = ack-nhfb,
  articleno =    "78",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dinev:2018:FFE,
  author =       "Dimitar Dinev and Tiantian Liu and Jing Li and
                 Bernhard Thomaszewski and Ladislav Kavan",
  title =        "{FEPR}: fast energy projection for real-time
                 simulation of deformable objects",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "79:1--79:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201277",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel projection scheme that corrects
                 energy fluctuations in simulations of deformable
                 objects, thereby removing unwanted numerical
                 dissipation and numerical ``explosions''. The key idea
                 of our method is to first take a step using a
                 conventional integrator, then project the result back
                 to the constant energy-momentum manifold. We implement
                 this strategy using fast projection, which only adds a
                 small amount of overhead to existing physics-based
                 solvers. We test our method with several implicit
                 integration rules and demonstrate its benefits when
                 used in conjunction with Position Based Dynamics and
                 Projective Dynamics. When added to a dissipative
                 integrator such as backward Euler, our method corrects
                 the artificial damping and thus produces more vivid
                 motion. Our projection scheme also effectively prevents
                 instabilities that can arise due to approximate solves
                 or large time steps. Our method is fast, stable, and
                 easy to implement---traits that make it well-suited for
                 real-time physics applications such as games or
                 training simulators.",
  acknowledgement = ack-nhfb,
  articleno =    "79",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Brandt:2018:HRP,
  author =       "Christopher Brandt and Elmar Eisemann and Klaus
                 Hildebrandt",
  title =        "Hyper-reduced projective dynamics",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "80:1--80:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201387",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for the real-time simulation of
                 deformable objects that combines the robustness,
                 generality, and high performance of Projective Dynamics
                 with the efficiency and scalability offered by model
                 reduction techniques. The method decouples the cost for
                 time integration from the mesh resolution and can
                 simulate large meshes in real-time. The proposed
                 hyper-reduction of Projective Dynamics combines a novel
                 fast approximation method for constraint projections
                 and a scalable construction of sparse subspace bases.
                 The resulting system achieves real-time rates for large
                 sub-spaces enabling rich dynamics and can resolve
                 general user interactions, collision constraints,
                 external forces and changes to the materials. The
                 construction of the hyper-reduced system does not
                 require user-interaction and refrains from using
                 training data or modal analysis, which results in a
                 fast preprocessing stage.",
  acknowledgement = ack-nhfb,
  articleno =    "80",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Goes:2018:DKS,
  author =       "Fernando {De Goes} and Doug L. James",
  title =        "Dynamic kelvinlets: secondary motions based on
                 fundamental solutions of elastodynamics",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "81:1--81:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201280",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce Dynamic Kelvinlets, a new analytical
                 technique for real-time physically based animation of
                 virtual elastic materials. Our formulation is based on
                 the dynamic response to time-varying force
                 distributions applied to an infinite elastic medium.
                 The resulting displacements provide the plausibility of
                 volumetric elasticity, the dynamics of compressive and
                 shear waves, and the interactivity of closed-form
                 expressions. Our approach builds upon the work of de
                 Goes and James [2017] by presenting an extension of the
                 regularized Kelvinlet solutions from elastostatics to
                 the elastodynamic regime. To finely control our elastic
                 deformations, we also describe the construction of
                 compound solutions that resolve pointwise and keyframe
                 constraints. We demonstrate the versatility and
                 efficiency of our method with a series of examples in a
                 production grade implementation.",
  acknowledgement = ack-nhfb,
  articleno =    "81",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gruson:2018:GDV,
  author =       "Adrien Gruson and Binh-Son Hua and Nicolas Vibert and
                 Derek Nowrouzezahrai and Toshiya Hachisuka",
  title =        "Gradient-domain volumetric photon density estimation",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "82:1--82:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201363",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Gradient-domain rendering can improve the convergence
                 of surface-based light transport by exploiting
                 smoothness in image space. Scenes with participating
                 media exhibit similar smoothness and could potentially
                 benefit from gradient-domain techniques. We introduce
                 the first gradient-domain formulation of image
                 synthesis with homogeneous participating media,
                 including four novel and efficient gradient-domain
                 volumetric density estimation algorithms. We show that
                 na{\"\i}ve extensions of gradient domain path-space and
                 density estimation methods to volumetric media, while
                 functional, can result in inefficient estimators.
                 Focussing on point-, beam- and plane-based
                 gradient-domain estimators, we introduce a novel shift
                 mapping that eliminates redundancies in the na{\"\i}ve
                 formulations using spatial relaxation within the
                 volume. We show that gradient-domain volumetric
                 rendering improve convergence compared to primal domain
                 state-of-the-art, across a suite of scenes. Our
                 formulation and algorithms support progressive
                 estimation and are easy to incorporate atop existing
                 renderers.",
  acknowledgement = ack-nhfb,
  articleno =    "82",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jarabo:2018:RTF,
  author =       "Adrian Jarabo and Carlos Aliaga and Diego Gutierrez",
  title =        "A radiative transfer framework for
                 spatially-correlated materials",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "83:1--83:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201282",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a non-exponential radiative framework
                 that takes into account the local spatial correlation
                 of scattering particles in a medium. Most previous
                 works in graphics have ignored this, assuming
                 uncorrelated media with a uniform, random local
                 distribution of particles. However, positive and
                 negative correlation lead to slower- and
                 faster-than-exponential attenuation respectively, which
                 cannot be predicted by the Beer-Lambert law. As our
                 results show, this has a major effect on extinction,
                 and thus appearance. From recent advances in neutron
                 transport, we first introduce our Extended Generalized
                 Boltzmann Equation, and develop a general framework for
                 light transport in correlated media. We lift the
                 limitations of the original formulation, including an
                 analysis of the boundary conditions, and present a
                 model suitable for computer graphics, based on optical
                 properties of the media and statistical distributions
                 of scatterers. In addition, we present an analytic
                 expression for transmittance in the case of positive
                 correlation, and show how to incorporate it efficiently
                 into a Monte Carlo renderer. We show results with a
                 wide range of both positive and negative correlation,
                 and demonstrate the differences compared to classic
                 light transport.",
  acknowledgement = ack-nhfb,
  articleno =    "83",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sato:2018:EBT,
  author =       "Syuhei Sato and Yoshinori Dobashi and Theodore Kim and
                 Tomoyuki Nishita",
  title =        "Example-based turbulence style transfer",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "84:1--84:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201398",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Generating realistic fluid simulations remains
                 computationally expensive, and animators can expend
                 enormous effort trying to achieve a desired motion. To
                 reduce such costs, several methods have been developed
                 in which high-resolution turbulence is synthesized as a
                 post process. Since global motion can then be obtained
                 using a fast, low-resolution simulation, less effort is
                 needed to create a realistic animation with the desired
                 behavior. While much research has focused on
                 accelerating the low-resolution simulation, the problem
                 controlling the behavior of the turbulent,
                 high-resolution motion has received little attention.
                 In this paper, we show that style transfer methods from
                 image editing can be adapted to transfer the turbulent
                 style of an existing fluid simulation onto a new one.
                 We do this by extending example-based image synthesis
                 methods to handle velocity fields using a combination
                 of patch-based and optimization-based texture
                 synthesis. This approach allows us to take into account
                 the incompressibility condition, which we have found to
                 be a important factor during synthesis. Using our
                 method, a user can easily and intuitively create
                 high-resolution fluid animations that have a desired
                 turbulent motion.",
  acknowledgement = ack-nhfb,
  articleno =    "84",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zehnder:2018:ARS,
  author =       "Jonas Zehnder and Rahul Narain and Bernhard
                 Thomaszewski",
  title =        "An advection-reflection solver for detail-preserving
                 fluid simulation",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "85:1--85:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201324",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Advection-projection methods for fluid animation are
                 widely appreciated for their stability and efficiency.
                 However, the projection step dissipates energy from the
                 system, leading to artificial viscosity and suppression
                 of small-scale details. We propose an alternative
                 approach for detail-preserving fluid animation that is
                 surprisingly simple and effective. We replace the
                 energy-dissipating projection operator applied at the
                 end of a simulation step by an energy-preserving
                 reflection operator applied at mid-step. We show that
                 doing so leads to two orders of magnitude reduction in
                 energy loss, which in turn yields vastly improved
                 detail-preservation. We evaluate our reflection solver
                 on a set of 2D and 3D numerical experiments and show
                 that it compares favorably to state-of-the-art methods.
                 Finally, our method integrates seamlessly with existing
                 projection-advection solvers and requires very little
                 additional implementation.",
  acknowledgement = ack-nhfb,
  articleno =    "85",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Akbay:2018:EPM,
  author =       "Muzaffer Akbay and Nicholas Nobles and Victor Zordan
                 and Tamar Shinar",
  title =        "An extended partitioned method for conservative
                 solid--fluid coupling",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "86:1--86:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201345",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel extended partitioned method for
                 two-way solid-fluid coupling, where the fluid and solid
                 solvers are treated as black boxes with limited exposed
                 interfaces, facilitating modularity and code
                 reusability. Our method achieves improved stability and
                 extended range of applicability over standard
                 partitioned approaches through three techniques. First,
                 we couple the black-box solvers through a small,
                 reduced-order monolithic system, which is constructed
                 on the fly from input/output pairs generated by the
                 solid and fluid solvers. Second, we use a conservative,
                 impulse-based interaction term to couple the solid and
                 fluid rather than typical pressure-based forces. We
                 show that both of these techniques significantly
                 improve stability and reduce the number of iterations
                 needed for convergence. Finally, we propose a novel
                 boundary pressure projection method that allows for the
                 partitioned simulation of a fully enclosed fluid
                 coupled to a dynamic solid, a scenario that has been
                 problematic for partitioned methods. We demonstrate the
                 benefits of our extended partitioned method by coupling
                 Eulerian fluid solvers for smoke and water to
                 Lagrangian solid solvers for volumetric and thin
                 deformable and rigid objects in a variety of
                 challenging scenarios. We further demonstrate our
                 method by coupling a Lagrangian SPH fluid solver to a
                 rigid body solver.",
  acknowledgement = ack-nhfb,
  articleno =    "86",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cui:2018:SLE,
  author =       "Qiaodong Cui and Pradeep Sen and Theodore Kim",
  title =        "Scalable {Laplacian} eigenfluids",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "87:1--87:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201352",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The Laplacian Eigenfunction method for fluid
                 simulation, which we refer to as Eigenfluids,
                 introduced an elegant new way to capture intricate
                 fluid flows with near-zero viscosity. However, the
                 approach does not scale well, as the memory cost grows
                 prohibitively with the number of eigenfunctions. The
                 method also lacks generality, because the dynamics are
                 constrained to a closed box with Dirichlet boundaries,
                 while open, Neumann boundaries are also needed in most
                 practical scenarios. To address these limitations, we
                 present a set of analytic eigenfunctions that supports
                 uniform Neumann and Dirichlet conditions along each
                 domain boundary, and show that by carefully applying
                 the discrete sine and cosine transforms, the storage
                 costs of the eigenfunctions can be made completely
                 negligible. The resulting algorithm is both faster and
                 more memory-efficient than previous approaches, and
                 able to achieve lower viscosities than similar
                 pseudo-spectral methods. We are able to surpass the
                 scalability of the original Laplacian Eigenfunction
                 approach by over two orders of magnitude when
                 simulating rectangular domains. Finally, we show that
                 the formulation allows forward scattering to be
                 directed in a way that is not possible with any other
                 method.",
  acknowledgement = ack-nhfb,
  articleno =    "87",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xie:2018:CCC,
  author =       "Ke Xie and Hao Yang and Shengqiu Huang and Dani
                 Lischinski and Marc Christie and Kai Xu and Minglun
                 Gong and Daniel Cohen-Or and Hui Huang",
  title =        "Creating and chaining camera moves for quadrotor
                 videography",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "88:1--88:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201284",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Capturing aerial videos with a quadrotor-mounted
                 camera is a challenging creative task, as it requires
                 the simultaneous control of the quadrotor's motion and
                 the mounted camera's orientation. Letting the drone
                 follow a pre-planned trajectory is a much more
                 appealing option, and recent research has proposed a
                 number of tools designed to automate the generation of
                 feasible camera motion plans; however, these tools
                 typically require the user to specify and edit the
                 camera path, for example by providing a complete and
                 ordered sequence of key viewpoints. In this paper, we
                 propose a higher level tool designed to enable even
                 novice users to easily capture compelling aerial videos
                 of large-scale outdoor scenes. Using a coarse 2.5D
                 model of a scene, the user is only expected to specify
                 starting and ending viewpoints and designate a set of
                 landmarks, with or without a particular order. Our
                 system automatically generates a diverse set of
                 candidate local camera moves for observing each
                 landmark, which are collision-free, smooth, and adapted
                 to the shape of the landmark. These moves are guided by
                 a landmark-centric view quality field, which combines
                 visual interest and frame composition. An optimal
                 global camera trajectory is then constructed that
                 chains together a sequence of local camera moves, by
                 choosing one move for each landmark and connecting them
                 with suitable transition trajectories. This task is
                 formulated and solved as an instance of the Set
                 Traveling Salesman Problem.",
  acknowledgement = ack-nhfb,
  articleno =    "88",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Umetani:2018:LTD,
  author =       "Nobuyuki Umetani and Bernd Bickel",
  title =        "Learning three-dimensional flow for interactive
                 aerodynamic design",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "89:1--89:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201325",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a data-driven technique to instantly
                 predict how fluid flows around various
                 three-dimensional objects. Such simulation is useful
                 for computational fabrication and engineering, but is
                 usually computationally expensive since it requires
                 solving the Navier--Stokes equation for many time
                 steps. To accelerate the process, we propose a machine
                 learning framework which predicts aerodynamic forces
                 and velocity and pressure fields given a
                 three-dimensional shape input. Handling detailed
                 free-form three-dimensional shapes in a data-driven
                 framework is challenging because machine learning
                 approaches usually require a consistent parametrization
                 of input and output. We present a novel PolyCube
                 maps-based parametrization that can be computed for
                 three-dimensional shapes at interactive rates. This
                 allows us to efficiently learn the nonlinear response
                 of the flow using a Gaussian process regression. We
                 demonstrate the effectiveness of our approach for the
                 interactive design and optimization of a car body.",
  acknowledgement = ack-nhfb,
  articleno =    "89",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gebhardt:2018:OAP,
  author =       "Christoph Gebhardt and Stefan Stevsi{\'c} and Otmar
                 Hilliges",
  title =        "Optimizing for aesthetically pleasing quadrotor camera
                 motion",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "90:1--90:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201390",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper we first contribute a large scale online
                 study(N \approx 400) to better understand aesthetic
                 perception of aerial video. The results indicate that
                 it is paramount to optimize smoothness of trajectories
                 across all keyframes. However, for experts timing
                 control remains an essential tool. Satisfying this dual
                 goal is technically challenging because it requires
                 giving up desirable properties in the optimization
                 formulation. Second, informed by this study we propose
                 a method that optimizes positional and temporal
                 reference fit jointly. This allows to generate globally
                 smooth trajectories, while retaining user control over
                 reference timings. The formulation is posed as a
                 variable, infinite horizon, contour-following
                 algorithm. Finally, a comparative lab study indicates
                 that our optimization scheme outperforms the
                 state-of-the-art in terms of perceived usability and
                 preference of resulting videos. For novices our method
                 produces smoother and better looking results and also
                 experts benefit from generated timings.",
  acknowledgement = ack-nhfb,
  articleno =    "90",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Farchi:2018:IOC,
  author =       "Nahum Farchi and Mirela Ben-Chen",
  title =        "Integer-only cross field computation",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "91:1--91:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201375",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a new iterative algorithm for computing
                 smooth cross fields on triangle meshes that is simple,
                 easily parallelizable on the GPU, and finds solutions
                 with lower energy and fewer cone singularities than
                 state-of-the-art methods. Our approach is based on a
                 formal equivalence, which we prove, between two
                 formulations of the optimization problem. This
                 equivalence allows us to eliminate the real variables
                 and design an efficient grid search algorithm for the
                 cone singularities. We leverage a recent
                 graph-theoretical approximation of the resistance
                 distance matrix of the triangle mesh to speed up the
                 computation and enable a trade-off between the
                 computation time and the smoothness of the output.",
  acknowledgement = ack-nhfb,
  articleno =    "91",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fang:2018:QTM,
  author =       "Xianzhong Fang and Hujun Bao and Yiying Tong and
                 Mathieu Desbrun and Jin Huang",
  title =        "Quadrangulation through morse-parameterization
                 hybridization",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "92:1--92:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201354",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce an approach to quadrilateral meshing of
                 arbitrary triangulated surfaces that combines the
                 theoretical guarantees of Morse-based approaches with
                 the practical advantages of parameterization methods.
                 We first construct, through an eigensolver followed by
                 a few Gauss--Newton iterations, a periodic
                 four-dimensional vector field that aligns with a
                 user-provided frame field and/or a set of features over
                 the input mesh. A field-aligned parameterization is
                 then greedily computed along a spanning tree based on
                 the Dirichlet energy of the optimal periodic vector
                 field, from which quad elements are efficiently
                 extracted over most of the surface. The few regions not
                 yet covered by elements are then upsampled and the
                 first component of the periodic vector field is used as
                 a Morse function to extract the remaining quadrangles.
                 This hybrid parameterization- and Morse-based quad
                 meshing method is not only fast (the parameterization
                 is greedily constructed, and the Morse function only
                 needs to be upsampled in the few uncovered patches),
                 but is guaranteed to provide a feature-aligned quad
                 mesh with non-degenerate cells that closely matches the
                 input frame field over an arbitrary surface. We show
                 that our approach is much faster than Morse-based
                 techniques since it does not require a densely
                 tessellated input mesh, and is significantly more
                 robust than parameterization-based techniques on models
                 with complex features.",
  acknowledgement = ack-nhfb,
  articleno =    "92",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2018:SCO,
  author =       "Heng Liu and Paul Zhang and Edward Chien and Justin
                 Solomon and David Bommes",
  title =        "Singularity-constrained octahedral fields for
                 hexahedral meshing",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "93:1--93:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201344",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Despite high practical demand, algorithmic hexahedral
                 meshing with guarantees on robustness and quality
                 remains unsolved. A promising direction follows the
                 idea of integer-grid maps, which pull back the
                 Cartesian hexahedral grid formed by integer isoplanes
                 from a parametric domain to a surface-conforming
                 hexahedral mesh of the input object. Since directly
                 optimizing for a high-quality integer-grid map is
                 mathematically challenging, the construction is usually
                 split into two steps: (1) generation of a
                 surface-aligned octahedral field and (2) generation of
                 an integer-grid map that best aligns to the octahedral
                 field. The main robustness issue stems from the fact
                 that smooth octahedral fields frequently exhibit
                 singularity graphs that are not appropriate for
                 hexahedral meshing and induce heavily degenerate
                 integer-grid maps. The first contribution of this work
                 is an enumeration of all local configurations that
                 exist in hex meshes with bounded edge valence, and a
                 generalization of the Hopf-Poincar{\'e} formula to
                 octahedral fields, leading to necessary local and
                 global conditions for the hex-meshability of an
                 octahedral field in terms of its singularity graph. The
                 second contribution is a novel algorithm to generate
                 octahedral fields with prescribed hex-meshable
                 singularity graphs, which requires the solution of a
                 large nonlinear mixed-integer algebraic system. This
                 algorithm is an important step toward robust automatic
                 hexahedral meshing since it enables the generation of a
                 hex-meshable octahedral field.",
  acknowledgement = ack-nhfb,
  articleno =    "93",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jeschke:2018:WSW,
  author =       "Stefan Jeschke and Tom{\'a}s Skrivan and Matthias
                 M{\"u}ller-Fischer and Nuttapong Chentanez and Miles
                 Macklin and Chris Wojtan",
  title =        "Water surface wavelets",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "94:1--94:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201336",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The current state of the art in real-time
                 two-dimensional water wave simulation requires
                 developers to choose between efficient Fourier-based
                 methods, which lack interactions with moving obstacles,
                 and finite-difference or finite element methods, which
                 handle environmental interactions but are significantly
                 more expensive. This paper attempts to bridge this
                 long-standing gap between complexity and performance,
                 by proposing a new wave simulation method that can
                 faithfully simulate wave interactions with moving
                 obstacles in real time while simultaneously preserving
                 minute details and accommodating very large simulation
                 domains. Previous methods for simulating 2D water waves
                 directly compute the change in height of the water
                 surface, a strategy which imposes limitations based on
                 the CFL condition (fast moving waves require small time
                 steps) and Nyquist's limit (small wave details require
                 closely-spaced simulation variables). This paper
                 proposes a novel wavelet transformation that
                 discretizes the liquid motion in terms of
                 amplitude-like functions that vary over space,
                 frequency, and direction, effectively generalizing
                 Fourier-based methods to handle local interactions.
                 Because these new variables change much more slowly
                 over space than the original water height function, our
                 change of variables drastically reduces the limitations
                 of the CFL condition and Nyquist limit, allowing us to
                 simulate highly detailed water waves at very large
                 visual resolutions. Our discretization is amenable to
                 fast summation and easy to parallelize. We also present
                 basic extensions like pre-computed wave paths and
                 two-way solid fluid coupling. Finally, we argue that
                 our discretization provides a convenient set of
                 variables for artistic manipulation, which we
                 illustrate with a novel wave-painting interface.",
  acknowledgement = ack-nhfb,
  articleno =    "94",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xie:2018:TTC,
  author =       "You Xie and Erik Franz and Mengyu Chu and Nils
                 Thuerey",
  title =        "{tempoGAN}: a temporally coherent, volumetric {GAN}
                 for super-resolution fluid flow",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "95:1--95:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201304",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a temporally coherent generative model
                 addressing the super-resolution problem for fluid
                 flows. Our work represents a first approach to
                 synthesize four-dimensional physics fields with neural
                 networks. Based on a conditional generative adversarial
                 network that is designed for the inference of
                 three-dimensional volumetric data, our model generates
                 consistent and detailed results by using a novel
                 temporal discriminator, in addition to the commonly
                 used spatial one. Our experiments show that the
                 generator is able to infer more realistic
                 high-resolution details by using additional physical
                 quantities, such as low-resolution velocities or
                 vorticities. Besides improvements in the training
                 process and in the generated outputs, these inputs
                 offer means for artistic control as well. We
                 additionally employ a physics-aware data augmentation
                 step, which is crucial to avoid overfitting and to
                 reduce memory requirements. In this way, our network
                 learns to generate adverted quantities with highly
                 detailed, realistic, and temporally coherent features.
                 Our method works instantaneously, using only a single
                 time-step of low-resolution fluid data. We demonstrate
                 the abilities of our method using a variety of complex
                 inputs and applications in two and three dimensions.",
  acknowledgement = ack-nhfb,
  articleno =    "95",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ma:2018:FDR,
  author =       "Pingchuan Ma and Yunsheng Tian and Zherong Pan and Bo
                 Ren and Dinesh Manocha",
  title =        "Fluid directed rigid body control using deep
                 reinforcement learning",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "96:1--96:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201334",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a learning-based method to control a
                 coupled 2D system involving both fluid and rigid
                 bodies. Our approach is used to modify the fluid/rigid
                 simulator's behavior by applying control forces only at
                 the simulation domain boundaries. The rest of the
                 domain, corresponding to the interior, is governed by
                 the Navier--Stokes equation for fluids and
                 Newton-Euler's equation for the rigid bodies. We
                 represent our controller using a general neural-net,
                 which is trained using deep reinforcement learning. Our
                 formulation decomposes a control task into two stages:
                 a precomputation training stage and an online
                 generation stage. We utilize various fluid properties,
                 e.g., the liquid's velocity field or the smoke's
                 density field, to enhance the controller's performance.
                 We set up our evaluation benchmark by letting
                 controller drive fluid jets move on the domain boundary
                 and allowing them to shoot fluids towards a rigid body
                 to accomplish a set of challenging 2D tasks such as
                 keeping a rigid body balanced, playing a two-player
                 ping-pong game, and driving a rigid body to
                 sequentially hit specified points on the wall. In
                 practice, our approach can generate physically
                 plausible animations.",
  acknowledgement = ack-nhfb,
  articleno =    "96",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2018:SCR,
  author =       "Chenxi Liu and Enrique Rosales and Alla Sheffer",
  title =        "{StrokeAggregator}: consolidating raw sketches into
                 artist-intended curve drawings",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "97:1--97:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201314",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "When creating line drawings, artists frequently depict
                 intended curves using multiple, tightly clustered, or
                 overdrawn, strokes. Given such sketches, human
                 observers can readily envision these intended,
                 aggregate, curves, and mentally assemble the artist's
                 envisioned 2D imagery. Algorithmic stroke
                 consolidation---replacement of overdrawn stroke
                 clusters by corresponding aggregate curves---can
                 benefit a range of sketch processing and sketch-based
                 modeling applications which are designed to operate on
                 consolidated, intended curves. We propose
                 StrokeAggregator, a novel stroke consolidation method
                 that significantly improves on the state of the art,
                 and produces aggregate curve drawings validated to be
                 consistent with viewer expectations. Our framework
                 clusters strokes into groups that jointly define
                 intended aggregate curves by leveraging principles
                 derived from human perception research and observation
                 of artistic practices. We employ these principles
                 within a coarse-to-fine clustering method that starts
                 with an initial clustering based on pairwise stroke
                 compatibility analysis, and then refines it by
                 analyzing interactions both within and in-between
                 clusters of strokes. We facilitate this analysis by
                 computing a common 1D parameterization for groups of
                 strokes via common aggregate curve fitting. We
                 demonstrate our method on a large range of line
                 drawings, and validate its ability to generate
                 consolidated drawings that are consistent with viewer
                 perception via qualitative user evaluation, and
                 comparisons to manually consolidated drawings and
                 algorithmic alternatives.",
  acknowledgement = ack-nhfb,
  articleno =    "97",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Simo-Serra:2018:RTD,
  author =       "Edgar Simo-Serra and Satoshi Iizuka and Hiroshi
                 Ishikawa",
  title =        "Real-time data-driven interactive rough sketch
                 inking",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "98:1--98:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201370",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an interactive approach for inking, which
                 is the process of turning a pencil rough sketch into a
                 clean line drawing. The approach, which we call the
                 Smart Inker, consists of several ``smart'' tools that
                 intuitively react to user input, while guided by the
                 input rough sketch, to efficiently and naturally
                 connect lines, erase shading, and fine-tune the line
                 drawing output. Our approach is data-driven: the tools
                 are based on fully convolutional networks, which we
                 train to exploit both the user edits and inaccurate
                 rough sketch to produce accurate line drawings,
                 allowing high-performance interactive editing in
                 real-time on a variety of challenging rough sketch
                 images. For the training of the tools, we developed two
                 key techniques: one is the creation of training data by
                 simulation of vague and quick user edits; the other is
                 a line normalization based on learning from vector
                 data. These techniques, in combination with our
                 sketch-specific data augmentation, allow us to train
                 the tools on heterogeneous data without actual user
                 interaction. We validate our approach with an in-depth
                 user study, comparing it with professional illustration
                 software, and show that our approach is able to reduce
                 inking time by a factor of 1.8X, while improving the
                 results of amateur users.",
  acknowledgement = ack-nhfb,
  articleno =    "98",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Portenier:2018:FDS,
  author =       "Tiziano Portenier and Qiyang Hu and Attila Szab{\'o}
                 and Siavash Arjomand Bigdeli and Paolo Favaro and
                 Matthias Zwicker",
  title =        "Faceshop: deep sketch-based face image editing",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "99:1--99:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201393",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel system for sketch-based face image
                 editing, enabling users to edit images intuitively by
                 sketching a few strokes on a region of interest. Our
                 interface features tools to express a desired image
                 manipulation by providing both geometry and color
                 constraints as user-drawn strokes. As an alternative to
                 the direct user input, our proposed system naturally
                 supports a copy-paste mode, which allows users to edit
                 a given image region by using parts of another exemplar
                 image without the need of hand-drawn sketching at all.
                 The proposed interface runs in real-time and
                 facilitates an interactive and iterative workflow to
                 quickly express the intended edits. Our system is based
                 on a novel sketch domain and a convolutional neural
                 network trained end-to-end to automatically learn to
                 render image regions corresponding to the input
                 strokes. To achieve high quality and semantically
                 consistent results we train our neural network on two
                 simultaneous tasks, namely image completion and image
                 translation. To the best of our knowledge, we are the
                 first to combine these two tasks in a unified framework
                 for interactive image editing. Our results show that
                 the proposed sketch domain, network architecture, and
                 training procedure generalize well to real user input
                 and enable high quality synthesis results without
                 additional post-processing.",
  acknowledgement = ack-nhfb,
  articleno =    "99",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zang:2018:STT,
  author =       "Guangming Zang and Ramzi Idoughi and Ran Tao and
                 Gilles Lubineau and Peter Wonka and Wolfgang Heidrich",
  title =        "Space-time tomography for continuously deforming
                 objects",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "100:1--100:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201298",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "X-ray computed tomography (CT) is a valuable tool for
                 analyzing objects with interesting internal structure
                 or complex geometries that are not accessible with
                 optical means. Unfortunately, tomographic
                 reconstruction of complex shapes requires a multitude
                 (often hundreds or thousands) of projections from
                 different viewpoints. Such a large number of
                 projections can only be acquired in a time-sequential
                 fashion. This significantly limits the ability to use
                 x-ray tomography for either objects that undergo
                 uncontrolled shape change at the time scale of a scan,
                 or else for analyzing dynamic phenomena, where the
                 motion itself is under investigation. In this work, we
                 present a non-parametric space-time tomographic method
                 for tackling such dynamic settings. Through a
                 combination of a new CT image acquisition strategy, a
                 space-time tomographic image formation model, and an
                 alternating, multi-scale solver, we achieve a general
                 approach that can be used to analyze a wide range of
                 dynamic phenomena. We demonstrate our method with
                 extensive experiments on both real and simulated
                 data.",
  acknowledgement = ack-nhfb,
  articleno =    "100",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hedman:2018:IP,
  author =       "Peter Hedman and Johannes Kopf",
  title =        "Instant {$3$D} photography",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "101:1--101:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201384",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an algorithm for constructing 3D panoramas
                 from a sequence of aligned color-and-depth image pairs.
                 Such sequences can be conveniently captured using dual
                 lens cell phone cameras that reconstruct depth maps
                 from synchronized stereo image capture. Due to the
                 small baseline and resulting triangulation error the
                 depth maps are considerably degraded and contain
                 low-frequency error, which prevents alignment using
                 simple global transformations. We propose a novel
                 optimization that jointly estimates the camera poses as
                 well as spatially-varying adjustment maps that are
                 applied to deform the depth maps and bring them into
                 good alignment. When fusing the aligned images into a
                 seamless mosaic we utilize a carefully designed data
                 term and the high quality of our depth alignment to
                 achieve two orders of magnitude speedup w.r.t. previous
                 solutions that rely on discrete optimization by
                 removing the need for label smoothness optimization.
                 Our algorithm processes about one input image per
                 second, resulting in an end-to-end runtime of about one
                 minute for mid-sized panoramas. The final 3D panoramas
                 are highly detailed and can be viewed with binocular
                 and head motion parallax in VR.",
  acknowledgement = ack-nhfb,
  articleno =    "101",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Whelan:2018:RSM,
  author =       "Thomas Whelan and Michael Goesele and Steven J.
                 Lovegrove and Julian Straub and Simon Green and Richard
                 Szeliski and Steven Butterfield and Shobhit Verma and
                 Richard Newcombe",
  title =        "Reconstructing scenes with mirror and glass surfaces",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "102:1--102:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201319",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Planar reflective surfaces such as glass and mirrors
                 are notoriously hard to reconstruct for most current 3D
                 scanning techniques. When treated na{\"\i}vely, they
                 introduce duplicate scene structures, effectively
                 destroying the reconstruction altogether. Our key
                 insight is that an easy to identify structure attached
                 to the scanner---in our case an AprilTag---can yield
                 reliable information about the existence and the
                 geometry of glass and mirror surfaces in a scene. We
                 introduce a fully automatic pipeline that allows us to
                 reconstruct the geometry and extent of planar glass and
                 mirror surfaces while being able to distinguish between
                 the two. Furthermore, our system can automatically
                 segment observations of multiple reflective surfaces in
                 a scene based on their estimated planes and locations.
                 In the proposed setup, minimal additional hardware is
                 needed to create high-quality results. We demonstrate
                 this using reconstructions of several scenes with a
                 variety of real mirrors and glass.",
  acknowledgement = ack-nhfb,
  articleno =    "102",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2018:FRT,
  author =       "Bojian Wu and Yang Zhou and Yiming Qian and Minglun
                 Cong and Hui Huang",
  title =        "Full {$3$D} reconstruction of transparent objects",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "103:1--103:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201286",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Numerous techniques have been proposed for
                 reconstructing 3D models for opaque objects in past
                 decades. However, none of them can be directly applied
                 to transparent objects. This paper presents a fully
                 automatic approach for reconstructing complete 3D
                 shapes of transparent objects. Through positioning an
                 object on a turntable, its silhouettes and light
                 refraction paths under different viewing directions are
                 captured. Then, starting from an initial rough model
                 generated from space carving, our algorithm
                 progressively optimizes the model under three
                 constraints: surface and refraction normal consistency,
                 surface projection and silhouette consistency, and
                 surface smoothness. Experimental results on both
                 synthetic and real objects demonstrate that our method
                 can successfully recover the complex shapes of
                 transparent objects and faithfully reproduce their
                 light refraction properties.",
  acknowledgement = ack-nhfb,
  articleno =    "103",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2018:OAG,
  author =       "Ligang Liu and Xi Xia and Han Sun and Qi Shen and
                 Juzhan Xu and Bin Chen and Hui Huang and Kai Xu",
  title =        "Object-aware guidance for autonomous scene
                 reconstruction",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "104:1--104:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201295",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "To carry out autonomous 3D scanning and online
                 reconstruction of unknown indoor scenes, one has to
                 find a balance between global exploration of the entire
                 scene and local scanning of the objects within it. In
                 this work, we propose a novel approach, which provides
                 object-aware guidance for autoscanning, for exploring,
                 reconstructing, and understanding an unknown scene
                 within one navigation pass. Our approach interleaves
                 between object analysis to identify the next best
                 object (NBO) for global exploration, and object-aware
                 information gain analysis to plan the next best view
                 (NBV) for local scanning. First, an objectness-based
                 segmentation method is introduced to extract semantic
                 objects from the current scene surface via a
                 multi-class graph cuts minimization. Then, an object of
                 interest (OOI) is identified as the NBO which the robot
                 aims to visit and scan. The robot then conducts fine
                 scanning on the OOI with views determined by the NBV
                 strategy. When the OOI is recognized as a full object,
                 it can be replaced by its most similar 3D model in a
                 shape database. The algorithm iterates until all of the
                 objects are recognized and reconstructed in the scene.
                 Various experiments and comparisons have shown the
                 feasibility of our proposed approach.",
  acknowledgement = ack-nhfb,
  articleno =    "104",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Soliman:2018:OCS,
  author =       "Yousuf Soliman and Dejan Slepcev and Keenan Crane",
  title =        "Optimal cone singularities for conformal flattening",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "105:1--105:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201367",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Angle-preserving or conformal surface parameterization
                 has proven to be a powerful tool across applications
                 ranging from geometry processing, to digital
                 manufacturing, to machine learning, yet conformal maps
                 can still suffer from severe area distortion. Cone
                 singularities provide a way to mitigate this
                 distortion, but finding the best configuration of cones
                 is notoriously difficult. This paper develops a
                 strategy that is globally optimal in the sense that it
                 minimizes total area distortion among all possible cone
                 configurations (number, placement, and size) that have
                 no more than a fixed total cone angle. A key insight is
                 that, for the purpose of optimization, one should not
                 work directly with curvature measures (which naturally
                 represent cone configurations), but can instead apply
                 Fenchel-Rockafellar duality to obtain a formulation
                 involving only ordinary functions. The result is a
                 convex optimization problem, which can be solved via a
                 sequence of sparse linear systems easily built from the
                 usual cotangent Laplacian. The method supports
                 user-defined notions of importance, constraints on cone
                 angles(e.g., positive, or within a given range), and
                 sophisticated boundary conditions(e.g., convex, or
                 polygonal). We compare our approach to previous
                 techniques on a variety of challenging models, often
                 achieving dramatically lower distortion, and
                 demonstrating that global optimality leads to extreme
                 robustness in the presence of noise or poor
                 discretization.",
  acknowledgement = ack-nhfb,
  articleno =    "105",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Konakovic-Lukovic:2018:RDC,
  author =       "Mina Konakovi{\'c}-Lukovi{\'c} and Julian Panetta and
                 Keenan Crane and Mark Pauly",
  title =        "Rapid deployment of curved surfaces via programmable
                 auxetics",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "106:1--106:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201373",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Deployable structures are physical mechanisms that can
                 easily transition between two or more geometric
                 configurations; such structures enable industrial,
                 scientific, and consumer applications at a wide variety
                 of scales. This paper develops novel deployable
                 structures that can approximate a large class of
                 doubly-curved surfaces and are easily actuated from a
                 flat initial state via inflation or gravitational
                 loading. The structures are based on two-dimensional
                 rigid mechanical linkages that implicitly encode the
                 curvature of the target shape via a user-programmable
                 pattern that permits locally isotropic scaling under
                 load. We explicitly characterize the shapes that can be
                 realized by such structures---in particular, we show
                 that they can approximate target surfaces of positive
                 mean curvature and bounded scale distortion relative to
                 a given reference domain. Based on this observation, we
                 develop efficient computational design algorithms for
                 approximating a given input geometry. The resulting
                 designs can be rapidly manufactured via digital
                 fabrication technologies such as laser cutting, CNC
                 milling, or 3D printing. We validate our approach
                 through a series of physical prototypes and present
                 several application case studies, ranging from surgical
                 implants to large-scale deployable architecture.",
  acknowledgement = ack-nhfb,
  articleno =    "106",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Peng:2018:DPU,
  author =       "Chi-Han Peng and Helmut Pottmann and Peter Wonka",
  title =        "Designing patterns using triangle-quad hybrid meshes",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "107:1--107:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201306",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a framework to generate mesh patterns that
                 consist of a hybrid of both triangles and quads. Given
                 a 3D surface, the generated patterns fit the surface
                 boundaries and curvatures. Such regular and near
                 regular triangle-quad hybrid meshes provide two key
                 advantages: first, novel-looking polygonal patterns
                 achieved by mixing different arrangements of triangles
                 and quads together; second, a finer discretization of
                 angle deficits than utilizing triangles or quads alone.
                 Users have controls over the generated patterns in
                 global and local levels. We demonstrate applications of
                 our approach in architectural geometry and pattern
                 design on surfaces.",
  acknowledgement = ack-nhfb,
  articleno =    "107",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Raghuvanshi:2018:PDC,
  author =       "Nikunj Raghuvanshi and John Snyder",
  title =        "Parametric directional coding for precomputed sound
                 propagation",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "108:1--108:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201339",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Convincing audio for games and virtual reality
                 requires modeling directional propagation effects. The
                 initial sound's arrival direction is particularly
                 salient and derives from multiply-diffracted paths in
                 complex scenes. When source and listener straddle
                 occluders, the initial sound and multiply-scattered
                 reverberation stream through gaps and portals, helping
                 the listener navigate. Geometry near the source and/or
                 listener reveals its presence through anisotropic
                 reflections. We propose the first precomputed wave
                 technique to capture such directional effects in
                 general scenes comprising millions of polygons. These
                 effects are formally represented with the 9D
                 directional response function of 3D source and listener
                 location, time, and direction at the listener, making
                 memory use the major concern. We propose a novel
                 parametric encoder that compresses this function within
                 a budget of $\approx$100MB for large scenes, while
                 capturing many salient acoustic effects indoors and
                 outdoors. The encoder is complemented with a
                 lightweight signal processing algorithm whose filtering
                 cost is largely insensitive to the number of sound
                 sources, resulting in an immediately practical
                 system.",
  acknowledgement = ack-nhfb,
  articleno =    "108",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2018:TWB,
  author =       "Jui-Hsien Wang and Ante Qu and Timothy R. Langlois and
                 Doug L. James",
  title =        "Toward wave-based sound synthesis for computer
                 animation",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "109:1--109:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201318",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/multithreading.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We explore an integrated approach to sound generation
                 that supports a wide variety of physics-based
                 simulation models and computer-animated phenomena.
                 Targeting high-quality offline sound synthesis, we seek
                 to resolve animation-driven sound radiation with
                 near-field scattering and diffraction effects. The core
                 of our approach is a sharp-interface finite-difference
                 time-domain (FDTD) wavesolver, with a series of
                 supporting algorithms to handle rapidly deforming and
                 vibrating embedded interfaces arising in physics-based
                 animation sound. Once the solver rasterizes these
                 interfaces, it must evaluate acceleration boundary
                 conditions (BCs) that involve model-and
                 phenomena-specific computations. We introduce acoustic
                 shaders as a mechanism to abstract away these
                 complexities, and describe a variety of implementations
                 for computer animation: near-rigid objects with ringing
                 and acceleration noise, deformable (finite element)
                 models such as thin shells, bubble-based water, and
                 virtual characters. Since time-domain wave synthesis is
                 expensive, we only simulate pressure waves in a small
                 region about each sound source, then estimate a
                 far-field pressure signal. To further improve
                 scalability beyond multi-threading, we propose a fully
                 time-parallel sound synthesis method that is
                 demonstrated on commodity cloud computing resources. In
                 addition to presenting results for multiple animation
                 phenomena (water, rigid, shells, kinematic deformers,
                 etc.) we also propose 3D automatic dialogue replacement
                 (3DADR) for virtual characters so that pre-recorded
                 dialogue can include character movement, and near-field
                 shadowing and scattering sound effects.",
  acknowledgement = ack-nhfb,
  articleno =    "109",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cirio:2018:MSS,
  author =       "Gabriel Cirio and Ante Qu and George Drettakis and
                 Eitan Grinspun and Changxi Zheng",
  title =        "Multi-scale simulation of nonlinear thin-shell sound
                 with wave turbulence",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "110:1--110:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201361",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Thin shells --- solids that are thin in one dimension
                 compared to the other two --- often emit rich nonlinear
                 sounds when struck. Strong excitations can even cause
                 chaotic thin-shell vibrations, producing sounds whose
                 energy spectrum diffuses from low to high frequencies
                 over time --- a phenomenon known as wave turbulence. It
                 is all these nonlinearities that grant shells such as
                 cymbals and gongs their characteristic ``glinting''
                 sound. Yet, simulation models that efficiently capture
                 these sound effects remain elusive. We propose a
                 physically based, multi-scale reduced simulation method
                 to synthesize nonlinear thin-shell sounds. We first
                 split nonlinear vibrations into two scales, with a
                 small low-frequency part simulated in a fully nonlinear
                 way, and a high-frequency part containing many more
                 modes approximated through time-varying linearization.
                 This allows us to capture interesting nonlinearities in
                 the shells' deformation, tens of times faster than
                 previous approaches. Furthermore, we propose a method
                 that enriches simulated sounds with wave turbulent
                 sound details through a phenomenological diffusion
                 model in the frequency domain, and thereby sidestep the
                 expensive simulation of chaotic high-frequency
                 dynamics. We show several examples of our simulations,
                 illustrating the efficiency and realism of our model.",
  acknowledgement = ack-nhfb,
  articleno =    "110",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2018:SAA,
  author =       "Dingzeyu Li and Timothy R. Langlois and Changxi
                 Zheng",
  title =        "Scene-aware audio for $ 360^\circ $ videos",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "111:1--111:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201391",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Although 360${}^\circ $ cameras ease the capture of
                 panoramic footage, it remains challenging to add
                 realistic 360${}^\circ $ audio that blends into the
                 captured scene and is synchronized with the camera
                 motion. We present a method for adding scene-aware
                 spatial audio to 360${}^\circ $ videos in typical
                 indoor scenes, using only a conventional mono-channel
                 microphone and a speaker. We observe that the late
                 reverberation of a room's impulse response is usually
                 diffuse spatially and directionally. Exploiting this
                 fact, we propose a method that synthesizes the
                 directional impulse response between any source and
                 listening locations by combining a synthesized early
                 reverberation part and a measured late reverberation
                 tail. The early reverberation is simulated using a
                 geometric acoustic simulation and then enhanced using a
                 frequency modulation method to capture room resonances.
                 The late reverberation is extracted from a recorded
                 impulse response, with a carefully chosen time duration
                 that separates out the late reverberation from the
                 early reverberation. In our validations, we show that
                 our synthesized spatial audio matches closely with
                 recordings using ambisonic microphones. Lastly, we
                 demonstrate the strength of our method in several
                 applications.",
  acknowledgement = ack-nhfb,
  articleno =    "111",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ephrat:2018:LLC,
  author =       "Ariel Ephrat and Inbar Mosseri and Oran Lang and Tali
                 Dekel and Kevin Wilson and Avinatan Hassidim and
                 William T. Freeman and Michael Rubinstein",
  title =        "Looking to listen at the cocktail party: a
                 speaker-independent audio-visual model for speech
                 separation",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "112:1--112:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201357",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a joint audio-visual model for isolating a
                 single speech signal from a mixture of sounds such as
                 other speakers and background noise. Solving this task
                 using only audio as input is extremely challenging and
                 does not provide an association of the separated speech
                 signals with speakers in the video. In this paper, we
                 present a deep network-based model that incorporates
                 both visual and auditory signals to solve this task.
                 The visual features are used to ``focus'' the audio on
                 desired speakers in a scene and to improve the speech
                 separation quality. To train our joint audio-visual
                 model, we introduce AVS peech, a new dataset comprised
                 of thousands of hours of video segments from the Web.
                 We demonstrate the applicability of our method to
                 classic speech separation tasks, as well as real-world
                 scenarios involving heated interviews, noisy bars, and
                 screaming children, only requiring the user to specify
                 the face of the person in the video whose speech they
                 want to isolate. Our method shows clear advantage over
                 state-of-the-art audio-only speech separation in cases
                 of mixed speech. In addition, our model, which is
                 speaker-independent (trained once, applicable to any
                 speaker), produces better results than recent
                 audio-visual speech separation methods that are
                 speaker-dependent (require training a separate model
                 for each speaker of interest).",
  acknowledgement = ack-nhfb,
  articleno =    "112",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lindell:2018:SPI,
  author =       "David B. Lindell and Matthew O'Toole and Gordon
                 Wetzstein",
  title =        "Single-photon {$3$D} imaging with deep sensor fusion",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "113:1--113:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201316",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Sensors which capture 3D scene information provide
                 useful data for tasks in vehicle navigation, gesture
                 recognition, human pose estimation, and geometric
                 reconstruction. Active illumination time-of-flight
                 sensors in particular have become widely used to
                 estimate a 3D representation of a scene. However, the
                 maximum range, density of acquired spatial samples, and
                 overall acquisition time of these sensors is
                 fundamentally limited by the minimum signal required to
                 estimate depth reliably. In this paper, we propose a
                 data-driven method for photon-efficient 3D imaging
                 which leverages sensor fusion and computational
                 reconstruction to rapidly and robustly estimate a dense
                 depth map from low photon counts. Our sensor fusion
                 approach uses measurements of single photon arrival
                 times from a low-resolution single-photon detector
                 array and an intensity image from a conventional
                 high-resolution camera. Using a multi-scale deep
                 convolutional network, we jointly process the raw
                 measurements from both sensors and output a
                 high-resolution depth map. To demonstrate the efficacy
                 of our approach, we implement a hardware prototype and
                 show results using captured data. At low
                 signal-to-background levels, our depth reconstruction
                 algorithm with sensor fusion outperforms other methods
                 for depth estimation from noisy measurements of photon
                 arrival times.",
  acknowledgement = ack-nhfb,
  articleno =    "113",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sitzmann:2018:EEO,
  author =       "Vincent Sitzmann and Steven Diamond and Yifan Peng and
                 Xiong Dun and Stephen Boyd and Wolfgang Heidrich and
                 Felix Heide and Gordon Wetzstein",
  title =        "End-to-end optimization of optics and image processing
                 for achromatic extended depth of field and
                 super-resolution imaging",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "114:1--114:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201333",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In typical cameras the optical system is designed
                 first; once it is fixed, the parameters in the image
                 processing algorithm are tuned to get good image
                 reproduction. In contrast to this sequential design
                 approach, we consider joint optimization of an optical
                 system (for example, the physical shape of the lens)
                 together with the parameters of the reconstruction
                 algorithm. We build a fully-differentiable simulation
                 model that maps the true source image to the
                 reconstructed one. The model includes diffractive light
                 propagation, depth and wavelength-dependent effects,
                 noise and nonlinearities, and the image
                 post-processing. We jointly optimize the optical
                 parameters and the image processing algorithm
                 parameters so as to minimize the deviation between the
                 true and reconstructed image, over a large set of
                 images. We implement our joint optimization method
                 using autodifferentiation to efficiently compute
                 parameter gradients in a stochastic optimization
                 algorithm. We demonstrate the efficacy of this approach
                 by applying it to achromatic extended depth of field
                 and snapshot super-resolution imaging.",
  acknowledgement = ack-nhfb,
  articleno =    "114",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2018:MAO,
  author =       "Congli Wang and Qiang Fu and Xiong Dun and Wolfgang
                 Heidrich",
  title =        "Megapixel adaptive optics: towards correcting
                 large-scale distortions in computational cameras",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "115:1--115:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201299",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Adaptive optics has become a valuable tool for
                 correcting minor optical aberrations in applications
                 such as astronomy and microscopy. However, due to the
                 limited resolution of both the wavefront sensing and
                 the wavefront correction hardware, it has so far not
                 been feasible to use adaptive optics for correcting
                 large-scale waveform deformations that occur naturally
                 in regular photography and other imaging applications.
                 In this work, we demonstrate an adaptive optics system
                 for regular cameras. We achieve a significant
                 improvement in focus for large wavefront distortions by
                 improving upon a recently developed high resolution
                 coded wavefront sensor, and combining it with a spatial
                 phase modulator to create a megapixel adaptive optics
                 system with unprecedented capability to sense and
                 correct large distortions.",
  acknowledgement = ack-nhfb,
  articleno =    "115",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhao:2018:WCP,
  author =       "Nanxuan Zhao and Ying Cao and Rynson W. H. Lau",
  title =        "What characterizes personalities of graphic designs?",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "116:1--116:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201355",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Graphic designers often manipulate the overall look
                 and feel of their designs to convey certain
                 personalities (e.g., cute, mysterious and romantic) to
                 impress potential audiences and achieve business goals.
                 However, understanding the factors that determine the
                 personality of a design is challenging, as a graphic
                 design is often a result of thousands of decisions on
                 numerous factors, such as font, color, image, and
                 layout. In this paper, we aim to answer the question of
                 what characterizes the personality of a graphic design.
                 To this end, we propose a deep learning framework for
                 exploring the effects of various design factors on the
                 perceived personalities of graphic designs. Our
                 framework learns a convolutional neural network (called
                 personality scoring network) to estimate the
                 personality scores of graphic designs by ranking the
                 crawled web data. Our personality scoring network
                 automatically learns a visual representation that
                 captures the semantics necessary to predict graphic
                 design personality. With our personality scoring
                 network, we systematically and quantitatively
                 investigate how various design factors (e.g., color,
                 font, and layout) affect design personality across
                 different scales (from pixels, regions to elements). We
                 also demonstrate a number of practical application
                 scenarios of our network, including element-level
                 design suggestion and example-based personality
                 transfer.",
  acknowledgement = ack-nhfb,
  articleno =    "116",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lin:2018:SAB,
  author =       "You-En Lin and Yong-Liang Yang and Hung-Kuo Chu",
  title =        "Scale-aware black-and-white abstraction of {$3$D}
                 shapes",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "117:1--117:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201372",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Flat design is a modern style of graphics design that
                 minimizes the number of design attributes required to
                 convey 3D shapes. This approach suits design contexts
                 requiring simplicity and efficiency, such as mobile
                 computing devices. This `less-is-more' design
                 inspiration has posed significant challenges in
                 practice since it selects from a restricted range of
                 design elements (e.g., color and resolution) to
                 represent complex shapes. In this work, we investigate
                 a means of computationally generating a specialized 2D
                 flat representation --- image formed by black-and-white
                 patches --- from 3D shapes. We present a novel
                 framework that automatically abstracts 3D man-made
                 shapes into 2D binary images at multiple scales. Based
                 on a set of identified design principles related to the
                 inference of geometry and structure, our framework
                 jointly analyzes the input 3D shape and its counterpart
                 2D representation, followed by executing a carefully
                 devised layout optimization algorithm. The robustness
                 and effectiveness of our method are demonstrated by
                 testing it on a wide variety of man-made shapes and
                 comparing the results with baseline methods via a pilot
                 user study. We further present two practical
                 applications that are likely to benefit from our
                 work.",
  acknowledgement = ack-nhfb,
  articleno =    "117",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hoshyari:2018:PDS,
  author =       "Shayan Hoshyari and Edoardo Alberto Dominici and Alla
                 Sheffer and Nathan Carr and Zhaowen Wang and Duygu
                 Ceylan and I-Chao Shen",
  title =        "Perception-driven semi-structured boundary
                 vectorization",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "118:1--118:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201312",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Artist-drawn images with distinctly colored, piecewise
                 continuous boundaries, which we refer to as
                 semi-structured imagery, are very common in online
                 raster databases and typically allow for a perceptually
                 unambiguous mental vector interpretation. Yet, perhaps
                 surprisingly, existing vectorization algorithms
                 frequently fail to generate these viewer-expected
                 interpretations on such imagery. In particular, the
                 vectorized region boundaries they produce frequently
                 diverge from those anticipated by viewers. We propose a
                 new approach to region boundary vectorization that
                 targets semi-structured inputs and leverages
                 observations about human perception of shapes to
                 generate vector images consistent with viewer
                 expectations. When viewing raster imagery observers
                 expect the vector output to be an accurate
                 representation of the raster input. However, perception
                 studies suggest that viewers implicitly account for the
                 lossy nature of the rasterization process and mentally
                 smooth and simplify the observed boundaries. Our core
                 algorithmic challenge is to balance these conflicting
                 cues and obtain a piecewise continuous vectorization
                 whose discontinuities, or corners, are aligned with
                 human expectations. Our framework centers around a
                 simultaneous spline fitting and corner detection method
                 that combines a learned metric, that approximates human
                 perception of boundary discontinuities on raster
                 inputs, with perception-driven algorithmic
                 discontinuity analysis. The resulting method balances
                 local cues provided by the learned metric with global
                 cues obtained by balancing simplicity and continuity
                 expectations. Given the finalized set of corners, our
                 framework connects those using simple, continuous
                 curves that capture input regularities. We demonstrate
                 our method on a range of inputs and validate its
                 superiority over existing alternatives via an extensive
                 comparative user study.",
  acknowledgement = ack-nhfb,
  articleno =    "118",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bailey:2018:FDD,
  author =       "Stephen W. Bailey and Dave Otte and Paul Dilorenzo and
                 James F. O'Brien",
  title =        "Fast and deep deformation approximations",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "119:1--119:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201300",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Character rigs are procedural systems that compute the
                 shape of an animated character for a given pose. They
                 can be highly complex and must account for bulges,
                 wrinkles, and other aspects of a character's
                 appearance. When comparing film-quality character rigs
                 with those designed for real-time applications, there
                 is typically a substantial and readily apparent
                 difference in the quality of the mesh deformations.
                 Real-time rigs are limited by a computational budget
                 and often trade realism for performance. Rigs for film
                 do not have this same limitation, and character riggers
                 can make the rig as complicated as necessary to achieve
                 realistic deformations. However, increasing the rig
                 complexity slows rig evaluation, and the animators
                 working with it can become less efficient and may
                 experience frustration. In this paper, we present a
                 method to reduce the time required to compute mesh
                 deformations for film-quality rigs, allowing better
                 interactivity during animation authoring and use in
                 real-time games and applications. Our approach learns
                 the deformations from an existing rig by splitting the
                 mesh deformation into linear and nonlinear portions.
                 The linear deformations are computed directly from the
                 transformations of the rig's underlying skeleton. We
                 use deep learning methods to approximate the remaining
                 nonlinear portion. In the examples we show from
                 production rigs used to animate lead characters, our
                 approach reduces the computational time spent on
                 evaluating deformations by a factor of 5X-10X. This
                 significant savings allows us to run the complex,
                 film-quality rigs in real-time even when using a
                 CPU-only implementation on a mobile device.",
  acknowledgement = ack-nhfb,
  articleno =    "119",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2018:NCU,
  author =       "Jiong Chen and Hujun Bao and Tianyu Wang and Mathieu
                 Desbrun and Jin Huang",
  title =        "Numerical coarsening using discontinuous shape
                 functions",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "120:1--120:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201386",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, an efficient and scalable approach for
                 simulating inhomogeneous and non-linear elastic objects
                 is introduced. Our numerical coarsening approach
                 consists in optimizing non-conforming and matrix-valued
                 shape functions to allow for predictive simulation of
                 heterogeneous materials with non-linear constitutive
                 laws even on coarse grids, thus saving orders of
                 magnitude in computational time compared to traditional
                 finite element computations. The set of local shape
                 functions over coarse elements is carefully tailored in
                 a preprocessing step to balance geometric continuity
                 and local material stiffness. In particular, we do not
                 impose continuity of our material-aware shape functions
                 between neighboring elements to significantly reduce
                 the fictitious numerical stiffness that conforming
                 bases induce; however, we enforce crucial geometric and
                 physical properties such as partition of unity and
                 exact reproduction of representative fine displacements
                 to eschew the use of discontinuous Galerkin methods. We
                 demonstrate that we can simulate, with no parameter
                 tuning, inhomogeneous and non-linear materials
                 significantly better than previous approaches that
                 traditionally try to homogenize the constitutive model
                 instead.",
  acknowledgement = ack-nhfb,
  articleno =    "120",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2018:MDM,
  author =       "Seung-Wook Kim and Sun Young Park and Junghyun Han",
  title =        "Magnetization dynamics for magnetic object
                 interactions",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "121:1--121:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201402",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The goal of this paper is to simulate the interactions
                 between magnetic objects in a physically correct way.
                 The simulation scheme is based on magnetization
                 dynamics, which describes the temporal change of
                 magnetic moments. For magnetization dynamics, the
                 Landau--Lifshitz--Gilbert equation is adopted, which is
                 widely used in micromagnetics. Through
                 effectively-designed novel models of magnets, it is
                 extended into the macro scale so as to be combined with
                 real-time rigid-body dynamics. The overall simulation
                 is stable and enables us to implement mutual induction
                 and remanence that have not been tackled by the
                 state-of-the-art technique in magnet simulation. The
                 proposed method can be applied to various fields
                 including magnet experiments in the virtual world.",
  acknowledgement = ack-nhfb,
  articleno =    "121",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Davis:2018:VRB,
  author =       "Abe Davis and Maneesh Agrawala",
  title =        "Visual rhythm and beat",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "122:1--122:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201371",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a visual analogue for musical rhythm
                 derived from an analysis of motion in video, and show
                 that alignment of visual rhythm with its musical
                 counterpart results in the appearance of dance. Central
                 to our work is the concept of visual beats --- patterns
                 of motion that can be shifted in time to control visual
                 rhythm. By warping visual beats into alignment with
                 musical beats, we can create or manipulate the
                 appearance of dance in video. Using this approach we
                 demonstrate a variety of retargeting applications that
                 control musical synchronization of audio and video: we
                 can change what song performers are dancing to, warp
                 irregular motion into alignment with music so that it
                 appears to be dancing, or search collections of video
                 for moments of accidentally dance-like motion that can
                 be used to synthesize musical performances.",
  acknowledgement = ack-nhfb,
  articleno =    "122",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Piovarci:2018:PAM,
  author =       "Michal Piovarci and David I. W. Levin and Danny M.
                 Kaufman and Piotr Didyk",
  title =        "Perception-aware modeling and fabrication of digital
                 drawing tools",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "123:1--123:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201322",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Digital drawing is becoming a favorite technique for
                 many artists. It allows for quick swaps between
                 different materials, reverting changes, and applying
                 selective modifications to finished artwork. These
                 features enable artists to be more efficient and
                 creative. A significant disadvantage of digital drawing
                 is poor haptic feedback. Artists are usually limited to
                 one surface and a few different stylus nibs, and while
                 they try to find a combination that suits their needs,
                 this is typically challenging. In this work, we address
                 this problem and propose a method for designing,
                 evaluating, and optimizing different stylus designs. We
                 begin with collecting a representative set of
                 traditional drawing tools. We measure their physical
                 properties and conduct a user experiment to build a
                 perceptual space that encodes perceptually-relevant
                 attributes of drawing materials. The space is optimized
                 to both explain our experimental data and correlate it
                 with measurable physical properties. To embed new
                 drawing tool designs into the space without conducting
                 additional experiments and measurements, we propose a
                 new, data-driven simulation technique for
                 characterizing stylus-surface interaction. We finally
                 leverage the perceptual space, our simulation, and
                 recent advancements in multi-material 3D printing to
                 demonstrate the application of our system in the design
                 of new digital drawing tools that mimic traditional
                 drawing materials.",
  acknowledgement = ack-nhfb,
  articleno =    "123",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vogels:2018:DKP,
  author =       "Thijs Vogels and Fabrice Rousselle and Brian
                 Mcwilliams and Gerhard R{\"o}thlin and Alex Harvill and
                 David Adler and Mark Meyer and Jan Nov{\'a}k",
  title =        "Denoising with kernel prediction and asymmetric loss
                 functions",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "124:1--124:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201388",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a modular convolutional architecture for
                 denoising rendered images. We expand on the
                 capabilities of kernel-predicting networks by combining
                 them with a number of task-specific modules, and
                 optimizing the assembly using an asymmetric loss. The
                 source-aware encoder---the first module in the
                 assembly---extracts low-level features and embeds them
                 into a common feature space, enabling quick adaptation
                 of a trained network to novel data. The spatial and
                 temporal modules extract abstract, high-level features
                 for kernel-based reconstruction, which is performed at
                 three different spatial scales to reduce low-frequency
                 artifacts. The complete network is trained using a
                 class of asymmetric loss functions that are designed to
                 preserve details and provide the user with a direct
                 control over the variance-bias trade-off during
                 inference. We also propose an error-predicting module
                 for inferring reconstruction error maps that can be
                 used to drive adaptive sampling. Finally, we present a
                 theoretical analysis of convergence rates of
                 kernel-predicting architectures, shedding light on why
                 kernel prediction performs better than synthesizing the
                 colors directly, complementing the empirical evidence
                 presented in this and previous works. We demonstrate
                 that our networks attain results that compare favorably
                 to state-of-the-art methods in terms of detail
                 preservation, low-frequency noise removal, and temporal
                 stability on a variety of production and academic
                 datasets.",
  acknowledgement = ack-nhfb,
  articleno =    "124",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vevoda:2018:BOR,
  author =       "Petr V{\'e}voda and Ivo Kondapaneni and Jaroslav
                 Kriv{\'a}nek",
  title =        "{Bayesian} online regression for adaptive direct
                 illumination sampling",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "125:1--125:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201340",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Direct illumination calculation is an important
                 component of any physically-based Tenderer with a
                 substantial impact on the overall performance. We
                 present a novel adaptive solution for unbiased Monte
                 Carlo direct illumination sampling, based on online
                 learning of the light selection probability
                 distributions. Our main contribution is a formulation
                 of the learning process as Bayesian regression, based
                 on a new, specifically designed statistical model of
                 direct illumination. The net result is a set of
                 regularization strategies to prevent over-fitting and
                 ensure robustness even in early stages of calculation,
                 when the observed information is sparse. The regression
                 model captures spatial variation of illumination, which
                 enables aggregating statistics over relatively large
                 scene regions and, in turn, ensures a fast learning
                 rate. We make the method scalable by adopting a light
                 clustering strategy from the Lightcuts method, and
                 further reduce variance through the use of control
                 variates. As a main design feature, the resulting
                 algorithm is virtually free of any preprocessing, which
                 enables its use for interactive progressive rendering,
                 while the online learning still enables super-linear
                 convergence.",
  acknowledgement = ack-nhfb,
  articleno =    "125",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2018:DIB,
  author =       "Zexiang Xu and Kalyan Sunkavalli and Sunil Hadap and
                 Ravi Ramamoorthi",
  title =        "Deep image-based relighting from optimal sparse
                 samples",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "126:1--126:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201313",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an image-based relighting method that can
                 synthesize scene appearance under novel, distant
                 illumination from the visible hemisphere, from only
                 five images captured under pre-defined directional
                 lights. Our method uses a deep convolutional neural
                 network to regress the relit image from these five
                 images; this relighting network is trained on a large
                 synthetic dataset comprised of procedurally generated
                 shapes with real-world reflectances. We show that by
                 combining a custom-designed sampling network with the
                 relighting network, we can jointly learn both the
                 optimal input light directions and the relighting
                 function. We present an extensive evaluation of our
                 network, including an empirical analysis of
                 reconstruction quality, optimal lighting configurations
                 for different scenarios, and alternative network
                 architectures. We demonstrate, on both synthetic and
                 real scenes, that our method is able to reproduce
                 complex, high-frequency lighting effects like
                 specularities and cast shadows, and outperforms other
                 image-based relighting methods that require an order of
                 magnitude more images.",
  acknowledgement = ack-nhfb,
  articleno =    "126",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kang:2018:ERC,
  author =       "Kaizhang Kang and Zimin Chen and Jiaping Wang and Kun
                 Zhou and Hongzhi Wu",
  title =        "Efficient reflectance capture using an autoencoder",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "127:1--127:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201279",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel framework that automatically learns
                 the lighting patterns for efficient reflectance
                 acquisition, as well as how to faithfully reconstruct
                 spatially varying anisotropic BRDFs and local frames
                 from measurements under such patterns. The core of our
                 framework is an asymmetric deep autoencoder, consisting
                 of a nonnegative, linear encoder which directly
                 corresponds to the lighting patterns used in physical
                 acquisition, and a stacked, nonlinear decoder which
                 computationally recovers the BRDF information from
                 captured photographs. The autoencoder is trained with a
                 large amount of synthetic reflectance data, and can
                 adapt to various factors, including the geometry of the
                 setup and the properties of appearance. We demonstrate
                 the effectiveness of our framework on a wide range of
                 physical materials, using as few as 16--32 lighting
                 patterns, which correspond to 12--25 seconds of
                 acquisition time. We also validate our results with the
                 ground truth data and captured photographs. Our
                 framework is useful for increasing the efficiency in
                 both novel and existing acquisition setups.",
  acknowledgement = ack-nhfb,
  articleno =    "127",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Deschaintre:2018:SIS,
  author =       "Valentin Deschaintre and Miika Aittala and Fredo
                 Durand and George Drettakis and Adrien Bousseau",
  title =        "Single-image {SVBRDF} capture with a rendering-aware
                 deep network",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "128:1--128:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201378",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Texture, highlights, and shading are some of many
                 visual cues that allow humans to perceive material
                 appearance in single pictures. Yet, recovering
                 spatially-varying bi-directional reflectance
                 distribution functions (SVBRDFs) from a single image
                 based on such cues has challenged researchers in
                 computer graphics for decades. We tackle lightweight
                 appearance capture by training a deep neural network to
                 automatically extract and make sense of these visual
                 cues. Once trained, our network is capable of
                 recovering per-pixel normal, diffuse albedo, specular
                 albedo and specular roughness from a single picture of
                 a flat surface lit by a hand-held flash. We achieve
                 this goal by introducing several innovations on
                 training data acquisition and network design. For
                 training, we leverage a large dataset of
                 artist-created, procedural SVBRDFs which we sample and
                 render under multiple lighting directions. We further
                 amplify the data by material mixing to cover a wide
                 diversity of shading effects, which allows our network
                 to work across many material classes. Motivated by the
                 observation that distant regions of a material sample
                 often offer complementary visual cues, we design a
                 network that combines an encoder-decoder convolutional
                 track for local feature extraction with a
                 fully-connected track for global feature extraction and
                 propagation. Many important material effects are
                 view-dependent, and as such ambiguous when observed in
                 a single image. We tackle this challenge by defining
                 the loss as a differentiable SVBRDF similarity metric
                 that compares the renderings of the predicted maps
                 against renderings of the ground truth from several
                 lighting and viewing directions. Combined together,
                 these novel ingredients bring clear improvement over
                 state of the art methods for single-shot capture of
                 spatially varying BRDFs.",
  acknowledgement = ack-nhfb,
  articleno =    "128",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Martinez:2018:PVD,
  author =       "Jon{\`a}s Mart{\'\i}nez and Samuel Hornus and Haichuan
                 Song and Sylvain Lefebvre",
  title =        "Polyhedral {Voronoi} diagrams for additive
                 manufacturing",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "129:1--129:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201343",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A critical advantage of additive manufacturing is its
                 ability to fabricate complex small-scale structures.
                 These microstructures can be understood as a
                 metamaterial: they exist at a much smaller scale than
                 the volume they fill, and are collectively responsible
                 for an average elastic behavior different from that of
                 the base printing material making the fabricated object
                 lighter and/or flexible along specific directions. In
                 addition, the average behavior can be graded spatially
                 by progressively modifying the micro structure
                 geometry. The definition of a microstructure is a
                 careful trade-off between the geometric requirements of
                 manufacturing and the properties one seeks to obtain
                 within a shape: in our case a wide range of elastic
                 behaviors. Most existing microstructures are designed
                 for stereolithography (SLA) and laser sintering (SLS)
                 processes. The requirements are however different than
                 those of continuous deposition systems such as fused
                 filament fabrication (FFF), for which there is
                 currently a lack of microstructures enabling graded
                 elastic behaviors. In this work we introduce a novel
                 type of microstructures that strictly enforce all the
                 requirements of FFF-like processes: continuity,
                 self-support and overhang angles. They offer a range of
                 orthotropic elastic responses that can be graded
                 spatially. This allows to fabricate parts usually
                 reserved to the most advanced technologies on widely
                 available inexpensive printers that also benefit from a
                 continuously expanding range of materials.",
  acknowledgement = ack-nhfb,
  articleno =    "129",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2018:SM,
  author =       "Kui Wu and Xifeng Gao and Zachary Ferguson and Daniele
                 Panozzo and Cem Yuksel",
  title =        "Stitch meshing",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "130:1--130:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201360",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce the first fully automatic pipeline to
                 convert arbitrary 3D shapes into knit models. Our
                 pipeline is based on a global parametrization remeshing
                 pipeline to produce an isotropic quad-dominant mesh
                 aligned with a 2-RoSy field. The knitting directions
                 over the surface are determined using a set of custom
                 topological operations and a two-step global
                 optimization that minimizes the number of
                 irregularities. The resulting mesh is converted into a
                 valid stitch mesh that represents the knit model. The
                 yarn curves are generated from the stitch mesh and the
                 final yarn geometry is computed using a yarn-level
                 relaxation process. Thus, we produce topologically
                 valid models that can be used with a yarn-level
                 simulation. We validate our algorithm by automatically
                 generating knit models from complex 3D shapes and
                 processing over a hundred models with various shapes
                 without any user input or parameter tuning. We also
                 demonstrate applications of our approach for custom
                 knit model generation using fabrication via 3D
                 printing.",
  acknowledgement = ack-nhfb,
  articleno =    "130",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schulz:2018:IED,
  author =       "Adriana Schulz and Harrison Wang and Eitan Crinspun
                 and Justin Solomon and Wojciech Matusik",
  title =        "Interactive exploration of design trade-offs",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "131:1--131:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201385",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Typical design for manufacturing applications requires
                 simultaneous optimization of conflicting performance
                 objectives: Design variations that improve one
                 performance metric may decrease another performance
                 metric. In these scenarios, there is no unique optimal
                 design but rather a set of designs that are optimal for
                 different trade-offs (called Pareto-optimal). In this
                 work, we propose a novel approach to discover the
                 Pareto front, allowing designers to navigate the
                 landscape of compromises efficiently. Our approach is
                 based on a first-order approximation of the Pareto
                 front, which allows entire neighborhoods rather than
                 individual points on the Pareto front to be captured.
                 In addition to allowing for efficient discovery of the
                 Pareto front and the corresponding mapping to the
                 design space, this approach allows us to represent the
                 entire trade-off manifold as a small collection of
                 patches that comprise a high-quality and
                 piecewise-smooth approximation. We illustrate how this
                 technique can be used for navigating performance
                 trade-offs in computer-aided design (CAD) models.",
  acknowledgement = ack-nhfb,
  articleno =    "131",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Peng:2018:AS,
  author =       "Mengqi Peng and Jun Xing and Li-Yi Wei",
  title =        "Autocomplete {$3$D} sculpting",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "132:1--132:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201297",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Digital sculpting is a popular means to create 3D
                 models but remains a challenging task. We propose a 3D
                 sculpting system that assists users, especially
                 novices, in freely creating models with reduced input
                 labor and enhanced output quality. With an interactive
                 sculpting interface, our system silently records and
                 analyzes users' workflows including brush strokes and
                 camera movements, and predicts what they might do in
                 the future. Users can accept, partially accept, or
                 ignore the suggestions and thus retain full control and
                 individual style. They can also explicitly select and
                 clone past workflows over output model regions. Our key
                 idea is to consider how a model is authored via dynamic
                 workflows in addition to what is shaped in static
                 geometry. This allows our method for more accurate
                 analysis of user intentions and more general synthesis
                 of shape structures than prior workflow or geometry
                 methods, such as large overlapping deformations. We
                 evaluate our method via user feedbacks and authored
                 models.",
  acknowledgement = ack-nhfb,
  articleno =    "132",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2018:FEG,
  author =       "Minchen Li and Alla Sheffer and Eitan Grinspun and
                 Nicholas Vining",
  title =        "{Foldsketch}: enriching garments with physically
                 reproducible folds",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "133:1--133:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201310",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "While folds and pleats add interest to garments and
                 cloth objects, incorporating them into an existing
                 design manually or using existing software requires
                 expertise and time. We present FoldSketch, a new system
                 that supports simple and intuitive fold and pleat
                 design. FoldSketch users specify the fold or pleat
                 configuration they seek using a simple schematic
                 sketching interface; the system then algorithmically
                 generates both the fold-enhanced 3D garment geometry
                 that conforms to user specifications, and the
                 corresponding 2D patterns that reproduce this geometry
                 within a simulation engine. While previous work aspired
                 to compute the desired patterns for a given target 3D
                 garment geometry, our main algorithmic challenge is
                 that we do not have target geometry to start with.
                 Real-life garment folds have complex profile shapes,
                 and their exact geometry and location on a garment are
                 intricately linked to a range of physical factors such
                 as fabric properties and the garment's interaction with
                 the wearer's body; it is therefore virtually impossible
                 to predict the 3D shape of a fold-enhanced garment
                 using purely geometric means. At the same time, using
                 physical simulation to model folds requires appropriate
                 2D patterns and initial drape, neither of which can be
                 easily provided by the user. We obtain both the 3D
                 fold-enhanced garment and its corresponding patterns
                 and initial drape via an alternating 2D-3D algorithm.
                 We first expand the input patterns by allocating excess
                 material for the expected fold formation; we then use
                 these patterns to produce an estimated fold-enhanced
                 drape geometry that balances designer expectations
                 against physical reproducibility. We use the patterns
                 and the estimated drape as input to a simulation
                 generating an initial reproducible output. We improve
                 the output's alignment with designer expectations by
                 progressively refining the patterns and the estimated
                 drape, converging to a final fully physically
                 reproducible fold-enhanced garment. Our experiments
                 confirm that FoldSketch reliably converges to a desired
                 garment geometry and corresponding patterns and drape,
                 and works well with different physical simulators. We
                 demonstrate the versatility of our approach by
                 showcasing a collection of garments augmented with
                 diverse fold and pleat layouts specified via the
                 FoldSketch interface, and further validate our approach
                 via comparisons to alternative solutions and feedback
                 from potential users.",
  acknowledgement = ack-nhfb,
  articleno =    "133",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dai:2018:SFV,
  author =       "Chengkai Dai and Charlie C. L. Wang and Chenming Wu
                 and Sylvain Lefebvre and Guoxin Fang and Yong-Jin Liu",
  title =        "Support-free volume printing by multi-axis motion",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "134:1--134:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201342",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper presents a new method to fabricate 3D
                 models on a robotic printing system equipped with
                 multi-axis motion. Materials are accumulated inside the
                 volume along curved tool-paths so that the need of
                 supporting structures can be tremendously reduced ---
                 if not completely abandoned --- on all models. Our
                 strategy to tackle the challenge of tool-path planning
                 for multi-axis 3D printing is to perform two successive
                 decompositions, first volume-to-surfaces and then
                 surfaces-to-curves. The volume-to-surfaces
                 decomposition is achieved by optimizing a scalar field
                 within the volume that represents the fabrication
                 sequence. The field is constrained such that its
                 iso-values represent curved layers that are supported
                 from below, and present a convex surface affording for
                 collision-free navigation of the printer head. After
                 extracting all curved layers, the surfaces-to-curves
                 decomposition covers them with tool-paths while taking
                 into account constraints from the robotic printing
                 system. Our method successfully generates tool-paths
                 for 3D printing models with large overhangs and
                 high-genus topology. We fabricated several challenging
                 cases on our robotic platform to verify and demonstrate
                 its capabilities.",
  acknowledgement = ack-nhfb,
  articleno =    "134",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nakashima:2018:CIS,
  author =       "Kazutaka Nakashima and Thomas Auzinger and Emmanuel
                 Iarussi and Ran Zhang and Takeo Igarashi and Bernd
                 Bickel",
  title =        "{CoreCavity}: interactive shell decomposition for
                 fabrication with two-piece rigid molds",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "135:1--135:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201341",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Molding is a popular mass production method, in which
                 the initial expenses for the mold are offset by the low
                 per-unit production cost. However, the physical
                 fabrication constraints of the molding technique
                 commonly restrict the shape of moldable objects. For a
                 complex shape, a decomposition of the object into
                 moldable parts is a common strategy to address these
                 constraints, with plastic model kits being a popular
                 and illustrative example. However, conducting such a
                 decomposition requires considerable expertise, and it
                 depends on the technical aspects of the fabrication
                 technique, as well as aesthetic considerations. We
                 present an interactive technique to create such
                 decompositions for two-piece molding, in which each
                 part of the object is cast between two rigid mold
                 pieces. Given the surface description of an object, we
                 decompose its thin-shell equivalent into moldable parts
                 by first performing a coarse decomposition and then
                 utilizing an active contour model for the boundaries
                 between individual parts. Formulated as an optimization
                 problem, the movement of the contours is guided by an
                 energy reflecting fabrication constraints to ensure the
                 moldability of each part. Simultaneously the user is
                 provided with editing capabilities to enforce aesthetic
                 guidelines. Our interactive interface provides control
                 of the contour positions by allowing, for example, the
                 alignment of part boundaries with object features. Our
                 technique enables a novel workflow, as it empowers
                 novice users to explore the design space, and it
                 generates fabrication-ready two-piece molds that can be
                 used either for casting or industrial injection molding
                 of free-form objects.",
  acknowledgement = ack-nhfb,
  articleno =    "135",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Alderighi:2018:MCD,
  author =       "Thomas Alderighi and Luigi Malomo and Daniela Giorgi
                 and Nico Pietroni and Bernd Bickel and Paolo Cignoni",
  title =        "Metamolds: computational design of silicone molds",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "136:1--136:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201381",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a new method for fabricating digital
                 objects through reusable silicone molds. Molds are
                 generated by casting liquid silicone into custom 3D
                 printed containers called metamolds. Metamolds
                 automatically define the cuts that are needed to
                 extract the cast object from the silicone mold. The
                 shape of metamolds is designed through a novel
                 segmentation technique, which takes into account both
                 geometric and topological constraints involved in the
                 process of mold casting. Our technique is simple, does
                 not require changing the shape or topology of the input
                 objects, and only requires of-the-shelf materials and
                 technologies. We successfully tested our method on a
                 set of challenging examples with complex shapes and
                 rich geometric detail.",
  acknowledgement = ack-nhfb,
  articleno =    "136",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhao:2018:DDS,
  author =       "Haisen Zhao and Hao Zhang and Shiqing Xin and Yuanmin
                 Deng and Changhe Tu and Wenping Wang and Daniel
                 Cohen-Or and Baoquan Chen",
  title =        "{DSCarver}: decompose-and-spiral-carve for subtractive
                 manufacturing",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "137:1--137:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201338",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an automatic algorithm for subtractive
                 manufacturing of freeform 3D objects using high-speed
                 machining (HSM) via CNC. A CNC machine operates a
                 cylindrical cutter to carve off material from a 3D
                 shape stock, following a tool path, to ``expose'' the
                 target object. Our method decomposes the input object's
                 surface into a small number of patches each of which is
                 fully accessible and machinable by the CNC machine, in
                 continuous fashion, under a fixed cutter-object setup
                 configuration. This is achieved by covering the input
                 surface with a minimum number of accessible regions and
                 then extracting a set of machinable patches from each
                 accessible region. For each patch obtained, we compute
                 a continuous, space-filling, and iso-scallop tool path
                 which conforms to the patch boundary, enabling
                 efficient carving with high-quality surface finishing.
                 The tool path is generated in the form of connected
                 Fermat spirals, which have been generalized from a 2D
                 fill pattern for layered manufacturing to work for
                 curved surfaces. Furthermore, we develop a novel method
                 to control the spacing of Fermat spirals based on
                 directional surface curvature and adapt the heat method
                 to obtain iso-scallop carving. We demonstrate automatic
                 generation of accessible and machinable surface
                 decompositions and iso-scallop Fermat spiral carving
                 paths for freeform 3D objects. Comparisons are made to
                 tool paths generated by commercial software in terms of
                 real machining time and surface quality.",
  acknowledgement = ack-nhfb,
  articleno =    "137",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Poms:2018:SEV,
  author =       "Alex Poms and Will Crichton and Pat Hanrahan and
                 Kayvon Fatahalian",
  title =        "Scanner: efficient video analysis at scale",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "138:1--138:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201394",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A growing number of visual computing applications
                 depend on the analysis of large video collections. The
                 challenge is that scaling applications to operate on
                 these datasets requires efficient systems for pixel
                 data access and parallel processing across large
                 numbers of machines. Few programmers have the
                 capability to operate efficiently at these scales,
                 limiting the field's ability to explore new
                 applications that leverage big video data. In response,
                 we have created Scanner, a system for productive and
                 efficient video analysis at scale. Scanner organizes
                 video collections as tables in a data store optimized
                 for sampling frames from compressed video, and executes
                 pixel processing computations, expressed as dataflow
                 graphs, on these frames. Scanner schedules video
                 analysis applications expressed using these
                 abstractions onto heterogeneous throughput computing
                 hardware, such as multi-core CPUs, GPUs, and media
                 processing ASICs, for high-throughput pixel processing.
                 We demonstrate the productivity of Scanner by authoring
                 a variety of video processing applications including
                 the synthesis of stereo VR video streams from
                 multi-camera rigs, markerless 3D human pose
                 reconstruction from video, and data-mining big video
                 datasets such as hundreds of feature-length films or
                 over 70,000 hours of TV news. These applications
                 achieve near-expert performance on a single machine and
                 scale efficiently to hundreds of machines, enabling
                 formerly long-running big video data analysis tasks to
                 be carried out in minutes to hours.",
  acknowledgement = ack-nhfb,
  articleno =    "138",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2018:DPI,
  author =       "Tzu-Mao Li and Micha{\"e}l Gharbi and Andrew Adams and
                 Fr{\'e}do Durand and Jonathan Ragan-Kelley",
  title =        "Differentiable programming for image processing and
                 deep learning in halide",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "139:1--139:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201383",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Gradient-based optimization has enabled dramatic
                 advances in computational imaging through techniques
                 like deep learning and nonlinear optimization. These
                 methods require gradients not just of simple
                 mathematical functions, but of general programs which
                 encode complex transformations of images and graphical
                 data. Unfortunately, practitioners have traditionally
                 been limited to either hand-deriving gradients of
                 complex computations, or composing programs from a
                 limited set of coarse-grained operators in deep
                 learning frameworks. At the same time, writing programs
                 with the level of performance needed for imaging and
                 deep learning is prohibitively difficult for most
                 programmers. We extend the image processing language
                 Halide with general reverse-mode automatic
                 differentiation (AD), and the ability to automatically
                 optimize the implementation of gradient computations.
                 This enables automatic computation of the gradients of
                 arbitrary Halide programs, at high performance, with
                 little programmer effort. A key challenge is to
                 structure the gradient code to retain parallelism. We
                 define a simple algorithm to automatically schedule
                 these pipelines, and show how Halide's existing
                 scheduling primitives can express and extend the key AD
                 optimization of ``checkpointing.'' Using this new tool,
                 we show how to easily define new neural network layers
                 which automatically compile to high-performance GPU
                 implementations, and how to solve nonlinear inverse
                 problems from computational imaging. Finally, we show
                 how differentiable programming enables dramatically
                 improving the quality of even traditional, feed-forward
                 image processing algorithms, blurring the distinction
                 between classical and deep methods.",
  acknowledgement = ack-nhfb,
  articleno =    "139",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kenzel:2018:HPS,
  author =       "Michael Kenzel and Bernhard Kerbl and Dieter
                 Schmalstieg and Markus Steinberger",
  title =        "A high-performance software graphics pipeline
                 architecture for the {GPU}",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "140:1--140:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201374",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we present a real-time graphics
                 pipeline implemented entirely in software on a modern
                 GPU. As opposed to previous work, our approach features
                 a fully-concurrent, multi-stage, streaming design with
                 dynamic load balancing, capable of operating
                 efficiently within bounded memory. We address issues
                 such as primitive order, vertex reuse, and screen-space
                 derivatives of dependent variables, which are essential
                 to real-world applications, but have largely been
                 ignored by comparable work in the past. The power of a
                 software approach lies in the ability to tailor the
                 graphics pipeline to any given application. In
                 exploration of this potential, we design and implement
                 four novel pipeline modifications. Evaluation of the
                 performance of our approach on more than 100 real-world
                 scenes collected from video games shows rendering
                 speeds within one order of magnitude of the hardware
                 graphics pipeline as well as significant improvements
                 over previous work, not only in terms of capabilities
                 and performance, but also robustness.",
  acknowledgement = ack-nhfb,
  articleno =    "140",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{He:2018:SLM,
  author =       "Yong He and Kayvon Fatahalian and Tim Foley",
  title =        "{Slang}: language mechanisms for extensible real-time
                 shading systems",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "141:1--141:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201380",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Designers of real-time rendering engines must balance
                 the conflicting goals of maintaining clear, extensible
                 shading systems and achieving high rendering
                 performance. In response, engine architects have
                 established effective design patterns for authoring
                 shading systems, and developed engine-specific code
                 synthesis tools, ranging from preprocessor hacking to
                 domain-specific shading languages, to productively
                 implement these patterns. The problem is that
                 proprietary tools add significant complexity to modern
                 engines, lack advanced language features, and create
                 additional challenges for learning and adoption. We
                 argue that the advantages of engine-specific code
                 generation tools can be achieved using the underlying
                 GPU shading language directly, provided the shading
                 language is extended with a small number of
                 best-practice principles from modern, well-established
                 programming languages. We identify that adding generics
                 with interface constraints, associated types, and
                 interface/structure extensions to existing C-like GPU
                 shading languages enables real-time Tenderer developers
                 to build shading systems that are extensible,
                 maintainable, and execute efficiently on modern GPUs
                 without the need for additional domain-specific tools.
                 We embody these ideas in an extension of HLSL called
                 Slang, and provide a reference design for a large,
                 extensible shader library implemented using Slang's
                 features. We rearchitect an open source Tenderer to use
                 this library and Slang's compiler services, and
                 demonstrate the resulting shading system is
                 substantially simpler, easier to extend with new
                 features, and achieves higher rendering performance
                 than the original HLSL-based implementation.",
  acknowledgement = ack-nhfb,
  articleno =    "141",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2018:LBD,
  author =       "Libin Liu and Jessica Hodgins",
  title =        "Learning basketball dribbling skills using trajectory
                 optimization and deep reinforcement learning",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "142:1--142:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201315",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Basketball is one of the world's most popular sports
                 because of the agility and speed demonstrated by the
                 players. This agility and speed makes designing
                 controllers to realize robust control of basketball
                 skills a challenge for physics-based character
                 animation. The highly dynamic behaviors and precise
                 manipulation of the ball that occur in the game are
                 difficult to reproduce for simulated players. In this
                 paper, we present an approach for learning robust
                 basketball dribbling controllers from motion capture
                 data. Our system decouples a basketball controller into
                 locomotion control and arm control components and
                 learns each component separately. To achieve robust
                 control of the ball, we develop an efficient pipeline
                 based on trajectory optimization and deep reinforcement
                 learning and learn non-linear arm control policies. We
                 also present a technique for learning skills and the
                 transition between skills simultaneously. Our system is
                 capable of learning robust controllers for various
                 basketball dribbling skills, such as dribbling between
                 the legs and crossover moves. The resulting control
                 graphs enable a simulated player to perform transitions
                 between these skills and respond to user interaction.",
  acknowledgement = ack-nhfb,
  articleno =    "142",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Peng:2018:DEG,
  author =       "Xue Bin Peng and Pieter Abbeel and Sergey Levine and
                 Michiel van de Panne",
  title =        "{DeepMimic}: example-guided deep reinforcement
                 learning of physics-based character skills",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "143:1--143:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201311",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A longstanding goal in character animation is to
                 combine data-driven specification of behavior with a
                 system that can execute a similar behavior in a
                 physical simulation, thus enabling realistic responses
                 to perturbations and environmental variation. We show
                 that well-known reinforcement learning (RL) methods can
                 be adapted to learn robust control policies capable of
                 imitating a broad range of example motion clips, while
                 also learning complex recoveries, adapting to changes
                 in morphology, and accomplishing user-specified goals.
                 Our method handles keyframed motions, highly-dynamic
                 actions such as motion-captured flips and spins, and
                 retargeted motions. By combining a motion-imitation
                 objective with a task objective, we can train
                 characters that react intelligently in interactive
                 settings, e.g., by walking in a desired direction or
                 throwing a ball at a user-specified target. This
                 approach thus combines the convenience and motion
                 quality of using motion clips to define the desired
                 style and appearance, with the flexibility and
                 generality afforded by RL methods and physics-based
                 animation. We further explore a number of methods for
                 integrating multiple clips into the learning process to
                 develop multi-skilled agents capable of performing a
                 rich repertoire of diverse skills. We demonstrate
                 results using multiple characters (human, Atlas robot,
                 bipedal dinosaur, dragon) and a large variety of
                 skills, including locomotion, acrobatics, and martial
                 arts.",
  acknowledgement = ack-nhfb,
  articleno =    "143",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yu:2018:LSL,
  author =       "Wenhao Yu and Greg Turk and C. Karen Liu",
  title =        "Learning symmetric and low-energy locomotion",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "144:1--144:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201397",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Learning locomotion skills is a challenging problem.
                 To generate realistic and smooth locomotion, existing
                 methods use motion capture, finite state machines or
                 morphology-specific knowledge to guide the motion
                 generation algorithms. Deep reinforcement learning
                 (DRL) is a promising approach for the automatic
                 creation of locomotion control. Indeed, a standard
                 benchmark for DRL is to automatically create a running
                 controller for a biped character from a simple reward
                 function [Duan et al. 2016]. Although several different
                 DRL algorithms can successfully create a running
                 controller, the resulting motions usually look nothing
                 like a real runner. This paper takes a minimalist
                 learning approach to the locomotion problem, without
                 the use of motion examples, finite state machines, or
                 morphology-specific knowledge. We introduce two
                 modifications to the DRL approach that, when used
                 together, produce locomotion behaviors that are
                 symmetric, low-energy, and much closer to that of a
                 real person. First, we introduce a new term to the loss
                 function (not the reward function) that encourages
                 symmetric actions. Second, we introduce a new
                 curriculum learning method that provides modulated
                 physical assistance to help the character with
                 left/right balance and forward movement. The algorithm
                 automatically computes appropriate assistance to the
                 character and gradually relaxes this assistance, so
                 that eventually the character learns to move entirely
                 without help. Because our method does not make use of
                 motion capture data, it can be applied to a variety of
                 character morphologies. We demonstrate locomotion
                 controllers for the lower half of a biped, a full
                 humanoid, a quadruped, and a hexapod. Our results show
                 that learned policies are able to produce symmetric,
                 low-energy gaits. In addition, speed-appropriate gait
                 patterns emerge without any guidance from motion
                 examples or contact planning.",
  acknowledgement = ack-nhfb,
  articleno =    "144",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2018:MAN,
  author =       "He Zhang and Sebastian Starke and Taku Komura and Jun
                 Saito",
  title =        "Mode-adaptive neural networks for quadruped motion
                 control",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "145:1--145:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201366",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Quadruped motion includes a wide variation of gaits
                 such as walk, pace, trot and canter, and actions such
                 as jumping, sitting, turning and idling. Applying
                 existing data-driven character control frameworks to
                 such data requires a significant amount of data
                 preprocessing such as motion labeling and alignment. In
                 this paper, we propose a novel neural network
                 architecture called Mode-Adaptive Neural Networks for
                 controlling quadruped characters. The system is
                 composed of the motion prediction network and the
                 gating network. At each frame, the motion prediction
                 network computes the character state in the current
                 frame given the state in the previous frame and the
                 user-provided control signals. The gating network
                 dynamically updates the weights of the motion
                 prediction network by selecting and blending what we
                 call the expert weights, each of which specializes in a
                 particular movement. Due to the increased flexibility,
                 the system can learn consistent expert weights across a
                 wide range of non-periodic/periodic actions, from
                 unstructured motion capture data, in an end-to-end
                 fashion. In addition, the users are released from
                 performing complex labeling of phases in different
                 gaits. We show that this architecture is suitable for
                 encoding the multi-modality of quadruped locomotion and
                 synthesizing responsive motion in real-time.",
  acknowledgement = ack-nhfb,
  articleno =    "145",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2018:PSE,
  author =       "Hsiao-Yu Chen and Arnav Sastry and Wim M. van Rees and
                 Etienne Vouga",
  title =        "Physical simulation of environmentally induced thin
                 shell deformation",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "146:1--146:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201395",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a physically accurate low-order elastic
                 shell model that incorporates active material response
                 to dynamically changing stimuli such as heat, moisture,
                 and growth. Our continuous formulation of the
                 geometrically non-linear elastic energy derives from
                 the principles of differential geometry, and as such
                 naturally incorporates shell thickness, non-zero rest
                 curvature, and physical material properties. By
                 modeling the environmental stimulus as local, dynamic
                 changes in the rest metric of the material, we are able
                 to solve for the corresponding shape changes by
                 integrating the equations of motions given this
                 non-Euclidean rest state. We present models for
                 differential growth and shrinking due to moisture and
                 temperature gradients along and across the surface, and
                 incorporate anisotropic growth by defining an intrinsic
                 machine direction within the material. Comparisons with
                 experiments and volumetric finite elements show that
                 our simulations achieve excellent qualitative and
                 quantitative agreement. By combining the reduced-order
                 shell theory with appropriate physical models, our
                 approach accurately captures all the physical phenomena
                 while avoiding expensive volumetric discretization of
                 the shell volume.",
  acknowledgement = ack-nhfb,
  articleno =    "146",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guo:2018:MPM,
  author =       "Qi Guo and Xuchen Han and Chuyuan Fu and Theodore Gast
                 and Rasmus Tamstorf and Joseph Teran",
  title =        "A material point method for thin shells with
                 frictional contact",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "147:1--147:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201346",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel method for simulation of thin
                 shells with frictional contact using a combination of
                 the Material Point Method (MPM) and subdivision finite
                 elements. The shell kinematics are assumed to follow a
                 continuum shell model which is decomposed into a
                 Kirchhoff--Love motion that rotates the mid-surface
                 normals followed by shearing and compression/extension
                 of the material along the mid-surface normal. We use
                 this decomposition to design an elastoplastic
                 constitutive model to resolve frictional contact by
                 decoupling resistance to contact and shearing from the
                 bending resistance components of stress. We show that
                 by resolving frictional contact with a continuum
                 approach, our hybrid Lagrangian/Eulerian approach is
                 capable of simulating challenging shell contact
                 scenarios with hundreds of thousands to millions of
                 degrees of freedom. Without the need for collision
                 detection or resolution, our method runs in a few
                 minutes per frame in these high resolution examples.
                 Furthermore we show that our technique naturally
                 couples with other traditional MPM methods for
                 simulating granular and related materials.",
  acknowledgement = ack-nhfb,
  articleno =    "147",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schumacher:2018:MCS,
  author =       "Christian Schumacher and Steve Marschner and Markus
                 Cross and Bernhard Thomaszewski",
  title =        "Mechanical characterization of structured sheet
                 materials",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "148:1--148:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201278",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a comprehensive approach to characterizing
                 the mechanical properties of structured sheet
                 materials, i.e., planar rod networks whose mechanics
                 and aesthetics are inextricably linked. We establish a
                 connection between the complex mesoscopic deformation
                 behavior of such structures and their macroscopic
                 elastic properties through numerical homogenization.
                 Our approach leverages 3D Kirchhoff rod simulation in
                 order to capture nonlinear effects for both in-plane
                 and bending deformations. We apply our method to
                 different families of structures based on isohedral
                 tilings---a simple yet extensive and aesthetically
                 interesting group of space-filling patterns. We show
                 that these tilings admit a wide range of material
                 properties, and our homogenization approach allows us
                 to create concise and intuitive descriptions of a
                 material's direction-dependent macromechanical behavior
                 that are easy to communicate even to non-experts. We
                 perform this characterization for an extensive set of
                 structures and organize these data in a material
                 browser to enable efficient forward exploration of the
                 aesthetic-mechanical space of structured sheet
                 materials. We also propose an inverse design method to
                 automatically find structure parameters that best
                 approximate a user-specified target behavior.",
  acknowledgement = ack-nhfb,
  articleno =    "148",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gao:2018:AFS,
  author =       "Ming Gao and Andre Pradhana and Xuchen Han and Qi Guo
                 and Grant Kot and Eftychios Sifakis and Chenfanfu
                 Jiang",
  title =        "Animating fluid sediment mixture in particle-laden
                 flows",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "149:1--149:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201309",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we present a mixed explicit and
                 semi-implicit Material Point Method for simulating
                 particle-laden flows. We develop a Multigrid
                 Preconditioned fluid solver for the Locally Averaged
                 Navier Stokes equation. This is discretized purely on a
                 semi-staggered standard MPM grid. Sedimentation is
                 modeled with the Drucker-Prager elastoplasticity flow
                 rule, enhanced by a novel particle density estimation
                 method for converting particles between representations
                 of either continuum or discrete points. Fluid and
                 sediment are two-way coupled through a momentum
                 exchange force that can be easily resolved with two MPM
                 background grids. We present various results to
                 demonstrate the efficacy of our method.",
  acknowledgement = ack-nhfb,
  articleno =    "149",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hu:2018:MLS,
  author =       "Yuanming Hu and Yu Fang and Ziheng Ge and Ziyin Qu and
                 Yixin Zhu and Andre Pradhana and Chenfanfu Jiang",
  title =        "A moving least squares material point method with
                 displacement discontinuity and two-way rigid body
                 coupling",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "150:1--150:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201293",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we introduce the Moving Least Squares
                 Material Point Method (MLS-MPM). MLS-MPM naturally
                 leads to the formulation of Affine Particle-In-Cell
                 (APIC) [Jiang et al. 2015] and Polynomial
                 Particle-In-Cell [Fu et al. 2017] in a way that is
                 consistent with a Galerkin-style weak form
                 discretization of the governing equations.
                 Additionally, it enables a new stress divergence
                 discretization that effortlessly allows all MPM
                 simulations to run two times faster than before. We
                 also develop a Compatible Particle-In-Cell (CPIC)
                 algorithm on top of MLS-MPM. Utilizing a colored
                 distance field representation and a novel compatibility
                 condition for particles and grid nodes, our framework
                 enables the simulation of various new phenomena that
                 are not previously supported by MPM, including material
                 cutting, dynamic open boundaries, and two-way coupling
                 with rigid bodies. MLS-MPM with CPIC is easy to
                 implement and friendly to performance optimization.",
  acknowledgement = ack-nhfb,
  articleno =    "150",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hu:2018:PGN,
  author =       "Ruizhen Hu and Zihao Yan and Jingwen Zhang and Oliver
                 {Van Kaick} and Ariel Shamir and Hao Zhang and Hui
                 Huang",
  title =        "Predictive and generative neural networks for object
                 functionality",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "151:1--151:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201287",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Humans can predict the functionality of an object even
                 without any surroundings, since their knowledge and
                 experience would allow them to ``hallucinate'' the
                 interaction or usage scenarios involving the object. We
                 develop predictive and generative deep convolutional
                 neural networks to replicate this feat. Specifically,
                 our work focuses on functionalities of man-made 3D
                 objects characterized by human-object or object-object
                 interactions. Our networks are trained on a database of
                 scene contexts, called interaction contexts, each
                 consisting of a central object and one or more
                 surrounding objects, that represent object
                 functionalities. Given a 3D object in isolation, our
                 functional similarity network (fSIM-NET), a variation
                 of the triplet network, is trained to predict the
                 functionality of the object by inferring
                 functionality-revealing interaction contexts. fSIM-NET
                 is complemented by a generative network (iGEN-NET) and
                 a segmentation network (iSEG-NET). iGEN-NET takes a
                 single voxelized 3D object with a functionality label
                 and synthesizes a voxelized surround, i.e., the
                 interaction context which visually demonstrates the
                 corresponding functionality. iSEG-NET further separates
                 the interacting objects into different groups according
                 to their interaction types.",
  acknowledgement = ack-nhfb,
  articleno =    "151",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yin:2018:PNB,
  author =       "Kangxue Yin and Hui Huang and Daniel Cohen-Or and Hao
                 Zhang",
  title =        "{P2P-NET}: bidirectional point displacement net for
                 shape transform",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "152:1--152:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201288",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce P2P-NET, a general-purpose deep neural
                 network which learns geometric transformations between
                 point-based shape representations from two domains,
                 e.g., meso-skeletons and surfaces, partial and complete
                 scans, etc. The architecture of the P2P-NET is that of
                 a bi-directional point displacement network, which
                 transforms a source point set to a prediction of the
                 target point set with the same cardinality, and vice
                 versa, by applying point-wise displacement vectors
                 learned from data. P2P-NET is trained on paired shapes
                 from the source and target domains, but without relying
                 on point-to-point correspondences between the source
                 and target point sets. The training loss combines two
                 uni-directional geometric losses, each enforcing a
                 shape-wise similarity between the predicted and the
                 target point sets, and a cross-regularization term to
                 encourage consistency between displacement vectors
                 going in opposite directions. We develop and present
                 several different applications enabled by our
                 general-purpose bidirectional P2P-NET to highlight the
                 effectiveness, versatility, and potential of our
                 network in solving a variety of point-based shape
                 transformation problems.",
  acknowledgement = ack-nhfb,
  articleno =    "152",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Limper:2018:BCA,
  author =       "Max Limper and Nicholas Vining and Alla Sheffer",
  title =        "Box cutter: atlas refinement for efficient packing via
                 void elimination",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "153:1--153:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201328",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Packed atlases, consisting of 2D parameterized charts,
                 are ubiquitously used to store surface signals such as
                 texture or normals. Tight packing is similarly used to
                 arrange and cut-out 2D panels for fabrication from
                 sheet materials. Packing efficiency, or the ratio
                 between the areas of the packed atlas and its bounding
                 box, significantly impacts downstream applications. We
                 propose Box Cutter, a new method for optimizing packing
                 efficiency suitable for both settings. Our algorithm
                 improves packing efficiency without changing distortion
                 by strategically cutting and repacking the atlas charts
                 or panels. It preserves the local mapping between the
                 3D surface and the atlas charts and retains global
                 mapping continuity across the newly formed cuts. We
                 balance packing efficiency improvement against increase
                 in chart boundary length and enable users to directly
                 control the acceptable amount of boundary elongation.
                 While the problem we address is NP-hard, we provide an
                 effective practical solution by iteratively detecting
                 large rectangular empty spaces, or void boxes, in the
                 current atlas packing and eliminating them by first
                 refining the atlas using strategically placed
                 axis-aligned cuts and then repacking the refined
                 charts. We repeat this process until no further
                 improvement is possible, or until the desired balance
                 between packing improvement and boundary elongation is
                 achieved. Packed chart atlases are only useful for the
                 applications we address if their charts are
                 overlap-free; yet many popular parameterization
                 methods, used as-is, produce atlases with global
                 overlaps. Our pre-processing step eliminates all input
                 overlaps while explicitly minimizing the boundary
                 length of the resulting overlap-free charts. We
                 demonstrate our combined strategy on a large range of
                 input atlases produced by diverse parameterization
                 methods, as well as on multiple sets of 2D fabrication
                 panels. Our framework dramatically improves the output
                 packing efficiency on all inputs; for instance with
                 boundary length increase capped at 50\% we improve
                 packing efficiency by 68\% on average.",
  acknowledgement = ack-nhfb,
  articleno =    "153",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Prada:2018:GDP,
  author =       "Fabi{\'a}n Prada and Misha Kazhdan and Ming Chuang and
                 Hugues Hoppe",
  title =        "Gradient-domain processing within a texture atlas",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "154:1--154:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201317",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Processing signals on surfaces often involves
                 resampling the signal over the vertices of a dense mesh
                 and applying mesh-based filtering operators. We present
                 a framework to process a signal directly in a texture
                 atlas domain. The benefits are twofold: avoiding
                 resampling degradation and exploiting the regularity of
                 the texture image grid. The main challenges are to
                 preserve continuity across atlas chart boundaries and
                 to adapt differential operators to the non-uniform
                 parameterization. We introduce a novel function space
                 and multigrid solver that jointly enable robust,
                 interactive, and geometry-aware signal processing. We
                 demonstrate our approach using several applications
                 including smoothing and sharpening, multiview
                 stitching, geodesic distance computation, and line
                 integral convolution.",
  acknowledgement = ack-nhfb,
  articleno =    "154",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schertler:2018:GMG,
  author =       "Nico Schertler and Daniele Panozzo and Stefan Gumhold
                 and Marco Tarini",
  title =        "Generalized motorcycle graphs for imperfect
                 quad-dominant meshes",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "155:1--155:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201389",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a practical pipeline to create UV
                 T-layouts for real-world quad dominant semi-regular
                 meshes. Our algorithm creates large rectangular patches
                 by relaxing the notion of motorcycle graphs and making
                 it insensitive to local irregularities in the mesh
                 structure such as non-quad elements, redundant
                 irregular vertices, T-junctions, and others. Each
                 surface patch, which can contain multiple singularities
                 and/or polygonal elements, is mapped to an axis-aligned
                 rectangle, leading to a simple and efficient UV layout,
                 which is ideal for texture mapping (allowing for
                 mipmapping and artifact-free bilinear interpolation).
                 We demonstrate that our algorithm is an ideal solution
                 for both recent semi-regular, quad-dominant meshing
                 methods, and for the low-poly meshes typically used in
                 games and movies.",
  acknowledgement = ack-nhfb,
  articleno =    "155",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sharp:2018:VSC,
  author =       "Nicholas Sharp and Keenan Crane",
  title =        "Variational surface cutting",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "156:1--156:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201356",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper develops a global variational approach to
                 cutting curved surfaces so that they can be flattened
                 into the plane with low metric distortion. Such cuts
                 are a critical component in a variety of algorithms
                 that seek to parameterize surfaces over flat domains,
                 or fabricate structures from flat materials. Rather
                 than evaluate the quality of a cut solely based on
                 properties of the curve itself(e.g., its length or
                 curvature), we formulate a flow that directly optimizes
                 the distortion induced by cutting and flattening.
                 Notably, we do not have to explicitly parameterize the
                 surface in order to evaluate the cost of a cut, but can
                 instead integrate a simple evolution equation defined
                 on the cut curve itself. We arrive at this flow via a
                 novel application of shape derivatives to the Yamabe
                 equation from conformal geometry. We then develop an
                 Eulerian numerical integrator on triangulated surfaces,
                 which does not restrict cuts to mesh edges and can
                 incorporate user-defined data such as importance or
                 occlusion. The resulting cut curves can be used to
                 drive distortion to arbitrarily low levels, and have a
                 very different character from cuts obtained via purely
                 discrete formulations. We briefly explore potential
                 applications to computational design, as well as
                 connections to space filling curves and the problem of
                 uniform heat distribution.",
  acknowledgement = ack-nhfb,
  articleno =    "156",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Brunton:2018:PSV,
  author =       "Alan Brunton and Can Ates Arikan and Tejas Madan
                 Tanksale and Philipp Urban",
  title =        "{$3$D} printing spatially varying color and
                 translucency",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "157:1--157:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201349",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an efficient and scalable pipeline for
                 fabricating full-colored objects with spatially-varying
                 translucency from practical and accessible input data
                 via multi-material 3D printing. Observing that the
                 costs associated with BSSRDF measurement and processing
                 are high, the range of 3D printable BSSRDFs are
                 severely limited, and that the human visual system
                 relies only on simple high-level cues to perceive
                 translucency, we propose a method based on reproducing
                 perceptual translucency cues. The input to our pipeline
                 is an RGBA signal defined on the surface of an object,
                 making our approach accessible and practical for
                 designers. We propose a framework for extending
                 standard color management and profiling to combined
                 color and translucency management using a gamut
                 correspondence strategy we call opaque relative
                 processing. We present an efficient streaming method to
                 compute voxel-level material arrangements, achieving
                 both realistic reproduction of measured translucent
                 materials and artistic effects involving multiple fully
                 or partially transparent geometries.",
  acknowledgement = ack-nhfb,
  articleno =    "157",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sakurai:2018:FRD,
  author =       "Kaisei Sakurai and Yoshinori Dobashi and Kei Iwasaki
                 and Tomoyuki Nishita",
  title =        "Fabricating reflectors for displaying multiple
                 images",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "158:1--158:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201400",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A great deal of attention has been devoted to the
                 fabrication of reflectors that can display different
                 color images when viewed from different directions not
                 only in industry but also for the arts. Although such
                 reflectors have previously been successfully
                 fabricated, the number of images displayed has been
                 limited to two or they suffer from ghosting artifacts
                 where mixed images appear. Furthermore, the previous
                 methods need special hardware and/or materials to
                 fabricate the reflectors. Thus, those techniques are
                 not suitable for printing reflectors on everyday
                 personal objects made of different materials, such as
                 name cards, letter sheets, envelopes, and plastic
                 cases. To overcome these limitations, we propose a
                 method for fabricating reflectors using a standard
                 ultraviolet printer (UV printer). UV printer can render
                 a specified 2D color pattern on an arbitrary material
                 and by overprinting the printed pattern can be raised,
                 that is, the printed pattern becomes a microstructure
                 having color and height. We propose using these micro
                 structures to formulate a method for designing
                 spatially varying reflections that can display
                 different target images when viewed from different
                 directions. The microstructure is calculated by
                 minimizing an objective function that measures the
                 differences between the intensities of the light
                 reflected from the reflector and that of the target
                 image. We show several fabricated reflectors to
                 demonstrate the usefulness of the proposed method.",
  acknowledgement = ack-nhfb,
  articleno =    "158",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Auzinger:2018:CDN,
  author =       "Thomas Auzinger and Wolfgang Heidrich and Bernd
                 Bickel",
  title =        "Computational design of nanostructural color for
                 additive manufacturing",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "159:1--159:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201376",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Additive manufacturing has recently seen drastic
                 improvements in resolution, making it now possible to
                 fabricate features at scales of hundreds or even dozens
                 of nanometers, which previously required very expensive
                 lithographic methods. As a result, additive
                 manufacturing now seems poised for optical
                 applications, including those relevant to computer
                 graphics, such as material design, as well as display
                 and imaging applications. In this work, we explore the
                 use of additive manufacturing for generating structural
                 colors, where the structures are designed using a
                 fabrication-aware optimization process. This requires a
                 combination of full-wave simulation, a feasible
                 parameterization of the design space, and a tailored
                 optimization procedure. Many of these components should
                 be re-usable for the design of other optical structures
                 at this scale. We show initial results of material
                 samples fabricated based on our designs. While these
                 suffer from the prototype character of state-of-the-art
                 fabrication hardware, we believe they clearly
                 demonstrate the potential of additive nanofabrication
                 for structural colors and other graphics
                 applications.",
  acknowledgement = ack-nhfb,
  articleno =    "159",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Geilinger:2018:SOB,
  author =       "Moritz Geilinger and Roi Poranne and Ruta Desai and
                 Bernhard Thomaszewski and Stelian Coros",
  title =        "{Skaterbots}: optimization-based design and motion
                 synthesis for robotic creatures with legs and wheels",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "160:1--160:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201368",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a computation-driven approach to design
                 optimization and motion synthesis for robotic creatures
                 that locomote using arbitrary arrangements of legs and
                 wheels. Through an intuitive interface, designers first
                 create unique robots by combining different types of
                 servomotors, 3D printable connectors, wheels and feet
                 in a mix-and-match manner. With the resulting robot as
                 input, a novel trajectory optimization formulation
                 generates walking, rolling, gliding and skating
                 motions. These motions emerge naturally based on the
                 components used to design each individual robot. We
                 exploit the particular structure of our formulation and
                 make targeted simplifications to significantly
                 accelerate the underlying numerical solver without
                 compromising quality. This allows designers to
                 interactively choreograph stable, physically-valid
                 motions that are agile and compelling. We furthermore
                 develop a suite of user-guided, semi-automatic, and
                 fully-automatic optimization tools that enable
                 motion-aware edits of the robot's physical structure.
                 We demonstrate the efficacy of our design methodology
                 by creating a diverse array of hybrid legged/wheeled
                 mobile robots which we validate using physics
                 simulation and through fabricated prototypes.",
  acknowledgement = ack-nhfb,
  articleno =    "160",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhou:2018:VAD,
  author =       "Yang Zhou and Zhan Xu and Chris Landreth and Evangelos
                 Kalogerakis and Subhransu Maji and Karan Singh",
  title =        "{Visemenet}: audio-driven animator-centric speech
                 animation",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "161:1--161:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201292",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel deep-learning based approach to
                 producing animator-centric speech motion curves that
                 drive a JALI or standard FACS-based production
                 face-rig, directly from input audio. Our three-stage
                 Long Short-Term Memory (LSTM) network architecture is
                 motivated by psycho-linguistic insights: segmenting
                 speech audio into a stream of phonetic-groups is
                 sufficient for viseme construction; speech styles like
                 mumbling or shouting are strongly co-related to the
                 motion of facial landmarks; and animator style is
                 encoded in viseme motion curve profiles. Our
                 contribution is an automatic real-time
                 lip-synchronization from audio solution that integrates
                 seamlessly into existing animation pipelines. We
                 evaluate our results by: cross-validation to
                 ground-truth data; animator critique and edits; visual
                 comparison to recent deep-learning lip-synchronization
                 solutions; and showing our approach to be resilient to
                 diversity in speaker and language.",
  acknowledgement = ack-nhfb,
  articleno =    "161",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yamaguchi:2018:HFF,
  author =       "Shuco Yamaguchi and Shunsuke Saito and Koki Nagano and
                 Yajie Zhao and Weikai Chen and Kyle Olszewski and
                 Shigeo Morishima and Hao Li",
  title =        "High-fidelity facial reflectance and geometry
                 inference from an unconstrained image",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "162:1--162:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201364",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a deep learning-based technique to infer
                 high-quality facial reflectance and geometry given a
                 single unconstrained image of the subject, which may
                 contain partial occlusions and arbitrary illumination
                 conditions. The reconstructed high-resolution textures,
                 which are generated in only a few seconds, include
                 high-resolution skin surface reflectance maps,
                 representing both the diffuse and specular albedo, and
                 medium- and high-frequency displacement maps, thereby
                 allowing us to render compelling digital avatars under
                 novel lighting conditions. To extract this data, we
                 train our deep neural networks with a high-quality skin
                 reflectance and geometry database created with a
                 state-of-the-art multi-view photometric stereo system
                 using polarized gradient illumination. Given the raw
                 facial texture map extracted from the input image, our
                 neural networks synthesize complete reflectance and
                 displacement maps, as well as complete missing regions
                 caused by occlusions. The completed textures exhibit
                 consistent quality throughout the face due to our
                 network architecture, which propagates texture features
                 from the visible region, resulting in high-fidelity
                 details that are consistent with those seen in visible
                 regions. We describe how this highly underconstrained
                 problem is made tractable by dividing the full
                 inference into smaller tasks, which are addressed by
                 dedicated neural networks. We demonstrate the
                 effectiveness of our network design with robust texture
                 completion from images of faces that are largely
                 occluded. With the inferred reflectance and geometry
                 data, we demonstrate the rendering of high-fidelity 3D
                 avatars from a variety of subjects captured under
                 different lighting conditions. In addition, we perform
                 evaluations demonstrating that our method can infer
                 plausible facial reflectance and geometric details
                 comparable to those obtained from high-end capture
                 devices, and outperform alternative approaches that
                 require only a single unconstrained input image.",
  acknowledgement = ack-nhfb,
  articleno =    "162",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2018:DVP,
  author =       "Hyeongwoo Kim and Pablo Garrido and Ayush Tewari and
                 Weipeng Xu and Justus Thies and Matthias Niessner and
                 Patrick P{\'e}rez and Christian Richardt and Michael
                 Zollh{\"o}fer and Christian Theobalt",
  title =        "Deep video portraits",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "163:1--163:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201283",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel approach that enables
                 photo-realistic re-animation of portrait videos using
                 only an input video. In contrast to existing approaches
                 that are restricted to manipulations of facial
                 expressions only, we are the first to transfer the full
                 3D head position, head rotation, face expression, eye
                 gaze, and eye blinking from a source actor to a
                 portrait video of a target actor. The core of our
                 approach is a generative neural network with a novel
                 space-time architecture. The network takes as input
                 synthetic renderings of a parametric face model, based
                 on which it predicts photo-realistic video frames for a
                 given target actor. The realism in this
                 rendering-to-video transfer is achieved by careful
                 adversarial training, and as a result, we can create
                 modified target videos that mimic the behavior of the
                 synthetically-created input. In order to enable
                 source-to-target video re-animation, we render a
                 synthetic target video with the reconstructed head
                 animation parameters from a source video, and feed it
                 into the trained network --- thus taking full control
                 of the target. With the ability to freely recombine
                 source and target parameters, we are able to
                 demonstrate a large variety of video rewrite
                 applications without explicitly modeling hair, body or
                 background. For instance, we can reenact the full head
                 using interactive user-controlled editing, and realize
                 high-fidelity visual dubbing. To demonstrate the high
                 quality of our output, we conduct an extensive series
                 of experiments and evaluations, where for instance a
                 user study shows that our video edits are hard to
                 detect.",
  acknowledgement = ack-nhfb,
  articleno =    "163",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Thies:2018:HRT,
  author =       "Justus Thies and Michael Zollh{\"o}fer and Christian
                 Theobalt and Marc Stamminger and Matthias Niessner",
  title =        "{Headon}: real-time reenactment of human portrait
                 videos",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "164:1--164:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201350",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose HeadOn, the first real-time
                 source-to-target reenactment approach for complete
                 human portrait videos that enables transfer of torso
                 and head motion, face expression, and eye gaze. Given a
                 short RGB-D video of the target actor, we automatically
                 construct a personalized geometry proxy that embeds a
                 parametric head, eye, and kinematic torso model. A
                 novel realtime reenactment algorithm employs this proxy
                 to photo-realistically map the captured motion from the
                 source actor to the target actor. On top of the coarse
                 geometric proxy, we propose a video-based rendering
                 technique that composites the modified target portrait
                 video via view- and pose-dependent texturing, and
                 creates photo-realistic imagery of the target actor
                 under novel torso and head poses, facial expressions,
                 and gaze directions. To this end, we propose a robust
                 tracking of the face and torso of the source actor. We
                 extensively evaluate our approach and show significant
                 improvements in enabling much greater flexibility in
                 creating realistic reenacted output videos.",
  acknowledgement = ack-nhfb,
  articleno =    "164",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Holden:2018:RSO,
  author =       "Daniel Holden",
  title =        "Robust solving of optical motion capture data by
                 denoising",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "165:1--165:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201302",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Raw optical motion capture data often includes errors
                 such as occluded markers, mislabeled markers, and high
                 frequency noise or jitter. Typically these errors must
                 be fixed by hand --- an extremely time-consuming and
                 tedious task. Due to this, there is a large demand for
                 tools or techniques which can alleviate this burden. In
                 this research we present a tool that sidesteps this
                 problem, and produces joint transforms directly from
                 raw marker data (a task commonly called ``solving'') in
                 a way that is extremely robust to errors in the input
                 data using the machine learning technique of denoising.
                 Starting with a set of marker configurations, and a
                 large database of skeletal motion data such as the CMU
                 motion capture database [CMU 2013b], we synthetically
                 reconstruct marker locations using linear blend
                 skinning and apply a unique noise function for
                 corrupting this marker data --- randomly removing and
                 shifting markers to dynamically produce billions of
                 examples of poses with errors similar to those found in
                 real motion capture data. We then train a deep
                 denoising feed-forward neural network to learn a
                 mapping from this corrupted marker data to the
                 corresponding transforms of the joints. Once trained,
                 our neural network can be used as a replacement for the
                 solving part of the motion capture pipeline, and, as it
                 is very robust to errors, it completely removes the
                 need for any manual clean-up of data. Our system is
                 accurate enough to be used in production, generally
                 achieving precision to within a few millimeters, while
                 additionally being extremely fast to compute with low
                 memory requirements.",
  acknowledgement = ack-nhfb,
  articleno =    "165",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Han:2018:OOM,
  author =       "Shangchen Han and Beibei Liu and Robert Wang and
                 Yuting Ye and Christopher D. Twigg and Kenrick Kin",
  title =        "Online optical marker-based hand tracking with deep
                 labels",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "166:1--166:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201399",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Optical marker-based motion capture is the dominant
                 way for obtaining high-fidelity human body animation
                 for special effects, movies, and video games. However,
                 motion capture has seen limited application to the
                 human hand due to the difficulty of automatically
                 identifying (or labeling) identical markers on
                 self-similar fingers. We propose a technique that
                 frames the labeling problem as a keypoint regression
                 problem conducive to a solution using convolutional
                 neural networks. We demonstrate robustness of our
                 labeling solution to occlusion, ghost markers, hand
                 shape, and even motions involving two hands or handheld
                 objects. Our technique is equally applicable to sparse
                 or dense marker sets and can run in real-time to
                 support interaction prototyping with high-fidelity hand
                 tracking and hand presence in virtual reality.",
  acknowledgement = ack-nhfb,
  articleno =    "166",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dvoroznak:2018:TEB,
  author =       "Marek Dvorozn{\'a}k and Wilmot Li and Vladimir G. Kim
                 and Daniel S{\'y}kora",
  title =        "Toonsynth: example-based synthesis of hand-colored
                 cartoon animations",
  journal =      j-TOG,
  volume =       "37",
  number =       "4",
  pages =        "167:1--167:??",
  month =        aug,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3197517.3201326",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:43 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new example-based approach for
                 synthesizing hand-colored cartoon animations. Our
                 method produces results that preserve the specific
                 visual appearance and stylized motion of manually
                 authored animations without requiring artists to draw
                 every frame from scratch. In our framework, the artist
                 first stylizes a limited set of known source skeletal
                 animations from which we extract a style-aware puppet
                 that encodes the appearance and motion characteristics
                 of the artwork. Given a new target skeletal motion, our
                 method automatically transfers the style from the
                 source examples to create a hand-colored target
                 animation. Compared to previous work, our technique is
                 the first to preserve both the detailed visual
                 appearance and stylized motion of the original
                 hand-drawn content. Our approach has numerous practical
                 applications including traditional animation production
                 and content creation for games.",
  acknowledgement = ack-nhfb,
  articleno =    "167",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tymms:2018:QPM,
  author =       "Chelsea Tymms and Esther P. Gardner and Denis Zorin",
  title =        "A Quantitative Perceptual Model for Tactile
                 Roughness",
  journal =      j-TOG,
  volume =       "37",
  number =       "5",
  pages =        "168:1--168:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3186267",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:44 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3186267",
  abstract =     "Everyone uses the sense of touch to explore the world,
                 and roughness is one of the most important qualities in
                 tactile perception. Roughness is a major identifier for
                 judgments of material composition, comfort, and
                 friction, and it is tied closely to manual dexterity.
                 The advent of high-resolution 3D printing technology
                 provides the ability to fabricate arbitrary 3D textures
                 with surface geometry that confers haptic properties.
                 In this work, we address the problem of mapping object
                 geometry to tactile roughness. We fabricate a set of
                 carefully designed stimuli and use them in experiments
                 with human subjects to build a perceptual space for
                 roughness. We then match this space to a quantitative
                 model obtained from strain fields derived from
                 elasticity simulations of the human skin contacting the
                 texture geometry, drawing from past research in
                 neuroscience and psychophysics. We demonstrate how this
                 model can be applied to predict and alter surface
                 roughness, and we show several applications in the
                 context of fabrication.",
  acknowledgement = ack-nhfb,
  articleno =    "168",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Muntoni:2018:AAH,
  author =       "Alessandro Muntoni and Marco Livesu and Riccardo
                 Scateni and Alla Sheffer and Daniele Panozzo",
  title =        "Axis-Aligned Height-Field Block Decomposition of
                 {$3$D} Shapes",
  journal =      j-TOG,
  volume =       "37",
  number =       "5",
  pages =        "169:1--169:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3204458",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:44 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3204458",
  abstract =     "We propose a novel algorithm for decomposing general
                 three-dimensional geometries into a small set of
                 overlap-free height-field blocks, volumes enclosed by a
                 flat base and a height-field surface defined with
                 respect to this base. This decomposition is useful for
                 fabrication methodologies such as 3-axis CNC milling,
                 where a single milling pass can only carve a single
                 height-field surface defined with respect to the
                 machine tray but can also benefit other fabrication
                 settings. Computing our desired decomposition requires
                 solving a highly constrained discrete optimization
                 problem, variants of which are known to be NP-hard. We
                 effectively compute a high-quality decomposition by
                 using a two-step process that leverages the unique
                 characteristics of our setup. Specifically, we notice
                 that if the height-field directions are constrained to
                 the major axes, then we can always produce a valid
                 decomposition starting from a suitable surface
                 segmentation. Our method first produces a compact set
                 of large, possibly overlapping, height-field blocks
                 that jointly cover the model surface by recasting this
                 discrete constrained optimization problem as an
                 unconstrained optimization of a continuous function,
                 which allows for an efficient solution. We then cast
                 the computation of an overlap-free, final decomposition
                 as an ordering problem on a graph and solve it via a
                 combination of cycle elimination and topological
                 sorting. The combined algorithm produces a compact set
                 of height-field blocks that jointly describe the input
                 model within a user given tolerance. We demonstrate our
                 method on a range of inputs and showcase a number of
                 real life models manufactured using our technique.",
  acknowledgement = ack-nhfb,
  articleno =    "169",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yang:2018:PIG,
  author =       "Shan Yang and Zherong Pan and Tanya Amert and Ke Wang
                 and Licheng Yu and Tamara Berg and Ming C. Lin",
  title =        "Physics-Inspired Garment Recovery from a Single-View
                 Image",
  journal =      j-TOG,
  volume =       "37",
  number =       "5",
  pages =        "170:1--170:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3026479",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:44 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Most recent garment capturing techniques rely on
                 acquiring multiple views of clothing, which may not
                 always be readily available, especially in the case of
                 pre-existing photographs from the web. As an
                 alternative, we propose a method that is able to
                 compute a 3D model of a human body and its outfit from
                 a single photograph with little human interaction. Our
                 algorithm is not only able to capture the global shape
                 and overall geometry of the clothing, it can also
                 extract the physical properties (i.e., material
                 parameters needed for simulation) of cloth. Unlike
                 previous methods using full 3D information (i.e.,
                 depth, multi-view images, or sampled 3D geometry), our
                 approach achieves garment recovery from a single-view
                 image by using physical, statistical, and geometric
                 priors and a combination of parameter estimation,
                 semantic parsing, shape/pose recovery, and
                 physics-based cloth simulation. We demonstrate the
                 effectiveness of our algorithm by re-purposing the
                 reconstructed garments for virtual try-on and garment
                 transfer applications and for cloth animation on
                 digital characters.",
  acknowledgement = ack-nhfb,
  articleno =    "170",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cao:2018:RTH,
  author =       "Yan-Pei Cao and Leif Kobbelt and Shi-Min Hu",
  title =        "Real-time High-accuracy Three-Dimensional
                 Reconstruction with Consumer {RGB-D} Cameras",
  journal =      j-TOG,
  volume =       "37",
  number =       "5",
  pages =        "171:1--171:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3182157",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:44 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3182157",
  abstract =     "We present an integrated approach for reconstructing
                 high-fidelity three-dimensional (3D) models using
                 consumer RGB-D cameras. RGB-D registration and
                 reconstruction algorithms are prone to errors from
                 scanning noise, making it hard to perform 3D
                 reconstruction accurately. The key idea of our method
                 is to assign a probabilistic uncertainty model to each
                 depth measurement, which then guides the scan alignment
                 and depth fusion. This allows us to effectively handle
                 inherent noise and distortion in depth maps while
                 keeping the overall scan registration procedure under
                 the iterative closest point framework for simplicity
                 and efficiency. We further introduce a local-to-global,
                 submap-based, and uncertainty-aware global pose
                 optimization scheme to improve scalability and
                 guarantee global model consistency. Finally, we have
                 implemented the proposed algorithm on the GPU,
                 achieving real-time 3D scanning frame rates and
                 updating the reconstructed model on-the-fly.
                 Experimental results on simulated and real-world data
                 demonstrate that the proposed method outperforms
                 state-of-the-art systems in terms of the accuracy of
                 both recovered camera trajectories and reconstructed
                 models.",
  acknowledgement = ack-nhfb,
  articleno =    "171",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wolski:2018:DMP,
  author =       "Krzysztof Wolski and Daniele Giunchi and Nanyang Ye
                 and Piotr Didyk and Karol Myszkowski and Radoslaw
                 Mantiuk and Hans-Peter Seidel and Anthony Steed and
                 Rafal K. Mantiuk",
  title =        "Dataset and Metrics for Predicting Local Visible
                 Differences",
  journal =      j-TOG,
  volume =       "37",
  number =       "5",
  pages =        "172:1--172:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3196493",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:44 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A large number of imaging and computer graphics
                 applications require localized information on the
                 visibility of image distortions. Existing image quality
                 metrics are not suitable for this task as they provide
                 a single quality value per image. Existing visibility
                 metrics produce visual difference maps, and are
                 specifically designed for detecting just noticeable
                 distortions but their predictions are often inaccurate.
                 In this work, we argue that the key reason for this
                 problem is the lack of large image collections with a
                 good coverage of possible distortions that occur in
                 different applications. To address the problem, we
                 collect an extensive dataset of reference and distorted
                 image pairs together with user markings indicating
                 whether distortions are visible or not. We propose a
                 statistical model that is designed for the meaningful
                 interpretation of such data, which is affected by
                 visual search and imprecision of manual marking. We use
                 our dataset for training existing metrics and we
                 demonstrate that their performance significantly
                 improves. We show that our dataset with the proposed
                 statistical model can be used to train a new CNN-based
                 metric, which outperforms the existing solutions. We
                 demonstrate the utility of such a metric in visually
                 lossless JPEG compression, super-resolution and
                 watermarking.",
  acknowledgement = ack-nhfb,
  articleno =    "172",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sato:2018:EFA,
  author =       "Syuhei Sato and Yoshinori Dobashi and Tomoyuki
                 Nishita",
  title =        "Editing Fluid Animation Using Flow Interpolation",
  journal =      j-TOG,
  volume =       "37",
  number =       "5",
  pages =        "173:1--173:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3213771",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:44 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3213771",
  abstract =     "The computational cost for creating realistic fluid
                 animations by numerical simulation is generally
                 expensive. In digital production environments, existing
                 precomputed fluid animations are often reused for
                 different scenes in order to reduce the cost of
                 creating scenes containing fluids. However, applying
                 the same animation to different scenes often produces
                 unacceptable results, so the animation needs to be
                 edited. In order to help animators with the editing
                 process, we develop a novel method for synthesizing the
                 desired fluid animations by combining existing flow
                 data. Our system allows the user to place flows at
                 desired positions and combine them. We do this by
                 interpolating velocities at the boundaries between the
                 flows. The interpolation is formulated as a
                 minimization problem of an energy function, which is
                 designed to take into account the inviscid,
                 incompressible Navier--Stokes equations. Our method
                 focuses on smoke simulations defined on a uniform grid.
                 We demonstrate the potential of our method by showing a
                 set of examples, including a large-scale sandstorm
                 created from a few flow data simulated in a small-scale
                 space.",
  acknowledgement = ack-nhfb,
  articleno =    "173",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bang:2018:SII,
  author =       "Seungbae Bang and Sung-Hee Lee",
  title =        "Spline Interface for Intuitive Skinning Weight
                 Editing",
  journal =      j-TOG,
  volume =       "37",
  number =       "5",
  pages =        "174:1--174:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3186565",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:44 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3186565",
  abstract =     "Despite the recent advances in automatic methods for
                 computing skinning weights, manual intervention is
                 still indispensable to produce high-quality character
                 deformation. However, current modeling software does
                 not provide efficient tools for the manual definition
                 of skinning weights. Widely used paint-based interfaces
                 give users high degrees of freedom, but at the expense
                 of significant efforts and time. This article presents
                 a novel interface for editing skinning weights based on
                 splines, which represent the isolines of skinning
                 weights on a mesh. When a user drags a small number of
                 spline anchor points, our method updates the shape of
                 the isolines and smoothly interpolates or propagates
                 the weights while respecting the given iso-value on the
                 spline. We introduce several techniques to enable the
                 interface to run in real-time and propose a particular
                 combination of functions that generates appropriate
                 skinning weight over the surface. Users can create
                 skinning weights from scratch by using our method. In
                 addition, we present the spline and the gradient
                 fitting methods that closely approximate initial given
                 weights, so that a user can modify the weights with our
                 spline interface. We show the effectiveness of our
                 spline-based interface through a number of test
                 cases.",
  acknowledgement = ack-nhfb,
  articleno =    "174",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sahillioglu:2018:GIS,
  author =       "Yusuf Sahillioglu",
  title =        "A Genetic Isometric Shape Correspondence Algorithm
                 with Adaptive Sampling",
  journal =      j-TOG,
  volume =       "37",
  number =       "5",
  pages =        "175:1--175:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3243593",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:44 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3243593",
  abstract =     "We exploit the permutation creation ability of genetic
                 optimization to find the permutation of one point set
                 that puts it into correspondence with another one. To
                 this end, we provide a genetic algorithm for the 3D
                 shape correspondence problem, which is the main
                 contribution of this article. As another significant
                 contribution, we present an adaptive sampling approach
                 that relocates the matched points based on the
                 currently available correspondence via an alternating
                 optimization. The point sets to be matched are sampled
                 from two isometric (or nearly isometric) shapes. The
                 sparse one-to-one correspondence, i.e., bijection, that
                 we produce is validated both in terms of running time
                 and accuracy in a comprehensive test suite that
                 includes four standard shape benchmarks and
                 state-of-the-art techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "175",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tonneau:2018:TPA,
  author =       "Steve Tonneau and Pierre Fernbach and Andrea {Del
                 Prete} and Julien Pettr{\'e} and Nicolas Mansard",
  title =        "{2PAC}: Two-Point Attractors for Center of Mass
                 Trajectories in Multi-Contact Scenarios",
  journal =      j-TOG,
  volume =       "37",
  number =       "5",
  pages =        "176:1--176:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3213773",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:44 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3213773",
  abstract =     "Synthesizing motions for legged characters in
                 arbitrary environments is a long-standing problem that
                 has recently received a lot of attention from the
                 computer graphics community. We tackle this problem
                 with a procedural approach that is generic, fully
                 automatic, and independent from motion capture data.
                 The main contribution of this article is a
                 point-mass-model-based method to synthesize Center Of
                 Mass trajectories. These trajectories are then used to
                 generate the whole-body motion of the character. The
                 use of a point mass model results in physically
                 inconsistent motions and joint limit violations when
                 mapped back to a full- body motion. We mitigate these
                 issues through the use of a novel formulation of the
                 kinematic constraints that allows us to generate a
                 quasi-static Center Of Mass trajectory in a way that is
                 both user-friendly and computationally efficient. We
                 also show that the quasi-static constraint can be
                 relaxed to generate motions usable for computer
                 animation at the cost of a moderate violation of the
                 dynamic constraints. Our method was integrated in our
                 open-source contact planner and tested with different
                 scenarios-some never addressed before-featuring legged
                 characters performing non-gaited motions in cluttered
                 environments. The computational efficiency of our
                 trajectory generation algorithm (under one ms to
                 compute one second of trajectory) enables us to
                 synthesize motions in a few seconds, one order of
                 magnitude faster than state-of-the-art methods.
                 Although our method is empirically able to synthesize
                 collision-free motions, the formal handling of
                 environmental constraints is not part of the proposed
                 method and left for future work.",
  acknowledgement = ack-nhfb,
  articleno =    "176",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2018:IDW,
  author =       "Sungkil Lee and Younguk Kim and Elmar Eisemann",
  title =        "Iterative Depth Warping",
  journal =      j-TOG,
  volume =       "37",
  number =       "5",
  pages =        "177:1--177:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3190859",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Nov 29 17:19:44 MST 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3190859",
  abstract =     "This article presents an iterative backward-warping
                 technique and its applications. It predictively
                 synthesizes depth buffers for novel views. Our solution
                 is based on a fixed-point iteration that converges
                 quickly in practice. Unlike the previous techniques,
                 our solution is a pure backward warping without using
                 bidirectional sources. To efficiently seed the
                 iterative process, we also propose a tight bounding
                 method for motion vectors. Non-convergent depth holes
                 are inpainted via deep depth buffers. Our solution
                 works well with arbitrarily distributed motion vectors
                 under moderate motions. Many scenarios can benefit from
                 our depth warping. As an application, we propose a
                 highly scalable image-based occlusion-culling
                 technique, achieving a significant speed-up compared to
                 the state of the art. We also demonstrate the benefit
                 of our solution in multi-view soft-shadow generation.",
  acknowledgement = ack-nhfb,
  articleno =    "177",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Peng:2018:SRL,
  author =       "Xue Bin Peng and Angjoo Kanazawa and Jitendra Malik
                 and Pieter Abbeel and Sergey Levine",
  title =        "{SFV}: reinforcement learning of physical skills from
                 videos",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "178:1--178:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275014",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Data-driven character animation based on motion
                 capture can produce highly naturalistic behaviors and,
                 when combined with physics simulation, can provide for
                 natural procedural responses to physical perturbations,
                 environmental changes, and morphological discrepancies.
                 Motion capture remains the most popular source of
                 motion data, but collecting mocap data typically
                 requires heavily instrumented environments and actors.
                 In this paper, we propose a method that enables
                 physically simulated characters to learn skills from
                 videos (SFV). Our approach, based on deep pose
                 estimation and deep reinforcement learning, allows
                 data-driven animation to leverage the abundance of
                 publicly available video clips from the web, such as
                 those from YouTube. This has the potential to enable
                 fast and easy design of character controllers simply by
                 querying for video recordings of the desired behavior.
                 The resulting controllers are robust to perturbations,
                 can be adapted to new settings, can perform basic
                 object interactions, and can be retargeted to new
                 morphologies via reinforcement learning. We further
                 demonstrate that our method can predict potential human
                 motions from still images, by forward simulation of
                 learned controllers initialized from the observed pose.
                 Our framework is able to learn a broad range of dynamic
                 skills, including locomotion, acrobatics, and martial
                 arts. (Video$^1$)",
  acknowledgement = ack-nhfb,
  articleno =    "178",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Clegg:2018:LDS,
  author =       "Alexander Clegg and Wenhao Yu and Jie Tan and C. Karen
                 Liu and Greg Turk",
  title =        "Learning to dress: synthesizing human dressing motion
                 via deep reinforcement learning",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "179:1--179:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275048",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Creating animation of a character putting on clothing
                 is challenging due to the complex interactions between
                 the character and the simulated garment. We take a
                 model-free deep reinforcement learning (deepRL)
                 approach to automatically discovering robust dressing
                 control policies represented by neural networks. While
                 deepRL has demonstrated several successes in learning
                 complex motor skills, the data-demanding nature of the
                 learning algorithms is at odds with the computationally
                 costly cloth simulation required by the dressing task.
                 This paper is the first to demonstrate that, with an
                 appropriately designed input state space and a reward
                 function, it is possible to incorporate cloth
                 simulation in the deepRL framework to learn a robust
                 dressing control policy. We introduce a salient
                 representation of haptic information to guide the
                 dressing process and utilize it in the reward function
                 to provide learning signals during training. In order
                 to learn a prolonged sequence of motion involving a
                 diverse set of manipulation skills, such as grasping
                 the edge of the shirt or pulling on a sleeve, we find
                 it necessary to separate the dressing task into several
                 subtasks and learn a control policy for each subtask.
                 We introduce a policy sequencing algorithm that matches
                 the distribution of output states from one task to the
                 input distribution for the next task in the sequence.
                 We have used this approach to produce character
                 controllers for several dressing tasks: putting on a
                 t-shirt, putting on a jacket, and robot-assisted
                 dressing of a sleeve.",
  acknowledgement = ack-nhfb,
  articleno =    "179",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2018:ICA,
  author =       "Kyungho Lee and Seyoung Lee and Jehee Lee",
  title =        "Interactive character animation by learning
                 multi-objective control",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "180:1--180:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275071",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an approach that learns to act from raw
                 motion data for interactive character animation. Our
                 motion generator takes a continuous stream of control
                 inputs and generates the character's motion in an
                 online manner. The key insight is modeling rich
                 connections between a multitude of control objectives
                 and a large repertoire of actions. The model is trained
                 using Recurrent Neural Network conditioned to deal with
                 spatiotemporal constraints and structural variabilities
                 in human motion. We also present a new data
                 augmentation method that allows the model to be learned
                 even from a small to moderate amount of training data.
                 The learning process is fully automatic if it learns
                 the motion of a single character, and requires minimal
                 user intervention if it deals with props and
                 interaction between multiple characters.",
  acknowledgement = ack-nhfb,
  articleno =    "180",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Won:2018:ACF,
  author =       "Jungdam Won and Jungnam Park and Jehee Lee",
  title =        "Aerobatics control of flying creatures via
                 self-regulated learning",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "181:1--181:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275023",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Flying creatures in animated films often perform
                 highly dynamic aerobatic maneuvers, which require their
                 extreme of exercise capacity and skillful control.
                 Designing physics-based controllers (a.k.a., control
                 policies) for aerobatic maneuvers is very challenging
                 because dynamic states remain in unstable equilibrium
                 most of the time during aerobatics. Recently, Deep
                 Reinforcement Learning (DRL) has shown its potential in
                 constructing physics-based controllers. In this paper,
                 we present a new concept, Self-Regulated Learning
                 (SRL), which is combined with DRL to address the
                 aerobatics control problem. The key idea of SRL is to
                 allow the agent to take control over its own learning
                 using an additional self-regulation policy. The policy
                 allows the agent to regulate its goals according to the
                 capability of the current control policy. The control
                 and self-regulation policies are learned jointly along
                 the progress of learning. Self-regulated learning can
                 be viewed as building its own curriculum and seeking
                 compromise on the goals. The effectiveness of our
                 method is demonstrated with physically-simulated
                 creatures performing aerobatic skills of sharp turning,
                 rapid winding, rolling, soaring, and diving.",
  acknowledgement = ack-nhfb,
  articleno =    "181",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nageli:2018:FRT,
  author =       "Tobias N{\"a}geli and Samuel Oberholzer and Silvan
                 Pl{\"u}ss and Javier Alonso-Mora and Otmar Hilliges",
  title =        "{Flycon}: real-time environment-independent multi-view
                 human pose estimation with aerial vehicles",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "182:1--182:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275022",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a real-time method for the
                 infrastructure-free estimation of articulated human
                 motion. The approach leverages a swarm of
                 camera-equipped flying robots and jointly optimizes the
                 swarm's and skeletal states, which include the 3D joint
                 positions and a set of bones. Our method allows to
                 track the motion of human subjects, for example an
                 athlete, over long time horizons and long distances, in
                 challenging settings and at large scale, where fixed
                 infrastructure approaches are not applicable. The
                 proposed algorithm uses active infra-red markers, runs
                 in real-time and accurately estimates robot and human
                 pose parameters online without the need for accurately
                 calibrated or stationary mounted cameras. Our method
                 (i) estimates a global coordinate frame for the MAV
                 swarm, (ii) jointly optimizes the human pose and
                 relative camera positions, and (iii) estimates the
                 length of the human bones. The entire swarm is then
                 controlled via a model predictive controller to
                 maximize visibility of the subject from multiple
                 viewpoints even under fast motion such as jumping or
                 jogging. We demonstrate our method in a number of
                 difficult scenarios including capture of long
                 locomotion sequences at the scale of a triplex gym, in
                 non-planar terrain, while climbing and in outdoor
                 scenarios.",
  acknowledgement = ack-nhfb,
  articleno =    "182",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Smith:2018:APP,
  author =       "Neil Smith and Nils Moehrle and Michael Goesele and
                 Wolfgang Heidrich",
  title =        "Aerial path planning for urban scene reconstruction: a
                 continuous optimization method and benchmark",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "183:1--183:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275010",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Small unmanned aerial vehicles (UAVs) are ideal
                 capturing devices for high-resolution urban 3D
                 reconstructions using multi-view stereo. Nevertheless,
                 practical considerations such as safety usually mean
                 that access to the scan target is often only available
                 for a short amount of time, especially in urban
                 environments. It therefore becomes crucial to perform
                 both view and path planning to minimize flight time
                 while ensuring complete and accurate reconstructions.
                 In this work, we address the challenge of automatic
                 view and path planning for UAV-based aerial imaging
                 with the goal of urban reconstruction from multi-view
                 stereo. To this end, we develop a novel continuous
                 optimization approach using heuristics for multi-view
                 stereo reconstruction quality and apply it to the
                 problem of path planning. Even for large scan areas,
                 our method generates paths in only a few minutes, and
                 is therefore ideally suited for deployment in the
                 field. To evaluate our method, we introduce and
                 describe a detailed benchmark dataset for UAV path
                 planning in urban environments which can also be used
                 to evaluate future research efforts on this topic.
                 Using this dataset and both synthetic and real data, we
                 demonstrate survey-grade urban reconstructions with
                 ground resolutions of 1 cm or better on large areas (30
                 000 m$^2$).",
  acknowledgement = ack-nhfb,
  articleno =    "183",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2018:ASP,
  author =       "Zechen Zhang and Nikunj Raghuvanshi and John Snyder
                 and Steve Marschner",
  title =        "Ambient sound propagation",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "184:1--184:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275100",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Ambient sounds arise from a massive superposition of
                 chaotic events distributed over a large area or volume,
                 such as waves breaking on a beach or rain hitting the
                 ground. The directionality and loudness of these sounds
                 as they propagate in complex 3D scenes vary with
                 listener location, providing cues that distinguish
                 indoors from outdoors and reveal portals and occluders.
                 We show that ambient sources can be approximated using
                 an ideal notion of spatio-temporal incoherence and
                 develop a lightweight technique to capture their global
                 propagation effects. Our approach precomputes a single
                 FDTD simulation using a sustained source signal whose
                 phase is randomized over frequency and source extent.
                 It then extracts a spherical harmonic encoding of the
                 resulting steady-state distribution of power over
                 direction and position in the scene using an efficient
                 flux density formulation. The resulting parameter
                 fields are smooth and compressible, requiring only a
                 few MB of memory per extended source. We also present a
                 fast binaural rendering technique that exploits phase
                 incoherence to reduce filtering cost.",
  acknowledgement = ack-nhfb,
  articleno =    "184",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2018:DIP,
  author =       "Yinghao Huang and Manuel Kaufmann and Emre Aksan and
                 Michael J. Black and Otmar Hilliges and Gerard
                 Pons-Moll",
  title =        "Deep inertial poser: learning to reconstruct human
                 pose from sparse inertial measurements in real time",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "185:1--185:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275108",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We demonstrate a novel deep neural network capable of
                 reconstructing human full body pose in real-time from 6
                 Inertial Measurement Units (IMUs) worn on the user's
                 body. In doing so, we address several difficult
                 challenges. First, the problem is severely
                 under-constrained as multiple pose parameters produce
                 the same IMU orientations. Second, capturing IMU data
                 in conjunction with ground-truth poses is expensive and
                 difficult to do in many target application scenarios
                 (e.g., outdoors). Third, modeling temporal dependencies
                 through non-linear optimization has proven effective in
                 prior work but makes real-time prediction infeasible.
                 To address this important limitation, we learn the
                 temporal pose priors using deep learning. To learn from
                 sufficient data, we synthesize IMU data from motion
                 capture datasets. A bi-directional RNN architecture
                 leverages past and future information that is available
                 at training time. At test time, we deploy the network
                 in a sliding window fashion, retaining real time
                 capabilities. To evaluate our method, we recorded
                 DIP-IMU, a dataset consisting of 10 subjects wearing 17
                 IMUs for validation in 64 sequences with 330 000 time
                 instants; this constitutes the largest IMU dataset
                 publicly available. We quantitatively evaluate our
                 approach on multiple datasets and show results from a
                 real-time implementation. DIP-IMU and the code are
                 available for research purposes.$^1$",
  acknowledgement = ack-nhfb,
  articleno =    "185",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Karamouzas:2018:CSP,
  author =       "Ioannis Karamouzas and Nick Sohre and Ran Hu and
                 Stephen J. Guy",
  title =        "Crowd space: a predictive crowd analysis technique",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "186:1--186:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275079",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Over the last two decades there has been a
                 proliferation of methods for simulating crowds of
                 humans. As the number of different methods and their
                 complexity increases, it becomes increasingly
                 unrealistic to expect researchers and users to keep up
                 with all the possible options and trade-offs. We
                 therefore see the need for tools that can facilitate
                 both domain experts and non-expert users of crowd
                 simulation in making high-level decisions about the
                 best simulation methods to use in different scenarios.
                 In this paper, we leverage trajectory data from human
                 crowds and machine learning techniques to learn a
                 manifold which captures representative local navigation
                 scenarios that humans encounter in real life. We show
                 the applicability of this manifold in crowd research,
                 including analyzing trends in simulation accuracy, and
                 creating automated systems to assist in choosing an
                 appropriate simulation method for a given scenario.",
  acknowledgement = ack-nhfb,
  articleno =    "186",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aristidou:2018:DMM,
  author =       "Andreas Aristidou and Daniel Cohen-Or and Jessica K.
                 Hodgins and Yiorgos Chrysanthou and Ariel Shamir",
  title =        "Deep motifs and motion signatures",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "187:1--187:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275038",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many analysis tasks for human motion rely on
                 high-level similarity between sequences of motions,
                 that are not an exact matches in joint angles, timing,
                 or ordering of actions. Even the same movements
                 performed by the same person can vary in duration and
                 speed. Similar motions are characterized by similar
                 sets of actions that appear frequently. In this paper
                 we introduce motion motifs and motion signatures that
                 are a succinct but descriptive representation of motion
                 sequences. We first break the motion sequences to
                 short-term movements called motion words, and then
                 cluster the words in a high-dimensional feature space
                 to find motifs. Hence, motifs are words that are both
                 common and descriptive, and their distribution
                 represents the motion sequence. To cluster words and
                 find motifs, the challenge is to define an effective
                 feature space, where the distances among motion words
                 are semantically meaningful, and where variations in
                 speed and duration are handled. To this end, we use a
                 deep neural network to embed the motion words into
                 feature space using a triplet loss function. To define
                 a signature, we choose a finite set of motion-motifs,
                 creating a bag-of-motifs representation for the
                 sequence. Motion signatures are agnostic to movement
                 order, speed or duration variations, and can
                 distinguish fine-grained differences between motions of
                 the same class. We illustrate examples of
                 characterizing motion sequences by motifs, and for the
                 use of motion signatures in a number of applications.",
  acknowledgement = ack-nhfb,
  articleno =    "187",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2018:TGO,
  author =       "Xi Wang and Sebastian Koch and Kenneth Holmqvist and
                 Marc Alexa",
  title =        "Tracking the gaze on objects in {$3$D}: how do people
                 really look at the bunny?",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "188:1--188:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275094",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We provide the first large dataset of human fixations
                 on physical 3D objects presented in varying viewing
                 conditions and made of different materials. Our
                 experimental setup is carefully designed to allow for
                 accurate calibration and measurement. We estimate a
                 mapping from the pair of pupil positions to 3D
                 coordinates in space and register the presented shape
                 with the eye tracking setup. By modeling the fixated
                 positions on 3D shapes as a probability distribution,
                 we analysis the similarities among different
                 conditions. The resulting data indicates that salient
                 features depend on the viewing direction. Stable
                 features across different viewing directions seem to be
                 connected to semantically meaningful parts. We also
                 show that it is possible to estimate the gaze density
                 maps from view dependent data. The dataset provides the
                 necessary ground truth data for computational models of
                 human perception in 3D.",
  acknowledgement = ack-nhfb,
  articleno =    "188",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2018:FUB,
  author =       "Xuelin Chen and Honghua Li and Chi-Wing Fu and Hao
                 Zhang and Daniel Cohen-Or and Baoquan Chen",
  title =        "{$3$D} fabrication with universal building blocks and
                 pyramidal shells",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "189:1--189:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275033",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a computational solution for
                 cost-efficient 3D fabrication using universal building
                 blocks. Our key idea is to employ a set of universal
                 blocks, which can be massively prefabricated at a low
                 cost, to quickly assemble and constitute a significant
                 internal core of the target object, so that only the
                 residual volume need to be 3D printed online. We
                 further improve the fabrication efficiency by
                 decomposing the residual volume into a small number of
                 printing-friendly pyramidal pieces. Computationally, we
                 face a coupled decomposition problem: decomposing the
                 input object into an internal core and residual, and
                 decomposing the residual, to fulfill a combination of
                 objectives for efficient 3D fabrication. To this end,
                 we formulate an optimization that jointly minimizes the
                 residual volume, the number of pyramidal residual
                 pieces, and the amount of support waste when printing
                 the residual pieces. To solve the optimization in a
                 tractable manner, we start with a maximal internal core
                 and iteratively refine it with local cuts to minimize
                 the cost function. Moreover, to efficiently explore the
                 large search space, we resort to cost estimates aided
                 by pre-computation and avoid the need to explicitly
                 construct pyramidal decompositions for each solution
                 candidate. Results show that our method can iteratively
                 reduce the estimated printing time and cost, as well as
                 the support waste, and helps to save hours of
                 fabrication time and much material consumption.",
  acknowledgement = ack-nhfb,
  articleno =    "189",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2018:CFR,
  author =       "Shuhua Li and Ali Mahdavi-Amiri and Ruizhen Hu and Han
                 Liu and Changqing Zou and Oliver {Van Kaick} and
                 Xiuping Liu and Hui Huang and Hao Zhang",
  title =        "Construction and fabrication of reversible shape
                 transforms",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "190:1--190:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275061",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We study a new and elegant instance of geometric
                 dissection of 2D shapes: reversible hinged dissection,
                 which corresponds to a dual transform between two
                 shapes where one of them can be dissected in its
                 interior and then inverted inside-out, with hinges on
                 the shape boundary, to reproduce the other shape, and
                 vice versa. We call such a transform reversible
                 inside-out transform or RIOT. Since it is rare for two
                 shapes to possess even a rough RIOT, let alone an exact
                 one, we develop both a RIOT construction algorithm and
                 a quick filtering mechanism to pick, from a shape
                 collection, potential shape pairs that are likely to
                 possess the transform. Our construction algorithm is
                 fully automatic. It computes an approximate RIOT
                 between two given input 2D shapes, whose boundaries can
                 undergo slight deformations, while the filtering scheme
                 picks good inputs for the construction. Furthermore, we
                 add properly designed hinges and connectors to the
                 shape pieces and fabricate them using a 3D printer so
                 that they can be played as an assembly puzzle. With
                 many interesting and fun RIOT pairs constructed from
                 shapes found online, we demonstrate that our method
                 significantly expands the range of shapes to be
                 considered for RIOT, a seemingly impossible shape
                 transform, and offers a practical way to construct and
                 physically realize these transforms.",
  acknowledgement = ack-nhfb,
  articleno =    "190",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2018:DGF,
  author =       "Ziqi Wang and Peng Song and Mark Pauly",
  title =        "{DESIA}: a general framework for designing
                 interlocking assemblies",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "191:1--191:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275034",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Interlocking assemblies have a long history in the
                 design of puzzles, furniture, architecture, and other
                 complex geometric structures. The key defining property
                 of interlocking assemblies is that all component parts
                 are immobilized by their geometric arrangement,
                 preventing the assembly from falling apart. Computer
                 graphics research has recently contributed design tools
                 that allow creating new interlocking assemblies.
                 However, these tools focus on specific kinds of
                 assemblies and explore only a limited space of
                 interlocking configurations, which restricts their
                 applicability for design. In this paper, we propose a
                 new general framework for designing interlocking
                 assemblies. The core idea is to represent part
                 relationships with a family of base Directional
                 Blocking Graphs and leverage efficient graph analysis
                 tools to compute an interlocking arrangement of parts.
                 This avoids the exponential complexity of brute-force
                 search. Our algorithm iteratively constructs the
                 geometry of assembly components, taking advantage of
                 all existing blocking relations for constructing
                 successive parts. As a result, our approach supports a
                 wider range of assembly forms compared to previous
                 methods and provides significantly more design
                 flexibility. We show that our framework facilitates
                 efficient design of complex interlocking assemblies,
                 including new solutions that cannot be achieved by
                 state of the art approaches.",
  acknowledgement = ack-nhfb,
  articleno =    "191",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Park:2018:PPM,
  author =       "Keunhong Park and Konstantinos Rematas and Ali Farhadi
                 and Steven M. Seitz",
  title =        "{PhotoShape}: photorealistic materials for large-scale
                 shape collections",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "192:1--192:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275066",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Existing online 3D shape repositories contain
                 thousands of 3D models but lack photorealistic
                 appearance. We present an approach to automatically
                 assign high-quality, realistic appearance models to
                 large scale 3D shape collections. The key idea is to
                 jointly leverage three types of online data --- shape
                 collections, material collections, and photo
                 collections, using the photos as reference to guide
                 assignment of materials to shapes. By generating a
                 large number of synthetic renderings, we train a
                 convolutional neural network to classify materials in
                 real photos, and employ 3D-2D alignment techniques to
                 transfer materials to different parts of each shape
                 model. Our system produces photorealistic, relightable,
                 3D shapes (PhotoShapes).",
  acknowledgement = ack-nhfb,
  articleno =    "192",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Valentin:2018:DMS,
  author =       "Julien Valentin and Adarsh Kowdle and Jonathan T.
                 Barron and Neal Wadhwa and Max Dzitsiuk and Michael
                 Schoenberg and Vivek Verma and Ambrus Csaszar and Eric
                 Turner and Ivan Dryanovski and Joao Afonso and Jose
                 Pascoal and Konstantine Tsotsos and Mira Leung and
                 Mirko Schmidt and Onur Guleryuz and Sameh Khamis and
                 Vladimir Tankovitch and Sean Fanello and Shahram Izadi
                 and Christoph Rhemann",
  title =        "Depth from motion for smartphone {AR}",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "193:1--193:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275041",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Augmented reality (AR) for smartphones has matured
                 from a technology for earlier adopters, available only
                 on select high-end phones, to one that is truly
                 available to the general public. One of the key
                 breakthroughs has been in low-compute methods for six
                 degree of freedom (6DoF) tracking on phones using only
                 the existing hardware (camera and inertial sensors).
                 6DoF tracking is the cornerstone of smartphone AR
                 allowing virtual content to be precisely locked on top
                 of the real world. However, to really give users the
                 impression of believable AR, one requires mobile depth.
                 Without depth, even simple effects such as a virtual
                 object being correctly occluded by the real-world is
                 impossible. However, requiring a mobile depth sensor
                 would severely restrict the access to such features. In
                 this article, we provide a novel pipeline for mobile
                 depth that supports a wide array of mobile phones, and
                 uses only the existing monocular color sensor. Through
                 several technical contributions, we provide the ability
                 to compute low latency dense depth maps using only a
                 single CPU core of a wide range of (medium-high) mobile
                 phones. We demonstrate the capabilities of our approach
                 on high-level AR applications including real-time
                 navigation and shopping.",
  acknowledgement = ack-nhfb,
  articleno =    "193",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Holynski:2018:FDD,
  author =       "Aleksander Holynski and Johannes Kopf",
  title =        "Fast depth densification for occlusion-aware augmented
                 reality",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "194:1--194:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275083",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Current AR systems only track sparse geometric
                 features but do not compute depth for all pixels. For
                 this reason, most AR effects are pure overlays that can
                 never be occluded by real objects. We present a novel
                 algorithm that propagates sparse depth to every pixel
                 in near realtime. The produced depth maps are
                 spatio-temporally smooth but exhibit sharp
                 discontinuities at depth edges. This enables AR effects
                 that can fully interact with and be occluded by the
                 real scene. Our algorithm uses a video and a sparse
                 SLAM reconstruction as input. It starts by estimating
                 soft depth edges from the gradient of optical flow
                 fields. Because optical flow is unreliable near
                 occlusions we compute forward and backward flow fields
                 and fuse the resulting depth edges using a novel
                 reliability measure. We then localize the depth edges
                 by thinning and aligning them with image edges.
                 Finally, we optimize the propagated depth smoothly but
                 encourage discontinuities at the recovered depth edges.
                 We present results for numerous real-world examples and
                 demonstrate the effectiveness for several
                 occlusion-aware AR video effects. To quantitatively
                 evaluate our algorithm we characterize the properties
                 that make depth maps desirable for AR applications, and
                 present novel evaluation metrics that capture how well
                 these are satisfied. Our results compare favorably to a
                 set of competitive baseline algorithms in this
                 context.",
  acknowledgement = ack-nhfb,
  articleno =    "194",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jang:2018:HNE,
  author =       "Changwon Jang and Kiseung Bang and Gang Li and
                 Byoungho Lee",
  title =        "Holographic near-eye display with expanded eye-box",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "195:1--195:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275069",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Holographic displays have great potential to realize
                 mixed reality by modulating the wavefront of light in a
                 fundamental manner. As a computational display,
                 holographic displays offer a large degree of freedom,
                 such as focus cue generation and vision correction.
                 However, the limited bandwidth of spatial light
                 modulator imposes an inherent trade-off relationship
                 between the field of view and eye-box size. Thus, we
                 demonstrate the first practical eye-box expansion
                 method for a holographic near-eye display. Instead of
                 providing an intrinsic large exit-pupil, we shift the
                 optical system's exit-pupil to cover the expanded
                 eye-box area with pupil-tracking. For compact
                 implementation, a pupil-shifting holographic optical
                 element (PSHOE) is proposed that can reduce the form
                 factor for exit-pupil shifting. A thorough analysis of
                 the design parameters and display performance are
                 provided. In particular, we provide a comprehensive
                 analysis of the incorporation of the holographic
                 optical element into a holographic display system. The
                 influence of holographic optical elements on the
                 intrinsic exit-pupil and pupil switching is revealed by
                 numerical simulation and Wigner distribution function
                 analysis.",
  acknowledgement = ack-nhfb,
  articleno =    "195",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Miyashita:2018:MPM,
  author =       "Leo Miyashita and Yoshihiro Watanabe and Masatoshi
                 Ishikawa",
  title =        "{MIDAS} projection: markerless and modelless dynamic
                 projection mapping for material representation",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "196:1--196:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275045",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The visual appearance of an object can be disguised by
                 projecting virtual shading as if overwriting the
                 material. However, conventional projection-mapping
                 methods depend on markers on a target or a model of the
                 target shape, which limits the types of targets and the
                 visual quality. In this paper, we focus on the fact
                 that the shading of a virtual material in a virtual
                 scene is mainly characterized by surface normals of the
                 target, and we attempt to realize markerless and
                 modelless projection mapping for material
                 representation. In order to deal with various targets,
                 including static, dynamic, rigid, soft, and fluid
                 objects, without any interference with visible light,
                 we measure surface normals in the infrared region in
                 real time and project material shading with a novel
                 high-speed texturing algorithm in screen space. Our
                 system achieved 500-fps high-speed projection mapping
                 of a uniform material and a tileable-textured material
                 with millisecond-order latency, and it realized dynamic
                 and flexible material representation for unknown
                 objects. We also demonstrated advanced applications and
                 showed the expressive shading performance of our
                 technique.",
  acknowledgement = ack-nhfb,
  articleno =    "196",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Overbeck:2018:SAP,
  author =       "Ryan S. Overbeck and Daniel Erickson and Daniel
                 Evangelakos and Matt Pharr and Paul Debevec",
  title =        "A system for acquiring, processing, and rendering
                 panoramic light field stills for virtual reality",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "197:1--197:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275031",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a system for acquiring, processing, and
                 rendering panoramic light field still photography for
                 display in Virtual Reality (VR). We acquire spherical
                 light field datasets with two novel light field camera
                 rigs designed for portable and efficient light field
                 acquisition. We introduce a novel real-time light field
                 reconstruction algorithm that uses a per-view geometry
                 and a disk-based blending field. We also demonstrate
                 how to use a light field prefiltering operation to
                 project from a high-quality offline reconstruction
                 model into our real-time model while suppressing
                 artifacts. We introduce a practical approach for
                 compressing light fields by modifying the VP9 video
                 codec to provide high quality compression with
                 real-time, random access decompression. We combine
                 these components into a complete light field system
                 offering convenient acquisition, compact file size, and
                 high-quality rendering while generating stereo views at
                 90Hz on commodity VR hardware. Using our system, we
                 built a freely available light field experience
                 application called Welcome to Light Fields featuring a
                 library of panoramic light field stills for consumer VR
                 which has been downloaded over 15,000 times.",
  acknowledgement = ack-nhfb,
  articleno =    "197",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chang:2018:TMD,
  author =       "Jen-Hao Rick Chang and B. V. K. Vijaya Kumar and Aswin
                 C. Sankaranarayanan",
  title =        "Towards multifocal displays with dense focal stacks",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "198:1--198:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275015",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a virtual reality display that is capable
                 of generating a dense collection of depth/focal planes.
                 This is achieved by driving a focus-tunable lens to
                 sweep a range of focal lengths at a high frequency and,
                 subsequently, tracking the focal length precisely at
                 microsecond time resolutions using an optical module.
                 Precise tracking of the focal length, coupled with a
                 high-speed display, enables our lab prototype to
                 generate 1600 focal planes per second. This enables a
                 novel first-of-its-kind virtual reality multifocal
                 display that is capable of resolving the
                 vergence-accommodation conflict endemic to today's
                 displays.",
  acknowledgement = ack-nhfb,
  articleno =    "198",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mueller:2018:SAS,
  author =       "Joerg H. Mueller and Philip Voglreiter and Mark Dokter
                 and Thomas Neff and Mina Makar and Markus Steinberger
                 and Dieter Schmalstieg",
  title =        "Shading atlas streaming",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "199:1--199:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275087",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Streaming high quality rendering for virtual reality
                 applications requires minimizing perceived latency. We
                 introduce Shading Atlas Streaming (SAS), a novel
                 object-space rendering framework suitable for streaming
                 virtual reality content. SAS decouples server-side
                 shading from client-side rendering, allowing the client
                 to perform framerate upsampling and latency
                 compensation autonomously for short periods of time.
                 The shading information created by the server in object
                 space is temporally coherent and can be efficiently
                 compressed using standard MPEG encoding. Our results
                 show that SAS compares favorably to previous methods
                 for remote image-based rendering in terms of image
                 quality and network bandwidth efficiency. SAS allows
                 highly efficient parallel allocation in a
                 virtualized-texture-like memory hierarchy, solving a
                 common efficiency problem of object-space shading. With
                 SAS, untethered virtual reality headsets can benefit
                 from high quality rendering without paying in increased
                 latency.",
  acknowledgement = ack-nhfb,
  articleno =    "199",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xiao:2018:DLI,
  author =       "Lei Xiao and Anton Kaplanyan and Alexander Fix and
                 Matthew Chapman and Douglas Lanman",
  title =        "{DeepFocus}: learned image synthesis for computational
                 displays",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "200:1--200:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275032",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Addressing vergence-accommodation conflict in
                 head-mounted displays (HMDs) requires resolving two
                 interrelated problems. First, the hardware must support
                 viewing sharp imagery over the full accommodation range
                 of the user. Second, HMDs should accurately reproduce
                 retinal defocus blur to correctly drive accommodation.
                 A multitude of accommodation-supporting HMDs have been
                 proposed, with three architectures receiving particular
                 attention: varifocal, multifocal, and light field
                 displays. These designs all extend depth of focus, but
                 rely on computationally expensive rendering and
                 optimization algorithms to reproduce accurate defocus
                 blur (often limiting content complexity and interactive
                 applications). To date, no unified framework has been
                 proposed to support driving these emerging HMDs using
                 commodity content. In this paper, we introduce
                 DeepFocus, a generic, end-to-end convolutional neural
                 network designed to efficiently solve the full range of
                 computational tasks for accommodation-supporting HMDs.
                 This network is demonstrated to accurately synthesize
                 defocus blur, focal stacks, multilayer decompositions,
                 and multiview imagery using only commonly available
                 RGB-D images, enabling real-time, near-correct
                 depictions of retinal blur with a broad set of
                 accommodation-supporting HMDs.",
  acknowledgement = ack-nhfb,
  articleno =    "200",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ly:2018:IES,
  author =       "Micka{\"e}l Ly and Romain Casati and Florence
                 Bertails-Descoubes and M{\'e}lina Skouras and Laurence
                 Boissieux",
  title =        "Inverse elastic shell design with contact and
                 friction",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "201:1--201:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275036",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose an inverse strategy for modeling thin
                 elastic shells physically, just from the observation of
                 their geometry. Our algorithm takes as input an
                 arbitrary target mesh, and interprets this
                 configuration automatically as a stable equilibrium of
                 a shell simulator under gravity and frictional contact
                 constraints with a given external object. Unknowns are
                 the natural shape of the shell (i.e., its shape without
                 external forces) and the frictional contact forces at
                 play, while the material properties (mass density,
                 stiffness, friction coefficients) can be freely chosen
                 by the user. Such an inverse problem formulates as an
                 ill-posed nonlinear system subject to conical
                 constraints. To select and compute a plausible
                 solution, our inverse solver proceeds in two steps. In
                 a first step, contacts are reduced to frictionless
                 bilateral constraints and a natural shape is retrieved
                 using the adjoint method. The second step uses this
                 result as an initial guess and adjusts each bilateral
                 force so that it projects onto the admissible Coulomb
                 friction cone, while preserving global equilibrium. To
                 better guide minimization towards the target, these two
                 steps are applied iteratively using a degressive
                 regularization of the shell energy. We validate our
                 approach on simulated examples with reference material
                 parameters, and show that our method still converges
                 well for material parameters lying within a reasonable
                 range around the reference, and even in the case of
                 arbitrary meshes that are not issued from a simulation.
                 We finally demonstrate practical inversion results on
                 complex shell geometries freely modeled by an artist or
                 automatically captured from real objects, such as posed
                 garments or soft accessories.",
  acknowledgement = ack-nhfb,
  articleno =    "201",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Leaf:2018:IDP,
  author =       "Jonathan Leaf and Rundong Wu and Eston Schweickart and
                 Doug L. James and Steve Marschner",
  title =        "Interactive design of periodic yarn-level cloth
                 patterns",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "202:1--202:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275105",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We describe an interactive design tool for authoring,
                 simulating, and adjusting yarn-level patterns for
                 knitted and woven cloth. To achieve interactive
                 performance for notoriously slow yarn-level
                 simulations, we propose two acceleration schemes: (a)
                 yarn-level periodic boundary conditions that enable the
                 restricted simulation of only small periodic patches,
                 thereby exploiting the spatial repetition of many cloth
                 patterns in cardinal directions, and (b) a highly
                 parallel GPU solver for efficient yarn-level simulation
                 of the small patch. Our system supports interactive
                 pattern editing and simulation, and runtime
                 modification of parameters. To adjust the amount of
                 material used (yarn take-up) we support ``on the fly''
                 modification of (a) local yarn rest-length adjustments
                 for pattern specific edits, e.g., to tighten slip
                 stitches, and (b) global yarn length by way of a novel
                 yarn-radius similarity transformation. We demonstrate
                 the tool's ability to support interactive modeling, by
                 novice users, of a wide variety of yarn-level knit and
                 woven patterns. Finally, to validate our approach, we
                 compare dozens of generated patterns against reference
                 images of actual woven or knitted cloth samples, and we
                 release this corpus of digital patterns and simulated
                 models as a public dataset to support future
                 comparisons.",
  acknowledgement = ack-nhfb,
  articleno =    "202",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2018:LSS,
  author =       "Tuanfeng Y. Wang and Duygu Ceylan and Jovan
                 Popovi{\'c} and Niloy J. Mitra",
  title =        "Learning a shared shape space for multimodal garment
                 design",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "203:1--203:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275074",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Designing real and virtual garments is becoming
                 extremely demanding with rapidly changing fashion
                 trends and increasing need for synthesizing realisticly
                 dressed digital humans for various applications. This
                 necessitates creating simple and effective workflows to
                 facilitate authoring sewing patterns customized to
                 garment and target body shapes to achieve desired
                 looks. Traditional workflow involves a trial-and-error
                 procedure wherein a mannequin is draped to judge the
                 resultant folds and the sewing pattern iteratively
                 adjusted until the desired look is achieved. This
                 requires time and experience. Instead, we present a
                 data-driven approach wherein the user directly
                 indicates desired fold patterns simply by sketching
                 while our system estimates corresponding garment and
                 body shape parameters at interactive rates. The
                 recovered parameters can then be further edited and the
                 updated draped garment previewed. Technically, we
                 achieve this via a novel shared shape space that allows
                 the user to seamlessly specify desired characteristics
                 across multimodal input without requiring to run
                 garment simulation at design time. We evaluate our
                 approach qualitatively via a user study and
                 quantitatively against test datasets, and demonstrate
                 how our system can generate a rich quality of on-body
                 garments targeted for a range of body shapes while
                 achieving desired fold characteristics. Code and data
                 are available at our project webpage.",
  acknowledgement = ack-nhfb,
  articleno =    "203",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tang:2018:CIC,
  author =       "Min Tang and Tongtong Wang and Zhongyuan Liu and
                 Ruofeng Tong and Dinesh Manocha",
  title =        "{I-cloth}: incremental collision handling for
                 {GPU}-based interactive cloth simulation",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "204:1--204:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275005",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/hash.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an incremental collision handling algorithm
                 for GPU-based interactive cloth simulation. Our
                 approach exploits the spatial and temporal coherence
                 between successive iterations of an optimization-based
                 solver for collision response computation. We present
                 an incremental continuous collision detection algorithm
                 that keeps track of deforming vertices and combine it
                 with spatial hashing. We use a non-linear GPU-based
                 impact zone solver to resolve the penetrations. We
                 combine our collision handling algorithm with implicit
                 integration to use large time steps. Our overall
                 algorithm, I-Cloth, can simulate complex cloth
                 deformation with a few hundred thousand vertices at 2
                 --- 8 frames per second on a commodity GPU. We
                 highlight its performance on different benchmarks and
                 observe up to 7 --- 10X speedup over prior
                 algorithms.",
  acknowledgement = ack-nhfb,
  articleno =    "204",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2018:MHR,
  author =       "Meng Zhang and Pan Wu and Hongzhi Wu and Yanlin Weng
                 and Youyi Zheng and Kun Zhou",
  title =        "Modeling hair from an {RGB-D} camera",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "205:1--205:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275039",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Creating realistic 3D hairs that closely match the
                 real-world inputs remains challenging. With the
                 increasing popularity of lightweight depth cameras
                 featured in devices such as iPhone X, Intel RealSense
                 and DJI drones, depth cues can be very helpful in
                 consumer applications, for example, the Animated Emoji.
                 In this paper, we introduce a fully automatic,
                 data-driven approach to model the hair geometry and
                 compute a complete strand-level 3D hair model that
                 closely resembles the input from a single RGB-D camera.
                 Our method heavily exploits the geometric cues
                 contained in the depth channel and leverages exemplars
                 in a 3D hair database for high-fidelity hair synthesis.
                 The core of our method is a local-similarity based
                 search and synthesis algorithm that simultaneously
                 reasons about the hair geometry, strands connectivity,
                 strand orientation, and hair structural plausibility.
                 We demonstrate the efficacy of our method using a
                 variety of complex hairstyles and compare our method
                 with prior arts.",
  acknowledgement = ack-nhfb,
  articleno =    "205",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liang:2018:VFA,
  author =       "Shu Liang and Xiufeng Huang and Xianyu Meng and Kunyao
                 Chen and Linda G. Shapiro and Ira
                 Kemelmacher-Shlizerman",
  title =        "Video to fully automatic {$3$D} hair model",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "206:1--206:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275020",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Imagine taking a selfie video with your mobile phone
                 and getting as output a 3D model of your head (face and
                 3D hair strands) that can be later used in VR, AR, and
                 any other domain. State of the art hair reconstruction
                 methods allow either a single photo (thus compromising
                 3D quality) or multiple views, but they require manual
                 user interaction (manual hair segmentation and capture
                 of fixed camera views that span full 360${}^\circ $).
                 In this paper, we describe a system that can completely
                 automatically create a reconstruction from any video
                 (even a selfie video), and we don't require specific
                 views, since taking your -90${}^\circ $, 90${}^\circ $,
                 and full back views is not feasible in a selfie
                 capture. In the core of our system, in addition to the
                 automatization components, hair strands are estimated
                 and deformed in 3D (rather than 2D as in state of the
                 art) thus enabling superior results. We provide
                 qualitative, quantitative, and Mechanical Turk human
                 studies that support the proposed system, and show
                 results on a diverse variety of videos (8 different
                 celebrity videos, 9 selfie mobile videos, spanning age,
                 gender, hair length, type, and styling).",
  acknowledgement = ack-nhfb,
  articleno =    "206",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Velinov:2018:ACM,
  author =       "Zdravko Velinov and Marios Papas and Derek Bradley and
                 Paulo Gotardo and Parsa Mirdehghan and Steve Marschner
                 and Jan Nov{\'a}k and Thabo Beeler",
  title =        "Appearance capture and modeling of human teeth",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "207:1--207:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275098",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recreating the appearance of humans in virtual
                 environments for the purpose of movie, video game, or
                 other types of production involves the acquisition of a
                 geometric representation of the human body and its
                 scattering parameters which express the interaction
                 between the geometry and light propagated throughout
                 the scene. Teeth appearance is defined not only by the
                 light and surface interaction, but also by its internal
                 geometry and the intra-oral environment, posing its own
                 unique set of challenges. Therefore, we present a
                 system specifically designed for capturing the optical
                 properties of live human teeth such that they can be
                 realistically re-rendered in computer graphics. We
                 acquire our data in vivo in a conventional multiple
                 camera and light source setup and use exact geometry
                 segmented from intra-oral scans. To simulate the
                 complex interaction of light in the oral cavity during
                 inverse rendering we employ a novel pipeline based on
                 derivative path tracing with respect to both optical
                 properties and geometry of the inner dentin surface.
                 The resulting estimates of the global derivatives are
                 used to extract parameters in a joint numerical
                 optimization. The final appearance faithfully recreates
                 the acquired data and can be directly used in
                 conventional path tracing frameworks for rendering
                 virtual humans.",
  acknowledgement = ack-nhfb,
  articleno =    "207",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Saito:2018:HSU,
  author =       "Shunsuke Saito and Liwen Hu and Chongyang Ma and
                 Hikaru Ibayashi and Linjie Luo and Hao Li",
  title =        "{$3$D} hair synthesis using volumetric variational
                 autoencoders",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "208:1--208:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275019",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Recent advances in single-view 3D hair digitization
                 have made the creation of high-quality CG characters
                 scalable and accessible to end-users, enabling new
                 forms of personalized VR and gaming experiences. To
                 handle the complexity and variety of hair structures,
                 most cutting-edge techniques rely on the successful
                 retrieval of a particular hair model from a
                 comprehensive hair database. Not only are the
                 aforementioned data-driven methods storage intensive,
                 but they are also prone to failure for highly
                 unconstrained input images, complicated hairstyles, and
                 failed face detection. Instead of using a large
                 collection of 3D hair models directly, we propose to
                 represent the manifold of 3D hairstyles implicitly
                 through a compact latent space of a volumetric
                 variational autoencoder (VAE). This deep neural network
                 is trained with volumetric orientation field
                 representations of 3D hair models and can synthesize
                 new hairstyles from a compressed code. To enable
                 end-to-end 3D hair inference, we train an additional
                 embedding network to predict the code in the VAE latent
                 space from any input image. Strand-level hairstyles can
                 then be generated from the predicted volumetric
                 representation. Our fully automatic framework does not
                 require any ad-hoc face fitting, intermediate
                 classification and segmentation, or hairstyle database
                 retrieval. Our hair synthesis approach is significantly
                 more robust and can handle a much wider variation of
                 hairstyles than state-of-the-art data-driven hair
                 modeling techniques with challenging inputs, including
                 photos that are low-resolution, overexposured, or
                 contain extreme head poses. The storage requirements
                 are minimal and a 3D hair model can be produced from an
                 image in a second. Our evaluations also show that
                 successful reconstructions are possible from highly
                 stylized cartoon images, non-human subjects, and
                 pictures taken from behind a person. Our approach is
                 particularly well suited for continuous and plausible
                 hair interpolation between very different hairstyles.",
  acknowledgement = ack-nhfb,
  articleno =    "208",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yi:2018:DPI,
  author =       "Li Yi and Haibin Huang and Difan Liu and Evangelos
                 Kalogerakis and Hao Su and Leonidas Guibas",
  title =        "Deep part induction from articulated object pairs",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "209:1--209:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275027",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Object functionality is often expressed through part
                 articulation --- as when the two rigid parts of a
                 scissor pivot against each other to perform the cutting
                 function. Such articulations are often similar across
                 objects within the same functional category. In this
                 paper we explore how the observation of different
                 articulation states provides evidence for part
                 structure and motion of 3D objects. Our method takes as
                 input a pair of unsegmented shapes representing two
                 different articulation states of two functionally
                 related objects, and induces their common parts along
                 with their underlying rigid motion. This is a
                 challenging setting, as we assume no prior shape
                 structure, no prior shape category information, no
                 consistent shape orientation, the articulation states
                 may belong to objects of different geometry, plus we
                 allow inputs to be noisy and partial scans, or point
                 clouds lifted from RGB images. Our method learns a
                 neural network architecture with three modules that
                 respectively propose correspondences, estimate 3D
                 deformation flows, and perform segmentation. To achieve
                 optimal performance, our architecture alternates
                 between correspondence, deformation flow, and
                 segmentation prediction iteratively in an ICP-like
                 fashion. Our results demonstrate that our method
                 significantly outperforms state-of-the-art techniques
                 in the task of discovering articulated parts of
                 objects. In addition, our part induction is
                 object-class agnostic and successfully generalizes to
                 new and unseen objects.",
  acknowledgement = ack-nhfb,
  articleno =    "209",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2018:LGL,
  author =       "Xiaogang Wang and Bin Zhou and Haiyue Fang and Xiaowu
                 Chen and Qinping Zhao and Kai Xu",
  title =        "Learning to group and label fine-grained shape
                 components",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "210:1--210:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275009",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A majority of stock 3D models in modern shape
                 repositories are assembled with many fine-grained
                 components. The main cause of such data form is the
                 component-wise modeling process widely practiced by
                 human modelers. These modeling components thus
                 inherently reflect some function-based shape
                 decomposition the artist had in mind during modeling.
                 On the other hand, modeling components represent an
                 over-segmentation since a functional part is usually
                 modeled as a multi-component assembly. Based on these
                 observations, we advocate that labeled segmentation of
                 stock 3D models should not overlook the modeling
                 components and propose a learning solution to grouping
                 and labeling of the fine-grained components. However,
                 directly characterizing the shape of individual
                 components for the purpose of labeling is unreliable,
                 since they can be arbitrarily tiny and semantically
                 meaningless. We propose to generate part hypotheses
                 from the components based on a hierarchical grouping
                 strategy, and perform labeling on those part groups
                 instead of directly on the components. Part hypotheses
                 are mid-level elements which are more probable to carry
                 semantic information. A multi-scale 3D convolutional
                 neural network is trained to extract context-aware
                 features for the hypotheses. To accomplish a labeled
                 segmentation of the whole shape, we formulate
                 higher-order conditional random fields (CRFs) to infer
                 an optimal label assignment for all components.
                 Extensive experiments demonstrate that our method
                 achieves significantly robust labeling results on raw
                 3D models from public shape repositories. Our work also
                 contributes the first benchmark for component-wise
                 labeling.",
  acknowledgement = ack-nhfb,
  articleno =    "210",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhu:2018:SSC,
  author =       "Chenyang Zhu and Kai Xu and Siddhartha Chaudhuri and
                 Renjiao Yi and Hao Zhang",
  title =        "{SCORES}: shape composition with recursive
                 substructure priors",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "211:1--211:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275008",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce SCORES, a recursive neural network for
                 shape composition. Our network takes as input sets of
                 parts from two or more source 3D shapes and a rough
                 initial placement of the parts. It outputs an optimized
                 part structure for the composed shape, leading to
                 high-quality geometry construction. A unique feature of
                 our composition network is that it is not merely
                 learning how to connect parts. Our goal is to produce a
                 coherent and plausible 3D shape, despite large
                 incompatibilities among the input parts. The network
                 may significantly alter the geometry and structure of
                 the input parts and synthesize a novel shape structure
                 based on the inputs, while adding or removing parts to
                 minimize a structure plausibility loss. We design
                 SCORES as a recursive autoencoder network. During
                 encoding, the input parts are recursively grouped to
                 generate a root code. During synthesis, the root code
                 is decoded, recursively, to produce a new, coherent
                 part assembly. Assembled shape structures may be novel,
                 with little global resemblance to training exemplars,
                 yet have plausible substructures. SCORES therefore
                 learns a hierarchical substructure shape prior based on
                 per-node losses. It is trained on structured shapes
                 from ShapeNet, and is applied iteratively to reduce the
                 plausibility loss. We show results of shape composition
                 from multiple sources over different categories of
                 man-made shapes and compare with state-of-the-art
                 alternatives, demonstrating that our network can
                 significantly expand the range of composable shapes for
                 assembly-based modeling.",
  acknowledgement = ack-nhfb,
  articleno =    "211",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ma:2018:LDS,
  author =       "Rui Ma and Akshay Gadi Patil and Matthew Fisher and
                 Manyi Li and S{\"o}ren Pirk and Binh-Son Hua and
                 Sai-Kit Yeung and Xin Tong and Leonidas Guibas and Hao
                 Zhang",
  title =        "Language-driven synthesis of {$3$D} scenes from scene
                 databases",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "212:1--212:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275035",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a novel framework for using natural
                 language to generate and edit 3D indoor scenes,
                 harnessing scene semantics and text-scene grounding
                 knowledge learned from large annotated 3D scene
                 databases. The advantage of natural language editing
                 interfaces is strongest when performing semantic
                 operations at the sub-scene level, acting on groups of
                 objects. We learn how to manipulate these sub-scenes by
                 analyzing existing 3D scenes. We perform edits by first
                 parsing a natural language command from the user and
                 transforming it into a semantic scene graph that is
                 used to retrieve corresponding sub-scenes from the
                 databases that match the command. We then augment this
                 retrieved sub-scene by incorporating other objects that
                 may be implied by the scene context. Finally, a new 3D
                 scene is synthesized by aligning the augmented
                 sub-scene with the user's current scene, where new
                 objects are spliced into the environment, possibly
                 triggering appropriate adjustments to the existing
                 scene arrangement. A suggestive modeling interface with
                 multiple interpretations of user commands is used to
                 alleviate ambiguities in natural language. We conduct
                 studies comparing our approach against both prior
                 text-to-scene work and artist-made scenes and find that
                 our method significantly outperforms prior work and is
                 comparable to handmade scenes even when complex and
                 varied natural sentences are used.",
  acknowledgement = ack-nhfb,
  articleno =    "212",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Du:2018:IAC,
  author =       "Tao Du and Jeevana Priya Inala and Yewen Pu and Andrew
                 Spielberg and Adriana Schulz and Daniela Rus and
                 Armando Solar-Lezama and Wojciech Matusik",
  title =        "{InverseCSG}: automatic conversion of {$3$D} models to
                 {CSG} trees",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "213:1--213:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275006",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "While computer-aided design is a major part of many
                 modern manufacturing pipelines, the design files
                 typically generated describe raw geometry. Lost in this
                 representation is the procedure by which these designs
                 were generated. In this paper, we present a method for
                 reverse-engineering the process by which 3D models may
                 have been generated, in the language of constructive
                 solid geometry (CSG). Observing that CSG is a formal
                 grammar, we formulate this inverse CSG problem as a
                 program synthesis problem. Our solution is an algorithm
                 that couples geometric processing with state-of-the-art
                 program synthesis techniques. In this scheme, geometric
                 processing is used to convert the mixed discrete and
                 continuous domain of CSG trees to a pure discrete
                 domain where modern program synthesizers excel. We
                 demonstrate the efficiency and scalability of our
                 algorithm on several different examples, including
                 those with over 100 primitive parts. We show that our
                 algorithm is able to find simple programs which are
                 close to the ground truth, and demonstrate our method's
                 applicability in mesh re-editing. Finally, we compare
                 our method to prior state-of-the-art. We demonstrate
                 that our algorithm dominates previous methods in terms
                 of resulting CSG compactness and runtime, and can
                 handle far more complex input meshes than any previous
                 method.",
  acknowledgement = ack-nhfb,
  articleno =    "213",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2018:GLG,
  author =       "Hao Wang and Nadav Schor and Ruizhen Hu and Haibin
                 Huang and Daniel Cohen-Or and Hui Huang",
  title =        "Global-to-local generative model for {$3$D} shapes",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "214:1--214:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275025",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a generative model for 3D man-made
                 shapes. The presented method takes a global-to-local
                 (G2L) approach. An adversarial network (GAN) is built
                 first to construct the overall structure of the shape,
                 segmented and labeled into parts. A novel conditional
                 auto-encoder (AE) is then augmented to act as a
                 part-level refiner. The GAN, associated with additional
                 local discriminators and quality losses, synthesizes a
                 voxel-based model, and assigns the voxels with part
                 labels that are represented in separate channels. The
                 AE is trained to amend the initial synthesis of the
                 parts, yielding more plausible part geometries. We also
                 introduce new means to measure and evaluate the
                 performance of an adversarial generative model. We
                 demonstrate that our global-to-local generative model
                 produces significantly better results than a plain
                 three-dimensional GAN, in terms of both their shape
                 variety and the distribution with respect to the
                 training data.",
  acknowledgement = ack-nhfb,
  articleno =    "214",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ben-Hamu:2018:MCG,
  author =       "Heli Ben-Hamu and Haggai Maron and Itay Kezurer and
                 Gal Avineri and Yaron Lipman",
  title =        "Multi-chart generative surface modeling",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "215:1--215:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275052",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces a 3D shape generative model
                 based on deep neural networks. A new image-like(i.e.,
                 tensor) data representation for genus-zero 3D shapes is
                 devised. It is based on the observation that
                 complicated shapes can be well represented by multiple
                 parameterizations (charts), each focusing on a
                 different part of the shape. The new tensor data
                 representation is used as input to Generative
                 Adversarial Networks for the task of 3D shape
                 generation. The 3D shape tensor representation is based
                 on a multi-chart structure that enjoys a shape covering
                 property and scale-translation rigidity.
                 Scale-translation rigidity facilitates high quality 3D
                 shape learning and guarantees unique reconstruction.
                 The multi-chart structure uses as input a dataset of 3D
                 shapes (with arbitrary connectivity) and a sparse
                 correspondence between them. The output of our
                 algorithm is a generative model that learns the shape
                 distribution and is able to generate novel shapes,
                 interpolate shapes, and explore the generated shape
                 space. The effectiveness of the method is demonstrated
                 for the task of anatomic shape generation including
                 human body and bone (teeth) shape generation.",
  acknowledgement = ack-nhfb,
  articleno =    "215",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kelly:2018:FGD,
  author =       "Tom Kelly and Paul Guerrero and Anthony Steed and
                 Peter Wonka and Niloy J. Mitra",
  title =        "{FrankenGAN}: guided detail synthesis for building
                 mass models using style-synchonized {GANs}",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "216:1--216:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275065",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Coarse building mass models are now routinely
                 generated at scales ranging from individual buildings
                 to whole cities. Such models can be abstracted from raw
                 measurements, generated procedurally, or created
                 manually. However, these models typically lack any
                 meaningful geometric or texture details, making them
                 unsuitable for direct display. We introduce the problem
                 of automatically and realistically decorating such
                 models by adding semantically consistent geometric
                 details and textures. Building on the recent success of
                 generative adversarial networks (GANs), we propose
                 FrankenGAN, a cascade of GANs that creates plausible
                 details across multiple scales over large
                 neighborhoods. The various GANs are synchronized to
                 produce consistent style distributions over buildings
                 and neighborhoods. We provide the user with direct
                 control over the variability of the output. We allow
                 him/her to interactively specify the style via images
                 and manipulate style-adapted sliders to control style
                 variability. We test our system on several large-scale
                 examples. The generated outputs are qualitatively
                 evaluated via a set of perceptual studies and are found
                 to be realistic, semantically plausible, and consistent
                 in style.",
  acknowledgement = ack-nhfb,
  articleno =    "216",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2018:ACP,
  author =       "Peng-Shuai Wang and Chun-Yu Sun and Yang Liu and Xin
                 Tong",
  title =        "Adaptive {O-CNN}: a patch-based deep representation of
                 {$3$D} shapes",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "217:1--217:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275050",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an Adaptive Octree-based Convolutional
                 Neural Network (Adaptive O-CNN) for efficient 3D shape
                 encoding and decoding. Different from volumetric-based
                 or octree-based CNN methods that represent a 3D shape
                 with voxels in the same resolution, our method
                 represents a 3D shape adaptively with octants at
                 different levels and models the 3D shape within each
                 octant with a planar patch. Based on this adaptive
                 patch-based representation, we propose an Adaptive
                 O-CNN encoder and decoder for encoding and decoding 3D
                 shapes. The Adaptive O-CNN encoder takes the planar
                 patch normal and displacement as input and performs 3D
                 convolutions only at the octants at each level, while
                 the Adaptive O-CNN decoder infers the shape occupancy
                 and subdivision status of octants at each level and
                 estimates the best plane normal and displacement for
                 each leaf octant. As a general framework for 3D shape
                 analysis and generation, the Adaptive O-CNN not only
                 reduces the memory and computational cost, but also
                 offers better shape generation capability than the
                 existing 3D-CNN approaches. We validate Adaptive O-CNN
                 in terms of efficiency and effectiveness on different
                 shape analysis and generation tasks, including shape
                 classification, 3D autoencoding, shape prediction from
                 a single image, and shape completion for noisy and
                 incomplete point clouds.",
  acknowledgement = ack-nhfb,
  articleno =    "217",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2018:CRT,
  author =       "Lingjie Liu and Nenglun Chen and Duygu Ceylan and
                 Christian Theobalt and Wenping Wang and Niloy J.
                 Mitra",
  title =        "{CurveFusion}: reconstructing thin structures from
                 {RGBD} sequences",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "218:1--218:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275097",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce CurveFusion, the first approach for high
                 quality scanning of thin structures at interactive
                 rates using a handheld RGBD camera. Thin filament-like
                 structures are mathematically just 1D curves embedded
                 in R$^3$, and integration-based reconstruction works
                 best when depth sequences (from the thin structure
                 parts) are fused using the object's (unknown) curve
                 skeleton. Thus, using the complementary but noisy color
                 and depth channels, CurveFusion first automatically
                 identifies point samples on potential thin structures
                 and groups them into bundles, each being a group of a
                 fixed number of aligned consecutive frames. Then, the
                 algorithm extracts per-bundle skeleton curves using
                 L$_1$ axes, and aligns and iteratively merges the L$_1$
                 segments from all the bundles to form the final
                 complete curve skeleton. Thus, unlike previous methods,
                 reconstruction happens via integration along a
                 data-dependent fusion primitive, i.e., the extracted
                 curve skeleton. We extensively evaluate CurveFusion on
                 a range of challenging examples, different scanner and
                 calibration settings, and present high fidelity thin
                 structure reconstructions previously just not possible
                 from raw RGBD sequences.",
  acknowledgement = ack-nhfb,
  articleno =    "218",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hu:2018:SOR,
  author =       "Ruizhen Hu and Cheng Wen and Oliver {Van Kaick} and
                 Luanmin Chen and Di Lin and Daniel Cohen-Or and Hui
                 Huang",
  title =        "Semantic object reconstruction via casual handheld
                 scanning",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "219:1--219:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275024",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a learning-based method to reconstruct
                 objects acquired in a casual handheld scanning setting
                 with a depth camera. Our method is based on two core
                 components. First, a deep network that provides a
                 semantic segmentation and labeling of the frames of an
                 input RGBD sequence. Second, an alignment and
                 reconstruction method that employs the semantic
                 labeling to reconstruct the acquired object from the
                 frames. We demonstrate that the use of a semantic
                 labeling improves the reconstructions of the objects,
                 when compared to methods that use only the depth
                 information of the frames. Moreover, since training a
                 deep network requires a large amount of labeled data, a
                 key contribution of our work is an active self-learning
                 framework to simplify the creation of the training
                 data. Specifically, we iteratively predict the labeling
                 of frames with the neural network, reconstruct the
                 object from the labeled frames, and evaluate the
                 confidence of the labeling, to incrementally train the
                 neural network while requiring only a small amount of
                 user-provided annotations. We show that this method
                 enables the creation of data for training a neural
                 network with high accuracy, while requiring only little
                 manual effort.",
  acknowledgement = ack-nhfb,
  articleno =    "219",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kowdle:2018:NSR,
  author =       "Adarsh Kowdle and Christoph Rhemann and Sean Fanello
                 and Andrea Tagliasacchi and Jonathan Taylor and Philip
                 Davidson and Mingsong Dou and Kaiwen Guo and Cem Keskin
                 and Sameh Khamis and David Kim and Danhang Tang and
                 Vladimir Tankovich and Julien Valentin and Shahram
                 Izadi",
  title =        "The need 4 speed in real-time dense visual tracking",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "220:1--220:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275062",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The advent of consumer depth cameras has incited the
                 development of a new cohort of algorithms tackling
                 challenging computer vision problems. The primary
                 reason is that depth provides direct geometric
                 information that is largely invariant to texture and
                 illumination. As such, substantial progress has been
                 made in human and object pose estimation, 3D
                 reconstruction and simultaneous localization and
                 mapping. Most of these algorithms naturally benefit
                 from the ability to accurately track the pose of an
                 object or scene of interest from one frame to the next.
                 However, commercially available depth sensors
                 (typically running at 30fps) can allow for large
                 inter-frame motions to occur that make such tracking
                 problematic. A high frame rate depth camera would thus
                 greatly ameliorate these issues, and further increase
                 the tractability of these computer vision problems.
                 Nonetheless, the depth accuracy of recent systems for
                 high-speed depth estimation [Fanello et al. 2017b] can
                 degrade at high frame rates. This is because the active
                 illumination employed produces a low SNR and thus a
                 high exposure time is required to obtain a dense
                 accurate depth image. Furthermore in the presence of
                 rapid motion, longer exposure times produce artifacts
                 due to motion blur, and necessitates a lower frame rate
                 that introduces large inter-frame motion that often
                 yield tracking failures. In contrast, this paper
                 proposes a novel combination of hardware and software
                 components that avoids the need to compromise between a
                 dense accurate depth map and a high frame rate. We
                 document the creation of a full 3D capture system for
                 high speed and quality depth estimation, and
                 demonstrate its advantages in a variety of tracking and
                 reconstruction tasks. We extend the state of the art
                 active stereo algorithm presented in Fanello et al.
                 [2017b] by adding a space-time feature in the matching
                 phase. We also propose a machine learning based depth
                 refinement step that is an order of magnitude faster
                 than traditional postprocessing methods. We
                 quantitatively and qualitatively demonstrate the
                 benefits of the proposed algorithms in the acquisition
                 of geometry in motion. Our pipeline executes in 1.1ms
                 leveraging modern GPUs and off-the-shelf cameras and
                 illumination components. We show how the sensor can be
                 employed in many different applications, from
                 [non-]rigid reconstructions to hand/face tracking.
                 Further, we show many advantages over existing state of
                 the art depth camera technologies beyond framerate,
                 including latency, motion artifacts, multi-path errors,
                 and multi-sensor interference.",
  acknowledgement = ack-nhfb,
  articleno =    "220",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2018:PSE,
  author =       "Hsueh-Ti Derek Liu and Michael Tao and Alec Jacobson",
  title =        "Paparazzi: surface editing by way of multi-view image
                 processing",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "221:1--221:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275047",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The image processing pipeline boasts a wide variety of
                 complex filters and effects. Translating an individual
                 effect to operate on 3D surface geometry inevitably
                 results in a bespoke algorithm. Instead, we propose a
                 general-purpose back-end optimization that allows users
                 to edit an input 3D surface by simply selecting an
                 off-the-shelf image processing filter. We achieve this
                 by constructing a differentiable triangle mesh
                 renderer, with which we can back propagate changes in
                 the image domain to the 3D mesh vertex positions. The
                 given image processing technique is applied to the
                 entire shape via stochastic snapshots of the shape:
                 hence, we call our method Paparazzi. We provide simple
                 yet important design considerations to construct the
                 Paparazzi renderer and optimization algorithms. The
                 power of this rendering-based surface editing is
                 demonstrated via the variety of image processing
                 filters we apply. Each application uses an
                 off-the-shelf implementation of an image processing
                 method without requiring modification to the core
                 Paparazzi algorithm.",
  acknowledgement = ack-nhfb,
  articleno =    "221",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2018:DMC,
  author =       "Tzu-Mao Li and Miika Aittala and Fr{\'e}do Durand and
                 Jaakko Lehtinen",
  title =        "Differentiable {Monte Carlo} ray tracing through edge
                 sampling",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "222:1--222:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275109",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Gradient-based methods are becoming increasingly
                 important for computer graphics, machine learning, and
                 computer vision. The ability to compute gradients is
                 crucial to optimization, inverse problems, and deep
                 learning. In rendering, the gradient is required with
                 respect to variables such as camera parameters, light
                 sources, scene geometry, or material appearance.
                 However, computing the gradient of rendering is
                 challenging because the rendering integral includes
                 visibility terms that are not differentiable. Previous
                 work on differentiable rendering has focused on
                 approximate solutions. They often do not handle
                 secondary effects such as shadows or global
                 illumination, or they do not provide the gradient with
                 respect to variables other than pixel coordinates. We
                 introduce a general-purpose differentiable ray tracer,
                 which, to our knowledge, is the first comprehensive
                 solution that is able to compute derivatives of scalar
                 functions over a rendered image with respect to
                 arbitrary scene parameters such as camera pose, scene
                 geometry, materials, and lighting parameters. The key
                 to our method is a novel edge sampling algorithm that
                 directly samples the Dirac delta functions introduced
                 by the derivatives of the discontinuous integrand. We
                 also develop efficient importance sampling methods
                 based on spatial hierarchies. Our method can generate
                 gradients in times running from seconds to minutes
                 depending on scene complexity and desired precision. We
                 interface our differentiable ray tracer with the deep
                 learning library PyTorch and show prototype
                 applications in inverse rendering and the generation of
                 adversarial examples for neural networks.",
  acknowledgement = ack-nhfb,
  articleno =    "222",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Reibold:2018:SGS,
  author =       "Florian Reibold and Johannes Hanika and Alisa Jung and
                 Carsten Dachsbacher",
  title =        "Selective guided sampling with complete light
                 transport paths",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "223:1--223:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275030",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Finding good global importance sampling strategies for
                 Monte Carlo light transport is challenging. While
                 estimators using local methods (such as BSDF sampling
                 or next event estimation) often work well in the
                 majority of a scene, small regions in path space can be
                 sampled insufficiently (e.g. a reflected caustic). We
                 propose a novel data-driven guided sampling method
                 which selectively adapts to such problematic regions
                 and complements the unguided estimator. It is based on
                 complete transport paths, i.e. is able to resolve the
                 correlation due to BSDFs and free flight distances in
                 participating media. It is conceptually simple and
                 places anisotropic truncated Gaussian distributions
                 around guide paths to reconstruct a continuous
                 probability density function (guided PDF). Guide paths
                 are iteratively sampled from the guided as well as the
                 unguided PDF and only recorded if they cause high
                 variance in the current estimator. While plain Monte
                 Carlo samples paths independently and Markov
                 chain-based methods perturb a single current sample, we
                 determine the reconstruction kernels by a set of
                 neighbouring paths. This enables local exploration of
                 the integrand without detailed balance constraints or
                 the need for analytic derivatives. We show that our
                 method can decompose the path space into a region that
                 is well sampled by the unguided estimator and one that
                 is handled by the new guided sampler. In realistic
                 scenarios, we show 4$ \times $ speedups over the
                 unguided sampler.",
  acknowledgement = ack-nhfb,
  articleno =    "223",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Meyron:2018:LPG,
  author =       "Jocelyn Meyron and Quentin M{\'e}rigot and Boris
                 Thibert",
  title =        "Light in power: a general and parameter-free algorithm
                 for caustic design",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "224:1--224:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275056",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present in this paper a generic and parameter-free
                 algorithm to efficiently build a wide variety of
                 optical components, such as mirrors or lenses, that
                 satisfy some light energy constraints. In all of our
                 problems, one is given a collimated or point light
                 source and a desired illumination after reflection or
                 refraction and the goal is to design the geometry of a
                 mirror or lens which transports exactly the light
                 emitted by the source onto the target. We first propose
                 a general framework and show that eight different
                 optical component design problems amount to solving a
                 light energy conservation equation that involves the
                 computation of visibility diagrams. We then show that
                 these diagrams all have the same structure and can be
                 obtained by intersecting a 3D Power diagram with a
                 planar or spherical domain. This allows us to propose
                 an efficient and fully generic algorithm capable to
                 solve these eight optical component design problems.
                 The support of the prescribed target illumination can
                 be a set of directions or a set of points located at a
                 finite distance. Our solutions satisfy design
                 constraints such as convexity or concavity. We show the
                 effectiveness of our algorithm on simulated and
                 fabricated examples.",
  acknowledgement = ack-nhfb,
  articleno =    "224",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bitterli:2018:RTF,
  author =       "Benedikt Bitterli and Srinath Ravichandran and Thomas
                 M{\"u}ller and Magnus Wrenninge and Jan Nov{\'a}k and
                 Steve Marschner and Wojciech Jarosz",
  title =        "A radiative transfer framework for non-exponential
                 media",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "225:1--225:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275103",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We develop a new theory of volumetric light transport
                 for media with non-exponential free-flight
                 distributions. Recent insights from atmospheric
                 sciences and neutron transport demonstrate that such
                 distributions arise in the presence of correlated
                 scatterers, which are naturally produced by processes
                 such as cloud condensation and fractal-pattern
                 formation. Our theory formulates a non-exponential path
                 integral as the result of averaging stochastic
                 classical media, and we introduce practical models to
                 solve the resulting averaging problem efficiently. Our
                 theory results in a generalized path integral which
                 allows us to handle non-exponential media using the
                 full range of Monte Carlo rendering algorithms while
                 enriching the range of achievable appearance. We
                 propose parametric models for controlling the
                 statistical correlations by leveraging work on
                 stochastic processes, and we develop a method to
                 combine such unresolved correlations (and the resulting
                 non-exponential free-flight behavior) with explicitly
                 modeled macroscopic heterogeneity. This provides a
                 powerful authoring approach where artists can freely
                 design the shape of the attenuation profile separately
                 from the macroscopic heterogeneous density, while our
                 theory provides a physically consistent interpretation
                 in terms of a path space integral. We address important
                 considerations for graphics including reciprocity and
                 bidirectional rendering algorithms, all in the presence
                 of surfaces and correlated media.",
  acknowledgement = ack-nhfb,
  articleno =    "225",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Thul:2018:ACD,
  author =       "Daniel Thul and L'ubor Ladick{\'y} and Sohyeon Jeong
                 and Marc Pollefeys",
  title =        "Approximate convex decomposition and transfer for
                 animated meshes",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "226:1--226:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275029",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many geometric quantities can be computed efficiently
                 for convex meshes. For general meshes, methods for
                 approximate convex decomposition have been developed
                 that decompose a static, non-convex object into a small
                 set of approximately convex parts. The convex hulls of
                 those parts can then be used as a piecewise convex
                 approximation to the original mesh. While previous work
                 was only concerned with static meshes, we present a
                 method for decomposing animated 3D meshes into
                 temporally coherent approximately convex parts. Given a
                 mesh and several training frames---that is, different
                 spatial configurations of its vertices---we precompute
                 an approximate convex decomposition that is independent
                 of any specific frame. Such a decomposition can be
                 transferred in real-time to novel, unseen frames. We
                 apply our method to a variety of pre-animated meshes as
                 well as a 3D character interactively controlled by a
                 user's body pose. We further demonstrate that our
                 method enables real-time physics simulations to
                 interact with animated meshes.",
  acknowledgement = ack-nhfb,
  articleno =    "226",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vaxman:2018:CMS,
  author =       "Amir Vaxman and Christian M{\"u}ller and Ofir Weber",
  title =        "Canonical {M{\"o}bius} subdivision",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "227:1--227:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275007",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel framework for creating
                 M{\"o}bius-invariant subdivision operators with a
                 simple conversion of existing linear subdivision
                 operators. By doing so, we create a wide variety of
                 subdivision surfaces that have properties derived from
                 M{\"o}bius geometry; namely, reproducing spheres,
                 circular arcs, and M{\"o}bius regularity. Our method is
                 based on establishing a canonical form for each 1-ring
                 in the mesh, representing the class of all 1-rings that
                 are M{\"o}bius equivalent to that 1-ring. We perform a
                 chosen linear subdivision operation on these canonical
                 forms, and blend the positions contributed from
                 adjacent 1-rings, using two novel M{\"o}bius-invariant
                 operators, into new face and edge points. The
                 generality of the method allows for easy coarse-to-fine
                 mesh editing with diverse polygonal patterns, and with
                 exact reproduction of circular and spherical features.
                 Our operators are in closed-form and their computation
                 is as local as the computation of the linear operators
                 they correspond to, allowing for efficient subdivision
                 mesh editing and optimization.",
  acknowledgement = ack-nhfb,
  articleno =    "227",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rabinovich:2018:SSD,
  author =       "Michael Rabinovich and Tim Hoffmann and Olga
                 Sorkine-Hornung",
  title =        "The shape space of discrete orthogonal geodesic nets",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "228:1--228:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275088",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Discrete orthogonal geodesic nets (DOGs) are a quad
                 mesh analogue of developable surfaces. In this work we
                 study continuous deformations on these discrete
                 objects. Our main theoretical contribution is the
                 characterization of the shape space of DOGs for a given
                 net connectivity. We show that generally, this space is
                 locally a manifold of a fixed dimension, apart from a
                 set of singularities, implying that DOGs are
                 continuously deformable. Smooth flows can be
                 constructed by a smooth choice of vectors on the
                 manifold's tangent spaces, selected to minimize a
                 desired objective function under a given metric. We
                 show how to compute such vectors by solving a linear
                 system, and we use our findings to devise a
                 geometrically meaningful way to handle singular points.
                 We base our shape space metric on a novel DOG Laplacian
                 operator, which is proved to converge under sampling of
                 an analytical orthogonal geodesic net. We further show
                 how to extend the shape space of DOGs by supporting
                 creases and curved folds and apply the developed tools
                 in an editing system for developable surfaces that
                 supports arbitrary bending, stretching, cutting,
                 (curved) folds, as well as smoothing and subdivision
                 operations.",
  acknowledgement = ack-nhfb,
  articleno =    "228",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Thiery:2018:MVC,
  author =       "Jean-Marc Thiery and Pooran Memari and Tamy
                 Boubekeur",
  title =        "Mean value coordinates for quad cages in {$3$D}",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "229:1--229:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275063",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Space coordinates offer an elegant, scalable and
                 versatile framework to propagate (multi-)scalar
                 functions from the boundary vertices of a 3-manifold,
                 often called a cage, within its volume. These
                 generalizations of the barycentric coordinate system
                 have progressively expanded the range of eligible cages
                 to triangle and planar polygon surface meshes with
                 arbitrary topology, concave regions and a
                 spatially-varying sampling ratio, while preserving a
                 smooth diffusion of the prescribed on-surface
                 functions. In spite of their potential for major
                 computer graphics applications such as freeform
                 deformation or volume texturing, current space
                 coordinate systems have only found a moderate impact in
                 applications. This follows from the constraint of
                 having only triangles in the cage most of the time,
                 while many application scenarios favor arbitrary
                 (non-planar) quad meshes for their ability to align the
                 surface structure with features and to naturally cope
                 with anisotropic sampling. In order to use space
                 coordinates with arbitrary quad cages currently, one
                 must triangulate them, which results in large
                 propagation distortion. Instead, we propose a
                 generalization of a popular coordinate system --- Mean
                 Value Coordinates --- to quad and tri-quad cages,
                 bridging the gap between high-quality coarse meshing
                 and volume diffusion through space coordinates. Our
                 method can process non-planar quads, comes with a
                 closed-form solution free from global optimization and
                 reproduces the expected behavior of Mean Value
                 Coordinates, namely smoothness within the cage volume
                 and continuity everywhere. As a result, we show how
                 these coordinates compare favorably to classical space
                 coordinates on triangulated quad cages, in particular
                 for freeform deformation.",
  acknowledgement = ack-nhfb,
  articleno =    "229",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Herholz:2018:FOR,
  author =       "Philipp Herholz and Marc Alexa",
  title =        "Factor once: reusing {Cholesky} factorizations on
                 sub-meshes",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "230:1--230:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275107",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A common operation in geometry processing is solving
                 symmetric and positive semi-definite systems on a
                 subset of a mesh, with conditions for the vertices at
                 the boundary of the region. This is commonly done by
                 setting up the linear system for the sub-mesh,
                 factorizing the system (potentially applying
                 preordering to improve sparseness of the factors), and
                 then solving by back-substitution. This approach
                 suffers from a comparably high setup cost for each
                 local operation. We propose to reuse factorizations
                 defined on the full mesh to solve linear problems on
                 sub-meshes. We show how an update on sparse matrices
                 can be performed in a particularly efficient way to
                 obtain the factorization of the operator on a sun-mesh
                 significantly outperforming general factor updates and
                 complete refactorization. We analyze the resulting
                 speedup for a variety of situations and demonstrate
                 that our method outperforms factorization of a new
                 matrix by a factor of up to 10 while never being slower
                 in our experiments.",
  acknowledgement = ack-nhfb,
  articleno =    "230",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Geng:2018:WGG,
  author =       "Jiahao Geng and Tianjia Shao and Youyi Zheng and
                 Yanlin Weng and Kun Zhou",
  title =        "Warp-guided {GANs} for single-photo facial animation",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "231:1--231:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275043",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper introduces a novel method for realtime
                 portrait animation in a single photo. Our method
                 requires only a single portrait photo and a set of
                 facial landmarks derived from a driving source (e.g., a
                 photo or a video sequence), and generates an animated
                 image with rich facial details. The core of our method
                 is a warp-guided generative model that instantly fuses
                 various fine facial details (e.g., creases and
                 wrinkles), which are necessary to generate a
                 high-fidelity facial expression, onto a pre-warped
                 image. Our method factorizes out the nonlinear
                 geometric transformations exhibited in facial
                 expressions by lightweight 2D warps and leaves the
                 appearance detail synthesis to conditional generative
                 neural networks for high-fidelity facial animation
                 generation. We show such a factorization of geometric
                 transformation and appearance synthesis largely helps
                 the network better learn the high nonlinearity of the
                 facial expression functions and also facilitates the
                 design of the network architecture. Through extensive
                 experiments on various portrait photos from the
                 Internet, we show the significant efficacy of our
                 method compared with prior arts.",
  acknowledgement = ack-nhfb,
  articleno =    "231",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gotardo:2018:PDF,
  author =       "Paulo Gotardo and J{\'e}r{\'e}my Riviere and Derek
                 Bradley and Abhijeet Ghosh and Thabo Beeler",
  title =        "Practical dynamic facial appearance modeling and
                 acquisition",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "232:1--232:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275073",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method to acquire dynamic properties of
                 facial skin appearance, including dynamic diffuse
                 albedo encoding blood flow, dynamic specular intensity,
                 and per-frame high resolution normal maps for a facial
                 performance sequence. The method reconstructs these
                 maps from a purely passive multi-camera setup, without
                 the need for polarization or requiring temporally
                 multiplexed illumination. Hence, it is very well suited
                 for integration with existing passive systems for
                 facial performance capture. To solve this seemingly
                 underconstrained problem, we demonstrate that albedo
                 dynamics during a facial performance can be modeled as
                 a combination of: (1) a static, high-resolution base
                 albedo map, modeling full skin pigmentation; and (2) a
                 dynamic, one-dimensional component in the CIE L*a*b*
                 color space, which explains changes in hemoglobin
                 concentration due to blood flow. We leverage this
                 albedo subspace and additional constraints on
                 appearance and surface geometry to also estimate
                 specular reflection parameters and resolve
                 high-resolution normal maps with unprecedented detail
                 in a passive capture system. These constraints are
                 built into an inverse rendering framework that
                 minimizes the difference of the rendered face to the
                 captured images, incorporating constraints from
                 multiple views for every texel on the face. The
                 presented method is the first system capable of
                 capturing high-quality dynamic appearance maps at full
                 resolution and video framerates, providing a major step
                 forward in the area of facial appearance acquisition.",
  acknowledgement = ack-nhfb,
  articleno =    "232",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cao:2018:SRT,
  author =       "Chen Cao and Menglei Chai and Oliver Woodford and
                 Linjie Luo",
  title =        "Stabilized real-time face tracking via a learned
                 dynamic rigidity prior",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "233:1--233:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275093",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Despite the popularity of real-time monocular face
                 tracking systems in many successful applications, one
                 overlooked problem with these systems is rigid
                 instability. It occurs when the input facial motion can
                 be explained by either head pose change or facial
                 expression change, creating ambiguities that often lead
                 to jittery and unstable rigid head poses under large
                 expressions. Existing rigid stabilization methods
                 either employ a heavy anatomically-motivated approach
                 that are unsuitable for real-time applications, or
                 utilize heuristic-based rules that can be problematic
                 under certain expressions. We propose the first rigid
                 stabilization method for real-time monocular face
                 tracking using a dynamic rigidity prior learned from
                 realistic datasets. The prior is defined on a
                 region-based face model and provides dynamic
                 region-based adaptivity for rigid pose optimization
                 during real-time performance. We introduce an effective
                 offline training scheme to learn the dynamic rigidity
                 prior by optimizing the convergence of the rigid pose
                 optimization to the ground-truth poses in the training
                 data. Our real-time face tracking system is an
                 optimization framework that alternates between rigid
                 pose optimization and expression optimization. To
                 ensure tracking accuracy, we combine both robust,
                 drift-free facial landmarks and dense optical flow into
                 the optimization objectives. We evaluate our system
                 extensively against state-of-the-art monocular face
                 tracking systems and achieve significant improvement in
                 tracking accuracy on the high-quality face tracking
                 benchmark. Our system can improve
                 facial-performance-based applications such as facial
                 animation retargeting and virtual face makeup with
                 accurate expression and stable pose. We further
                 validate the dynamic rigidity prior by comparing it
                 against other variants on the tracking accuracy.",
  acknowledgement = ack-nhfb,
  articleno =    "233",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2018:DIL,
  author =       "Chenglei Wu and Takaaki Shiratori and Yaser Sheikh",
  title =        "Deep incremental learning for efficient high-fidelity
                 face tracking",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "234:1--234:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275101",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we present an incremental learning
                 framework for efficient and accurate facial performance
                 tracking. Our approach is to alternate the modeling
                 step, which takes tracked meshes and texture maps to
                 train our deep learning-based statistical model, and
                 the tracking step, which takes predictions of geometry
                 and texture our model infers from measured images and
                 optimize the predicted geometry by minimizing image,
                 geometry and facial landmark errors. Our Geo-Tex VAE
                 model extends the convolutional variational autoencoder
                 for face tracking, and jointly learns and represents
                 deformations and variations in geometry and texture
                 from tracked meshes and texture maps. To accurately
                 model variations in facial geometry and texture, we
                 introduce the decomposition layer in the Geo-Tex VAE
                 architecture which decomposes the facial deformation
                 into global and local components. We train the global
                 deformation with a fully-connected network and the
                 local deformations with convolutional layers. Despite
                 running this model on each frame independently ---
                 thereby enabling a high amount of parallelization ---
                 we validate that our framework achieves sub-millimeter
                 accuracy on synthetic data and outperforms existing
                 methods. We also qualitatively demonstrate
                 high-fidelity, long-duration facial performance
                 tracking on several actors.",
  acknowledgement = ack-nhfb,
  articleno =    "234",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hermosilla:2018:MCC,
  author =       "Pedro Hermosilla and Tobias Ritschel and Pere-Pau
                 V{\'a}zquez and {\`A}lvar Vinacua and Timo Ropinski",
  title =        "{Monte Carlo} convolution for learning on
                 non-uniformly sampled point clouds",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "235:1--235:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275110",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Deep learning systems extensively use convolution
                 operations to process input data. Though convolution is
                 clearly defined for structured data such as 2D images
                 or 3D volumes, this is not true for other data types
                 such as sparse point clouds. Previous techniques have
                 developed approximations to convolutions for restricted
                 conditions. Unfortunately, their applicability is
                 limited and cannot be used for general point clouds. We
                 propose an efficient and effective method to learn
                 convolutions for non-uniformly sampled point clouds, as
                 they are obtained with modern acquisition techniques.
                 Learning is enabled by four key novelties: first,
                 representing the convolution kernel itself as a
                 multilayer perceptron; second, phrasing convolution as
                 a Monte Carlo integration problem, third, using this
                 notion to combine information from multiple samplings
                 at different levels; and fourth using Poisson disk
                 sampling as a scalable means of hierarchical point
                 cloud learning. The key idea across all these
                 contributions is to guarantee adequate consideration of
                 the underlying non-uniform sample distribution function
                 from a Monte Carlo perspective. To make the proposed
                 concepts applicable to real-world tasks, we furthermore
                 propose an efficient implementation which significantly
                 reduces the GPU memory required during the training
                 process. By employing our method in hierarchical
                 network architectures we can outperform most of the
                 state-of-the-art networks on established point cloud
                 segmentation, classification and normal estimation
                 benchmarks. Furthermore, in contrast to most existing
                 approaches, we also demonstrate the robustness of our
                 method with respect to sampling variations, even when
                 training with uniformly sampled data only. To support
                 the direct application of these concepts, we provide a
                 ready-to-use TensorFlow implementation of these layers
                 at https://github.com/viscom-ulm/MCCNN.",
  acknowledgement = ack-nhfb,
  articleno =    "235",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Poulenard:2018:MDG,
  author =       "Adrien Poulenard and Maks Ovsjanikov",
  title =        "Multi-directional geodesic neural networks via
                 equivariant convolution",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "236:1--236:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275102",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel approach for performing convolution
                 of signals on curved surfaces and show its utility in a
                 variety of geometric deep learning applications. Key to
                 our construction is the notion of directional functions
                 defined on the surface, which extend the classic
                 real-valued signals and which can be naturally
                 convolved with with real-valued template functions. As
                 a result, rather than trying to fix a canonical
                 orientation or only keeping the maximal response across
                 all alignments of a 2D template at every point of the
                 surface, as done in previous works, we show how
                 information across all rotations can be kept across
                 different layers of the neural network. Our
                 construction, which we call multi-directional geodesic
                 convolution, or directional convolution for short,
                 allows, in particular, to propagate and relate
                 directional information across layers and thus
                 different regions on the shape. We first define
                 directional convolution in the continuous setting,
                 prove its key properties and then show how it can be
                 implemented in practice, for shapes represented as
                 triangle meshes. We evaluate directional convolution in
                 a wide variety of learning scenarios ranging from
                 classification of signals on surfaces, to shape
                 segmentation and shape matching, where we show a
                 significant improvement over several baselines.",
  acknowledgement = ack-nhfb,
  articleno =    "236",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gao:2018:AUS,
  author =       "Lin Gao and Jie Yang and Yi-Ling Qiao and Yu-Kun Lai
                 and Paul L. Rosin and Weiwei Xu and Shihong Xia",
  title =        "Automatic unpaired shape deformation transfer",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "237:1--237:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275028",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Transferring deformation from a source shape to a
                 target shape is a very useful technique in computer
                 graphics. State-of-the-art deformation transfer methods
                 require either point-wise correspondences between
                 source and target shapes, or pairs of deformed source
                 and target shapes with corresponding deformations.
                 However, in most cases, such correspondences are not
                 available and cannot be reliably established using an
                 automatic algorithm. Therefore, substantial user effort
                 is needed to label the correspondences or to obtain and
                 specify such shape sets. In this work, we propose a
                 novel approach to automatic deformation transfer
                 between two unpaired shape sets without
                 correspondences. 3D deformation is represented in a
                 high-dimensional space. To obtain a more compact and
                 effective representation, two convolutional variational
                 autoencoders are learned to encode source and target
                 shapes to their latent spaces. We exploit a Generative
                 Adversarial Network (GAN) to map deformed source shapes
                 to deformed target shapes, both in the latent spaces,
                 which ensures the obtained shapes from the mapping are
                 indistinguishable from the target shapes. This is still
                 an under-constrained problem, so we further utilize a
                 reverse mapping from target shapes to source shapes and
                 incorporate cycle consistency loss, i.e. applying both
                 mappings should reverse to the input shape. This
                 VAE-Cycle GAN (VC-GAN) architecture is used to build a
                 reliable mapping between shape spaces. Finally, a
                 similarity constraint is employed to ensure the mapping
                 is consistent with visual similarity, achieved by
                 learning a similarity neural network that takes the
                 embedding vectors from the source and target latent
                 spaces and predicts the light field distance between
                 the corresponding shapes. Experimental results show
                 that our fully automatic method is able to obtain
                 high-quality deformation transfer results with unpaired
                 data sets, comparable or better than existing methods
                 where strict correspondences are required.",
  acknowledgement = ack-nhfb,
  articleno =    "237",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2018:RFG,
  author =       "Changjian Li and Hao Pan and Yang Liu and Xin Tong and
                 Alla Sheffer and Wenping Wang",
  title =        "Robust flow-guided neural prediction for sketch-based
                 freeform surface modeling",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "238:1--238:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275051",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Sketching provides an intuitive user interface for
                 communicating free form shapes. While human observers
                 can easily envision the shapes they intend to
                 communicate, replicating this process algorithmically
                 requires resolving numerous ambiguities. Existing
                 sketch-based modeling methods resolve these ambiguities
                 by either relying on expensive user annotations or by
                 restricting the modeled shapes to specific narrow
                 categories. We present an approach for modeling generic
                 freeform 3D surfaces from sparse, expressive 2D
                 sketches that overcomes both limitations by
                 incorporating convolution neural networks (CNN) into
                 the sketch processing workflow. Given a 2D sketch of a
                 3D surface, we use CNNs to infer the depth and normal
                 maps representing the surface. To combat ambiguity we
                 introduce an intermediate CNN layer that models the
                 dense curvature direction, or flow, field of the
                 surface, and produce an additional output confidence
                 map along with depth and normal. The flow field guides
                 our subsequent surface reconstruction for improved
                 regularity; the confidence map trained unsupervised
                 measures ambiguity and provides a robust estimator for
                 data fitting. To reduce ambiguities in input sketches
                 users can refine their input by providing optional
                 depth values at sparse points and curvature hints for
                 strokes. Our CNN is trained on a large dataset
                 generated by rendering sketches of various 3D shapes
                 using non-photo-realistic line rendering (NPR) method
                 that mimics human sketching of free-form shapes. We use
                 the CNN model to process both single- and multi-view
                 sketches. Using our multi-view framework users
                 progressively complete the shape by sketching in
                 different views, generating complete closed shapes. For
                 each new view, the modeling is assisted by partial
                 sketches and depth cues provided by surfaces generated
                 in earlier views. The partial surfaces are fused into a
                 complete shape using predicted confidence levels as
                 weights. We validate our approach, compare it with
                 previous methods and alternative structures, and
                 evaluate its performance with various modeling tasks.
                 The results demonstrate our method is a new approach
                 for efficiently modeling freeform shapes with succinct
                 but expressive 2D sketches.",
  acknowledgement = ack-nhfb,
  articleno =    "238",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2018:BID,
  author =       "Hongyi Xu and Espen Knoop and Stelian Coros and Moritz
                 B{\"a}cher",
  title =        "{Bend-it}: design and fabrication of kinetic wire
                 characters",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "239:1--239:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275089",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Elastically deforming wire structures are lightweight,
                 durable, and can be bent within minutes using CNC
                 bending machines. We present a computational technique
                 for the design of kinetic wire characters, tailored for
                 fabrication on consumer-grade hardware. Our technique
                 takes as input a network of curves or a skeletal
                 animation, then estimates a cable-driven, compliant
                 wire structure which matches user-selected targets or
                 keyframes as closely as possible. To enable large
                 localized deformations, we shape wire into functional
                 spring-like entities at a discrete set of locations. We
                 first detect regions where changes to local stiffness
                 properties are needed, then insert bendable entities of
                 varying shape and size. To avoid a discrete
                 optimization, we first optimize stiffness properties of
                 generic, non-fabricable entities which capture well the
                 behavior of our bendable designs. To co-optimize
                 stiffness properties and cable forces, we formulate an
                 equilibrium-constrained minimization problem,
                 safeguarding against inelastic deformations. We
                 demonstrate our method on six fabricated examples,
                 showcasing rich behavior including large deformations
                 and complex, spatial motion.",
  acknowledgement = ack-nhfb,
  articleno =    "239",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lira:2018:FEW,
  author =       "Wallace Lira and Chi-Wing Fu and Hao Zhang",
  title =        "Fabricable {Eulerian} wires for {$3$D} shape
                 abstraction",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "240:1--240:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275049",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a fully automatic method that finds a small
                 number of machine fabricable wires with minimal overlap
                 to reproduce a wire sculpture design as a 3D shape
                 abstraction. Importantly, we consider non-planar wires,
                 which can be fabricated by a wire bending machine, to
                 enable efficient construction of complex 3D sculptures
                 that cannot be achieved by previous works. We call our
                 wires Eulerian wires, since they are as Eulerian as
                 possible with small overlap to form the target design
                 together. Finding such Eulerian wires is highly
                 challenging, due to an enormous search space. After
                 exploring a variety of optimization strategies, we
                 formulate a population-based hybrid metaheuristic
                 model, and design the join, bridge and split operators
                 to refine the solution wire sets in the population. We
                 start the exploration of each solution wire set in a
                 bottom-up manner, and adopt an adaptive simulated
                 annealing model to regulate the exploration. By further
                 formulating a meta model on top to optimize the cooling
                 schedule, and precomputing fabricable subwires, our
                 method can efficiently find promising solutions with
                 low wire count and overlap in one to two minutes. We
                 demonstrate the efficiency of our method on a rich
                 variety of wire sculptures, and physically fabricate
                 several of them. Our results show clear improvements
                 over other optimization alternatives in terms of
                 solution quality, versatility, and scalability.",
  acknowledgement = ack-nhfb,
  articleno =    "240",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Malomo:2018:FCD,
  author =       "Luigi Malomo and Jes{\'u}s P{\'e}rez and Emmanuel
                 Iarussi and Nico Pietroni and Eder Miguel and Paolo
                 Cignoni and Bernd Bickel",
  title =        "{FlexMaps}: computational design of flat flexible
                 shells for shaping {$3$D} objects",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "241:1--241:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275076",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose FlexMaps, a novel framework for fabricating
                 smooth shapes out of flat, flexible panels with
                 tailored mechanical properties. We start by mapping the
                 3D surface onto a 2D domain as in traditional UV
                 mapping to design a set of deformable flat panels
                 called FlexMaps. For these panels, we design and obtain
                 specific mechanical properties such that, once they are
                 assembled, the static equilibrium configuration matches
                 the desired 3D shape. FlexMaps can be fabricated from
                 an almost rigid material, such as wood or plastic, and
                 are made flexible in a controlled way by using
                 computationally designed spiraling microstructures.",
  acknowledgement = ack-nhfb,
  articleno =    "241",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hsiao:2018:MVW,
  author =       "Kai-Wen Hsiao and Jia-Bin Huang and Hung-Kuo Chu",
  title =        "Multi-view wire art",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "242:1--242:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275070",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Wire art is the creation of three-dimensional
                 sculptural art using wire strands. As the 2D projection
                 of a 3D wire sculpture forms line drawing patterns, it
                 is possible to craft multi-view wire sculpture art ---
                 a static sculpture with multiple (potentially very
                 different) interpretations when perceived at different
                 viewpoints. Artists can effectively leverage this
                 characteristic and produce compelling artistic effects.
                 However, the creation of such multi-view wire sculpture
                 is extremely time-consuming even by highly skilled
                 artists. In this paper, we present a computational
                 framework for automatic creation of multi-view 3D wire
                 sculpture. Our system takes two or three user-specified
                 line drawings and the associated viewpoints as inputs.
                 We start with producing a sparse set of voxels via
                 greedy selection approach such that their projections
                 on the virtual cameras cover all the contour pixels of
                 the input line drawings. The sparse set of voxels,
                 however, do not necessary form one single connected
                 component. We introduce a constrained 3D pathfinding
                 algorithm to link isolated groups of voxels into a
                 connected component while maintaining the similarity
                 between the projected voxels and the line drawings.
                 Using the reconstructed visual hull, we extract a curve
                 skeleton and produce a collection of smooth 3D curves
                 by fitting cubic splines and optimizing the curve
                 deformation to best approximate the provided line
                 drawings. We demonstrate the effectiveness of our
                 system for creating compelling multi-view wire
                 sculptures in both simulation and 3D physical
                 printouts.",
  acknowledgement = ack-nhfb,
  articleno =    "242",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Han:2018:DUP,
  author =       "Chu Han and Qiang Wen and Shengfeng He and Qianshu Zhu
                 and Yinjie Tan and Guoqiang Han and Tien-Tsin Wong",
  title =        "Deep unsupervised pixelization",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "243:1--243:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275082",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we present a novel unsupervised
                 learning method for pixelization. Due to the difficulty
                 in creating pixel art, preparing the paired training
                 data for supervised learning is impractical. Instead,
                 we propose an unsupervised learning framework to
                 circumvent such difficulty. We leverage the dual nature
                 of the pixelization and depixelization, and model these
                 two tasks in the same network in a bi-directional
                 manner with the input itself as training supervision.
                 These two tasks are modeled as a cascaded network which
                 consists of three stages for different purposes.
                 GridNet transfers the input image into multi-scale
                 grid-structured images with different aliasing effects.
                 PixelNet associated with GridNet to synthesize pixel
                 arts with sharp edges and perceptually optimal local
                 structures. DepixelNet connects the previous network
                 and aims to recover the pixelized result to the
                 original image. For the sake of unsupervised learning,
                 the mirror loss is proposed to hold the reversibility
                 of feature representations in the process. In addition,
                 adversarial, L1, and gradient losses are involved in
                 the network to obtain pixel arts by retaining color
                 correctness and smoothness. We show that our technique
                 can synthesize crisper and perceptually more
                 appropriate pixel arts than state-of-the-art image
                 downscaling methods. We evaluate the proposed method
                 with extensive experiments on many images. The proposed
                 method outperforms state-of-the-art methods in terms of
                 visual quality and user preference.",
  acknowledgement = ack-nhfb,
  articleno =    "243",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cao:2018:CUP,
  author =       "Kaidi Cao and Jing Liao and Lu Yuan",
  title =        "{CariGANs}: unpaired photo-to-caricature translation",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "244:1--244:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275046",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Facial caricature is an art form of drawing faces in
                 an exaggerated way to convey humor or sarcasm. In this
                 paper, we propose the first Generative Adversarial
                 Network (GAN) for unpaired photo-to-caricature
                 translation, which we call ``CariGANs''. It explicitly
                 models geometric exaggeration and appearance
                 stylization using two components: CariGeoGAN, which
                 only models the geometry-to-geometry transformation
                 from face photos to caricatures, and CariStyGAN, which
                 transfers the style appearance from caricatures to face
                 photos without any geometry deformation. In this way, a
                 difficult cross-domain translation problem is decoupled
                 into two easier tasks. The perceptual study shows that
                 caricatures generated by our CariGANs are closer to the
                 hand-drawn ones, and at the same time better persevere
                 the identity, compared to state-of-the-art methods.
                 Moreover, our CariGANs allow users to control the shape
                 exaggeration degree and change the color/texture style
                 by tuning the parameters or giving an example
                 caricature.",
  acknowledgement = ack-nhfb,
  articleno =    "244",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2018:DSD,
  author =       "Lijun Wang and Xiaohui Shen and Jianming Zhang and
                 Oliver Wang and Zhe Lin and Chih-Yao Hsieh and Sarah
                 Kong and Huchuan Lu",
  title =        "{DeepLens}: shallow depth of field from a single
                 image",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "245:1--245:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275013",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We aim to generate high resolution shallow
                 depth-of-field (DoF) images from a single all-in-focus
                 image with controllable focal distance and aperture
                 size. To achieve this, we propose a novel neural
                 network model comprised of a depth prediction module, a
                 lens blur module, and a guided upsampling module. All
                 modules are differentiable and are learned from data.
                 To train our depth prediction module, we collect a
                 dataset of 2462 RGB-D images captured by mobile phones
                 with a dual-lens camera, and use existing segmentation
                 datasets to improve border prediction. We further
                 leverage a synthetic dataset with known depth to
                 supervise the lens blur and guided upsampling modules.
                 The effectiveness of our system and training strategies
                 are verified in the experiments. Our method can
                 generate high-quality shallow DoF images at high
                 resolution, and produces significantly fewer artifacts
                 than the baselines and existing solutions for single
                 image shallow DoF synthesis. Compared with the iPhone
                 portrait mode, which is a state-of-the-art shallow DoF
                 solution based on a dual-lens depth camera, our method
                 generates comparable results, while allowing for
                 greater flexibility to choose focal points and aperture
                 size, and is not limited to one capture setup.",
  acknowledgement = ack-nhfb,
  articleno =    "245",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xia:2018:IG,
  author =       "Menghan Xia and Xueting Liu and Tien-Tsin Wong",
  title =        "Invertible grayscale",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "246:1--246:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275080",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Once a color image is converted to grayscale, it is a
                 common belief that the original color cannot be fully
                 restored, even with the state-of-the-art colorization
                 methods. In this paper, we propose an innovative method
                 to synthesize invertible grayscale. It is a grayscale
                 image that can fully restore its original color. The
                 key idea here is to encode the original color
                 information into the synthesized grayscale, in a way
                 that users cannot recognize any anomalies. We propose
                 to learn and embed the color-encoding scheme via a
                 convolutional neural network (CNN). It consists of an
                 encoding network to convert a color image to grayscale,
                 and a decoding network to invert the grayscale to
                 color. We then design a loss function to ensure the
                 trained network possesses three required properties:
                 (a) color invertibility, (b) grayscale conformity, and
                 (c) resistance to quantization error. We have conducted
                 intensive quantitative experiments and user studies
                 over a large amount of color images to validate the
                 proposed method. Regardless of the genre and content of
                 the color input, convincing results are obtained in all
                 cases.",
  acknowledgement = ack-nhfb,
  articleno =    "246",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2018:OJO,
  author =       "Minchen Li and Danny M. Kaufman and Vladimir G. Kim
                 and Justin Solomon and Alla Sheffer",
  title =        "{OptCuts}: joint optimization of surface cuts and
                 parameterization",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "247:1--247:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275042",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Low-distortion mapping of three-dimensional surfaces
                 to the plane is a critical problem in geometry
                 processing. The intrinsic distortion introduced by
                 these UV mappings is highly dependent on the choice of
                 surface cuts that form seamlines which break mapping
                 continuity. Parameterization applications typically
                 require UV maps with an application-specific upper
                 bound on distortion to avoid mapping artifacts; at the
                 same time they seek to reduce cut lengths to minimize
                 discontinuity artifacts. We propose OptCuts, an
                 algorithm that jointly optimizes the parameterization
                 and cutting of a three-dimensional mesh. OptCuts starts
                 from an arbitrary initial embedding and a
                 user-requested distortion bound. It requires no
                 parameter setting and automatically seeks to minimize
                 seam lengths subject to satisfying the distortion bound
                 of the mapping computed using these seams. OptCuts
                 alternates between topology and geometry update steps
                 that consistently decrease distortion and seam length,
                 producing a UV map with compact boundaries that
                 strictly satisfies the distortion bound. OptCuts
                 automatically produces high-quality, globally bijective
                 UV maps without user intervention. While OptCuts can
                 thus be a highly effective tool to create new mappings
                 from scratch, we also show how it can be employed to
                 improve pre-existing embeddings. Additionally, when
                 semantic or other priors on seam placement are desired,
                 OptCuts can be extended to respect these user
                 preferences as constraints during optimization of the
                 parameterization. We demonstrate the scalable
                 performance of OptCuts on a wide range of challenging
                 benchmark parameterization examples, as well as in
                 comparisons with state-of-the-art UV methods and
                 commercial tools.",
  acknowledgement = ack-nhfb,
  articleno =    "247",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ren:2018:COP,
  author =       "Jing Ren and Adrien Poulenard and Peter Wonka and Maks
                 Ovsjanikov",
  title =        "Continuous and orientation-preserving correspondences
                 via functional maps",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "248:1--248:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275040",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a method for efficiently computing
                 orientation-preserving and approximately continuous
                 correspondences between non-rigid shapes, using the
                 functional maps framework. We first show how
                 orientation preservation can be formulated directly in
                 the functional (spectral) domain without using landmark
                 or region correspondences and without relying on
                 external symmetry information. This allows us to obtain
                 functional maps that promote orientation preservation,
                 even when using descriptors, that are invariant to
                 orientation changes. We then show how higher quality,
                 approximately continuous and bijective pointwise
                 correspondences can be obtained from initial functional
                 maps by introducing a novel refinement technique that
                 aims to simultaneously improve the maps both in the
                 spectral and spatial domains. This leads to a general
                 pipeline for computing correspondences between shapes
                 that results in high-quality maps, while admitting an
                 efficient optimization scheme. We show through
                 extensive evaluation that our approach improves upon
                 state-of-the-art results on challenging isometric and
                 non-isometric correspondence benchmarks according to
                 both measures of continuity and coverage as well as
                 producing semantically meaningful correspondences as
                 measured by the distance to ground truth maps.",
  acknowledgement = ack-nhfb,
  articleno =    "248",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nader:2018:ITM,
  author =       "Georges Nader and Gael Guennebaud",
  title =        "Instant transport maps on {$2$D} grids",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "249:1--249:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275091",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we introduce a novel and extremely fast
                 algorithm to compute continuous transport maps between
                 2D probability densities discretized on uniform grids.
                 The core of our method is a novel iterative solver
                 computing the L$^2$ optimal transport map from a grid
                 to the uniform density in the 2D Euclidean plane. A
                 transport map between arbitrary densities is then
                 recovered through numerical inversion and composition.
                 In this case, the resulting map is only approximately
                 optimal, but it is continuous and density preserving.
                 Our solver is derivative-free, and it converges in a
                 few cheap iterations. We demonstrate interactive
                 performance in various applications such as adaptive
                 sampling, feature sensitive remeshing, and caustic
                 design.",
  acknowledgement = ack-nhfb,
  articleno =    "249",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lavenant:2018:DOT,
  author =       "Hugo Lavenant and Sebastian Claici and Edward Chien
                 and Justin Solomon",
  title =        "Dynamical optimal transport on discrete surfaces",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "250:1--250:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275064",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a technique for interpolating between
                 probability distributions on discrete surfaces, based
                 on the theory of optimal transport. Unlike previous
                 attempts that use linear programming, our method is
                 based on a dynamical formulation of quadratic optimal
                 transport proposed for flat domains by Benamou and
                 Brenier [2000], adapted to discrete surfaces. Our
                 structure-preserving construction yields a Riemannian
                 metric on the (finite-dimensional) space of probability
                 distributions on a discrete surface, which translates
                 the so-called Otto calculus to discrete language. From
                 a practical perspective, our technique provides a
                 smooth interpolation between distributions on discrete
                 surfaces with less diffusion than state-of-the-art
                 algorithms involving entropic regularization. Beyond
                 interpolation, we show how our discrete notion of
                 optimal transport extends to other tasks, such as
                 distribution-valued Dirichlet problems and time
                 integration of gradient flows.",
  acknowledgement = ack-nhfb,
  articleno =    "250",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2018:NBT,
  author =       "Haixiang Liu and Yuanming Hu and Bo Zhu and Wojciech
                 Matusik and Eftychios Sifakis",
  title =        "Narrow-band topology optimization on a sparsely
                 populated grid",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "251:1--251:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275012",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A variety of structures in nature exhibit sparse,
                 thin, and intricate features. It is challenging to
                 investigate these structural characteristics using
                 conventional numerical approaches since such features
                 require highly refined spatial resolution to capture
                 and therefore they incur a prohibitively high
                 computational cost. We present a novel computational
                 framework for high-resolution topology optimization
                 that delivers leaps in simulation capabilities, by two
                 orders of magnitude, from the state-of-the-art
                 approaches. Our technique accommodates computational
                 domains with over one billion grid voxels on a single
                 shared-memory multiprocessor platform, allowing
                 automated emergence of structures with both rich
                 geometric features and exceptional mechanical
                 performance. To achieve this, we track the evolution of
                 thin structures and simulate its elastic deformation in
                 a dynamic narrow-band region around high-density sites
                 to avoid wasted computational effort on large void
                 regions. We have also designed a mixed-precision
                 multigrid-preconditioned iterative solver that keeps
                 the memory footprint of the simulation to a compact
                 size while maintaining double-precision accuracy. We
                 have demonstrated the efficacy of the algorithm through
                 optimizing a variety of complex structures from both
                 natural and engineering systems.",
  acknowledgement = ack-nhfb,
  articleno =    "251",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schumacher:2018:SSW,
  author =       "Christian Schumacher and Jonas Zehnder and Moritz
                 B{\"a}cher",
  title =        "Set-in-stone: worst-case optimization of structures
                 weak in tension",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "252:1--252:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275085",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Large-scale binder jetting provides a promising
                 alternative to manual sculpting of sandstone. The weak
                 build material, however, severely limits its use in
                 architectural ornamentation. We propose a structural
                 optimization that jointly optimizes an ornament's
                 strength-to-weight ratio and balance under self-weight,
                 thermal, wind, and live loads. To account for the
                 difference in the tensile and compressive strength of
                 the build material, we turn the Bresler-Pister
                 criterion into a failure potential, measuring the
                 distance to failure. Integrated into an XFEM-based
                 level set formulation, we minimize this potential by
                 changing the topology and shape of the internal
                 structure. To deal with uncertainties in the location
                 of live loads, and the direction of wind loads, we
                 first estimate loads that lead to the weakest
                 structure, then minimize the potential of failure under
                 identified worst-case loads. With the help of
                 first-order optimality constraints, we unify our
                 worst-case load estimation and structural optimization
                 into a continuous optimization. We demonstrate
                 applications in art, furniture design, and
                 architectural ornamentation with three large-scale 3D
                 printed examples.",
  acknowledgement = ack-nhfb,
  articleno =    "252",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yan:2018:IDM,
  author =       "Guowei Yan and Wei Li and Ruigang Yang and Huamin
                 Wang",
  title =        "Inexact descent methods for elastic parameter
                 optimization",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "253:1--253:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275021",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Elastic parameter optimization has revealed its
                 importance in 3D modeling, virtual reality, and
                 additive manufacturing in recent years. Unfortunately,
                 it is known to be computationally expensive, especially
                 if there are many parameters and data samples. To
                 address this challenge, we propose to introduce the
                 inexactness into descent methods, by iteratively
                 solving a forward simulation step and a parameter
                 update step in an inexact manner. The development of
                 such inexact descent methods is centered at two
                 questions: (1) how accurate/inaccurate can the two
                 steps be; and (2) what is the optimal way to implement
                 an inexact descent method. The answers to these
                 questions are in our convergence analysis, which proves
                 the existence of relative error thresholds for the two
                 inexact steps to ensure the convergence. This means we
                 can simply solve each step by a fixed number of
                 iterations, if the iterative solver is at least
                 linearly convergent. While the use of the inexact idea
                 speeds up many descent methods, we specifically favor a
                 GPU-based one powered by state-of-the-art simulation
                 techniques. Based on this method, we study a variety of
                 implementation issues, including backtracking line
                 search, initialization, regularization, and multiple
                 data samples. We demonstrate the use of our inexact
                 method in elasticity measurement and design
                 applications. Our experiment shows the method is fast,
                 reliable, memory-efficient, GPU-friendly, flexible with
                 different elastic models, scalable to a large parameter
                 space, and parallelizable for multiple data samples.",
  acknowledgement = ack-nhfb,
  articleno =    "253",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gao:2018:GOM,
  author =       "Ming Gao and Xinlei Wang and Kui Wu and Andre Pradhana
                 and Eftychios Sifakis and Cem Yuksel and Chenfanfu
                 Jiang",
  title =        "{GPU} optimization of material point methods",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "254:1--254:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275044",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The Material Point Method (MPM) has been shown to
                 facilitate effective simulations of physically complex
                 and topologically challenging materials, with a wealth
                 of emerging applications in computational engineering
                 and visual computing. Borne out of the extreme
                 importance of regularity, MPM is given attractive
                 parallelization opportunities on high-performance
                 modern multiprocessors. Parallelization of MPM that
                 fully leverages computing resources presents challenges
                 that require exploring an extensive design-space for
                 favorable data structures and algorithms. Unlike the
                 conceptually simple CPU parallelization, where the
                 coarse partition of tasks can be easily applied, it
                 takes greater effort to reach the GPU hardware
                 saturation due to its many-core SIMT architecture. In
                 this paper we introduce methods for addressing the
                 computational challenges of MPM and extending the
                 capabilities of general simulation systems based on
                 MPM, particularly concentrating on GPU optimization. In
                 addition to our open-source high-performance framework,
                 we also conduct performance analyses and benchmark
                 experiments to compare against alternative design
                 choices which may superficially appear to be
                 reasonable, but can suffer from suboptimal performance
                 in practice. Our explicit and fully implicit GPU MPM
                 solvers are further equipped with a Moving Least
                 Squares MPM heat solver and a novel sand constitutive
                 model to enable fast simulations of a wide range of
                 materials. We demonstrate that more than an order of
                 magnitude performance improvement can be achieved with
                 our GPU solvers. Practical high-resolution examples
                 with up to ten million particles run in less than one
                 minute per frame.",
  acknowledgement = ack-nhfb,
  articleno =    "254",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Martin-Brualla:2018:LEP,
  author =       "Ricardo Martin-Brualla and Rohit Pandey and Shuoran
                 Yang and Pavel Pidlypenskyi and Jonathan Taylor and
                 Julien Valentin and Sameh Khamis and Philip Davidson
                 and Anastasia Tkach and Peter Lincoln and Adarsh Kowdle
                 and Christoph Rhemann and Dan B. Goldman and Cem Keskin
                 and Steve Seitz and Shahram Izadi and Sean Fanello",
  title =        "{LookinGood}: enhancing performance capture with
                 real-time neural re-rendering",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "255:1--255:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275099",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Motivated by augmented and virtual reality
                 applications such as telepresence, there has been a
                 recent focus in real-time performance capture of humans
                 under motion. However, given the real-time constraint,
                 these systems often suffer from artifacts in geometry
                 and texture such as holes and noise in the final
                 rendering, poor lighting, and low-resolution textures.
                 We take the novel approach to augment such real-time
                 performance capture systems with a deep architecture
                 that takes a rendering from an arbitrary viewpoint, and
                 jointly performs completion, super resolution, and
                 denoising of the imagery in real-time. We call this
                 approach neural (re-)rendering, and our live system
                 ``LookinGood''. Our deep architecture is trained to
                 produce high resolution and high quality images from a
                 coarse rendering in real-time. First, we propose a
                 self-supervised training method that does not require
                 manual ground-truth annotation. We contribute a
                 specialized reconstruction error that uses semantic
                 information to focus on relevant parts of the subject,
                 e.g. the face. We also introduce a salient reweighing
                 scheme of the loss function that is able to discard
                 outliers. We specifically design the system for virtual
                 and augmented reality headsets where the consistency
                 between the left and right eye plays a crucial role in
                 the final user experience. Finally, we generate
                 temporally stable results by explicitly minimizing the
                 difference between two consecutive frames. We tested
                 the proposed system in two different scenarios: one
                 involving a single RGB-D sensor, and upper body
                 reconstruction of an actor, the second consisting of
                 full body 360${}^\circ $ capture. Through extensive
                 experimentation, we demonstrate how our system
                 generalizes across unseen sequences and subjects.",
  acknowledgement = ack-nhfb,
  articleno =    "255",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tang:2018:RTC,
  author =       "Danhang Tang and Mingsong Dou and Peter Lincoln and
                 Philip Davidson and Kaiwen Guo and Jonathan Taylor and
                 Sean Fanello and Cem Keskin and Adarsh Kowdle and
                 Sofien Bouaziz and Shahram Izadi and Andrea
                 Tagliasacchi",
  title =        "Real-time compression and streaming of {$4$D}
                 performances",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "256:1--256:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275096",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a realtime compression architecture for
                 4D performance capture that is two orders of magnitude
                 faster than current state-of-the-art techniques, yet
                 achieves comparable visual quality and bitrate. We note
                 how much of the algorithmic complexity in traditional
                 4D compression arises from the necessity to encode
                 geometry using an explicit model (i.e. a triangle
                 mesh). In contrast, we propose an encoder that
                 leverages an implicit representation (namely a Signed
                 Distance Function) to represent the observed geometry,
                 as well as its changes through time. We demonstrate how
                 SDFs, when defined over a small local region (i.e. a
                 block), admit a low-dimensional embedding due to the
                 innate geometric redundancies in their representation.
                 We then propose an optimization that takes a Truncated
                 SDF (i.e. a TSDF), such as those found in most
                 rigid/non-rigid reconstruction pipelines, and
                 efficiently projects each TSDF block onto the SDF
                 latent space. This results in a collection of low
                 entropy tuples that can be effectively quantized and
                 symbolically encoded. On the decoder side, to avoid the
                 typical artifacts of block-based coding, we also
                 propose a variational optimization that compensates for
                 quantization residuals in order to penalize unsightly
                 discontinuities in the decompressed signal. This
                 optimization is expressed in the SDF latent embedding,
                 and hence can also be performed efficiently. We
                 demonstrate our compression/decompression architecture
                 by realizing, to the best of our knowledge, the first
                 system for streaming a real-time captured 4D
                 performance on consumer-level networks.",
  acknowledgement = ack-nhfb,
  articleno =    "256",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hedman:2018:DBF,
  author =       "Peter Hedman and Julien Philip and True Price and
                 Jan-Michael Frahm and George Drettakis and Gabriel
                 Brostow",
  title =        "Deep blending for free-viewpoint image-based
                 rendering",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "257:1--257:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275084",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Free-viewpoint image-based rendering (IBR) is a
                 standing challenge. IBR methods combine warped versions
                 of input photos to synthesize a novel view. The image
                 quality of this combination is directly affected by
                 geometric inaccuracies of multi-view stereo (MVS)
                 reconstruction and by view- and image-dependent effects
                 that produce artifacts when contributions from
                 different input views are blended. We present a new
                 deep learning approach to blending for IBR, in which we
                 use held-out real image data to learn blending weights
                 to combine input photo contributions. Our Deep Blending
                 method requires us to address several challenges to
                 achieve our goal of interactive free-viewpoint IBR
                 navigation. We first need to provide sufficiently
                 accurate geometry so the Convolutional Neural Network
                 (CNN) can succeed in finding correct blending weights.
                 We do this by combining two different MVS
                 reconstructions with complementary accuracy vs.
                 completeness tradeoffs. To tightly integrate learning
                 in an interactive IBR system, we need to adapt our
                 rendering algorithm to produce a fixed number of input
                 layers that can then be blended by the CNN. We generate
                 training data with a variety of captured scenes, using
                 each input photo as ground truth in a held-out
                 approach. We also design the network architecture and
                 the training loss to provide high quality novel view
                 synthesis, while reducing temporal flickering
                 artifacts. Our results demonstrate free-viewpoint IBR
                 in a wide variety of scenes, clearly surpassing
                 previous methods in visual quality, especially when
                 moving far from the input cameras.",
  acknowledgement = ack-nhfb,
  articleno =    "257",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nagano:2018:PRT,
  author =       "Koki Nagano and Jaewoo Seo and Jun Xing and Lingyu Wei
                 and Zimo Li and Shunsuke Saito and Aviral Agarwal and
                 Jens Fursund and Hao Li",
  title =        "{paGAN}: real-time avatars using dynamic textures",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "258:1--258:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275075",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "With the rising interest in personalized VR and gaming
                 experiences comes the need to create high quality 3D
                 avatars that are both low-cost and variegated. Due to
                 this, building dynamic avatars from a single
                 unconstrained input image is becoming a popular
                 application. While previous techniques that attempt
                 this require multiple input images or rely on
                 transferring dynamic facial appearance from a source
                 actor, we are able to do so using only one 2D input
                 image without any form of transfer from a source image.
                 We achieve this using a new conditional Generative
                 Adversarial Network design that allows fine-scale
                 manipulation of any facial input image into a new
                 expression while preserving its identity. Our photoreal
                 avatar GAN (paGAN) can also synthesize the unseen mouth
                 interior and control the eye-gaze direction of the
                 output, as well as produce the final image from a novel
                 viewpoint. The method is even capable of generating
                 fully-controllable temporally stable video sequences,
                 despite not using temporal information during training.
                 After training, we can use our network to produce
                 dynamic image-based avatars that are controllable on
                 mobile devices in real time. To do this, we compute a
                 fixed set of output images that correspond to key
                 blendshapes, from which we extract textures in UV
                 space. Using a subject's expression blendshapes at
                 run-time, we can linearly blend these key textures
                 together to achieve the desired appearance.
                 Furthermore, we can use the mouth interior and eye
                 textures produced by our network to synthesize
                 on-the-fly avatar animations for those regions. Our
                 work produces state-of-the-art quality image and video
                 synthesis, and is the first to our knowledge that is
                 able to generate a dynamically textured avatar with a
                 mouth interior, all from a single image.",
  acknowledgement = ack-nhfb,
  articleno =    "258",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fan:2018:ISU,
  author =       "Qingnan Fan and Jiaolong Yang and David Wipf and
                 Baoquan Chen and Xin Tong",
  title =        "Image smoothing via unsupervised learning",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "259:1--259:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275081",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Image smoothing represents a fundamental component of
                 many disparate computer vision and graphics
                 applications. In this paper, we present a unified
                 unsupervised (label-free) learning framework that
                 facilitates generating flexible and high-quality
                 smoothing effects by directly learning from data using
                 deep convolutional neural networks (CNNs). The heart of
                 the design is the training signal as a novel energy
                 function that includes an edge-preserving regularizer
                 which helps maintain important yet potentially
                 vulnerable image structures, and a spatially-adaptive
                 L$_p$ flattening criterion which imposes different
                 forms of regularization onto different image regions
                 for better smoothing quality. We implement a diverse
                 set of image smoothing solutions employing the unified
                 framework targeting various applications such as, image
                 abstraction, pencil sketching, detail enhancement,
                 texture removal and content-aware image manipulation,
                 and obtain results comparable with or better than
                 previous methods. Moreover, our method is extremely
                 fast with a modern GPU (e.g, 200 fps for 1280$ \times
                 $720 images).",
  acknowledgement = ack-nhfb,
  articleno =    "259",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ge:2018:ISR,
  author =       "Weifeng Ge and Bingchen Gong and Yizhou Yu",
  title =        "Image super-resolution via deterministic-stochastic
                 synthesis and local statistical rectification",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "260:1--260:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275060",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Single image superresolution has been a popular
                 research topic in the last two decades and has recently
                 received a new wave of interest due to deep neural
                 networks. In this paper, we approach this problem from
                 a different perspective. With respect to a downsampled
                 low resolution image, we model a high resolution image
                 as a combination of two components, a deterministic
                 component and a stochastic component. The deterministic
                 component can be recovered from the low-frequency
                 signals in the downsampled image. The stochastic
                 component, on the other hand, contains the signals that
                 have little correlation with the low resolution image.
                 We adopt two complementary methods for generating these
                 two components. While generative adversarial networks
                 are used for the stochastic component, deterministic
                 component reconstruction is formulated as a regression
                 problem solved using deep neural networks. Since the
                 deterministic component exhibits clearer local
                 orientations, we design novel loss functions tailored
                 for such properties for training the deep regression
                 network. These two methods are first applied to the
                 entire input image to produce two distinct
                 high-resolution images. Afterwards, these two images
                 are fused together using another deep neural network
                 that also performs local statistical rectification,
                 which tries to make the local statistics of the fused
                 image match the same local statistics of the
                 ground-truth image. Quantitative results and a user
                 study indicate that the proposed method outperforms
                 existing state-of-the-art algorithms with a clear
                 margin.",
  acknowledgement = ack-nhfb,
  articleno =    "260",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2018:TSS,
  author =       "Lvmin Zhang and Chengze Li and Tien-Tsin Wong and Yi
                 Ji and Chunping Liu",
  title =        "Two-stage sketch colorization",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "261:1--261:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275090",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Sketch or line art colorization is a research field
                 with significant market demand. Different from photo
                 colorization which strongly relies on texture
                 information, sketch colorization is more challenging as
                 sketches may not have texture. Even worse, color,
                 texture, and gradient have to be generated from the
                 abstract sketch lines. In this paper, we propose a
                 semi-automatic learning-based framework to colorize
                 sketches with proper color, texture as well as
                 gradient. Our framework consists of two stages. In the
                 first drafting stage, our model guesses color regions
                 and splashes a rich variety of colors over the sketch
                 to obtain a color draft. In the second refinement
                 stage, it detects the unnatural colors and artifacts,
                 and try to fix and refine the result. Comparing to
                 existing approaches, this two-stage design effectively
                 divides the complex colorization task into two simpler
                 and goal-clearer subtasks. This eases the learning and
                 raises the quality of colorization. Our model resolves
                 the artifacts such as water-color blurring, color
                 distortion, and dull textures. We build an interactive
                 software based on our model for evaluation. Users can
                 iteratively edit and refine the colorization. We
                 evaluate our learning model and the interactive system
                 through an extensive user study. Statistics shows that
                 our method outperforms the state-of-art techniques and
                 industrial applications in several aspects including,
                 the visual quality, the ability of user control, user
                 experience, and other metrics.",
  acknowledgement = ack-nhfb,
  articleno =    "261",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tan:2018:EPB,
  author =       "Jianchao Tan and Jose Echevarria and Yotam Gingold",
  title =        "Efficient palette-based decomposition and recoloring
                 of images via {RGBXY}-space geometry",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "262:1--262:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275054",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/python.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce an extremely scalable and efficient yet
                 simple palette-based image decomposition algorithm.
                 Given an RGB image and set of palette colors, our
                 algorithm decomposes the image into a set of additive
                 mixing layers, each of which corresponds to a palette
                 color applied with varying weight. Our approach is
                 based on the geometry of images in RGBXY-space. This
                 new geometric approach is orders of magnitude more
                 efficient than previous work and requires no numerical
                 optimization. We provide an implementation of the
                 algorithm in 48 lines of Python code. We demonstrate a
                 real-time layer decomposition tool in which users can
                 interactively edit the palette to adjust the layers.
                 After preprocessing, our algorithm can decompose 6 MP
                 images into layers in 20 milliseconds.",
  acknowledgement = ack-nhfb,
  articleno =    "262",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yi:2018:DMS,
  author =       "Ran Yi and Yong-Jin Liu and Ying He",
  title =        "{Delaunay} mesh simplification with differential
                 evolution",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "263:1--263:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275068",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Delaunay meshes (DM) are a special type of manifold
                 triangle meshes --- where the local Delaunay condition
                 holds everywhere --- and find important applications in
                 digital geometry processing. This paper addresses the
                 general DM simplification problem: given an arbitrary
                 manifold triangle mesh M with n vertices and the
                 user-specified resolution $ m(< n) $, compute a
                 Delaunay mesh M * with m vertices that has the least
                 Hausdorff distance to M. To solve the problem, we
                 abstract the simplification process using a 2D
                 Cartesian grid model, in which each grid point
                 corresponds to triangle meshes with a certain number of
                 vertices and a simplification process is a monotonic
                 path on the grid. We develop a novel
                 differential-evolution-based method to compute a
                 low-cost path, which leads to a high quality Delaunay
                 mesh. Extensive evaluation shows that our method
                 consistently outperforms the existing methods in terms
                 of approximation error. In particular, our method is
                 highly effective for small-scale CAD models and
                 man-made objects with sharp features but less details.
                 Moreover, our method is fully automatic and can
                 preserve sharp features well and deal with models with
                 multiple components, whereas the existing methods often
                 fail.",
  acknowledgement = ack-nhfb,
  articleno =    "263",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zayer:2018:LFN,
  author =       "Rhaleb Zayer and Daniel Mlakar and Markus Steinberger
                 and Hans-Peter Seidel",
  title =        "Layered fields for natural tessellations on surfaces",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "264:1--264:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275072",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Mimicking natural tessellation patterns is a
                 fascinating multi-disciplinary problem. Geometric
                 methods aiming at reproducing such partitions on
                 surface meshes are commonly based on the Voronoi model
                 and its variants, and are often faced with challenging
                 issues such as metric estimation, geometric,
                 topological complications, and most critically,
                 parallelization. In this paper, we introduce an
                 alternate model which may be of value for resolving
                 these issues. We drop the assumption that regions need
                 to be separated by lines. Instead, we regard region
                 boundaries as narrow bands and we model the partition
                 as a set of smooth functions layered over the surface.
                 Given an initial set of seeds or regions, the partition
                 emerges as the solution of a time dependent set of
                 partial differential equations describing concurrently
                 evolving fronts on the surface. Our solution does not
                 require geodesic estimation, elaborate numerical
                 solvers, or complicated bookkeeping data structures.
                 The cost per time-iteration is dominated by the
                 multiplication and addition of two sparse matrices.
                 Extension of our approach in a Lloyd's algorithm
                 fashion can be easily achieved and the extraction of
                 the dual mesh can be conveniently preformed in parallel
                 through matrix algebra. As our approach relies mainly
                 on basic linear algebra kernels, it lends itself to
                 efficient implementation on modern graphics hardware.",
  acknowledgement = ack-nhfb,
  articleno =    "264",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ray:2018:MVG,
  author =       "Nicolas Ray and Dmitry Sokolov and Sylvain Lefebvre
                 and Bruno L{\'e}vy",
  title =        "Meshless {Voronoi} on the {GPU}",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "265:1--265:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275092",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a GPU algorithm that computes a 3 D Voronoi
                 diagram. Our algorithm is tailored for applications
                 that solely make use of the geometry of the Voronoi
                 cells, such as Lloyd's relaxation used in meshing, or
                 some numerical schemes used in fluid simulations and
                 astrophysics. Since these applications only require the
                 geometry of the Voronoi cells, they do not need the
                 combinatorial mesh data structure computed by the
                 classical algorithms (Bowyer-Watson). Thus, by
                 exploiting the specific spatial distribution of the
                 point-sets used in this type of applications, our
                 algorithm computes each cell independently, in
                 parallel, based on its nearest neighbors. In addition,
                 we show how to compute integrals over the Voronoi cells
                 by decomposing them on the fly into tetrahedra, without
                 needing to compute any global combinatorial
                 information. The advantages of our algorithm is that it
                 is fast, very simple to implement, has constant memory
                 usage per thread and does not need any synchronization
                 primitive. These specificities make it particularly
                 efficient on the GPU: it gains one order of magnitude
                 as compared to the fastest state-of-the-art multi-core
                 CPU implementations. To ease the reproducibility of our
                 results, the full documented source code is included in
                 the supplemental material.",
  acknowledgement = ack-nhfb,
  articleno =    "265",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pellerin:2018:TSH,
  author =       "Jeanne Pellerin and Kilian Verhetsel and
                 Jean-Fran{\c{C}}ois Remacle",
  title =        "There are 174 subdivisions of the hexahedron into
                 tetrahedra",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "266:1--266:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275037",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article answers an important theoretical
                 question: How many different subdivisions of the
                 hexahedron into tetrahedra are there? It is well known
                 that the cube has five subdivisions into 6 tetrahedra
                 and one subdivision into 5 tetrahedra. However, all
                 hexahedra are not cubes and moving the vertex positions
                 increases the number of subdivisions. Recent hexahedral
                 dominant meshing methods try to take these
                 configurations into account for combining tetrahedra
                 into hexahedra, but fail to enumerate them all: they
                 use only a set of 10 subdivisions among the 174 we
                 found in this article. The enumeration of these 174
                 subdivisions of the hexahedron into tetrahedra is our
                 combinatorial result. Each of the 174 subdivisions has
                 between 5 and 15 tetrahedra and is actually a class of
                 2 to 48 equivalent instances which are identical up to
                 vertex relabeling. We further show that exactly 171 of
                 these subdivisions have a geometrical realization, i.e.
                 there exist coordinates of the eight hexahedron
                 vertices in a three-dimensional space such that the
                 geometrical tetrahedral mesh is valid. We exhibit the
                 tetrahedral meshes for these configurations and show in
                 particular subdivisions of hexahedra with 15 tetrahedra
                 that have a strictly positive Jacobian.",
  acknowledgement = ack-nhfb,
  articleno =    "266",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nam:2018:PSA,
  author =       "Giljoo Nam and Joo Ho Lee and Diego Gutierrez and Min
                 H. Kim",
  title =        "Practical {SVBRDF} acquisition of {$3$D} objects with
                 unstructured flash photography",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "267:1--267:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275017",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Capturing spatially-varying bidirectional reflectance
                 distribution functions (SVBRDFs) of 3D objects with
                 just a single, hand-held camera (such as an
                 off-the-shelf smartphone or a DSLR camera) is a
                 difficult, open problem. Previous works are either
                 limited to planar geometry, or rely on previously
                 scanned 3D geometry, thus limiting their practicality.
                 There are several technical challenges that need to be
                 overcome: First, the built-in flash of a camera is
                 almost colocated with the lens, and at a fixed
                 position; this severely hampers sampling procedures in
                 the light-view space. Moreover, the near-field flash
                 lights the object partially and unevenly. In terms of
                 geometry, existing multiview stereo techniques assume
                 diffuse reflectance only, which leads to overly
                 smoothed 3D reconstructions, as we show in this paper.
                 We present a simple yet powerful framework that removes
                 the need for expensive, dedicated hardware, enabling
                 practical acquisition of SVBRDF information from
                 real-world, 3D objects with a single, off-the-shelf
                 camera with a built-in flash. In addition, by removing
                 the diffuse reflection assumption and leveraging
                 instead such SVBRDF information, our method outputs
                 high-quality 3D geometry reconstructions, including
                 more accurate high-frequency details than
                 state-of-the-art multiview stereo techniques. We
                 formulate the joint reconstruction of SVBRDFs, shading
                 normals, and 3D geometry as a multi-stage, iterative
                 inverse-rendering reconstruction pipeline. Our method
                 is also directly applicable to any existing multiview
                 3D reconstruction technique. We present results of
                 captured objects with complex geometry and reflectance;
                 we also validate our method numerically against other
                 existing approaches that rely on dedicated hardware,
                 additional sources of information, or both.",
  acknowledgement = ack-nhfb,
  articleno =    "267",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Baek:2018:SAP,
  author =       "Seung-Hwan Baek and Daniel S. Jeon and Xin Tong and
                 Min H. Kim",
  title =        "Simultaneous acquisition of polarimetric {SVBRDF} and
                 normals",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "268:1--268:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275018",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Capturing appearance often requires dense sampling in
                 light-view space, which is often achieved in
                 specialized, expensive hardware setups. With the aim of
                 realizing a compact acquisition setup without multiple
                 angular samples of light and view, we sought to
                 leverage an alternative optical property of light,
                 polarization. To this end, we capture a set of
                 polarimetric images with linear polarizers in front of
                 a single projector and camera to obtain the appearance
                 and normals of real-world objects. We encountered two
                 technical challenges: First, no complete polarimetric
                 BRDF model is available for modeling mixed polarization
                 of both specular and diffuse reflection. Second,
                 existing polarization-based inverse rendering methods
                 are not applicable to a single local illumination setup
                 since they are formulated with the assumption of
                 spherical illumination. To this end, we first present a
                 complete polarimetric BRDF (pBRDF) model that can
                 define mixed polarization of both specular and diffuse
                 reflection. Second, by leveraging our pBRDF model, we
                 propose a novel inverse-rendering method with joint
                 optimization of pBRDF and normals to capture
                 spatially-varying material appearance: per-material
                 specular properties (including the refractive index,
                 specular roughness and specular coefficient), per-pixel
                 diffuse albedo and normals. Our method can solve the
                 severely ill-posed inverse-rendering problem by
                 carefully accounting for the physical relationship
                 between polarimetric appearance and geometric
                 properties. We demonstrate how our method overcomes
                 limited sampling in light-view space for inverse
                 rendering by means of polarization.",
  acknowledgement = ack-nhfb,
  articleno =    "268",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2018:LRS,
  author =       "Zhengqin Li and Zexiang Xu and Ravi Ramamoorthi and
                 Kalyan Sunkavalli and Manmohan Chandraker",
  title =        "Learning to reconstruct shape and spatially-varying
                 reflectance from a single image",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "269:1--269:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275055",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Reconstructing shape and reflectance properties from
                 images is a highly under-constrained problem, and has
                 previously been addressed by using specialized hardware
                 to capture calibrated data or by assuming known (or
                 highly constrained) shape or reflectance. In contrast,
                 we demonstrate that we can recover non-Lambertian,
                 spatially-varying BRDFs and complex geometry belonging
                 to any arbitrary shape class, from a single RGB image
                 captured under a combination of unknown environment
                 illumination and flash lighting. We achieve this by
                 training a deep neural network to regress shape and
                 reflectance from the image. Our network is able to
                 address this problem because of three novel
                 contributions: first, we build a large-scale dataset of
                 procedurally generated shapes and real-world complex
                 SVBRDFs that approximate real world appearance well.
                 Second, single image inverse rendering requires
                 reasoning at multiple scales, and we propose a cascade
                 network structure that allows this in a tractable
                 manner. Finally, we incorporate an in-network rendering
                 layer that aids the reconstruction task by handling
                 global illumination effects that are important for
                 real-world scenes. Together, these contributions allow
                 us to tackle the entire inverse rendering problem in a
                 holistic manner and produce state-of-the-art results on
                 both synthetic and real data.",
  acknowledgement = ack-nhfb,
  articleno =    "269",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kanamori:2018:RHO,
  author =       "Yoshihiro Kanamori and Yuki Endo",
  title =        "Relighting humans: occlusion-aware inverse rendering
                 for full-body human images",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "270:1--270:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275104",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Relighting of human images has various applications in
                 image synthesis. For relighting, we must infer albedo,
                 shape, and illumination from a human portrait. Previous
                 techniques rely on human faces for this inference,
                 based on spherical harmonics (SH) lighting. However,
                 because they often ignore light occlusion, inferred
                 shapes are biased and relit images are unnaturally
                 bright particularly at hollowed regions such as
                 armpits, crotches, or garment wrinkles. This paper
                 introduces the first attempt to infer light occlusion
                 in the SH formulation directly. Based on supervised
                 learning using convolutional neural networks (CNNs), we
                 infer not only an albedo map, illumination but also a
                 light transport map that encodes occlusion as nine SH
                 coefficients per pixel. The main difficulty in this
                 inference is the lack of training datasets compared to
                 unlimited variations of human portraits. Surprisingly,
                 geometric information including occlusion can be
                 inferred plausibly even with a small dataset of
                 synthesized human figures, by carefully preparing the
                 dataset so that the CNNs can exploit the data
                 coherency. Our method accomplishes more realistic
                 relighting than the occlusion-ignored formulation.",
  acknowledgement = ack-nhfb,
  articleno =    "270",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shi:2018:DMP,
  author =       "Liang Shi and Vahid Babaei and Changil Kim and Michael
                 Foshey and Yuanming Hu and Pitchaya Sitthi-Amorn and
                 Szymon Rusinkiewicz and Wojciech Matusik",
  title =        "Deep multispectral painting reproduction via
                 multi-layer, custom-ink printing",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "271:1--271:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275057",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a workflow for spectral reproduction of
                 paintings, which captures a painting's spectral color,
                 invariant to illumination, and reproduces it using
                 multi-material 3D printing. We take advantage of the
                 current 3D printers' capabilities of combining highly
                 concentrated inks with a large number of layers, to
                 expand the spectral gamut of a set of inks. We use a
                 data-driven method to both predict the spectrum of a
                 printed ink stack and optimize for the stack layout
                 that best matches a target spectrum. This bidirectional
                 mapping is modeled using a pair of neural networks,
                 which are optimized through a problem-specific
                 multi-objective loss function. Our loss function helps
                 find the best possible ink layout resulting in the
                 balance between spectral reproduction and colorimetric
                 accuracy under a multitude of illuminants. In addition,
                 we introduce a novel spectral vector error diffusion
                 algorithm based on combining color contoning and
                 halftoning, which simultaneously solves the layout
                 discretization and color quantization problems,
                 accurately and efficiently. Our workflow outperforms
                 the state-of-the-art models for spectral prediction and
                 layout optimization. We demonstrate reproduction of a
                 number of real paintings and historically important
                 pigments using our prototype implementation that uses
                 10 custom inks with varying spectra and a resin-based
                 3D printer.",
  acknowledgement = ack-nhfb,
  articleno =    "271",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Toisoul:2018:ASV,
  author =       "Antoine Toisoul and Daljit Singh Dhillon and Abhijeet
                 Ghosh",
  title =        "Acquiring spatially varying appearance of printed
                 holographic surfaces",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "272:1--272:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275077",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present two novel and complimentary approaches to
                 measure diffraction effects in commonly found planar
                 spatially varying holographic surfaces. Such surfaces
                 are increasingly found in various decorative materials
                 such as gift bags, holographic papers, clothing and
                 security holograms, and produce impressive visual
                 effects that have not been previously acquired for
                 realistic rendering. Such holographic surfaces are
                 usually manufactured with one dimensional diffraction
                 gratings that are varying in periodicity and
                 orientation over an entire sample in order to produce a
                 wide range of diffraction effects such as gradients and
                 kinematic (rotational) effects. Our proposed methods
                 estimate these two parameters and allow an accurate
                 reproduction of these effects in real-time. The first
                 method simply uses a point light source to recover both
                 the grating periodicity and orientation in the case of
                 regular and stochastic textures. Under the assumption
                 that the sample is made of the same repeated
                 diffractive tile, good results can be obtained using
                 just one to five photographs on a wide range of
                 samples. The second method is based on polarization
                 imaging and enables an independent high resolution
                 measurement of the grating orientation and relative
                 periodicity at each surface point. The method requires
                 a minimum of four photographs for accurate results,
                 does not assume repetition of an exemplar tile, and can
                 even reveal minor fabrication defects. We present point
                 light source renderings with both approaches that
                 qualitatively match photographs, as well as real-time
                 renderings under complex environmental illumination.",
  acknowledgement = ack-nhfb,
  articleno =    "272",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sun:2018:CMB,
  author =       "Tiancheng Sun and Henrik Wann Jensen and Ravi
                 Ramamoorthi",
  title =        "Connecting measured {BRDFs} to analytic {BRDFs} by
                 data-driven diffuse-specular separation",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "273:1--273:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275026",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The bidirectional reflectance distribution function
                 (BRDF) is crucial for modeling the appearance of
                 real-world materials. In production rendering, analytic
                 BRDF models are often used to approximate the surface
                 appearance since they are compact and flexible.
                 Measured BRDFs usually have a more realistic
                 appearance, but consume much more storage and are hard
                 to modify. In this paper, we propose a novel framework
                 for connecting measured and analytic BRDFs. First, we
                 develop a robust method for separating a measured BRDF
                 into diffuse and specular components. This is commonly
                 done in analytic models, but has been difficult
                 previously to do explicitly for measured BRDFs. This
                 diffuse-specular separation allows novel measured BRDF
                 editing on the diffuse and specular parts separately.
                 In addition, we conduct analysis on each part of the
                 measured BRDF, and demonstrate a more intuitive and
                 lower-dimensional PCA model than Nielsen et al. [2015].
                 In fact, our measured BRDF model has the same number of
                 parameters (8 parameters) as the commonly used analytic
                 models, such as the GGX model. Finally, we visualize
                 the analytic and measured BRDFs in the same space, and
                 directly demonstrate their similarities and
                 differences. We also design an analytic fitting
                 algorithm for two-lobe materials, which is more robust,
                 efficient and simple, compared to previous non-convex
                 optimization-based analytic fitting methods.",
  acknowledgement = ack-nhfb,
  articleno =    "273",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dupuy:2018:APE,
  author =       "Jonathan Dupuy and Wenzel Jakob",
  title =        "An adaptive parameterization for efficient material
                 acquisition and rendering",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "274:1--274:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275059",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "One of the key ingredients of any physically based
                 rendering system is a detailed specification
                 characterizing the interaction of light and matter of
                 all materials present in a scene, typically via the
                 Bidirectional Reflectance Distribution Function (BRDF).
                 Despite their utility, access to real-world BRDF
                 datasets remains limited: this is because measurements
                 involve scanning a four-dimensional domain at
                 sufficient resolution, a tedious and often infeasibly
                 time-consuming process. We propose a new
                 parameterization that automatically adapts to the
                 behavior of a material, warping the underlying 4D
                 domain so that most of the volume maps to regions where
                 the BRDF takes on non-negligible values, while
                 irrelevant regions are strongly compressed. This
                 adaptation only requires a brief 1D or 2D measurement
                 of the material's retro-reflective properties. Our
                 parameterization is unified in the sense that it
                 combines several steps that previously required
                 intermediate data conversions: the same mapping can
                 simultaneously be used for BRDF acquisition, storage,
                 and it supports efficient Monte Carlo sample
                 generation. We observe that the above desiderata are
                 satisfied by a core operation present in modern
                 rendering systems, which maps uniform variates to
                 direction samples that are proportional to an analytic
                 BRDF. Based on this insight, we define our adaptive
                 parameterization as an invertible, retro-reflectively
                 driven mapping between the parametric and directional
                 domains. We are able to create noise-free renderings of
                 existing BRDF datasets after conversion into our
                 representation with the added benefit that the warped
                 data is significantly more compact, requiring 16KiB and
                 544KiB per spectral channel for isotropic and
                 anisotropic specimens, respectively. Finally, we show
                 how to modify an existing gonio-photometer to provide
                 the needed retro-reflection measurements. Acquisition
                 then proceeds within a 4D space that is warped by our
                 parameterization. We demonstrate the efficacy of this
                 scheme by acquiring the first set of spectral BRDFs of
                 surfaces exhibiting arbitrary roughness, including
                 anisotropy.",
  acknowledgement = ack-nhfb,
  articleno =    "274",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2018:PMS,
  author =       "Joo Ho Lee and Adrian Jarabo and Daniel S. Jeon and
                 Diego Gutierrez and Min H. Kim",
  title =        "Practical multiple scattering for rough surfaces",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "275:1--275:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275016",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Microfacet theory concisely models light transport
                 over rough surfaces. Specular reflection is the result
                 of single mirror reflections on each facet, while exact
                 computation of multiple scattering is either neglected,
                 or modeled using costly importance sampling techniques.
                 Practical but accurate simulation of multiple
                 scattering in microfacet theory thus remains an open
                 challenge. In this work, we revisit the traditional
                 V-groove cavity model and derive an analytical,
                 cost-effective solution for multiple scattering in
                 rough surfaces. Our kaleidoscopic model is made up of
                 both real and virtual V-grooves, and allows us to
                 calculate higher-order scattering in the microfacets in
                 an analytical fashion. We then extend our model to
                 include nonsymmetric grooves, allowing for additional
                 degrees of freedom on the surface geometry, improving
                 multiple reflections at grazing angles with backward
                 compatibility to traditional normal distribution
                 functions. We validate the accuracy of our model
                 against ground-truth Monte Carlo simulations, and
                 demonstrate its flexibility on anisotropic and textured
                 materials. Our model is analytical, does not introduce
                 significant cost and variance, can be seamless
                 integrated in any rendering engine, preserves
                 reciprocity and energy conservation, and is suitable
                 for bidirectional methods.",
  acknowledgement = ack-nhfb,
  articleno =    "275",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xie:2018:MSD,
  author =       "Feng Xie and Pat Hanrahan",
  title =        "Multiple scattering from distributions of specular
                 $v$-grooves",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "276:1--276:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275078",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Microfacet-based reflection models are the most common
                 way to represent reflection from rough surfaces.
                 However, a major current limitation of these models is
                 that they only account for single scattering.
                 Unfortunately, single scattering models do not preserve
                 energy. In this paper, we develop a microfacet BRDF for
                 specular v-grooves that includes multiple scattering.
                 Our approach is based on previous work by Zipin, who
                 showed that the number of reflections inside a specular
                 v-groove is bounded and analytically computable. Using
                 his insight, we present a closed form solution for the
                 BRDF and its probability density function (PDF); we
                 also present a method for importance sampling the BRDF.
                 As a result, our BRDF can be easily used within a
                 path-traced rendering system such as PBRT. The model
                 supports any microfacet distribution function, and
                 spatially-varying surface roughness. The images
                 produced by the model have a pleasing appearance
                 compared to traditional single-scattering models.",
  acknowledgement = ack-nhfb,
  articleno =    "276",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gamboa:2018:SAF,
  author =       "Luis E. Gamboa and Jean-Philippe Guertin and Derek
                 Nowrouzezahrai",
  title =        "Scalable appearance filtering for complex lighting
                 effects",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "277:1--277:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275058",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Realistic rendering with materials that exhibit
                 high-frequency spatial variation remains a challenge,
                 as eliminating spatial and temporal aliasing requires
                 prohibitively high sampling rates. Recent work has made
                 the problem more tractable, however existing methods
                 remain prohibitively expensive when using large
                 environmental lights and/or (correctly filtered) global
                 illumination. We present an appearance model with
                 explicit high-frequency micro-normal variation, and a
                 filtering approach that scales to multi-dimensional
                 shading integrals. By combining a novel and compact
                 half-vector histogram scheme with a directional basis
                 expansion, we accurately compute the integral of
                 filtered high-frequency reflectance over large lights
                 with angularly varying emission. Our approach is
                 scalable, rendering images indistinguishable from
                 ground truth at over 10$ \times $ the speed of the
                 state-of-the-art and with only 15\% the memory
                 footprint. When filtering appearance with global
                 illumination, we outperform the state-of-the-art by
                 $\approx 30 \times $.",
  acknowledgement = ack-nhfb,
  articleno =    "277",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Otsu:2018:GAM,
  author =       "Hisanari Otsu and Johannes Hanika and Toshiya
                 Hachisuka and Carsten Dachsbacher",
  title =        "Geometry-aware {Metropolis} light transport",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "278:1--278:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275106",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Markov chain Monte Carlo (MCMC) rendering utilizes a
                 sequence of correlated path samples which is obtained
                 by iteratively mutating the current state to the next.
                 The efficiency of MCMC rendering depends on how well
                 the mutation strategy is designed to adapt to the local
                 structure of the state space. We present a novel MCMC
                 rendering method that automatically adapts the step
                 sizes of the mutations to the geometry of the rendered
                 scene. Our geometry-aware path space perturbation
                 largely avoids tentative samples with zero contribution
                 due to occlusion. Our method limits the mutation step
                 size by estimating the maximum opening angle of a cone,
                 centered around a segment of a light transport path,
                 where no geometry obstructs visibility. This
                 geometry-aware mutation increases the acceptance rates,
                 while not degrading the sampling quality. As this cone
                 estimation introduces a considerable overhead if done
                 naively, to make our approach efficient, we discuss and
                 analyze fast approximate methods for cone angle
                 estimation which utilize the acceleration structure
                 already present for the ray-geometry intersection. Our
                 new approach, integrated into the framework of
                 Metropolis light transport, can achieve results with
                 lower error and less artifact in equal time compared to
                 current path space mutation techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "278",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guo:2018:PFM,
  author =       "Yu Guo and Milos Hasan and Shuang Zhao",
  title =        "Position-free {Monte Carlo} simulation for arbitrary
                 layered {BSDFs}",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "279:1--279:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275053",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Real-world materials are often layered: metallic
                 paints, biological tissues, and many more. Variation in
                 the interface and volumetric scattering properties of
                 the layers leads to a rich diversity of material
                 appearances from anisotropic highlights to complex
                 textures and relief patterns. However, simulating
                 light-layer interactions is a challenging problem. Past
                 analytical or numerical solutions either introduce
                 several approximations and limitations, or rely on
                 expensive operations on discretized BSDFs, preventing
                 the ability to freely vary the layer properties
                 spatially. We introduce a new unbiased layered BSDF
                 model based on Monte Carlo simulation, whose only
                 assumption is the layer assumption itself. Our novel
                 position-free path formulation is fundamentally more
                 powerful at constructing light transport paths than
                 generic light transport algorithms applied to the
                 special case of flat layers, since it is based on a
                 product of solid angle instead of area measures, so
                 does not contain the high-variance geometry terms
                 needed in the standard formulation. We introduce two
                 techniques for sampling the position-free path
                 integral, a forward path tracer with next-event
                 estimation and a full bidirectional estimator. We show
                 a number of examples, featuring multiple layers with
                 surface and volumetric scattering, surface and phase
                 function anisotropy, and spatial variation in all
                 parameters.",
  acknowledgement = ack-nhfb,
  articleno =    "279",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schneider:2018:DSA,
  author =       "Teseo Schneider and Yixin Hu and J{\'e}r{\'e}mie Dumas
                 and Xifeng Gao and Daniele Panozzo and Denis Zorin",
  title =        "Decoupling simulation accuracy from mesh quality",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "280:1--280:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275067",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "For a given PDE problem, three main factors affect the
                 accuracy of FEM solutions: basis order, mesh
                 resolution, and mesh element quality. The first two
                 factors are easy to control, while controlling element
                 shape quality is a challenge, with fundamental
                 limitations on what can be achieved. We propose to use
                 p -refinement (increasing element degree) to decouple
                 the approximation error of the finite element method
                 from the domain mesh quality for elliptic PDEs. Our
                 technique produces an accurate solution even on meshes
                 with badly shaped elements, with a slightly higher
                 running time due to the higher cost of high-order
                 elements. We demonstrate that it is able to
                 automatically adapt the basis to badly shaped elements,
                 ensuring an error consistent with high-quality meshing,
                 without any per-mesh parameter tuning. Our construction
                 reduces to traditional fixed-degree FEM methods on
                 high-quality meshes with identical performance. Our
                 construction decreases the burden on meshing
                 algorithms, reducing the need for often expensive mesh
                 optimization and automatically compensates for badly
                 shaped elements, which are present due to boundary
                 constraints or limitations of current meshing methods.
                 By tackling mesh generation and finite element
                 simulation jointly, we obtain a pipeline that is both
                 more efficient and more robust than combinations of
                 existing state of the art meshing and FEM algorithms.",
  acknowledgement = ack-nhfb,
  articleno =    "280",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vantzos:2018:RTV,
  author =       "Orestis Vantzos and Saar Raz and Mirela Ben-Chen",
  title =        "Real-time viscous thin films",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "281:1--281:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275086",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel discrete scheme for simulating
                 viscous thin films at real-time frame rates. Our scheme
                 is based on a new formulation of the gradient flow
                 approach, that leads to a discretization based on local
                 stencils that are easily computable on the GPU. Our
                 approach has physical fidelity, as the total mass is
                 guaranteed to be preserved, an appropriate discrete
                 energy is controlled, and the film height is guaranteed
                 to be non-negative at all times. In addition, and
                 unlike all existing methods for thin films simulation,
                 it is fast enough to allow realtime interaction with
                 the flow, for designing initial conditions and
                 controlling the forces during the simulation.",
  acknowledgement = ack-nhfb,
  articleno =    "281",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Brown:2018:ADF,
  author =       "George E. Brown and Matthew Overby and Zahra
                 Forootaninia and Rahul Narain",
  title =        "Accurate dissipative forces in optimization
                 integrators",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "282:1--282:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275011",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a method for accurately simulating
                 dissipative forces in deformable bodies when using
                 optimization-based integrators. We represent such
                 forces using dissipation functions which may be
                 nonlinear in both positions and velocities, enabling us
                 to model a range of dissipative effects including
                 Coulomb friction, Rayleigh damping, and power-law
                 dissipation. We propose a general method for
                 incorporating dissipative forces into
                 optimization-based time integration schemes, which
                 hitherto have been applied almost exclusively to
                 systems with only conservative forces. To improve
                 accuracy and minimize artificial damping, we provide an
                 optimization-based version of the second-order accurate
                 TR-BDF2 integrator. Finally, we present a method for
                 modifying arbitrary dissipation functions to conserve
                 linear and angular momentum, allowing us to eliminate
                 the artificial angular momentum loss caused by Rayleigh
                 damping.",
  acknowledgement = ack-nhfb,
  articleno =    "282",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yue:2018:HGA,
  author =       "Yonghao Yue and Breannan Smith and Peter Yichen Chen
                 and Maytee Chantharayukhonthorn and Ken Kamrin and
                 Eitan Grinspun",
  title =        "Hybrid grains: adaptive coupling of discrete and
                 continuum simulations of granular media",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "283:1--283:??",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3272127.3275095",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a technique to simulate granular materials
                 that exploits the dual strengths of discrete and
                 continuum treatments. Discrete element simulations
                 provide unmatched levels of detail and generality, but
                 prove excessively costly when applied to large scale
                 systems. Continuum approaches are computationally
                 tractable, but limited in applicability due to built-in
                 modeling assumptions; e.g., models suitable for
                 granular flows typically fail to capture clogging,
                 bouncing and ballistic motion. In our hybrid approach,
                 an oracle dynamically partitions the domain into
                 continuum regions where safe, and discrete regions
                 where necessary. The domains overlap along transition
                 zones, where a Lagrangian dynamics mass-splitting
                 coupling principle enforces agreement between the two
                 simulation states. Enrichment and homogenization
                 operations allow the partitions to evolve over time.
                 This approach accurately and efficiently simulates
                 scenarios that previously required an entirely discrete
                 treatment.",
  acknowledgement = ack-nhfb,
  articleno =    "283",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Baecher:2018:SDF,
  author =       "Moritz Baecher",
  title =        "Session details: Fabulously computed fashion",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3295670",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ben-Chen:2018:SDN,
  author =       "Mirela Ben-Chen",
  title =        "Session details: Nets, cages and meshes",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3295676",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Boubekeur:2018:SDA,
  author =       "Tamy Boubekeur",
  title =        "Session details: Acquiring and editing geometry via
                 {RGB (D)} images",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3295674",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Coros:2018:SDC,
  author =       "Stelian Coros",
  title =        "Session details: Character animation",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3295664",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Didyk:2018:SDA,
  author =       "Piotr Didyk",
  title =        "Session details: Acquisition, rendering and display
                 for virtual reality",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3295669",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gupta:2018:SDR,
  author =       "Mohit Gupta",
  title =        "Session details: Rendering \& reflectance",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3295688",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hachisuka:2018:SDB,
  author =       "Toshiya Hachisuka",
  title =        "Session details: Beyond light transport",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3295675",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Izadi:2018:SDM,
  author =       "Shahram Izadi",
  title =        "Session details: Modeling things on (and in) your
                 head",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3295671",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kalogerakis:2018:SDL,
  author =       "Evangelos Kalogerakis",
  title =        "Session details: Learning geometry",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3295678",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kaufman:2018:SDS,
  author =       "Danny Kaufman",
  title =        "Session details: Structured simulation",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3295689",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2018:SDI,
  author =       "Min H. Kim",
  title =        "Session details: {IM}-material",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3295687",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lau:2018:SDH,
  author =       "Manfred Lau",
  title =        "Session details: How people look and move",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3295666",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2018:SDL,
  author =       "Seungyong Lee",
  title =        "Session details: Low-level imaging",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3295684",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2018:SDF,
  author =       "Hao Li",
  title =        "Session details: Faces, faces, faces",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3295677",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lipman:2018:SDM,
  author =       "Yaron Lipman",
  title =        "Session details: Mapping + transport",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3295681",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2018:SDA,
  author =       "Karen Liu",
  title =        "Session details: Aerial propagation",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3295665",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mitra:2018:SDF,
  author =       "Niloy Mitra",
  title =        "Session details: Fun in geometry \& fabrication",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3295667",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Panozzo:2018:SDM,
  author =       "Daniele Panozzo",
  title =        "Session details: Meshing",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3295685",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ritchie:2018:SDL,
  author =       "Daniel Ritchie",
  title =        "Session details: Learning to compose \& decompose",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3295672",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Terran:2018:SDO,
  author =       "Joseph Terran",
  title =        "Session details: Optimizing structures \& materials",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3295682",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2018:SDM,
  author =       "Oliver Wang",
  title =        "Session details: Mixed reality",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3295668",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2018:SDG,
  author =       "Kai Xu",
  title =        "Session details: Get wired",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3295679",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhao:2018:SDA,
  author =       "Shuang Zhao",
  title =        "Session details: Advanced {SVBRDF}",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3295686",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhou:2018:SDC,
  author =       "Kun Zhou",
  title =        "Session details: Capturing {$4$D} performances",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3295683",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhu:2018:SDI,
  author =       "Jun-Yan Zhu",
  title =        "Session details: Image processing",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3295680",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhuang:2018:SDG,
  author =       "Richard (Hao) Zhuang",
  title =        "Session details: Geometry generation",
  journal =      j-TOG,
  volume =       "37",
  number =       "6",
  pages =        "",
  month =        nov,
  year =         "2018",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3295673",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:14 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  acknowledgement = ack-nhfb,
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hanocka:2019:APS,
  author =       "Rana Hanocka and Noa Fish and Zhenhua Wang and Raja
                 Giryes and Shachar Fleishman and Daniel Cohen-Or",
  title =        "{ALIGNet}: Partial-Shape Agnostic Alignment via
                 Unsupervised Learning",
  journal =      j-TOG,
  volume =       "38",
  number =       "1",
  pages =        "1:1--1:??",
  month =        feb,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3267347",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:15 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3267347",
  abstract =     "The process of aligning a pair of shapes is a
                 fundamental operation in computer graphics. Traditional
                 approaches rely heavily on matching corresponding
                 points or features to guide the alignment, a paradigm
                 that falters when significant shape portions are
                 missing. These techniques generally do not incorporate
                 prior knowledge about expected shape characteristics,
                 which can help compensate for any misleading cues left
                 by inaccuracies exhibited in the input shapes. We
                 present an approach based on a deep neural network,
                 leveraging shape datasets to learn a shape-aware prior
                 for source-to-target alignment that is robust to shape
                 incompleteness. In the absence of ground truth
                 alignments for supervision, we train a network on the
                 task of shape alignment using incomplete shapes
                 generated from full shapes for self-supervision. Our
                 network, called ALIGNet, is trained to warp complete
                 source shapes to incomplete targets, as if the target
                 shapes were complete, thus essentially rendering the
                 alignment partial-shape agnostic. We aim for the
                 network to develop specialized expertise over the
                 common characteristics of the shapes in each dataset,
                 thereby achieving a higher-level understanding of the
                 expected shape space to which a local approach would be
                 oblivious. We constrain ALIGNet through an anisotropic
                 total variation identity regularization to promote
                 piecewise smooth deformation fields, facilitating both
                 partial-shape agnosticism and post-deformation
                 applications. We demonstrate that ALIGNet learns to
                 align geometrically distinct shapes and is able to
                 infer plausible mappings even when the target shape is
                 significantly incomplete. We show that our network
                 learns the common expected characteristics of shape
                 collections without over-fitting or memorization,
                 enabling it to produce plausible deformations on unseen
                 data during test time.",
  acknowledgement = ack-nhfb,
  articleno =    "1",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lu:2019:SRB,
  author =       "Wenjia Lu and Zuoqiang Shi and Jian Sun and Bin Wang",
  title =        "Surface Reconstruction Based on the Modified {Gauss}
                 Formula",
  journal =      j-TOG,
  volume =       "38",
  number =       "1",
  pages =        "2:1--2:??",
  month =        feb,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3233984",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:15 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3233984",
  abstract =     "In this article, we introduce a surface reconstruction
                 method that has excellent performance despite
                 nonuniformly distributed, noisy, and sparse data. We
                 reconstruct the surface by estimating an implicit
                 function and then obtain a triangle mesh by extracting
                 an iso-surface. Our implicit function takes advantage
                 of both the indicator function and the signed distance
                 function. The implicit function is dominated by the
                 indicator function at the regions away from the surface
                 and is approximated (up to scaling) by the signed
                 distance function near the surface. On one hand, the
                 implicit function is well defined over the entire space
                 for the extracted iso-surface to remain near the
                 underlying true surface. On the other hand, a smooth
                 iso-surface can be extracted using the marching cubes
                 algorithm with simple linear interpolations due to the
                 properties of the signed distance function. Moreover,
                 our implicit function can be estimated directly from an
                 explicit integral formula without solving any linear
                 system. An approach called disk integration is also
                 incorporated to improve the accuracy of the implicit
                 function. Our method can be parallelized with small
                 overhead and shows compelling performance in a GPU
                 version by implementing this direct and simple
                 approach. We apply our method to synthetic and
                 real-world scanned data to demonstrate the accuracy,
                 noise resilience, and efficiency of this method. The
                 performance of the proposed method is also compared
                 with several state-of-the-art methods.",
  acknowledgement = ack-nhfb,
  articleno =    "2",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Smith:2019:AEI,
  author =       "Breannan Smith and Fernando {De Goes} and Theodore
                 Kim",
  title =        "Analytic Eigensystems for Isotropic Distortion
                 Energies",
  journal =      j-TOG,
  volume =       "38",
  number =       "1",
  pages =        "3:1--3:??",
  month =        feb,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3241041",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:15 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3241041",
  abstract =     "Many strategies exist for optimizing non-linear
                 distortion energies in geometry and physics
                 applications, but devising an approach that achieves
                 the convergence promised by Newton-type methods remains
                 challenging. In order to guarantee the positive
                 semi-definiteness required by these methods, a
                 numerical eigendecomposition or approximate
                 regularization is usually needed. In this article, we
                 present analytic expressions for the eigensystems at
                 each quadrature point of a wide range of isotropic
                 distortion energies. These systems can then be used to
                 project energy Hessians to positive semi-definiteness
                 analytically. Unlike previous attempts, our formulation
                 provides compact expressions that are valid both in 2D
                 and 3D, and does not introduce spurious degeneracies.
                 At its core, our approach utilizes the invariants of
                 the stretch tensor that arises from the polar
                 decomposition of the deformation gradient. We provide
                 closed-form expressions for the eigensystems for all
                 these invariants, and use them to systematically derive
                 the eigensystems of any isotropic energy. Our results
                 are suitable for geometry optimization over flat
                 surfaces or volumes, and agnostic to both the choice of
                 discretization and basis function. To demonstrate the
                 efficiency of our approach, we include comparisons
                 against existing methods on common graphics tasks such
                 as surface parameterization and volume deformation.",
  acknowledgement = ack-nhfb,
  articleno =    "3",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hepp:2019:PVT,
  author =       "Benjamin Hepp and Matthias Nie{\ss}ner and Otmar
                 Hilliges",
  title =        "{Plan$3$D}: Viewpoint and Trajectory Optimization for
                 Aerial Multi-View Stereo Reconstruction",
  journal =      j-TOG,
  volume =       "38",
  number =       "1",
  pages =        "4:1--4:??",
  month =        feb,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3233794",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:15 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3233794",
  abstract =     "We introduce a new method that efficiently computes a
                 set of viewpoints and trajectories for high-quality 3D
                 reconstructions in outdoor environments. Our goal is to
                 automatically explore an unknown area and obtain a
                 complete 3D scan of a region of interest (e.g., a large
                 building). Images from a commodity RGB camera, mounted
                 on an autonomously navigated quadcopter, are fed into a
                 multi-view stereo reconstruction pipeline that produces
                 high-quality results but is computationally expensive.
                 In this setting, the scanning result is constrained by
                 the restricted flight time of quadcopters. To this end,
                 we introduce a novel optimization strategy that
                 respects these constraints by maximizing the
                 information gain from sparsely sampled viewpoints while
                 limiting the total travel distance of the quadcopter.
                 At the core of our method lies a hierarchical
                 volumetric representation that allows the algorithm to
                 distinguish between unknown, free, and occupied space.
                 Furthermore, our information gain-based formulation
                 leverages this representation to handle occlusions in
                 an efficient manner. In addition to the surface
                 geometry, we utilize free-space information to avoid
                 obstacles and determine collision-free flight paths.
                 Our tool can be used to specify the region of interest
                 and to plan trajectories. We demonstrate our method by
                 obtaining a number of compelling 3D reconstructions,
                 and we provide a thorough quantitative evaluation
                 showing improvement over previous state-of-the-art and
                 regular patterns.",
  acknowledgement = ack-nhfb,
  articleno =    "4",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gissler:2019:ISP,
  author =       "Christoph Gissler and Andreas Peer and Stefan Band and
                 Jan Bender and Matthias Teschner",
  title =        "Interlinked {SPH} Pressure Solvers for Strong
                 Fluid-Rigid Coupling",
  journal =      j-TOG,
  volume =       "38",
  number =       "1",
  pages =        "5:1--5:??",
  month =        feb,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3284980",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:15 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3284980",
  abstract =     "We present a strong fluid-rigid coupling for Smoothed
                 Particle Hydrodynamics (SPH) fluids and rigid bodies
                 with particle-sampled surfaces. The approach interlinks
                 the iterative pressure update at fluid particles with a
                 second SPH solver that computes artificial pressure at
                 rigid-body particles. The introduced SPH rigid-body
                 solver models rigid-rigid contacts as artificial
                 density deviations at rigid-body particles. The
                 corresponding pressure is iteratively computed by
                 solving a global formulation that is particularly
                 useful for large numbers of rigid-rigid contacts.
                 Compared to previous SPH coupling methods, the proposed
                 concept stabilizes the fluid-rigid interface handling.
                 It significantly reduces the computation times of SPH
                 fluid simulations by enabling larger time steps.
                 Performance gain factors of up to 58 compared to
                 previous methods are presented. We illustrate the
                 flexibility of the presented fluid-rigid coupling by
                 integrating it into DFSPH, IISPH, and a recent SPH
                 solver for highly viscous fluids. We further show its
                 applicability to a recent SPH solver for elastic
                 objects. Large scenarios with up to 90 M particles of
                 various interacting materials and complex contact
                 geometries with up to 90 k rigid-rigid contacts are
                 shown. We demonstrate the competitiveness of our
                 proposed rigid-body solver by comparing it to Bullet.",
  acknowledgement = ack-nhfb,
  articleno =    "5",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lian:2019:ESL,
  author =       "Zhouhui Lian and Bo Zhao and Xudong Chen and Jianguo
                 Xiao",
  title =        "{EasyFont}: a Style Learning-Based System to Easily
                 Build Your Large-Scale Handwriting Fonts",
  journal =      j-TOG,
  volume =       "38",
  number =       "1",
  pages =        "6:1--6:??",
  month =        feb,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3213767",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:15 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3213767",
  abstract =     "Generating personal handwriting fonts with large
                 amounts of characters is a boring and time-consuming
                 task. For example, the official standard GB18030-2000
                 for commercial font products consists of 27,533 Chinese
                 characters. Consistently and correctly writing out such
                 huge amounts of characters is usually an impossible
                 mission for ordinary people. To solve this problem, we
                 propose a system, EasyFont, to automatically synthesize
                 personal handwriting for all (e.g., Chinese) characters
                 in the font library by learning style from a small
                 number (as few as 1\%) of carefully-selected samples
                 written by an ordinary person. Major technical
                 contributions of our system are twofold. First, we
                 design an effective stroke extraction algorithm that
                 constructs best-suited reference data from a trained
                 font skeleton manifold and then establishes
                 correspondence between target and reference characters
                 via a non-rigid point set registration approach.
                 Second, we develop a set of novel techniques to learn
                 and recover users' overall handwriting styles and
                 detailed handwriting behaviors. Experiments including
                 Turing tests with 97 participants demonstrate that the
                 proposed system generates high-quality synthesis
                 results, which are indistinguishable from original
                 handwritings. Using our system, for the first time, the
                 practical handwriting font library in a user's personal
                 style with arbitrarily large numbers of Chinese
                 characters can be generated automatically. It can also
                 be observed from our experiments that
                 recently-popularized deep learning based end-to-end
                 methods are not able to properly handle this task,
                 which implies the necessity of expert knowledge and
                 handcrafted rules for many applications.",
  acknowledgement = ack-nhfb,
  articleno =    "6",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2019:SSG,
  author =       "Yu Wang and Mirela Ben-Chen and Iosif Polterovich and
                 Justin Solomon",
  title =        "{Steklov} Spectral Geometry for Extrinsic Shape
                 Analysis",
  journal =      j-TOG,
  volume =       "38",
  number =       "1",
  pages =        "7:1--7:??",
  month =        feb,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3152156",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:15 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3152156",
  abstract =     "We propose using the Dirichlet-to-Neumann operator as
                 an extrinsic alternative to the Laplacian for spectral
                 geometry processing and shape analysis. Intrinsic
                 approaches, usually based on the Laplace--Beltrami
                 operator, cannot capture the spatial embedding of a
                 shape up to rigid motion, and many previous extrinsic
                 methods lack theoretical justification. Instead, we
                 consider the Steklov eigenvalue problem, computing the
                 spectrum of the Dirichlet-to-Neumann operator of a
                 surface bounding a volume. A remarkable property of
                 this operator is that it completely encodes volumetric
                 geometry. We use the boundary element method (BEM) to
                 discretize the operator, accelerated by hierarchical
                 numerical schemes and preconditioning; this pipeline
                 allows us to solve eigenvalue and linear problems on
                 large-scale meshes despite the density of the
                 Dirichlet-to-Neumann discretization. We further
                 demonstrate that our operators naturally fit into
                 existing frameworks for geometry processing, making a
                 shift from intrinsic to extrinsic geometry as simple as
                 substituting the Laplace--Beltrami operator with the
                 Dirichlet-to-Neumann operator.",
  acknowledgement = ack-nhfb,
  articleno =    "7",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Corman:2019:FCD,
  author =       "Etienne Corman and Maks Ovsjanikov",
  title =        "Functional Characterization of Deformation Fields",
  journal =      j-TOG,
  volume =       "38",
  number =       "1",
  pages =        "8:1--8:??",
  month =        feb,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3292480",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:15 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3292480",
  abstract =     "In this article, we present a novel representation for
                 deformation fields of 3D shapes, by considering the
                 induced changes in the underlying metric. In
                 particular, our approach allows one to represent a
                 deformation field in a coordinate-free way as a linear
                 operator acting on real-valued functions defined on the
                 shape. Such a representation provides both a way to
                 relate deformation fields to other classical functional
                 operators and enables analysis and processing of
                 deformation fields using standard linear-algebraic
                 tools. This opens the door to a wide variety of
                 applications such as explicitly adding extrinsic
                 information into the computation of functional maps,
                 intrinsic shape symmetrization, joint deformation
                 design through precise control of metric distortion,
                 and coordinate-free deformation transfer without
                 requiring pointwise correspondences. Our method is
                 applicable to both surface and volumetric shape
                 representations and we guarantee the equivalence
                 between the operator-based and standard deformation
                 field representation under mild genericity conditions
                 in the discrete setting. We demonstrate the utility of
                 our approach by comparing it with existing techniques
                 and show how our representation provides a powerful
                 toolbox for a wide variety of challenging problems.",
  acknowledgement = ack-nhfb,
  articleno =    "8",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bessmeltsev:2019:VLD,
  author =       "Mikhail Bessmeltsev and Justin Solomon",
  title =        "Vectorization of Line Drawings via Polyvector Fields",
  journal =      j-TOG,
  volume =       "38",
  number =       "1",
  pages =        "9:1--9:??",
  month =        feb,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3202661",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:15 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3202661",
  abstract =     "Image tracing is a foundational component of the
                 workflow in graphic design, engineering, and computer
                 animation, linking hand-drawn concept images to
                 collections of smooth curves needed for geometry
                 processing and editing. Even for clean line drawings,
                 modern algorithms often fail to faithfully vectorize
                 junctions, or points at which curves meet; this
                 produces vector drawings with incorrect connectivity.
                 This subtle issue undermines the practical application
                 of vectorization tools and accounts for hesitance among
                 artists and engineers to use automatic vectorization
                 software. To address this issue, we propose a novel
                 image vectorization method based on state-of-the-art
                 mathematical algorithms for frame field processing. Our
                 algorithm is tailored specifically to disambiguate
                 junctions without sacrificing quality.",
  acknowledgement = ack-nhfb,
  articleno =    "9",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2019:KSM,
  author =       "Kui Wu and Hannah Swan and Cem Yuksel",
  title =        "Knittable Stitch Meshes",
  journal =      j-TOG,
  volume =       "38",
  number =       "1",
  pages =        "10:1--10:??",
  month =        feb,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3292481",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:15 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3292481",
  abstract =     "We introduce knittable stitch meshes for modeling
                 complex 3D knit structures that can be fabricated via
                 knitting. We extend the concept of stitch mesh
                 modeling, which provides a powerful 3D design interface
                 for knit structures but lacks the ability to produce
                 actually knittable models. Knittable stitch meshes
                 ensure that the final model can be knitted. Moreover,
                 they include novel representations for handling
                 important shaping techniques that allow modeling more
                 complex knit structures than prior methods. In
                 particular, we introduce shift paths that connect the
                 yarn for neighboring rows, general solutions for
                 properly connecting pieces of knit fabric with
                 mismatched knitting directions without introducing
                 seams, and a new structure for representing short rows,
                 a shaping technique for knitting that is crucial for
                 creating various 3D forms, within the stitch mesh
                 modeling framework. Our new 3D modeling interface
                 allows for designing knittable structures with complex
                 surface shapes and topologies, and our knittable stitch
                 mesh structure contains all information needed for
                 fabricating these shapes via knitting. Furthermore, we
                 present a scheduling algorithm for providing
                 step-by-step hand knitting instructions to a knitter,
                 so that anyone who knows how to knit can reproduce the
                 complex models that can be designed using our approach.
                 We show a variety of 3D knit shapes and garment
                 examples designed and knitted using our system.",
  acknowledgement = ack-nhfb,
  articleno =    "10",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yu:2019:LCC,
  author =       "Minjing Yu and Zipeng Ye and Yong-Jin Liu and Ying He
                 and Charlie C. L. Wang",
  title =        "{LineUp}: Computing Chain-Based Physical
                 Transformation",
  journal =      j-TOG,
  volume =       "38",
  number =       "1",
  pages =        "11:1--11:??",
  month =        feb,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3269979",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:15 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3269979",
  abstract =     "In this article, we introduce a novel method that can
                 generate a sequence of physical transformations between
                 3D models with different shape and topology. Feasible
                 transformations are realized on a chain structure with
                 connected components that are 3D printed.
                 Collision-free motions are computed to transform
                 between different configurations of the 3D printed
                 chain structure. To realize the transformation between
                 different 3D models, we first voxelize these input
                 models into a similar number of voxels. The challenging
                 part of our approach is to generate a simple path-as a
                 chain configuration to connect most voxels. A
                 layer-based algorithm is developed with theoretical
                 guarantee of the existence and the path length. We find
                 that collision-free motion sequence can always be
                 generated when using a straight line as the
                 intermediate configuration of transformation. The
                 effectiveness of our method is demonstrated by both the
                 simulation and the experimental tests taken on 3D
                 printed chains.",
  acknowledgement = ack-nhfb,
  articleno =    "11",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2019:GGR,
  author =       "Manyi Li and Akshay Gadi Patil and Kai Xu and
                 Siddhartha Chaudhuri and Owais Khan and Ariel Shamir
                 and Changhe Tu and Baoquan Chen and Daniel Cohen-Or and
                 Hao Zhang",
  title =        "{GRAINS}: Generative Recursive Autoencoders for
                 {INdoor} Scenes",
  journal =      j-TOG,
  volume =       "38",
  number =       "2",
  pages =        "12:1--12:??",
  month =        apr,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3303766",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:15 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3303766",
  abstract =     "We present a generative neural network that enables us
                 to generate plausible 3D indoor scenes in large
                 quantities and varieties, easily and highly
                 efficiently. Our key observation is that indoor scene
                 structures are inherently hierarchical. Hence, our
                 network is not convolutional; it is a recursive neural
                 network, or RvNN. Using a dataset of annotated scene
                 hierarchies, we train a variational recursive
                 autoencoder, or RvNN-VAE, which performs scene object
                 grouping during its encoding phase and scene generation
                 during decoding. Specifically, a set of encoders are
                 recursively applied to group 3D objects based on
                 support, surround, and co-occurrence relations in a
                 scene, encoding information about objects' spatial
                 properties, semantics, and relative positioning with
                 respect to other objects in the hierarchy. By training
                 a variational autoencoder (VAE), the resulting
                 fixed-length codes roughly follow a Gaussian
                 distribution. A novel 3D scene can be generated
                 hierarchically by the decoder from a randomly sampled
                 code from the learned distribution. We coin our method
                 GRAINS, for Generative Recursive Autoencoders for
                 INdoor Scenes. We demonstrate the capability of GRAINS
                 to generate plausible and diverse 3D indoor scenes and
                 compare with existing methods for 3D scene synthesis.
                 We show applications of GRAINS including 3D scene
                 modeling from 2D layouts, scene editing, and semantic
                 scene segmentation via PointNet whose performance is
                 boosted by the large quantity and variety of 3D scenes
                 generated by our method.",
  acknowledgement = ack-nhfb,
  articleno =    "12",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{He:2019:PCT,
  author =       "Mingming He and Jing Liao and Dongdong Chen and Lu
                 Yuan and Pedro V. Sander",
  title =        "Progressive Color Transfer With Dense Semantic
                 Correspondences",
  journal =      j-TOG,
  volume =       "38",
  number =       "2",
  pages =        "13:1--13:??",
  month =        apr,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3292482",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:15 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3292482",
  abstract =     "We propose a new algorithm for color transfer between
                 images that have perceptually similar semantic
                 structures. We aim to achieve a more accurate color
                 transfer that leverages semantically meaningful dense
                 correspondence between images. To accomplish this, our
                 algorithm uses neural representations for matching.
                 Additionally, the color transfer should be spatially
                 variant and globally coherent. Therefore, our algorithm
                 optimizes a local linear model for color transfer
                 satisfying both local and global constraints. Our
                 proposed approach jointly optimizes matching and color
                 transfer, adopting a coarse-to-fine strategy. The
                 proposed method can be successfully extended from
                 one-to-one to one-to-many color transfer. The latter
                 further addresses the problem of mismatching elements
                 of the input image. We validate our proposed method by
                 testing it on a large variety of image content.",
  acknowledgement = ack-nhfb,
  articleno =    "13",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Habermann:2019:LRT,
  author =       "Marc Habermann and Weipeng Xu and Michael
                 Zollh{\"o}fer and Gerard Pons-Moll and Christian
                 Theobalt",
  title =        "{LiveCap}: Real-Time Human Performance Capture From
                 Monocular Video",
  journal =      j-TOG,
  volume =       "38",
  number =       "2",
  pages =        "14:1--14:??",
  month =        apr,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3311970",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:15 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3311970",
  abstract =     "We present the first real-time human performance
                 capture approach that reconstructs dense, space-time
                 coherent deforming geometry of entire humans in general
                 everyday clothing from just a single RGB video. We
                 propose a novel two-stage analysis-by-synthesis
                 optimization whose formulation and implementation are
                 designed for high performance. In the first stage, a
                 skinned template model is jointly fitted to background
                 subtracted input video, 2D and 3D skeleton joint
                 positions found using a deep neural network, and a set
                 of sparse facial landmark detections. In the second
                 stage, dense non-rigid 3D deformations of skin and even
                 loose apparel are captured based on a novel real-time
                 capable algorithm for non-rigid tracking using dense
                 photometric and silhouette constraints. Our novel
                 energy formulation leverages automatically identified
                 material regions on the template to model the differing
                 non-rigid deformation behavior of skin and apparel. The
                 two resulting non-linear optimization problems per
                 frame are solved with specially tailored data-parallel
                 Gauss--Newton solvers. To achieve real-time performance
                 of over 25Hz, we design a pipelined parallel
                 architecture using the CPU and two commodity GPUs. Our
                 method is the first real-time monocular approach for
                 full-body performance capture. Our method yields
                 comparable accuracy with off-line performance capture
                 techniques while being orders of magnitude faster.",
  acknowledgement = ack-nhfb,
  articleno =    "14",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ezuz:2019:RHM,
  author =       "Danielle Ezuz and Justin Solomon and Mirela Ben-Chen",
  title =        "Reversible Harmonic Maps between Discrete Surfaces",
  journal =      j-TOG,
  volume =       "38",
  number =       "2",
  pages =        "15:1--15:??",
  month =        apr,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3202660",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:15 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3202660",
  abstract =     "Information transfer between triangle meshes is of
                 great importance in computer graphics and geometry
                 processing. To facilitate this process, a smooth and
                 accurate map is typically required between the two
                 meshes. While such maps can sometimes be computed
                 between nearly isometric meshes, the more general case
                 of meshes with diverse geometries remains challenging.
                 We propose a novel approach for direct map computation
                 between triangle meshes without mapping to an
                 intermediate domain, which optimizes for the
                 harmonicity and reversibility of the forward and
                 backward maps. Our method is general both in the
                 information it can receive as input, e.g., point
                 landmarks, a dense map, or a functional map, and in the
                 diversity of the geometries to which it can be applied.
                 We demonstrate that our maps exhibit lower conformal
                 distortion than the state of the art, while succeeding
                 in correctly mapping key features of the input
                 shapes.",
  acknowledgement = ack-nhfb,
  articleno =    "15",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Glauser:2019:DCS,
  author =       "Oliver Glauser and Daniele Panozzo and Otmar Hilliges
                 and Olga Sorkine-Hornung",
  title =        "Deformation Capture via Soft and Stretchable Sensor
                 Arrays",
  journal =      j-TOG,
  volume =       "38",
  number =       "2",
  pages =        "16:1--16:??",
  month =        apr,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3311972",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:15 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3311972",
  abstract =     "We propose a hardware and software pipeline to
                 fabricate flexible wearable sensors and use them to
                 capture deformations without line-of-sight. Our first
                 contribution is a low-cost fabrication pipeline to
                 embed multiple aligned conductive layers with complex
                 geometries into silicone compounds. Overlapping
                 conductive areas from separate layers form local
                 capacitors that measure dense area changes. Contrary to
                 existing fabrication methods, the proposed technique
                 only requires hardware that is readily available in
                 modern fablabs. While area measurements alone are not
                 enough to reconstruct the full 3D deformation of a
                 surface, they become sufficient when paired with a
                 data-driven prior. A novel semi-automatic tracking
                 algorithm, based on an elastic surface geometry
                 deformation, allows us to capture ground-truth data
                 with an optical mocap system, even under heavy
                 occlusions or partially unobservable markers. The
                 resulting dataset is used to train a regressor based on
                 deep neural networks, directly mapping the area
                 readings to global positions of surface vertices. We
                 demonstrate the flexibility and accuracy of the
                 proposed hardware and software in a series of
                 controlled experiments and design a prototype of
                 wearable wrist, elbow, and biceps sensors, which do not
                 require line-of-sight and can be worn below regular
                 clothing.",
  acknowledgement = ack-nhfb,
  articleno =    "16",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Verschoor:2019:EAC,
  author =       "Mickeal Verschoor and Andrei C. Jalba",
  title =        "Efficient and Accurate Collision Response for
                 Elastically Deformable Models",
  journal =      j-TOG,
  volume =       "38",
  number =       "2",
  pages =        "17:1--17:??",
  month =        apr,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3209887",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:15 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3209887",
  abstract =     "Simulating (elastically) deformable models that can
                 collide with each other and with the environment
                 remains a challenging task. The resulting contact
                 problems can be elegantly approached using Lagrange
                 multipliers to represent the unknown magnitude of the
                 response forces. Typical methods construct and solve a
                 Linear Complementarity Problem (LCP) to obtain the
                 response forces. This requires the inverse of the
                 generalized mass matrix, which is generally hard to
                 obtain for deformable-body problems. In this article,
                 we tackle such contact problems by directly solving the
                 Mixed Linear Complementarity Problem (MLCP) and
                 omitting the construction of an LCP matrix. Since a
                 convex quadratic program with linear constraints is
                 equivalent to an MLCP, we propose to use a Conjugate
                 Residual (CR) solver as the backbone of our collision
                 response system. By dynamically updating the set of
                 active constraints, the MLCP with inequality
                 constraints can be solved efficiently. We also propose
                 a simple yet efficient preconditioner that ensures
                 faster convergence. Finally, our approach is faster
                 than existing methods (at the same accuracy), and it
                 allows accurate treatment of friction.",
  acknowledgement = ack-nhfb,
  articleno =    "17",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tang:2019:JSD,
  author =       "Chengzhou Tang and Oliver Wang and Feng Liu and Ping
                 Tan",
  title =        "Joint Stabilization and Direction of 360${}^\circ $
                 Videos",
  journal =      j-TOG,
  volume =       "38",
  number =       "2",
  pages =        "18:1--18:??",
  month =        apr,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3211889",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:15 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3211889",
  abstract =     "Three-hundred-sixty-degree (360${}^\circ $) video
                 provides an immersive experience for viewers, allowing
                 them to freely explore the world by turning their head.
                 However, creating high-quality 360${}^\circ $ video
                 content can be challenging, as viewers may miss
                 important events by looking in the wrong direction, or
                 they may see things that ruin the immersion, such as
                 stitching artifacts and the film crew. We take
                 advantage of the fact that not all directions are
                 equally likely to be observed; most viewers are more
                 likely to see content located at ``true north,'' i.e.,
                 in front of them, due to ergonomic constraints. We
                 therefore propose 360${}^\circ $ video direction, where
                 the video is jointly optimized to orient important
                 events to the front of the viewer and visual clutter
                 behind them, while producing smooth camera motion.
                 Unlike traditional video, viewers can still explore the
                 space as desired, but with the knowledge that the most
                 important content is likely to be in front of them.
                 Constraints can be user guided, either added directly
                 on the equirectangular projection or by recording
                 ``guidance'' viewing directions while watching the
                 video in a VR headset or automatically computed, such
                 as via visual saliency or forward-motion direction. To
                 accomplish this, we propose a new motion estimation
                 technique specifically designed for 360${}^\circ $
                 video that outperforms the commonly used five-point
                 algorithm on wide-angle video. We additionally
                 formulate the direction problem as an optimization
                 where a novel parametrization of spherical warping
                 allows us to correct for some degree of parallax
                 effects. We compare our approach to recent methods that
                 address stabilization-only and converting 360${}^\circ
                 $ video to narrow field-of-view video. Our pipeline can
                 also enable the viewing of wide-angle non-360${}^\circ
                 $ footage in a spherical 360${}^\circ $ space, giving
                 an immersive ``virtual cinema'' experience for a wide
                 range of existing content filmed with first-person
                 cameras.",
  acknowledgement = ack-nhfb,
  articleno =    "18",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schneider:2019:PSF,
  author =       "Teseo Schneider and J{\'e}r{\'e}mie Dumas and Xifeng
                 Gao and Mario Botsch and Daniele Panozzo and Denis
                 Zorin",
  title =        "Poly-Spline Finite-Element Method",
  journal =      j-TOG,
  volume =       "38",
  number =       "3",
  pages =        "19:1--19:??",
  month =        jun,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3313797",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3313797",
  abstract =     "We introduce an integrated meshing and finite-element
                 method pipeline enabling solution of partial
                 differential equations in the volume enclosed by a
                 boundary representation. We construct a hybrid
                 hexahedral-dominant mesh, which contains a small number
                 of star-shaped polyhedra, and build a set of high-order
                 bases on its elements, combining triquadratic
                 B-splines, triquadratic hexahedra, and harmonic
                 elements. We demonstrate that our approach converges
                 cubically under refinement, while requiring around 50\%
                 of the degrees of freedom than a similarly dense
                 hexahedral mesh composed of triquadratic hexahedra. We
                 validate our approach solving Poisson's equation on a
                 large collection of models, which are automatically
                 processed by our algorithm, only requiring the user to
                 provide boundary conditions on their surface.",
  acknowledgement = ack-nhfb,
  articleno =    "19",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2019:VEU,
  author =       "Sangwoo Lee and Jungjin Lee and Bumki Kim and Kyehyun
                 Kim and Junyong Noh",
  title =        "Video Extrapolation Using Neighboring Frames",
  journal =      j-TOG,
  volume =       "38",
  number =       "3",
  pages =        "20:1--20:??",
  month =        jun,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3196492",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3196492",
  abstract =     "With the popularity of immersive display systems that
                 fill the viewer's field of view (FOV) entirely, demand
                 for wide FOV content has increased. A video
                 extrapolation technique based on reuse of existing
                 videos is one of the most efficient ways to produce
                 wide FOV content. Extrapolating a video poses a great
                 challenge, however, due to the insufficient amount of
                 cues and information that can be leveraged for the
                 estimation of the extended region. This article
                 introduces a novel framework that allows the
                 extrapolation of an input video and consequently
                 converts a conventional content into one with wide FOV.
                 The key idea of the proposed approach is to integrate
                 the information from all frames in the input video into
                 each frame. Utilizing the information from all frames
                 is crucial because it is very difficult to achieve the
                 goal with a two-dimensional transformation based
                 approach when parallax caused by camera motion is
                 apparent. Warping guided by three-dimensional scene
                 points matches the viewpoints between the different
                 frames. The matched frames are blended to create
                 extended views. Various experiments demonstrate that
                 the results of the proposed method are more visually
                 plausible than those produced using state-of-the-art
                 techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "20",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Urban:2019:RRT,
  author =       "Philipp Urban and Tejas Madan Tanksale and Alan
                 Brunton and Bui Minh Vu and Shigeki Nakauchi",
  title =        "Redefining {A} in {RGBA}: Towards a Standard for
                 Graphical {$3$D} Printing",
  journal =      j-TOG,
  volume =       "38",
  number =       "3",
  pages =        "21:1--21:??",
  month =        jun,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3319910",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3319910",
  abstract =     "Advances in multimaterial 3D printing have the
                 potential to reproduce various visual appearance
                 attributes of an object in addition to its shape. Since
                 many existing 3D file formats encode color and
                 translucency by RGBA textures mapped to 3D shapes, RGBA
                 information is particularly important for practical
                 applications. In contrast to color (encoded by RGB),
                 which is specified by the object's reflectance,
                 selected viewing conditions, and a standard observer,
                 translucency (encoded by A) is neither linked to any
                 measurable physical nor perceptual quantity. Thus,
                 reproducing translucency encoded by A is open for
                 interpretation. In this article, we propose a rigorous
                 definition for A suitable for use in graphical 3D
                 printing, which is independent of the 3D printing
                 hardware and software, and which links both optical
                 material properties and perceptual uniformity for human
                 observers. By deriving our definition from the
                 absorption and scattering coefficients of virtual
                 homogeneous reference materials with an isotropic phase
                 function, we achieve two important properties. First, a
                 simple adjustment of A is possible, which preserves the
                 translucency appearance if an object is rescaled for
                 printing. Second, determining the value of A for a real
                 (potentially non-homogeneous) material, can be achieved
                 by minimizing a distance function between light
                 transport measurements of this material and simulated
                 measurements of the reference materials. Such
                 measurements can be conducted by commercial
                 spectrophotometers used in graphic arts. Finally, we
                 conduct visual experiments employing the method of
                 constant stimuli, and we derive from them an embedding
                 of A into a nearly perceptually uniform scale of
                 translucency for the reference materials.",
  acknowledgement = ack-nhfb,
  articleno =    "21",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Heide:2019:NLS,
  author =       "Felix Heide and Matthew O'Toole and Kai Zang and David
                 B. Lindell and Steven Diamond and Gordon Wetzstein",
  title =        "Non-line-of-sight Imaging with Partial Occluders and
                 Surface Normals",
  journal =      j-TOG,
  volume =       "38",
  number =       "3",
  pages =        "22:1--22:??",
  month =        jun,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3269977",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3269977",
  abstract =     "Imaging objects obscured by occluders is a significant
                 challenge for many applications. A camera that could
                 ``see around corners'' could help improve navigation
                 and mapping capabilities of autonomous vehicles or make
                 search and rescue missions more effective.
                 Time-resolved single-photon imaging systems have
                 recently been demonstrated to record optical
                 information of a scene that can lead to an estimation
                 of the shape and reflectance of objects hidden from the
                 line of sight of a camera. However, existing
                 non-line-of-sight (NLOS) reconstruction algorithms have
                 been constrained in the types of light transport
                 effects they model for the hidden scene parts. We
                 introduce a factored NLOS light transport
                 representation that accounts for partial occlusions and
                 surface normals. Based on this model, we develop a
                 factorization approach for inverse time-resolved light
                 transport and demonstrate high-fidelity NLOS
                 reconstructions for challenging scenes both in
                 simulation and with an experimental NLOS imaging
                 system.",
  acknowledgement = ack-nhfb,
  articleno =    "22",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Miandji:2019:UFC,
  author =       "Ehsan Miandji and Saghi Hajisharif and Jonas Unger",
  title =        "A Unified Framework for Compression and Compressed
                 Sensing of Light Fields and Light Field Videos",
  journal =      j-TOG,
  volume =       "38",
  number =       "3",
  pages =        "23:1--23:??",
  month =        jun,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3269980",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3269980",
  abstract =     "In this article we present a novel dictionary learning
                 framework designed for compression and sampling of
                 light fields and light field videos. Unlike previous
                 methods, where a single dictionary with one-dimensional
                 atoms is learned, we propose to train a
                 Multidimensional Dictionary Ensemble (MDE). It is shown
                 that learning an ensemble in the native dimensionality
                 of the data promotes sparsity, hence increasing the
                 compression ratio and sampling efficiency. To make
                 maximum use of correlations within the light field data
                 sets, we also introduce a novel nonlocal pre-clustering
                 approach that constructs an Aggregate MDE (AMDE). The
                 pre-clustering not only improves the image quality but
                 also reduces the training time by an order of magnitude
                 in most cases. The decoding algorithm supports
                 efficient local reconstruction of the compressed data,
                 which enables efficient real-time playback of
                 high-resolution light field videos. Moreover, we
                 discuss the application of AMDE for compressed sensing.
                 A theoretical analysis is presented that indicates the
                 required conditions for exact recovery of point-sampled
                 light fields that are sparse under AMDE. The analysis
                 provides guidelines for designing efficient compressive
                 light field cameras. We use various synthetic and
                 natural light field and light field video data sets to
                 demonstrate the utility of our approach in comparison
                 with the state-of-the-art learning-based dictionaries,
                 as well as established analytical dictionaries.",
  acknowledgement = ack-nhfb,
  articleno =    "23",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sharp:2019:VHM,
  author =       "Nicholas Sharp and Yousuf Soliman and Keenan Crane",
  title =        "The Vector Heat Method",
  journal =      j-TOG,
  volume =       "38",
  number =       "3",
  pages =        "24:1--24:??",
  month =        jun,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3243651",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3243651",
  abstract =     "This article describes a method for efficiently
                 computing parallel transport of tangent vectors on
                 curved surfaces, or more generally, any vector-valued
                 data on a curved manifold. More precisely, it extends a
                 vector field defined over any region to the rest of the
                 domain via parallel transport along shortest geodesics.
                 This basic operation enables fast, robust algorithms
                 for extrapolating level set velocities, inverting the
                 exponential map, computing geometric medians and
                 Karcher\slash Fr{\'e}chet means of arbitrary
                 distributions, constructing centroidal Voronoi
                 diagrams, and finding consistently ordered landmarks.
                 Rather than evaluate parallel transport by explicitly
                 tracing geodesics, we show that it can be computed via
                 a short-time heat flow involving the connection
                 Laplacian. As a result, transport can be achieved by
                 solving three prefactored linear systems, each akin to
                 a standard Poisson problem. To implement the method, we
                 need only a discrete connection Laplacian, which we
                 describe for a variety of geometric data structures
                 (point clouds, polygon meshes, etc.). We also study the
                 numerical behavior of our method, showing empirically
                 that it converges under refinement, and augment the
                 construction of intrinsic Delaunay triangulations so
                 that they can be used in the context of tangent vector
                 field processing.",
  acknowledgement = ack-nhfb,
  articleno =    "24",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Herholz:2019:VPG,
  author =       "Sebastian Herholz and Yangyang Zhao and Oskar Elek and
                 Derek Nowrouzezahrai and Hendrik P. A. Lensch and
                 Jaroslav Kriv{\'a}nek",
  title =        "Volume Path Guiding Based on Zero-Variance Random Walk
                 Theory",
  journal =      j-TOG,
  volume =       "38",
  number =       "3",
  pages =        "25:1--25:??",
  month =        jun,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3230635",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3230635",
  abstract =     "The efficiency of Monte Carlo methods, commonly used
                 to render participating media, is directly linked to
                 the manner in which random sampling decisions are made
                 during path construction. Notably, path construction is
                 influenced by scattering direction and distance
                 sampling, Russian roulette, and splitting strategies.
                 We present a consistent suite of volumetric path
                 construction techniques where all these sampling
                 decisions are guided by a cached estimate of the
                 adjoint transport solution. The proposed strategy is
                 based on the theory of zero-variance path sampling
                 schemes, accounting for the spatial and directional
                 variation in volumetric transport. Our key technical
                 contribution, enabling the use of this approach in the
                 context of volume light transport, is a novel guiding
                 strategy for sampling the particle collision distance
                 proportionally to the product of transmittance and the
                 adjoint transport solution (e.g., in-scattered
                 radiance). Furthermore, scattering directions are
                 likewise sampled according to the product of the phase
                 function and the incident radiance estimate. Combined
                 with guided Russian roulette and splitting strategies
                 tailored to volumes, we demonstrate about an
                 order-of-magnitude error reduction compared to standard
                 unidirectional methods. Consequently, our approach can
                 render scenes otherwise intractable for such methods,
                 while still retaining their simplicity (compared to,
                 e.g., bidirectional methods).",
  acknowledgement = ack-nhfb,
  articleno =    "25",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2019:CSO,
  author =       "Jongho Lee and Jenu Varghese Chacko and Bing Dai and
                 Syed Azer Reza and Abdul Kader Sagar and Kevin W.
                 Eliceiri and Andreas Velten and Mohit Gupta",
  title =        "Coding Scheme Optimization for Fast Fluorescence
                 Lifetime Imaging",
  journal =      j-TOG,
  volume =       "38",
  number =       "3",
  pages =        "26:1--26:??",
  month =        jun,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3325136",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3325136",
  abstract =     "Fluorescence lifetime imaging (FLIM) is used for
                 measuring material properties in a wide range of
                 applications, including biology, medical imaging,
                 chemistry, and material science. In frequency-domain
                 FLIM (FD-FLIM), the object of interest is illuminated
                 with a temporally modulated light source. The
                 fluorescence lifetime is measured by computing the
                 correlations of the emitted light with a demodulation
                 function at the sensor. The signal-to-noise ratio (SNR)
                 and the acquisition time of a FD-FLIM system is
                 determined by the coding scheme (modulation and
                 demodulation functions). In this article, we develop
                 theory and algorithms for designing high-performance
                 FD-FLIM coding schemes that can achieve high SNR and
                 short acquisition time, given a fixed source power
                 budget. Based on a geometric analysis of the image
                 formation and noise model, we propose a novel surrogate
                 objective for the performance of a given coding scheme.
                 The surrogate objective is extremely fast to compute,
                 and can be used to efficiently explore the entire space
                 of coding schemes. Based on this objective, we design
                 novel, high-performance coding schemes that achieve up
                 to an order of magnitude shorter acquisition time as
                 compared to existing approaches. We demonstrate the
                 performance advantage of the proposed schemes in a
                 variety of imaging conditions, using a modular hardware
                 prototype that can implement various coding schemes.",
  acknowledgement = ack-nhfb,
  articleno =    "26",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tseng:2019:HOB,
  author =       "Ethan Tseng and Felix Yu and Yuting Yang and Fahim
                 Mannan and Karl {St. Arnaud} and Derek Nowrouzezahrai
                 and Jean-Fran{\c{c}}ois Lalonde and Felix Heide",
  title =        "Hyperparameter optimization in black-box image
                 processing using differentiable proxies",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "27:1--27:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322996",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Nearly every commodity imaging system we directly
                 interact with, or indirectly rely on, leverages power
                 efficient, application-adjustable black-box hardware
                 image signal processing (ISPs) units, running either in
                 dedicated hardware blocks, or as proprietary software
                 modules on programmable hardware. The configuration
                 parameters of these black-box ISPs often have complex
                 interactions with the output image, and must be
                 adjusted prior to deployment according to
                 application-specific quality and performance metrics.
                 Today, this search is commonly performed manually by
                 ``golden eye'' experts or algorithm developers
                 leveraging domain expertise. We present a fully
                 automatic system to optimize the parameters of
                 black-box hardware and software image processing
                 pipelines according to any arbitrary (i.e.,
                 application-specific) metric. We leverage a
                 differentiable mapping between the configuration space
                 and evaluation metrics, parameterized by a
                 convolutional neural network that we train in an
                 end-to-end fashion with imaging hardware in-the-loop.
                 Unlike prior art, our differentiable proxies allow for
                 high-dimension parameter search with stochastic
                 first-order optimizers, without explicitly modeling any
                 lower-level image processing transformations. As such,
                 we can efficiently optimize black-box image processing
                 pipelines for a variety of imaging applications,
                 reducing application-specific configuration times from
                 months to hours. Our optimization method is fully
                 automatic, even with black-box hardware in the loop. We
                 validate our method on experimental data for real-time
                 display applications, object detection, and extreme
                 low-light imaging. The proposed approach outperforms
                 manual search qualitatively and quantitatively for all
                 domain-specific applications tested. When applied to
                 traditional denoisers, we demonstrate that---just by
                 changing hyperparameters---traditional algorithms can
                 outperform recent deep learning methods by a
                 substantial margin on recent benchmarks.",
  acknowledgement = ack-nhfb,
  articleno =    "27",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wronski:2019:HMF,
  author =       "Bartlomiej Wronski and Ignacio Garcia-Dorado and
                 Manfred Ernst and Damien Kelly and Michael Krainin and
                 Chia-Kai Liang and Marc Levoy and Peyman Milanfar",
  title =        "Handheld multi-frame super-resolution",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "28:1--28:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323024",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Compared to DSLR cameras, smartphone cameras have
                 smaller sensors, which limits their spatial resolution;
                 smaller apertures, which limits their light gathering
                 ability; and smaller pixels, which reduces their
                 signal-to-noise ratio. The use of color filter arrays
                 (CFAs) requires demosaicing, which further degrades
                 resolution. In this paper, we supplant the use of
                 traditional demosaicing in single-frame and burst
                 photography pipelines with a multiframe
                 super-resolution algorithm that creates a complete RGB
                 image directly from a burst of CFA raw images. We
                 harness natural hand tremor, typical in handheld
                 photography, to acquire a burst of raw frames with
                 small offsets. These frames are then aligned and merged
                 to form a single image with red, green, and blue values
                 at every pixel site. This approach, which includes no
                 explicit demosaicing step, serves to both increase
                 image resolution and boost signal to noise ratio. Our
                 algorithm is robust to challenging scene conditions:
                 local motion, occlusion, or scene changes. It runs at
                 100 milliseconds per 12-megapixel RAW input burst frame
                 on mass-produced mobile phones. Specifically, the
                 algorithm is the basis of the Super-Res Zoom feature,
                 as well as the default merge method in Night Sight mode
                 (whether zooming or not) on Google's flagship phone.",
  acknowledgement = ack-nhfb,
  articleno =    "28",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mildenhall:2019:LLF,
  author =       "Ben Mildenhall and Pratul P. Srinivasan and Rodrigo
                 Ortiz-Cayon and Nima Khademi Kalantari and Ravi
                 Ramamoorthi and Ren Ng and Abhishek Kar",
  title =        "Local light field fusion: practical view synthesis
                 with prescriptive sampling guidelines",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "29:1--29:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322980",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a practical and robust deep learning
                 solution for capturing and rendering novel views of
                 complex real world scenes for virtual exploration.
                 Previous approaches either require intractably dense
                 view sampling or provide little to no guidance for how
                 users should sample views of a scene to reliably render
                 high-quality novel views. Instead, we propose an
                 algorithm for view synthesis from an irregular grid of
                 sampled views that first expands each sampled view into
                 a local light field via a multiplane image (MPI) scene
                 representation, then renders novel views by blending
                 adjacent local light fields. We extend traditional
                 plenoptic sampling theory to derive a bound that
                 specifies precisely how densely users should sample
                 views of a given scene when using our algorithm. In
                 practice, we apply this bound to capture and render
                 views of real world scenes that achieve the perceptual
                 quality of Nyquist rate view sampling while using up to
                 4000X fewer views. We demonstrate our approach's
                 practicality with an augmented reality smart-phone app
                 that guides users to capture input images of a scene
                 and viewers that enable realtime virtual exploration on
                 desktop and mobile platforms.",
  acknowledgement = ack-nhfb,
  articleno =    "29",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2019:SDL,
  author =       "Xuaner Zhang and Kevin Matzen and Vivien Nguyen and
                 Dillon Yao and You Zhang and Ren Ng",
  title =        "Synthetic defocus and look-ahead autofocus for casual
                 videography",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "30:1--30:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323015",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In cinema, large camera lenses create beautiful
                 shallow depth of field (DOF), but make focusing
                 difficult and expensive. Accurate cinema focus usually
                 relies on a script and a person to control focus in
                 realtime. Casual videographers often crave cinematic
                 focus, but fail to achieve it. We either sacrifice
                 shallow DOF, as in smartphone videos; or we struggle to
                 deliver accurate focus, as in videos from larger
                 cameras. This paper is about a new approach in the
                 pursuit of cinematic focus for casual videography. We
                 present a system that synthetically renders refocusable
                 video from a deep DOF video shot with a smartphone, and
                 analyzes future video frames to deliver context-aware
                 autofocus for the current frame. To create refocusable
                 video, we extend recent machine learning methods
                 designed for still photography, contributing a new
                 dataset for machine training, a rendering model better
                 suited to cinema focus, and a filtering solution for
                 temporal coherence. To choose focus accurately for each
                 frame, we demonstrate autofocus that looks at upcoming
                 video frames and applies AI-assist modules such as
                 motion, face, audio and saliency detection. We also
                 show that autofocus benefits from machine learning and
                 a large-scale video dataset with focus annotation,
                 where we use our RVR-LAAF GUI to create this sizable
                 dataset efficiently. We deliver, for example, a shallow
                 DOF video where the autofocus transitions onto each
                 person before she begins to speak. This is impossible
                 for conventional camera autofocus because it would
                 require seeing into the future.",
  acknowledgement = ack-nhfb,
  articleno =    "30",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pellis:2019:VSP,
  author =       "Davide Pellis and Martin Kilian and Felix Dellinger
                 and Johannes Wallner and Helmut Pottmann",
  title =        "Visual smoothness of polyhedral surfaces",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "31:1--31:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322975",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Representing smooth geometric shapes by polyhedral
                 meshes can be quite difficult in situations where the
                 variation of edges and face normals is prominently
                 visible. Especially problematic are saddle-shaped areas
                 of the mesh, where typical vertices with six incident
                 edges are ill suited to emulate the more symmetric
                 smooth situation. The importance of a faithful discrete
                 representation is apparent for certain special
                 applications like freeform architecture, but is also
                 relevant for simulation and geometric computing. In
                 this paper we discuss what exactly is meant by a good
                 representation of saddle points, and how this
                 requirement is stronger than a good approximation of a
                 surface plus its normals. We characterize good saddles
                 in terms of the normal pyramid in a vertex. We show
                 several ways to design meshes whose normals enjoy small
                 variation (implying good saddle points). For this
                 purpose we define a discrete energy of polyhedral
                 surfaces, which is related to a certain total absolute
                 curvature of smooth surfaces. We discuss the minimizers
                 of both functionals and in particular show that the
                 discrete energy is minimal not for triangle meshes, but
                 for principal quad meshes. We demonstrate our
                 procedures for optimization and interactive design by
                 means of meshes intended for architectural design.",
  acknowledgement = ack-nhfb,
  articleno =    "31",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shen:2019:PE,
  author =       "Hanxiao Shen and Zhongshi Jiang and Denis Zorin and
                 Daniele Panozzo",
  title =        "Progressive embedding",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "32:1--32:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323012",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Tutte embedding is one of the most common building
                 blocks in geometry processing algorithms due to its
                 simplicity and provable guarantees. Although provably
                 correct in infinite precision arithmetic, it fails in
                 challenging cases when implemented using floating point
                 arithmetic, largely due to the induced exponential area
                 changes. We propose Progressive Embedding, with similar
                 theoretical guarantees to Tutte embedding, but more
                 resilient to the rounding error of floating point
                 arithmetic. Inspired by progressive meshes, we collapse
                 edges on an invalid embedding to a valid, simplified
                 mesh, then insert points back while maintaining
                 validity. We demonstrate the robustness of our method
                 by computing embeddings for a large collection of disk
                 topology meshes. By combining our robust embedding with
                 a variant of the matchmaker algorithm, we propose a
                 general algorithm for the problem of mapping multiply
                 connected domains with arbitrary hard constraints to
                 the plane, with applications in texture mapping and
                 remeshing.",
  acknowledgement = ack-nhfb,
  articleno =    "32",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2019:ARB,
  author =       "Hao-Yu Liu and Xiao-Ming Fu and Chunyang Ye and
                 Shuangming Chai and Ligang Liu",
  title =        "Atlas refinement with bounded packing efficiency",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "33:1--33:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323001",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel algorithm to refine an input atlas
                 with bounded packing efficiency. Central to this method
                 is the use of the axis-aligned structure that converts
                 the general polygon packing problem to a rectangle
                 packing problem, which is easier to achieve high
                 packing efficiency. Given a parameterized mesh with no
                 flipped triangles, we propose a new angle-driven
                 deformation strategy to transform it into a set of
                 axis-aligned charts, which can be decomposed into
                 rectangles by the motorcycle graph algorithm. Since
                 motorcycle graphs are not unique, we select the one
                 balancing the trade-off between the packing efficiency
                 and chart boundary length, while maintaining bounded
                 packing efficiency. The axis-aligned chart often
                 contains greater distortion than the input, so we try
                 to reduce the distortion while bounding the packing
                 efficiency and retaining bijection. We demonstrate the
                 efficacy of our method on a data set containing over
                 five thousand complex models. For all models, our
                 method is able to produce packed atlases with bounded
                 packing efficiency; for example, when the packing
                 efficiency bound is set to 80\%, we elongate the
                 boundary length by an average of 78.7\% and increase
                 the distortion by an average of 0.0533\%. Compared to
                 state-of-the-art methods, our method is much faster and
                 achieves greater packing efficiency.",
  acknowledgement = ack-nhfb,
  articleno =    "33",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vekhter:2019:WGF,
  author =       "Josh Vekhter and Jiacheng Zhuo and Luisa F. Gil
                 Fandino and Qixing Huang and Etienne Vouga",
  title =        "Weaving geodesic foliations",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "34:1--34:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323043",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We study discrete geodesic foliations of
                 surfaces---foliations whose leaves are all
                 approximately geodesic curves---and develop several new
                 variational algorithms for computing such foliations.
                 Our key insight is a relaxation of vector field
                 integrability in the discrete setting, which allows us
                 to optimize for curl-free unit vector fields that
                 remain well-defined near singularities and robustly
                 recover a scalar function whose gradient is well
                 aligned to these fields. We then connect the physics
                 governing surfaces woven out of thin ribbons to the
                 geometry of geodesic foliations, and present a design
                 and fabrication pipeline for approximating surfaces of
                 arbitrary geometry and topology by triaxially-woven
                 structures, where the ribbon layout is determined by a
                 geodesic foliation on a sixfold branched cover of the
                 input surface. We validate the effectiveness of our
                 pipeline on a variety of simulated and fabricated woven
                 designs, including an example for readers to try at
                 home.",
  acknowledgement = ack-nhfb,
  articleno =    "34",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Preiner:2019:GPS,
  author =       "Reinhold Preiner and Tamy Boubekeur and Michael
                 Wimmer",
  title =        "{Gaussian}-product subdivision surfaces",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "35:1--35:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323026",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Probabilistic distribution models like Gaussian
                 mixtures have shown great potential for improving both
                 the quality and speed of several geometric operators.
                 This is largely due to their ability to model large
                 fuzzy data using only a reduced set of atomic
                 distributions, allowing for large compression rates at
                 minimal information loss. We introduce a new surface
                 model that utilizes these qualities of Gaussian
                 mixtures for the definition and control of a parametric
                 smooth surface. Our approach is based on an enriched
                 mesh data structure, which describes the probability
                 distribution of spatial surface locations around each
                 vertex via a Gaussian covariance matrix. By
                 incorporating this additional covariance information,
                 we show how to define a smooth surface via a nonlinear
                 probabilistic subdivision operator based on products of
                 Gaussians, which is able to capture rich details at
                 fixed control mesh resolution. This entails new
                 applications in surface reconstruction, modeling, and
                 geometric compression.",
  acknowledgement = ack-nhfb,
  articleno =    "35",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tokuyoshi:2019:HRR,
  author =       "Yusuke Tokuyoshi and Takahiro Harada",
  title =        "Hierarchical {Russian} roulette for vertex
                 connections",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "36:1--36:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323018",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "While bidirectional path tracing is a well-established
                 light transport algorithm, many samples are required to
                 obtain high-quality results for specular-diffuse-glossy
                 or glossy-diffuse-glossy reflections especially when
                 they are highly glossy. To improve the efficiency for
                 such light path configurations, we propose a
                 hierarchical Russian roulette technique for vertex
                 connections. Our technique accelerates a huge number of
                 Russian roulette operations according to an approximate
                 scattering lobe at an eye-subpath vertex for many
                 cached light-subpath vertices. Our method dramatically
                 reduces the number of random number generations needed
                 for Russian roulette by introducing a hierarchical
                 rejection algorithm which assigns random numbers in a
                 top-down fashion. To efficiently reject light vertices
                 in each hierarchy, we also introduce an efficient
                 approximation of anisotropic scattering lobes used for
                 the probability of Russian roulette. Our technique is
                 easy to integrate into some existing bidirectional path
                 tracing-based algorithms which cache light-subpath
                 vertices (e.g., probabilistic connections, and vertex
                 connection and merging). In addition, unlike existing
                 many-light methods, our method does not restrict
                 multiple importance sampling strategies thanks to the
                 simplicity of Russian roulette. Although the proposed
                 technique does not support perfectly specular surfaces,
                 it significantly improves the efficiency for caustics
                 reflected on extremely glossy surfaces in an unbiased
                 fashion.",
  acknowledgement = ack-nhfb,
  articleno =    "36",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kondapaneni:2019:OMI,
  author =       "Ivo Kondapaneni and Petr Vevoda and Pascal Grittmann
                 and Tom{\'a}s Skrivan and Philipp Slusallek and
                 Jaroslav Kriv{\'a}nek",
  title =        "Optimal multiple importance sampling",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "37:1--37:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323009",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Multiple Importance Sampling (MIS) is a key technique
                 for achieving robustness of Monte Carlo estimators in
                 computer graphics and other fields. We derive optimal
                 weighting functions for MIS that provably minimize the
                 variance of an MIS estimator, given a set of sampling
                 techniques. We show that the resulting variance
                 reduction over the balance heuristic can be higher than
                 predicted by the variance bounds derived by Veach and
                 Guibas, who assumed only non-negative weights in their
                 proof. We theoretically analyze the variance of the
                 optimal MIS weights and show the relation to the
                 variance of the balance heuristic. Furthermore, we
                 establish a connection between the new weighting
                 functions and control variates as previously applied to
                 mixture sampling. We apply the new optimal weights to
                 integration problems in light transport and show that
                 they allow for new design considerations when choosing
                 the appropriate sampling techniques for a given
                 integration problem.",
  acknowledgement = ack-nhfb,
  articleno =    "37",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pediredla:2019:EPC,
  author =       "Adithya Pediredla and Ashok Veeraraghavan and Ioannis
                 Gkioulekas",
  title =        "Ellipsoidal path connections for time-gated
                 rendering",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "38:1--38:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323016",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "During the last decade, we have been witnessing the
                 continued development of new time-of-flight imaging
                 devices, and their increased use in numerous and varied
                 applications. However, physics-based rendering
                 techniques that can accurately simulate these devices
                 are still lacking: while existing algorithms are
                 adequate for certain tasks, such as simulating
                 transient cameras, they are very inefficient for
                 simulating time-gated cameras because of the large
                 number of wasted path samples. We take steps towards
                 addressing these deficiencies, by introducing a
                 procedure for efficiently sampling paths with a
                 predetermined length, and incorporating it within
                 rendering frameworks tailored towards simulating
                 time-gated imaging. We use our open-source
                 implementation of the above to empirically demonstrate
                 improved rendering performance in a variety of
                 applications, including simulating proximity sensors,
                 imaging through occlusions, depth-selective cameras,
                 transient imaging in dynamic scenes, and
                 non-line-of-sight imaging.",
  acknowledgement = ack-nhfb,
  articleno =    "38",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bar:2019:MCF,
  author =       "Chen Bar and Marina Alterman and Ioannis Gkioulekas
                 and Anat Levin",
  title =        "A {Monte Carlo} framework for rendering speckle
                 statistics in scattering media",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "39:1--39:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322950",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a Monte Carlo rendering framework for the
                 physically-accurate simulation of speckle patterns
                 arising from volumetric scattering of coherent waves.
                 These noise-like patterns are characterized by strong
                 statistical properties, such as the so-called memory
                 effect. These properties are at the core of imaging
                 techniques for applications as diverse as tissue
                 imaging, motion tracking, and non-line-of-sight
                 imaging. Our rendering framework can replicate these
                 properties computationally, in a way that is orders of
                 magnitude more efficient than alternatives based on
                 directly solving the wave equations. At the core of our
                 framework is a path-space formulation for the
                 covariance of speckle patterns arising from a
                 scattering volume, which we derive from first
                 principles. We use this formulation to develop two
                 Monte Carlo rendering algorithms, for computing speckle
                 covariance as well as directly speckle fields. While
                 approaches based on wave equation solvers require
                 knowing the microscopic position of wavelength-sized
                 scatterers, our approach takes as input only bulk
                 parameters describing the statistical distribution of
                 these scatterers inside a volume. We validate the
                 accuracy of our framework by comparing against speckle
                 patterns simulated using wave equation solvers, use it
                 to simulate memory effect observations that were
                 previously only possible through lab measurements, and
                 demonstrate its applicability for computational imaging
                 tasks.",
  acknowledgement = ack-nhfb,
  articleno =    "39",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Perard-Gayot:2019:RGR,
  author =       "Ars{\`e}ne P{\'e}rard-Gayot and Richard Membarth and
                 Roland Lei{\ss}a and Sebastian Hack and Philipp
                 Slusallek",
  title =        "{Rodent}: generating renderers without writing a
                 generator",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "40:1--40:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322955",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Monte-Carlo Renderers must generate many color samples
                 to produce a noise-free image, and for each of those,
                 they must evaluate complex mathematical models
                 representing the appearance of the objects in the
                 scene. These models are usually in the form of shaders:
                 Small programs that are executed during rendering in
                 order to compute a value for the current sample.
                 Renderers often compile and optimize shaders just
                 before rendering, taking advantage of the knowledge of
                 the scene. In principle, the entire renderer could
                 benefit from a-priori code generation. For instance,
                 scheduling can take advantage of the knowledge of the
                 scene in order to maximize hardware usage. However,
                 writing such a configurable renderer eventually means
                 writing a compiler that translates a scene description
                 into machine code. In this paper, we present a
                 framework that allows generating entire renderers for
                 CPUs and GPUs without having to write a dedicated
                 compiler: First, we provide a rendering library in a
                 functional/imperative language that elegantly abstracts
                 the individual rendering concepts using higher-order
                 functions. Second, we use partial evaluation to combine
                 and specialize the individual components of a renderer
                 according to a particular scene. Our results show that
                 the renderers we generate outperform equivalent
                 high-performance implementations written with
                 state-of-the-art ray tracing libraries on the CPU and
                 GPU.",
  acknowledgement = ack-nhfb,
  articleno =    "40",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Glauser:2019:IHP,
  author =       "Oliver Glauser and Shihao Wu and Daniele Panozzo and
                 Otmar Hilliges and Olga Sorkine-Hornung",
  title =        "Interactive hand pose estimation using a
                 stretch-sensing soft glove",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "41:1--41:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322957",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a stretch-sensing soft glove to
                 interactively capture hand poses with high accuracy and
                 without requiring an external optical setup. We
                 demonstrate how our device can be fabricated and
                 calibrated at low cost, using simple tools available in
                 most fabrication labs. To reconstruct the pose from the
                 capacitive sensors embedded in the glove, we propose a
                 deep network architecture that exploits the spatial
                 layout of the sensor itself. The network is trained
                 only once, using an inexpensive off-the-shelf hand pose
                 reconstruction system to gather the training data. The
                 per-user calibration is then performed on-the-fly using
                 only the glove. The glove's capabilities are
                 demonstrated in a series of ablative experiments,
                 exploring different models and calibration methods.
                 Comparing against commercial data gloves, we achieve a
                 35\% improvement in reconstruction accuracy.",
  acknowledgement = ack-nhfb,
  articleno =    "41",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2019:LFC,
  author =       "Jie Xu and Tao Du and Michael Foshey and Beichen Li
                 and Bo Zhu and Adriana Schulz and Wojciech Matusik",
  title =        "Learning to fly: computational controller design for
                 hybrid {UAVs} with reinforcement learning",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "42:1--42:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322940",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Hybrid unmanned aerial vehicles (UAV) combine
                 advantages of multicopters and fixed-wing planes:
                 vertical take-off, landing, and low energy use.
                 However, hybrid UAVs are rarely used because controller
                 design is challenging due to its complex, mixed
                 dynamics. In this paper, we propose a method to
                 automate this design process by training a mode-free,
                 model-agnostic neural network controller for hybrid
                 UAVs. We present a neural network controller design
                 with a novel error convolution input trained by
                 reinforcement learning. Our controller exhibits two key
                 features: First, it does not distinguish among flying
                 modes, and the same controller structure can be used
                 for copters with various dynamics. Second, our
                 controller works for real models without any additional
                 parameter tuning process, closing the gap between
                 virtual simulation and real fabrication. We demonstrate
                 the efficacy of the proposed controller both in
                 simulation and in our custom-built hybrid UAVs (Figure
                 1, 8). The experiments show that the controller is
                 robust to exploit the complex dynamics when both rotors
                 and wings are active in flight tests.",
  acknowledgement = ack-nhfb,
  articleno =    "42",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Roussel:2019:DCR,
  author =       "Robin Roussel and Marie-Paule Cani and Jean-Claude
                 L{\'e}on and Niloy J. Mitra",
  title =        "Designing chain reaction contraptions from causal
                 graphs",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "43:1--43:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322977",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Chain reaction contraptions, commonly referred to as
                 Rube Goldberg machines, achieve simple tasks in an
                 intentionally complex fashion via a cascading sequence
                 of events. They are fun, engaging and satisfying to
                 watch. Physically realizing them, however, involves
                 hours or even days of manual trial-and-error effort.
                 The main difficulties lie in predicting failure factors
                 over long chains of events and robustly enforcing an
                 expected causality between parallel chains, especially
                 under perturbations of the layout. We present a
                 computational framework to help design the layout of
                 such contraptions by optimizing their robustness to
                 possible assembly errors. Inspired by the active
                 learning paradigm in machine learning, we propose a
                 generic sampling-based method to progressively
                 approximate the success probability distribution of a
                 given scenario over the design space of possible scene
                 layouts. The success or failure of any given simulation
                 is determined from a user-specified causal graph
                 enforcing a time ordering between expected events. Our
                 method scales to complex causal graphs and high
                 dimensional design spaces by dividing the graph and
                 scene into simpler sub-scenarios. The aggregated
                 success probability distribution is subsequently used
                 to optimize the entire layout. We demonstrate the use
                 of our framework through a range of real world examples
                 of increasing complexity, and report significant
                 improvements over alternative approaches. Code and
                 fabrication diagrams are available on the project
                 page.",
  acknowledgement = ack-nhfb,
  articleno =    "43",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Miller:2019:NSP,
  author =       "Bailey Miller and Iliyan Georgiev and Wojciech
                 Jarosz",
  title =        "A null-scattering path integral formulation of light
                 transport",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "44:1--44:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323025",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Unbiased rendering of general, heterogeneous
                 participating media currently requires using
                 null-collision approaches for estimating transmittance
                 and generating free-flight distances. A long-standing
                 limitation of these approaches, however, is that the
                 corresponding path pdfs cannot be computed due to the
                 black-box nature of the null-collision rejection
                 sampling process. These techniques therefore cannot be
                 combined with other sampling techniques via multiple
                 importance sampling (MIS), which significantly limits
                 their robustness and generality. Recently, Galtier et
                 al. [2013] showed how to derive these algorithms
                 directly from the radiative transfer equation (RTE). We
                 build off this generalized RTE to derive a path
                 integral formulation of null scattering, which reveals
                 the sampling pdfs and allows us to devise new, express
                 existing, and combine complementary unbiased techniques
                 via MIS. We demonstrate the practicality of our theory
                 by combining, for the first time, several path sampling
                 techniques in spatially and spectrally varying media,
                 generalizing and outperforming the prior state of the
                 art.",
  acknowledgement = ack-nhfb,
  articleno =    "44",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guo:2019:FGF,
  author =       "Jie Guo and Yanjun Chen and Bingyang Hu and Ling-Qi
                 Yan and Yanwen Guo and Yuntao Liu",
  title =        "Fractional {Gaussian} fields for modeling and
                 rendering of spatially-correlated media",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "45:1--45:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323031",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Transmission of radiation through spatially-correlated
                 media has demonstrated deviations from the classical
                 exponential law of the corresponding uncorrelated
                 media. In this paper, we propose a general,
                 physically-based method for modeling such correlated
                 media with non-exponential decay of transmittance. We
                 describe spatial correlations by introducing the
                 Fractional Gaussian Field (FGF), a powerful
                 mathematical tool that has proven useful in many areas
                 but remains under-explored in graphics. With the FGF,
                 we study the effects of correlations in a unified
                 manner, by modeling both high-frequency, noise-like
                 fluctuations and k -th order fractional Brownian motion
                 (fBm) with a stochastic continuity property. As a
                 result, we are able to reproduce a wide variety of
                 appearances stemming from different types of spatial
                 correlations. Compared to previous work, our method is
                 the first that addresses both short-range and
                 long-range correlations using physically-based
                 fluctuation models. We show that our method can
                 simulate different extents of randomness in
                 spatially-correlated media, resulting in a smooth
                 transition in a range of appearances from exponential
                 falloff to complete transparency. We further
                 demonstrate how our method can be integrated into an
                 energy-conserving RTE framework with a well-designed
                 importance sampling scheme and validate its ability
                 compared to the classical transport theory and previous
                 work.",
  acknowledgement = ack-nhfb,
  articleno =    "45",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Deng:2019:PSR,
  author =       "Xi Deng and Shaojie Jiao and Benedikt Bitterli and
                 Wojciech Jarosz",
  title =        "Photon surfaces for robust, unbiased volumetric
                 density estimation",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "46:1--46:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323041",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We generalize photon planes to photon surfaces: a new
                 family of unbiased volumetric density estimators which
                 we combine using multiple importance sampling. To
                 derive our new estimators, we start with the extended
                 path integral which duplicates the vertex at the end of
                 the camera and photon subpaths and couples them using a
                 blurring kernel. To make our formulation unbiased,
                 however, we use a delta kernel to couple these two end
                 points. Unfortunately, sampling the resulting singular
                 integral using Monte Carlo is impossible since the
                 probability of generating a contributing light path by
                 independently sampling the two subpaths is zero. Our
                 key insight is that we can eliminate the delta kernel
                 and make Monte Carlo estimation practical by
                 integrating any three dimensions analytically, and
                 integrating only the remaining dimensions using Monte
                 Carlo. We demonstrate the practicality of this approach
                 by instantiating a collection of estimators which
                 analytically integrate the distance along the camera
                 ray and two arbitrary sampling dimensions along the
                 photon subpath (e.g., distance, direction, surface
                 area). This generalizes photon planes to curved
                 ``photon surfaces'', including new ``photon cone'',
                 ``photon cylinder'', ``photon sphere'', and multiple
                 new ``photon plane'' estimators. These estimators allow
                 us to handle light paths not supported by photon
                 planes, including single scattering, and
                 surface-to-media transport. More importantly, since our
                 estimators have complementary strengths due to
                 analytically integrating different dimensions of the
                 path integral, we can combine them using multiple
                 importance sampling. This combination mitigates
                 singularities present in individual estimators,
                 substantially reducing variance while remaining fully
                 unbiased. We demonstrate our improved estimators on a
                 number of scenes containing homogeneous media with
                 highly anisotropic phase functions, accelerating both
                 multiple scattering and single scattering compared to
                 prior techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "46",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kuo:2019:CIC,
  author =       "Calvin Kuo and Ziheng Liang and Ye Fan and
                 Jean-S{\'e}bastien Blouin and Dinesh K. Pai",
  title =        "Creating impactful characters: correcting human impact
                 accelerations using high rate {IMUs} in dynamic
                 activities",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "47:1--47:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322978",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Human motion capture using video-based or sensor-based
                 methods gives animators the capability to directly
                 translate complex human motions to create lifelike
                 character animations. Advances in motion capture
                 algorithms have improved their accuracy for estimating
                 human generalized motion coordinates (joint angles and
                 body positions). However, the traditional motion
                 capture pipeline is not well suited to measure short
                 duration, high acceleration impacts, such as running
                 and jumping footstrikes. While high acceleration
                 impacts have minimal influence on generalized
                 coordinates, they play a big role in exciting soft
                 tissue dynamics. Here we present a method for
                 correcting motion capture trajectories using a sparse
                 set of inertial measurement units (IMUs) collecting at
                 high sampling rates to produce more accurate impact
                 accelerations without sacrificing accuracy of the
                 generalized coordinates representing gross motions. We
                 demonstrate the efficacy of our method by correcting
                 human motion captured experimentally using commercial
                 motion capture systems with high rate IMUs sampling at
                 400Hz during basketball jump shots and running. With
                 our method, we automatically corrected 185 jumping
                 impacts and 1266 running impacts from 5 subjects. Post
                 correction, we found an average increase of 84.6\% and
                 91.1\% in pelvis vertical acceleration and ankle
                 dorsiflexion velocity respectively for basketball jump
                 shots, and an average increase of 110\% and 237\% in
                 pelvis vertical acceleration and ankle plantarflexion
                 velocity respectively for running. In both activities,
                 pelvis vertical position and ankle angle had small
                 corrections on average below 2.0cm and 0.20rad
                 respectively. Finally, when driving a human rig with
                 soft tissue dynamics using corrected motions, we found
                 a 143.4\% and 11.2\% increase in soft tissue
                 oscillation amplitudes in basketball jump shots and
                 running respectively. Our methodology can be
                 generalized to correct impact accelerations for other
                 body segments, and provide new tools to create
                 realistic soft tissue animations during dynamic
                 activities for more lifelike characters and better
                 motion reconstruction for biomechanical analyses.",
  acknowledgement = ack-nhfb,
  articleno =    "47",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2019:IRT,
  author =       "Hao Zhang and Zi-Hao Bo and Jun-Hai Yong and Feng Xu",
  title =        "{InteractionFusion}: real-time reconstruction of hand
                 poses and deformable objects in hand-object
                 interactions",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "48:1--48:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322998",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Hand-object interaction is challenging to reconstruct
                 but important for many applications like HCI, robotics
                 and so on. Previous works focus on either the hand or
                 the object while we jointly track the hand poses, fuse
                 the 3D object model and reconstruct its rigid and
                 nonrigid motions, and perform all these tasks in real
                 time. To achieve this, we first use a DNN to segment
                 the hand and object in the two input depth streams and
                 predict the current hand pose based on the previous
                 poses by a pre-trained LSTM network. With this
                 information, a unified optimization framework is
                 proposed to jointly track the hand poses and object
                 motions. The optimization integrates the segmented
                 depth maps, the predicted motion, a spatial-temporal
                 varying rigidity regularizer and a real-time contact
                 constraint. A nonrigid fusion technique is further
                 involved to reconstruct the object model. Experiments
                 demonstrate that our method can solve the ambiguity
                 caused by heavy occlusions between hand and object, and
                 generate accurate results for various objects and
                 interacting motions.",
  acknowledgement = ack-nhfb,
  articleno =    "48",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mueller:2019:RTP,
  author =       "Franziska Mueller and Micah Davis and Florian Bernard
                 and Oleksandr Sotnychenko and Mickeal Verschoor and
                 Miguel A. Otaduy and Dan Casas and Christian Theobalt",
  title =        "Real-time pose and shape reconstruction of two
                 interacting hands with a single depth camera",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "49:1--49:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322958",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel method for real-time pose and shape
                 reconstruction of two strongly interacting hands. Our
                 approach is the first two-hand tracking solution that
                 combines an extensive list of favorable properties,
                 namely it is marker-less, uses a single consumer-level
                 depth camera, runs in real time, handles inter- and
                 intra-hand collisions, and automatically adjusts to the
                 user's hand shape. In order to achieve this, we embed a
                 recent parametric hand pose and shape model and a dense
                 correspondence predictor based on a deep neural network
                 into a suitable energy minimization framework. For
                 training the correspondence prediction network, we
                 synthesize a two-hand dataset based on physical
                 simulations that includes both hand pose and shape
                 annotations while at the same time avoiding inter-hand
                 penetrations. To achieve real-time rates, we phrase the
                 model fitting in terms of a nonlinear least-squares
                 problem so that the energy can be optimized based on a
                 highly efficient GPU-based Gauss--Newton optimizer. We
                 show state-of-the-art results in scenes that exceed the
                 complexity level demonstrated by previous work,
                 including tight two-hand grasps, significant inter-hand
                 occlusions, and gesture interaction.$^1$",
  acknowledgement = ack-nhfb,
  articleno =    "49",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zoss:2019:AMJ,
  author =       "Gaspard Zoss and Thabo Beeler and Markus Gross and
                 Derek Bradley",
  title =        "Accurate markerless jaw tracking for facial
                 performance capture",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "50:1--50:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323044",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present the first method to accurately track the
                 invisible jaw based solely on the visible skin surface,
                 without the need for any markers or augmentation of the
                 actor. As such, the method can readily be integrated
                 with off-the-shelf facial performance capture systems.
                 The core idea is to learn a non-linear mapping from the
                 skin deformation to the underlying jaw motion on a
                 dataset where ground-truth jaw poses have been
                 acquired, and then to retarget the mapping to new
                 subjects. Solving for the jaw pose plays a central role
                 in visual effects pipelines, since accurate jaw motion
                 is required when retargeting to fantasy characters and
                 for physical simulation. Currently, this task is
                 performed mostly manually to achieve the desired level
                 of accuracy, and the presented method has the potential
                 to fully automate this labour intense and error prone
                 process.",
  acknowledgement = ack-nhfb,
  articleno =    "50",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lyon:2019:PQF,
  author =       "Max Lyon and Marcel Campen and David Bommes and Leif
                 Kobbelt",
  title =        "Parametrization quantization with free boundaries for
                 trimmed quad meshing",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "51:1--51:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323019",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The generation of quad meshes based on surface
                 parametrization techniques has proven to be a versatile
                 approach. These techniques quantize an initial seamless
                 parametrization so as to obtain an integer grid map
                 implying a pure quad mesh. State-of-the-art methods
                 following this approach have to assume that the surface
                 to be meshed either has no boundary, or has a boundary
                 which the resulting mesh is supposed to be aligned to.
                 In a variety of applications this is not desirable and
                 non-boundary-aligned meshes or grid-parametrizations
                 are preferred. We thus present a technique to robustly
                 generate integer grid maps which are either
                 boundary-aligned, non-boundary-aligned, or partially
                 boundary-aligned, just as required by different
                 applications. We thereby generalize previous work to
                 this broader setting. This enables the reliable
                 generation of trimmed quad meshes with partial elements
                 along the boundary, preferable in various scenarios,
                 from tiled texturing over design and modeling to
                 fabrication and architecture, due to fewer constraints
                 and hence higher overall mesh quality and other
                 benefits in terms of aesthetics and flexibility.",
  acknowledgement = ack-nhfb,
  articleno =    "51",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hu:2019:TRT,
  author =       "Yixin Hu and Teseo Schneider and Xifeng Gao and
                 Qingnan Zhou and Alec Jacobson and Denis Zorin and
                 Daniele Panozzo",
  title =        "{TriWild}: robust triangulation with curve
                 constraints",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "52:1--52:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323011",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a robust 2D meshing algorithm, TriWild, to
                 generate curved triangles reproducing smooth feature
                 curves, leading to coarse meshes designed to match the
                 simulation requirements necessary by applications and
                 avoiding the geometrical errors introduced by linear
                 meshes. The robustness and effectiveness of our
                 technique are demonstrated by batch processing an SVG
                 collection of 20k images, and by comparing our results
                 against state of the art linear and curvilinear meshing
                 algorithms. We demonstrate for our algorithm the
                 practical utility of computing diffusion curves, fluid
                 simulations, elastic deformations, and shape inflation
                 on complex 2D geometries.",
  acknowledgement = ack-nhfb,
  articleno =    "52",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Verhetsel:2019:FHS,
  author =       "Kilian Verhetsel and Jeanne Pellerin and
                 Jean-Fran{\c{c}}ois Remacle",
  title =        "Finding hexahedrizations for small quadrangulations of
                 the sphere",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "53:1--53:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323017",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper tackles the challenging problem of
                 constrained hexahedral meshing. An algorithm is
                 introduced to build combinatorial hexahedral meshes
                 whose boundary facets exactly match a given
                 quadrangulation of the topological sphere. This
                 algorithm is the first practical solution to the
                 problem. It is able to compute small hexahedral meshes
                 of quadrangulations for which the previously known best
                 solutions could only be built by hand or contained
                 thousands of hexahedra. These challenging
                 quadrangulations include the boundaries of transition
                 templates that are critical for the success of general
                 hexahedral meshing algorithms. The algorithm proposed
                 in this paper is dedicated to building combinatorial
                 hexahedral meshes of small quadrangulations and ignores
                 the geometrical problem. The key idea of the method is
                 to exploit the equivalence between quad flips in the
                 boundary and the insertion of hexahedra glued to this
                 boundary. The tree of all sequences of flipping
                 operations is explored, searching for a path that
                 transforms the input quadrangulation Q into a new
                 quadrangulation for which a hexahedral mesh is known.
                 When a small hexahedral mesh exists, a sequence
                 transforming Q into the boundary of a cube is found;
                 otherwise, a set of pre-computed hexahedral meshes is
                 used. A novel approach to deal with the large number of
                 problem symmetries is proposed. Combined with an
                 efficient backtracking search, it allows small
                 shellable hexahedral meshes to be found for all even
                 quadrangulations with up to 20 quadrangles. All 54, 943
                 such quadrangulations were meshed using no more than 72
                 hexahedra. This algorithm is also used to find a
                 construction to fill arbitrary domains, thereby proving
                 that any ball-shaped domain bounded by n quadrangles
                 can be meshed with no more than 78 n hexahedra. This
                 very significantly lowers the previous upper bound of
                 5396 n.",
  acknowledgement = ack-nhfb,
  articleno =    "53",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Alexa:2019:HT,
  author =       "Marc Alexa",
  title =        "Harmonic triangulations",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "54:1--54:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322986",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce the notion of harmonic triangulations: a
                 harmonic triangulation simultaneously minimizes the
                 Dirichlet energy of all piecewise linear functions. By
                 a famous result of Rippa, Delaunay triangulations are
                 the harmonic triangulations of planar point sets. We
                 prove by explicit counterexample that in 3D a harmonic
                 triangulation does not exist in general. However, we
                 show that bistellar flips are harmonic: if they
                 decrease Dirichlet energy for one set of function
                 values, they do so for all. This observation gives rise
                 to the notion of locally harmonic triangulations. We
                 demonstrate that locally harmonic triangulations can be
                 efficiently computed, and efficiently reduce sliver
                 tetrahedra. The notion of harmonic triangulation also
                 gives rise to a scalar measure of the quality of a
                 triangulation, which can be used to prioritize flips
                 and optimize the position of vertices. Tetrahedral
                 meshes generated by optimizing this function generally
                 show better quality than Delaunay-based optimization
                 techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "54",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sharp:2019:NIT,
  author =       "Nicholas Sharp and Yousuf Soliman and Keenan Crane",
  title =        "Navigating intrinsic triangulations",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "55:1--55:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322979",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a data structure that makes it easy to run
                 a large class of algorithms from computational geometry
                 and scientific computing on extremely poor-quality
                 surface meshes. Rather than changing the geometry, as
                 in traditional remeshing, we consider intrinsic
                 triangulations which connect vertices by straight paths
                 along the exact geometry of the input mesh. Our key
                 insight is that such a triangulation can be encoded
                 implicitly by storing the direction and distance to
                 neighboring vertices. The resulting signpost data
                 structure then allows geometric and topological queries
                 to be made on-demand by tracing paths across the
                 surface. Existing algorithms can be easily translated
                 into the intrinsic setting, since this data structure
                 supports the same basic operations as an ordinary
                 triangle mesh (vertex insertions, edge splits, etc.).
                 The output of intrinsic algorithms can then be stored
                 on an ordinary mesh for subsequent use; unlike previous
                 data structures, we use a constant amount of memory and
                 do not need to explicitly construct an overlay mesh
                 unless it is specifically requested. Working in the
                 intrinsic setting incurs little computational overhead,
                 yet we can run algorithms on extremely degenerate
                 inputs, including all manifold meshes from the
                 Thingi10k data set. To evaluate our data structure we
                 implement several fundamental geometric algorithms
                 including intrinsic versions of Delaunay refinement and
                 optimal Delaunay triangulation, approximation of
                 Steiner trees, adaptive mesh refinement for PDEs, and
                 computation of Poisson equations, geodesic distance,
                 and flip-free tangent vector fields.",
  acknowledgement = ack-nhfb,
  articleno =    "55",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Csebfalvi:2019:BTI,
  author =       "Bal{\'a}zs Cs{\'e}bfalvi",
  title =        "Beyond trilinear interpolation: higher quality for
                 free",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "56:1--56:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323032",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In volume-rendering applications, it is a de facto
                 standard to reconstruct the underlying continuous
                 function by using trilinear interpolation, and to
                 estimate the gradients for the shading computations by
                 calculating central differences on the fly. In a GPU
                 implementation, this requires seven trilinear texture
                 samples: one for the function reconstruction, and six
                 for the gradient estimation. In this paper, for the
                 first time, we show that the six additional samples can
                 be used not just for gradient estimation, but for
                 significantly improving the quality of the function
                 reconstruction as well. As the additional arithmetic
                 operations can be performed in the shadow of the
                 texture fetches, we can achieve this quality
                 improvement for free without reducing the rendering
                 performance at all. Therefore, our method can
                 completely replace the standard trilinear interpolation
                 in the practice of GPU-accelerated volume rendering.",
  acknowledgement = ack-nhfb,
  articleno =    "56",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tricard:2019:PPN,
  author =       "Thibault Tricard and Semyon Efremov and C{\'e}dric
                 Zanni and Fabrice Neyret and Jon{\`a}s Mart{\'\i}nez
                 and Sylvain Lefebvre",
  title =        "Procedural phasor noise",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "57:1--57:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322990",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Procedural pattern synthesis is a fundamental tool of
                 Computer Graphics, ubiquitous in games and special
                 effects. By calling a single procedure in every pixel
                 --- or voxel --- large quantities of details are
                 generated at low cost, enhancing textures, producing
                 complex structures within and along surfaces. Such
                 procedures are typically implemented as pixel shaders.
                 We propose a novel procedural pattern synthesis
                 technique that exhibits desirable properties for
                 modeling highly contrasted patterns, that are
                 especially well suited to produce surface and
                 microstructure details. In particular, our synthesizer
                 affords for a precise control over the profile,
                 orientation and distribution of the produced stochastic
                 patterns, while allowing to grade all these parameters
                 spatially. Our technique defines a stochastic smooth
                 phase field --- a phasor noise --- that is then fed
                 into a periodic function (e.g. a sine wave), producing
                 an oscillating field with prescribed main frequencies
                 and preserved contrast oscillations. In addition, the
                 profile of each oscillation is directly controllable
                 (e.g. sine wave, sawtooth, rectangular or any 1D
                 profile). Our technique builds upon a reformulation of
                 Gabor noise in terms of a phasor field that affords for
                 a clear separation between local intensity and phase.
                 Applications range from texturing to modeling surface
                 displacements, as well as multi-material
                 microstructures in the context of additive
                 manufacturing.",
  acknowledgement = ack-nhfb,
  articleno =    "57",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fruhstuck:2019:TSL,
  author =       "Anna Fr{\"u}hst{\"u}ck and Ibraheem Alhashim and Peter
                 Wonka",
  title =        "{TileGAN}: synthesis of large-scale non-homogeneous
                 textures",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "58:1--58:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322993",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We tackle the problem of texture synthesis in the
                 setting where many input images are given and a
                 large-scale output is required. We build on recent
                 generative adversarial networks and propose two
                 extensions in this paper. First, we propose an
                 algorithm to combine outputs of GANs trained on a
                 smaller resolution to produce a large-scale plausible
                 texture map with virtually no boundary artifacts.
                 Second, we propose a user interface to enable artistic
                 control. Our quantitative and qualitative results
                 showcase the generation of synthesized high-resolution
                 maps consisting of up to hundreds of megapixels as a
                 case in point.",
  acknowledgement = ack-nhfb,
  articleno =    "58",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bau:2019:SPM,
  author =       "David Bau and Hendrik Strobelt and William Peebles and
                 Jonas Wulff and Bolei Zhou and Jun-Yan Zhu and Antonio
                 Torralba",
  title =        "Semantic photo manipulation with a generative image
                 prior",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "59:1--59:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323023",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Despite the recent success of GANs in synthesizing
                 images conditioned on inputs such as a user sketch,
                 text, or semantic labels, manipulating the high-level
                 attributes of an existing natural photograph with GANs
                 is challenging for two reasons. First, it is hard for
                 GANs to precisely reproduce an input image. Second,
                 after manipulation, the newly synthesized pixels often
                 do not fit the original image. In this paper, we
                 address these issues by adapting the image prior
                 learned by GANs to image statistics of an individual
                 image. Our method can accurately reconstruct the input
                 image and synthesize new content, consistent with the
                 appearance of the input image. We demonstrate our
                 interactive system on several semantic image editing
                 tasks, including synthesizing new objects consistent
                 with background, removing unwanted objects, and
                 changing the appearance of an object. Quantitative and
                 qualitative comparisons against several existing
                 methods demonstrate the effectiveness of our method.",
  acknowledgement = ack-nhfb,
  articleno =    "59",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yaniv:2019:FAL,
  author =       "Jordan Yaniv and Yael Newman and Ariel Shamir",
  title =        "The face of art: landmark detection and geometric
                 style in portraits",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "60:1--60:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322984",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Facial Landmark detection in natural images is a very
                 active research domain. Impressive progress has been
                 made in recent years, with the rise of neural-network
                 based methods and large-scale datasets. However, it is
                 still a challenging and largely unexplored problem in
                 the artistic portraits domain. Compared to natural face
                 images, artistic portraits are much more diverse. They
                 contain a much wider style variation in both geometry
                 and texture and are more complex to analyze. Moreover,
                 datasets that are necessary to train neural networks
                 are unavailable. We propose a method for artistic
                 augmentation of natural face images that enables
                 training deep neural networks for landmark detection in
                 artistic portraits. We utilize conventional facial
                 landmarks datasets, and transform their content from
                 natural images into ``artistic face'' images. In
                 addition, we use a feature-based landmark correction
                 step, to reduce the dependency between the different
                 facial features, which is necessary due to position and
                 shape variations of facial landmarks in artworks. To
                 evaluate our landmark detection framework, we created
                 an ``Artistic-Faces'' dataset, containing 160 artworks
                 of various art genres, artists and styles, with a large
                 variation in both geometry and texture. Using our
                 method, we can detect facial features in artistic
                 portraits and analyze their geometric style. This
                 allows the definition of signatures for artistic styles
                 of artworks and artists, that encode both the geometry
                 and the texture style. It also allows us to present a
                 geometric-aware style transfer method for portraits.",
  acknowledgement = ack-nhfb,
  articleno =    "60",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shih:2019:DFW,
  author =       "YiChang Shih and Wei-Sheng Lai and Chia-Kai Liang",
  title =        "Distortion-free wide-angle portraits on camera
                 phones",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "61:1--61:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322948",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Photographers take wide-angle shots to enjoy expanding
                 views, group portraits that never miss anyone, or
                 composite subjects with spectacular scenery background.
                 In spite of the rapid proliferation of wide-angle
                 cameras on mobile phones, a wider field-of-view (FOV)
                 introduces a stronger perspective distortion. Most
                 notably, faces are stretched, squished, and skewed, to
                 look vastly different from real-life. Correcting such
                 distortions requires professional editing skills, as
                 trivial manipulations can introduce other kinds of
                 distortions. This paper introduces a new algorithm to
                 undistort faces without affecting other parts of the
                 photo. Given a portrait as an input, we formulate an
                 optimization problem to create a content-aware warping
                 mesh which locally adapts to the stereographic
                 projection on facial regions, and seamlessly evolves to
                 the perspective projection over the background. Our new
                 energy function performs effectively and reliably for a
                 large group of subjects in the photo. The proposed
                 algorithm is fully automatic and operates at an
                 interactive rate on the mobile platform. We demonstrate
                 promising results on a wide range of FOVs from
                 70${}^\circ $ to 120${}^\circ $.",
  acknowledgement = ack-nhfb,
  articleno =    "61",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wolff:2019:WPA,
  author =       "Katja Wolff and Olga Sorkine-Hornung",
  title =        "Wallpaper pattern alignment along garment seams",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "62:1--62:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322991",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Despite recent developments towards on-demand,
                 individualized garment design and fabrication, the
                 majority of processes in the fashion industry are still
                 inefficient and heavily dependent on manual work. A
                 significant amount of recent research in this area has
                 been focused on supporting designers to digitally
                 create sewing patterns and shapes, but there is little
                 work on textured fabrics. Aligning textile patterns
                 like stripes or plaid along garment seams requires an
                 experienced tailor and is thus reserved only for
                 expensive, high-end garments. We present an interactive
                 algorithm for automatically aligning repetitive textile
                 patterns along seams for a given garment, allowing a
                 user to make design choices at each step of our
                 pipeline. Our approach is based on the 17 wallpaper
                 groups and the symmetries they exhibit. We exploit
                 these symmetries to optimize the alignment of the
                 sewing pattern with the textured fabric for each of its
                 pieces, determining where to cut the fabric. We
                 optionally alter the sewing pattern slightly for a
                 perfect fit along seams, without visibly changing the
                 3D shape of the garment. The pieces can then be cut
                 automatically by a CNC or laser cutter. Our approach
                 fits within the pipeline of digital garment design,
                 eliminating the difficult, manual step of aligning and
                 cutting the garment pieces by hand.",
  acknowledgement = ack-nhfb,
  articleno =    "62",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Narayanan:2019:VKM,
  author =       "Vidya Narayanan and Kui Wu and Cem Yuksel and James
                 McCann",
  title =        "Visual knitting machine programming",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "63:1--63:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322995",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Industrial knitting machines are commonly used to
                 manufacture complicated shapes from yarns; however,
                 designing patterns for these machines requires
                 extensive training. We present the first general visual
                 programming interface for creating 3D objects with
                 complex surface finishes on industrial knitting
                 machines. At the core of our interface is a new,
                 augmented, version of the stitch mesh data structure.
                 The augmented stitch mesh stores low-level knitting
                 operations per-face and encodes the dependencies
                 between faces using directed edge labels. Our system
                 can generate knittable augmented stitch meshes from 3D
                 models, allows users to edit these meshes in a way that
                 preserves their knittability, and can schedule the
                 execution order and location of each face for
                 production on a knitting machine. Our system is
                 general, in that its knittability-preserving editing
                 operations are sufficient to transform between any two
                 machine-knittable stitch patterns with the same
                 orientation on the same surface. We demonstrate the
                 power and flexibility of our pipeline by using it to
                 create and knit objects featuring a wide range of
                 patterns and textures, including intarsia and Fair Isle
                 colorwork; knit and purl textures; cable patterns; and
                 laces.",
  acknowledgement = ack-nhfb,
  articleno =    "63",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2019:CPA,
  author =       "Hao Liu and Xiao-Teng Zhang and Xiao-Ming Fu and
                 Zhi-Chao Dong and Ligang Liu",
  title =        "Computational peeling art design",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "64:1--64:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323000",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Some artists peel citrus fruits into a variety of
                 elegant 2D shapes, depicting animals, plants, and
                 cartoons. It is a creative art form, called Citrus
                 Peeling Art. This art form follows the conservation
                 principle, i.e., each shape must be created using one
                 entire peel. Central to this art is finding optimal cut
                 lines so that the citruses can be cut and unfolded into
                 the desired shapes. However, it is extremely difficult
                 for users to imagine and generate cuts for their
                 desired shapes. To this end, we present a computational
                 method for citrus peeling art designs. Our key insight
                 is that instead of solving the difficult cut generation
                 problem, we map a designed input shape onto a citrus in
                 an attempt to cover the entire citrus and use the
                 mapped boundary to generate the cut paths. Sometimes, a
                 mapped shape is unable to completely cover a citrus.
                 Consequently, we have developed five customized ways of
                 interaction that are used to rectify the input shape so
                 that it is suitable for citrus peeling art. The mapping
                 process and user interactions are iteratively conducted
                 to satisfy a user's design intentions. A large number
                 of experiments, including a formative user study,
                 demonstrate the capability and practicability of our
                 method for peeling art design and construction.",
  acknowledgement = ack-nhfb,
  articleno =    "64",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lombardi:2019:NVL,
  author =       "Stephen Lombardi and Tomas Simon and Jason Saragih and
                 Gabriel Schwartz and Andreas Lehrmann and Yaser
                 Sheikh",
  title =        "Neural volumes: learning dynamic renderable volumes
                 from images",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "65:1--65:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323020",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Modeling and rendering of dynamic scenes is
                 challenging, as natural scenes often contain complex
                 phenomena such as thin structures, evolving topology,
                 translucency, scattering, occlusion, and biological
                 motion. Mesh-based reconstruction and tracking often
                 fail in these cases, and other approaches (e.g., light
                 field video) typically rely on constrained viewing
                 conditions, which limit interactivity. We circumvent
                 these difficulties by presenting a learning-based
                 approach to representing dynamic objects inspired by
                 the integral projection model used in tomographic
                 imaging. The approach is supervised directly from 2D
                 images in a multi-view capture setting and does not
                 require explicit reconstruction or tracking of the
                 object. Our method has two primary components: an
                 encoder-decoder network that transforms input images
                 into a 3D volume representation, and a differentiable
                 ray-marching operation that enables end-to-end
                 training. By virtue of its 3D representation, our
                 construction extrapolates better to novel viewpoints
                 compared to screen-space rendering techniques. The
                 encoder-decoder architecture learns a latent
                 representation of a dynamic scene that enables us to
                 produce novel content sequences not seen during
                 training. To overcome memory limitations of voxel-based
                 representations, we learn a dynamic irregular grid
                 structure implemented with a warp field during
                 ray-marching. This structure greatly improves the
                 apparent resolution and reduces grid-like artifacts and
                 jagged motion. Finally, we demonstrate how to
                 incorporate surface-based representations into our
                 volumetric-learning framework for applications where
                 the highest resolution is required, using facial
                 performance capture as a case in point.",
  acknowledgement = ack-nhfb,
  articleno =    "65",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Thies:2019:DNR,
  author =       "Justus Thies and Michael Zollh{\"o}fer and Matthias
                 Nie{\ss}ner",
  title =        "Deferred neural rendering: image synthesis using
                 neural textures",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "66:1--66:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323035",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The modern computer graphics pipeline can synthesize
                 images at remarkable visual quality; however, it
                 requires well-defined, high-quality 3D content as
                 input. In this work, we explore the use of imperfect 3D
                 content, for instance, obtained from photo-metric
                 reconstructions with noisy and incomplete surface
                 geometry, while still aiming to produce photo-realistic
                 (re-)renderings. To address this challenging problem,
                 we introduce Deferred Neural Rendering, a new paradigm
                 for image synthesis that combines the traditional
                 graphics pipeline with learnable components.
                 Specifically, we propose Neural Textures, which are
                 learned feature maps that are trained as part of the
                 scene capture process. Similar to traditional textures,
                 neural textures are stored as maps on top of 3D mesh
                 proxies; however, the high-dimensional feature maps
                 contain significantly more information, which can be
                 interpreted by our new deferred neural rendering
                 pipeline. Both neural textures and deferred neural
                 renderer are trained end-to-end, enabling us to
                 synthesize photo-realistic images even when the
                 original 3D content was imperfect. In contrast to
                 traditional, black-box 2D generative neural networks,
                 our 3D representation gives us explicit control over
                 the generated output, and allows for a wide range of
                 application domains. For instance, we can synthesize
                 temporally-consistent video re-renderings of recorded
                 3D scenes as our representation is inherently embedded
                 in 3D space. This way, neural textures can be utilized
                 to coherently re-render or manipulate existing video
                 content in both static and dynamic environments at
                 real-time rates. We show the effectiveness of our
                 approach in several experiments on novel view
                 synthesis, scene editing, and facial reenactment, and
                 compare to state-of-the-art approaches that leverage
                 the standard graphics pipeline as well as conventional
                 generative neural networks.",
  acknowledgement = ack-nhfb,
  articleno =    "66",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wei:2019:VFA,
  author =       "Shih-En Wei and Jason Saragih and Tomas Simon and Adam
                 W. Harley and Stephen Lombardi and Michal Perdoch and
                 Alexander Hypes and Dawei Wang and Hernan Badino and
                 Yaser Sheikh",
  title =        "{VR} facial animation via multiview image
                 translation",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "67:1--67:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323030",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A key promise of Virtual Reality (VR) is the
                 possibility of remote social interaction that is more
                 immersive than any prior telecommunication media.
                 However, existing social VR experiences are mediated by
                 inauthentic digital representations of the user (i.e.,
                 stylized avatars). These stylized representations have
                 limited the adoption of social VR applications in
                 precisely those cases where immersion is most necessary
                 (e.g., professional interactions and intimate
                 conversations). In this work, we present a
                 bidirectional system that can animate avatar heads of
                 both users' full likeness using consumer-friendly
                 headset mounted cameras (HMC). There are two main
                 challenges in doing this: unaccommodating camera views
                 and the image-to-avatar domain gap. We address both
                 challenges by leveraging constraints imposed by
                 multiview geometry to establish precise image-to-avatar
                 correspondence, which are then used to learn an
                 end-to-end model for real-time tracking. We present
                 designs for a training HMC, aimed at data-collection
                 and model building, and a tracking HMC for use during
                 interactions in VR. Correspondence between the avatar
                 and the HMC-acquired images are automatically found
                 through self-supervised multiview image translation,
                 which does not require manual annotation or one-to-one
                 correspondence between domains. We evaluate the system
                 on a variety of users and demonstrate significant
                 improvements over prior work.",
  acknowledgement = ack-nhfb,
  articleno =    "67",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fried:2019:TBE,
  author =       "Ohad Fried and Ayush Tewari and Michael Zollh{\"o}fer
                 and Adam Finkelstein and Eli Shechtman and Dan B.
                 Goldman and Kyle Genova and Zeyu Jin and Christian
                 Theobalt and Maneesh Agrawala",
  title =        "Text-based editing of talking-head video",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "68:1--68:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323028",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Editing talking-head video to change the speech
                 content or to remove filler words is challenging. We
                 propose a novel method to edit talking-head video based
                 on its transcript to produce a realistic output video
                 in which the dialogue of the speaker has been modified,
                 while maintaining a seamless audio-visual flow (i.e. no
                 jump cuts). Our method automatically annotates an input
                 talking-head video with phonemes, visemes, 3D face pose
                 and geometry, reflectance, expression and scene
                 illumination per frame. To edit a video, the user has
                 to only edit the transcript, and an optimization
                 strategy then chooses segments of the input corpus as
                 base material. The annotated parameters corresponding
                 to the selected segments are seamlessly stitched
                 together and used to produce an intermediate video
                 representation in which the lower half of the face is
                 rendered with a parametric face model. Finally, a
                 recurrent video generation network transforms this
                 representation to a photorealistic video that matches
                 the edited transcript. We demonstrate a large variety
                 of edits, such as the addition, removal, and alteration
                 of words, as well as convincing language translation
                 and full sentence synthesis.",
  acknowledgement = ack-nhfb,
  articleno =    "68",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2019:AEI,
  author =       "Theodore Kim and Fernando {De Goes} and Hayley Iben",
  title =        "Anisotropic elasticity for inversion-safety and
                 element rehabilitation",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "69:1--69:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323014",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an analysis of anisotropic hyperelasticity,
                 specifically transverse isotropy, that obtains
                 closed-form expressions for the eigendecompositions of
                 many common energies. We then use these to build fast
                 and concise Newton implementations. We leverage our
                 analysis in two separate applications. First, we show
                 that existing anisotropic energies are not
                 inversion-safe, and contain spurious stable states
                 under large deformation. We then propose a new
                 anisotropic strain invariant that enables the
                 formulation of a novel, robust, and inversion-safe
                 energy. The new energy fits completely within our
                 analysis, so closed-form expressions are obtained for
                 its eigensystem as well. Secondly, we use our analysis
                 to rehabilitate badly-conditioned finite elements.
                 Using this method, we can robustly simulate large
                 deformations even when a mesh contains degenerate,
                 zero-volume elements. We accomplish this by swapping
                 the badly-behaved isotropic direction with a
                 well-behaved anisotropic term. We validate our approach
                 on a variety of examples.",
  acknowledgement = ack-nhfb,
  articleno =    "69",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2019:DOT,
  author =       "Minchen Li and Ming Gao and Timothy Langlois and
                 Chenfanfu Jiang and Danny M. Kaufman",
  title =        "Decomposed optimization time integrator for large-step
                 elastodynamics",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "70:1--70:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322951",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Simulation methods are rapidly advancing the accuracy,
                 consistency and controllability of elastodynamic
                 modeling and animation. Critical to these advances, we
                 require efficient time step solvers that reliably solve
                 all implicit time integration problems for elastica.
                 While available time step solvers succeed admirably in
                 some regimes, they become impractically slow,
                 inaccurate, unstable, or even divergent in others ---
                 as we show here. Towards addressing these needs we
                 present the Decomposed Optimization Time Integrator
                 (DOT), a new domain-decomposed optimization method for
                 solving the per time step, nonlinear problems of
                 implicit numerical time integration. DOT is especially
                 suitable for large time step simulations of deformable
                 bodies with nonlinear materials and high-speed
                 dynamics. It is efficient, automated, and robust at
                 large, fixed-size time steps, thus ensuring stable,
                 continued progress of high-quality simulation output.
                 Across a broad range of extreme and mild deformation
                 dynamics, using frame-rate size time steps with widely
                 varying object shapes and mesh resolutions, we show
                 that DOT always converges to user-set tolerances,
                 generally well-exceeding and always close to the best
                 wall-clock times across all previous nonlinear time
                 step solvers, irrespective of the deformation
                 applied.",
  acknowledgement = ack-nhfb,
  articleno =    "70",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bansal:2019:AIL,
  author =       "Sumukh Bansal and Aditya Tatu",
  title =        "Affine interpolation in a lie group framework",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "71:1--71:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322997",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Affine transformations are of vital importance in many
                 tasks pertaining to motion design and animation.
                 Interpolation of affine transformations is non-trivial.
                 Typically, the given affine transformation is
                 decomposed into simpler components which are easier to
                 interpolate. This may lead to unintuitive results,
                 while in some cases, such solutions may not work. In
                 this work, we propose an interpolation framework which
                 is based on a Lie group representation of the affine
                 transformation. The Lie group representation decomposes
                 the given transformation into simpler and meaningful
                 components, on which computational tools like the
                 exponential and logarithm maps are available in closed
                 form. Interpolation exists for all affine
                 transformations while preserving a few characteristics
                 of the original transformation. A detailed analysis and
                 several experiments of the proposed framework are
                 included.",
  acknowledgement = ack-nhfb,
  articleno =    "71",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jiang:2019:SBR,
  author =       "Yifeng Jiang and Tom Van Wouwe and Friedl {De Groote}
                 and C. Karen Liu",
  title =        "Synthesis of biologically realistic human motion using
                 joint torque actuation",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "72:1--72:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322966",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Using joint actuators to drive the skeletal movements
                 is a common practice in character animation, but the
                 resultant torque patterns are often unnatural or
                 infeasible for real humans to achieve. On the other
                 hand, physiologically-based models explicitly simulate
                 muscles and tendons and thus produce more human-like
                 movements and torque patterns. This paper introduces a
                 technique to transform an optimal control problem
                 formulated in the muscle-actuation space to an
                 equivalent problem in the joint-actuation space, such
                 that the solutions to both problems have the same
                 optimal value. By solving the equivalent problem in the
                 joint-actuation space, we can generate human-like
                 motions comparable to those generated by musculotendon
                 models, while retaining the benefit of simple modeling
                 and fast computation offered by joint-actuation models.
                 Our method transforms constant bounds on muscle
                 activations to nonlinear, state-dependent torque limits
                 in the joint-actuation space. In addition, the
                 metabolic energy function on muscle activations is
                 transformed to a nonlinear function of joint torques,
                 joint configuration and joint velocity. Our technique
                 can also benefit policy optimization using deep
                 reinforcement learning approach, by providing a more
                 anatomically realistic action space for the agent to
                 explore during the learning process. We take the
                 advantage of the physiologically-based simulator,
                 OpenSim, to provide training data for learning the
                 torque limits and the metabolic energy function. Once
                 trained, the same torque limits and the energy function
                 can be applied to drastically different motor tasks
                 formulated as either trajectory optimization or policy
                 learning.",
  acknowledgement = ack-nhfb,
  articleno =    "72",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2019:SMA,
  author =       "Seunghwan Lee and Moonseok Park and Kyoungmin Lee and
                 Jehee Lee",
  title =        "Scalable muscle-actuated human simulation and
                 control",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "73:1--73:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322972",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Many anatomical factors, such as bone geometry and
                 muscle condition, interact to affect human movements.
                 This work aims to build a comprehensive musculoskeletal
                 model and its control system that reproduces realistic
                 human movements driven by muscle contraction dynamics.
                 The variations in the anatomic model generate a
                 spectrum of human movements ranging from typical to
                 highly stylistic movements. To do so, we discuss
                 scalable and reliable simulation of anatomical
                 features, robust control of under-actuated dynamical
                 systems based on deep reinforcement learning, and
                 modeling of pose-dependent joint limits. The key
                 technical contribution is a scalable, two-level
                 imitation learning algorithm that can deal with a
                 comprehensive full-body musculoskeletal model with 346
                 muscles. We demonstrate the predictive simulation of
                 dynamic motor skills under anatomical conditions
                 including bone deformity, muscle weakness, contracture,
                 and the use of a prosthesis. We also simulate various
                 pathological gaits and predictively visualize how
                 orthopedic surgeries improve post-operative gaits.",
  acknowledgement = ack-nhfb,
  articleno =    "73",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hong:2019:PBF,
  author =       "Seokpyo Hong and Daseong Han and Kyungmin Cho and
                 Joseph S. Shin and Junyong Noh",
  title =        "Physics-based full-body soccer motion control for
                 dribbling and shooting",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "74:1--74:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322963",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Playing with a soccer ball is not easy even for a real
                 human because of dynamic foot contacts with the moving
                 ball while chasing and controlling it. The problem of
                 online full-body soccer motion synthesis is challenging
                 and has not been fully solved yet. In this paper, we
                 present a novel motion control system that produces
                 physically-correct full-body soccer motions: dribbling
                 forward, dribbling to the side, and shooting, in
                 response to an online user motion prescription
                 specified by a motion type, a running speed, and a
                 turning angle. This system performs two tightly-coupled
                 tasks: data-driven motion prediction and physics-based
                 motion synthesis. Given example motion data, the former
                 synthesizes a reference motion in accordance with an
                 online user input and further refines the motion to
                 make the character kick the ball at a right time and
                 place. Provided with the reference motion, the latter
                 then adopts a Model Predictive Control (MPC) framework
                 to generate a physically-correct soccer motion, by
                 solving an optimal control problem that is formulated
                 based on dynamics for a full-body character and the
                 moving ball together with their interactions. Our
                 demonstration shows the effectiveness of the proposed
                 system that synthesizes convincing full-body soccer
                 motions in various scenarios such as adjusting the
                 desired running speed of the character, changing the
                 velocity and the mass of the ball, and maintaining
                 balance against external forces.",
  acknowledgement = ack-nhfb,
  articleno =    "74",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aberman:2019:LCA,
  author =       "Kfir Aberman and Rundi Wu and Dani Lischinski and
                 Baoquan Chen and Daniel Cohen-Or",
  title =        "Learning character-agnostic motion for motion
                 retargeting in {$2$D}",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "75:1--75:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322999",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Analyzing human motion is a challenging task with a
                 wide variety of applications in computer vision and in
                 graphics. One such application, of particular
                 importance in computer animation, is the retargeting of
                 motion from one performer to another. While humans move
                 in three dimensions, the vast majority of human motions
                 are captured using video, requiring 2D-to-3D pose and
                 camera recovery, before existing retargeting approaches
                 may be applied. In this paper, we present a new method
                 for retargeting video-captured motion between different
                 human performers, without the need to explicitly
                 reconstruct 3D poses and/or camera parameters. In order
                 to achieve our goal, we learn to extract, directly from
                 a video, a high-level latent motion representation,
                 which is invariant to the skeleton geometry and the
                 camera view. Our key idea is to train a deep neural
                 network to decompose temporal sequences of 2D poses
                 into three components: motion, skeleton, and camera
                 view-angle. Having extracted such a representation, we
                 are able to re-combine motion with novel skeletons and
                 camera views, and decode a retargeted temporal
                 sequence, which we compare to a ground truth from a
                 synthetic dataset. We demonstrate that our framework
                 can be used to robustly extract human motion from
                 videos, bypassing 3D reconstruction, and outperforming
                 existing retargeting methods, when applied to videos
                 in-the-wild. It also enables additional applications,
                 such as performance cloning, video-driven cartoons, and
                 motion retrieval.",
  acknowledgement = ack-nhfb,
  articleno =    "75",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2019:DVS,
  author =       "Zexiang Xu and Sai Bi and Kalyan Sunkavalli and Sunil
                 Hadap and Hao Su and Ravi Ramamoorthi",
  title =        "Deep view synthesis from sparse photometric images",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "76:1--76:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323007",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The goal of light transport acquisition is to take
                 images from a sparse set of lighting and viewing
                 directions, and combine them to enable arbitrary
                 relighting with changing view. While relighting from
                 sparse images has received significant attention, there
                 has been relatively less progress on view synthesis
                 from a sparse set of ``photometric'' images---images
                 captured under controlled conditions, lit by a single
                 directional source; we use a spherical gantry to
                 position the camera on a sphere surrounding the object.
                 In this paper, we synthesize novel viewpoints across a
                 wide range of viewing directions (covering a
                 60${}^\circ $ cone) from a sparse set of just six
                 viewing directions. While our approach relates to
                 previous view synthesis and image-based rendering
                 techniques, those methods are usually restricted to
                 much smaller baselines, and are captured under
                 environment illumination. At our baselines, input
                 images have few correspondences and large occlusions;
                 however we benefit from structured photometric images.
                 Our method is based on a deep convolutional network
                 trained to directly synthesize new views from the six
                 input views. This network combines 3D convolutions on a
                 plane sweep volume with a novel per-view per-depth
                 plane attention map prediction network to effectively
                 aggregate multi-view appearance. We train our network
                 with a large-scale synthetic dataset of 1000 scenes
                 with complex geometry and material properties. In
                 practice, it is able to synthesize novel viewpoints for
                 captured real data and reproduces complex appearance
                 effects like occlusions, view-dependent specularities
                 and hard shadows. Moreover, the method can also be
                 combined with previous relighting techniques to enable
                 changing both lighting and view, and applied to
                 computer vision problems like multiview stereo from
                 sparse image sets.",
  acknowledgement = ack-nhfb,
  articleno =    "76",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Meka:2019:DRF,
  author =       "Abhimitra Meka and Christian H{\"a}ne and Rohit Pandey
                 and Michael Zollh{\"o}fer and Sean Fanello and Graham
                 Fyffe and Adarsh Kowdle and Xueming Yu and Jay Busch
                 and Jason Dourgarian and Peter Denny and Sofien Bouaziz
                 and Peter Lincoln and Matt Whalen and Geoff Harvey and
                 Jonathan Taylor and Shahram Izadi and Andrea
                 Tagliasacchi and Paul Debevec and Christian Theobalt
                 and Julien Valentin and Christoph Rhemann",
  title =        "Deep reflectance fields: high-quality facial
                 reflectance field inference from color gradient
                 illumination",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "77:1--77:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323027",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a novel technique to relight images of
                 human faces by learning a model of facial reflectance
                 from a database of 4D reflectance field data of several
                 subjects in a variety of expressions and viewpoints.
                 Using our learned model, a face can be relit in
                 arbitrary illumination environments using only two
                 original images recorded under spherical color gradient
                 illumination. The output of our deep network indicates
                 that the color gradient images contain the information
                 needed to estimate the full 4D reflectance field,
                 including specular reflections and high frequency
                 details. While capturing spherical color gradient
                 illumination still requires a special lighting setup,
                 reduction to just two illumination conditions allows
                 the technique to be applied to dynamic facial
                 performance capture. We show side-by-side comparisons
                 which demonstrate that the proposed system outperforms
                 the state-of-the-art techniques in both realism and
                 speed.",
  acknowledgement = ack-nhfb,
  articleno =    "77",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Philip:2019:MVR,
  author =       "Julien Philip and Micha{\"e}l Gharbi and Tinghui Zhou
                 and Alexei A. Efros and George Drettakis",
  title =        "Multi-view relighting using a geometry-aware network",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "78:1--78:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323013",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose the first learning-based algorithm that can
                 relight images in a plausible and controllable manner
                 given multiple views of an outdoor scene. In
                 particular, we introduce a geometry-aware neural
                 network that utilizes multiple geometry cues (normal
                 maps, specular direction, etc.) and source and target
                 shadow masks computed from a noisy proxy geometry
                 obtained by multi-view stereo. Our model is a
                 three-stage pipeline: two subnetworks refine the source
                 and target shadow masks, and a third performs the final
                 relighting. Furthermore, we introduce a novel
                 representation for the shadow masks, which we call RGB
                 shadow images. They reproject the colors from all views
                 into the shadowed pixels and enable our network to cope
                 with inacuraccies in the proxy and the non-locality of
                 the shadow casting interactions. Acquiring large-scale
                 multi-view relighting datasets for real scenes is
                 challenging, so we train our network on photorealistic
                 synthetic data. At train time, we also compute a noisy
                 stereo-based geometric proxy, this time from the
                 synthetic renderings. This allows us to bridge the gap
                 between the real and synthetic domains. Our model
                 generalizes well to real scenes. It can alter the
                 illumination of drone footage, image-based renderings,
                 textured mesh reconstructions, and even internet photo
                 collections.",
  acknowledgement = ack-nhfb,
  articleno =    "78",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sun:2019:SIP,
  author =       "Tiancheng Sun and Jonathan T. Barron and Yun-Ta Tsai
                 and Zexiang Xu and Xueming Yu and Graham Fyffe and
                 Christoph Rhemann and Jay Busch and Paul Debevec and
                 Ravi Ramamoorthi",
  title =        "Single image portrait relighting",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "79:1--79:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323008",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Lighting plays a central role in conveying the essence
                 and depth of the subject in a portrait photograph.
                 Professional photographers will carefully control the
                 lighting in their studio to manipulate the appearance
                 of their subject, while consumer photographers are
                 usually constrained to the illumination of their
                 environment. Though prior works have explored
                 techniques for relighting an image, their utility is
                 usually limited due to requirements of specialized
                 hardware, multiple images of the subject under
                 controlled or known illuminations, or accurate models
                 of geometry and reflectance. To this end, we present a
                 system for portrait relighting: a neural network that
                 takes as input a single RGB image of a portrait taken
                 with a standard cellphone camera in an unconstrained
                 environment, and from that image produces a relit image
                 of that subject as though it were illuminated according
                 to any provided environment map. Our method is trained
                 on a small database of 18 individuals captured under
                 different directional light sources in a controlled
                 light stage setup consisting of a densely sampled
                 sphere of lights. Our proposed technique produces
                 quantitatively superior results on our dataset's
                 validation set compared to prior works, and produces
                 convincing qualitative relighting results on a dataset
                 of hundreds of real-world cellphone portraits. Because
                 our technique can produce a 640 $ \times $ 640 image in
                 only 160 milliseconds, it may enable interactive
                 user-facing photographic applications in the future.",
  acknowledgement = ack-nhfb,
  articleno =    "79",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Araujo:2019:SSS,
  author =       "Chrystiano Ara{\'u}jo and Daniela Cabiddu and Marco
                 Attene and Marco Livesu and Nicholas Vining and Alla
                 Sheffer",
  title =        "{Surface2Volume}: surface segmentation conforming
                 assemblable volumetric partition",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "80:1--80:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323004",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Users frequently seek to fabricate objects whose outer
                 surfaces consist of regions with different surface
                 attributes, such as color or material. Manufacturing
                 such objects in a single piece is often challenging or
                 even impossible. The alternative is to partition them
                 into single-attribute volumetric parts that can be
                 fabricated separately and then assembled to form the
                 target object. Facilitating this approach requires
                 partitioning the input model into parts that conform to
                 the surface segmentation and that can be moved apart
                 with no collisions. We propose Surface2Volume, a
                 partition algorithm capable of producing such
                 assemblable parts, each of which is affiliated with a
                 single attribute, the outer surface of whose assembly
                 conforms to the input surface geometry and
                 segmentation. In computing the partition we strictly
                 enforce conformity with surface segmentation and
                 assemblability, and optimize for ease of fabrication by
                 minimizing part count, promoting part simplicity, and
                 simplifying assembly sequencing. We note that computing
                 the desired partition requires solving for three types
                 of variables: per-part assembly trajectories, partition
                 topology, i.e. the connectivity of the interface
                 surfaces separating the different parts, and the
                 geometry, or location, of these interfaces. We
                 efficiently produce the desired partitions by
                 addressing one type of variables at a time: first
                 computing the assembly trajectories, then determining
                 interface topology, and finally computing interface
                 locations that allow parts assemblability. We
                 algorithmically identify inputs that necessitate
                 sequential assembly, and partition these inputs
                 gradually by computing and disassembling a subset of
                 assemblable parts at a time. We demonstrate our
                 method's robustness and versatility by employing it to
                 partition a range of models with complex surface
                 segmentations into assemblable parts. We further
                 validate our framework via output fabrication and
                 comparisons to alternative partition techniques.",
  acknowledgement = ack-nhfb,
  articleno =    "80",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Etienne:2019:CSC,
  author =       "Jimmy Etienne and Nicolas Ray and Daniele Panozzo and
                 Samuel Hornus and Charlie C. L. Wang and Jon{\`a}s
                 Mart{\'\i}nez and Sara McMains and Marc Alexa and Brian
                 Wyvill and Sylvain Lefebvre",
  title =        "{CurviSlicer}: slightly curved slicing for $3$-axis
                 printers",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "81:1--81:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323022",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Most additive manufacturing processes fabricate
                 objects by stacking planar layers of solidified
                 material. As a result, produced parts exhibit a
                 so-called staircase effect, which results from sampling
                 slanted surfaces with parallel planes. Using thinner
                 slices reduces this effect, but it always remains
                 visible where layers almost align with the input
                 surfaces. In this research we exploit the ability of
                 some additive manufacturing processes to deposit
                 material slightly out of plane to dramatically reduce
                 these artifacts. We focus in particular on the
                 widespread Fused Filament Fabrication (FFF) technology,
                 since most printers in this category can deposit along
                 slightly curved paths, under deposition slope and
                 thickness constraints. Our algorithm curves the layers,
                 making them either follow the natural slope of the
                 input surface or on the contrary, make them intersect
                 the surfaces at a steeper angle thereby improving the
                 sampling quality. Rather than directly computing curved
                 layers, our algorithm optimizes for a deformation of
                 the model which is then sliced with a standard planar
                 approach. We demonstrate that this approach enables us
                 to encode all fabrication constraints, including the
                 guarantee of generating collision-free toolpaths, in a
                 convex optimization that can be solved using a QP
                 solver. We produce a variety of models and compare
                 print quality between curved deposition and planar
                 slicing.",
  acknowledgement = ack-nhfb,
  articleno =    "81",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Martinez:2019:SSM,
  author =       "Jon{\`a}s Mart{\'\i}nez and M{\'e}lina Skouras and
                 Christian Schumacher and Samuel Hornus and Sylvain
                 Lefebvre and Bernhard Thomaszewski",
  title =        "Star-shaped metrics for mechanical metamaterial
                 design",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "82:1--82:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322989",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a method for designing mechanical
                 metamaterials based on the novel concept of Voronoi
                 diagrams induced by star-shaped metrics. As one of its
                 central advantages, our approach supports interpolation
                 between arbitrary metrics. This capability opens up a
                 rich space of structures with interesting aesthetics
                 and a wide range of mechanical properties, including
                 isotropic, tetragonal, orthotropic, as well as smoothly
                 graded materials. We evaluate our method by creating
                 large sets of example structures, provided as
                 accompanying material. We validate the mechanical
                 properties predicted by simulation through tensile
                 tests on a set of physical prototypes.",
  acknowledgement = ack-nhfb,
  articleno =    "82",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Panetta:2019:XSN,
  author =       "J. Panetta and M. Konakovi{\'c}-Lukovi{\'c} and F.
                 Isvoranu and E. Bouleau and M. Pauly",
  title =        "{X-Shells}: a new class of deployable beam
                 structures",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "83:1--83:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323040",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present X-shells, a new class of deployable
                 structures formed by an ensemble of elastically
                 deforming beams coupled through rotational joints. An
                 X-shell can be assembled conveniently in a flat
                 configuration from standard elastic beam elements and
                 then deployed through force actuation into the desired
                 3D target state. During deployment, the coupling
                 imposed by the joints will force the beams to twist and
                 buckle out of plane to maintain a state of static
                 equilibrium. This complex interaction of discrete
                 joints and continuously deforming beams allows
                 interesting 3D forms to emerge. Simulating X-shells is
                 challenging, however, due to unstable equilibria at the
                 onset of beam buckling. We propose an
                 optimization-based simulation framework building on a
                 discrete rod model that robustly handles such difficult
                 scenarios by analyzing and appropriately modifying the
                 elastic energy Hessian. This real-time simulation
                 method forms the basis of a computational design tool
                 for X-shells that enables interactive design space
                 exploration by varying and optimizing design parameters
                 to achieve a specific design intent. We jointly
                 optimize the assembly state and the deployed
                 configuration to ensure the geometric and structural
                 integrity of the deployable X-shell. Once a design is
                 finalized, we also optimize for a sparse distribution
                 of actuation forces to efficiently deploy it from its
                 flat assembly state to its 3D target state. We
                 demonstrate the effectiveness of our design approach
                 with a number of design studies that highlight the
                 richness of the X-shell design space, enabling new
                 forms not possible with existing approaches. We
                 validate our computational model with several physical
                 prototypes that show excellent agreement with the
                 optimized digital models.",
  acknowledgement = ack-nhfb,
  articleno =    "83",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dong:2019:MRC,
  author =       "Siyan Dong and Kai Xu and Qiang Zhou and Andrea
                 Tagliasacchi and Shiqing Xin and Matthias Nie{\ss}ner
                 and Baoquan Chen",
  title =        "Multi-robot collaborative dense scene reconstruction",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "84:1--84:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322942",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an autonomous scanning approach which
                 allows multiple robots to perform collaborative
                 scanning for dense 3D reconstruction of unknown indoor
                 scenes. Our method plans scanning paths for several
                 robots, allowing them to efficiently coordinate with
                 each other such that the collective scanning coverage
                 and reconstruction quality is maximized while the
                 overall scanning effort is minimized. To this end, we
                 define the problem as a dynamic task assignment and
                 introduce a novel formulation based on Optimal Mass
                 Transport (OMT). Given the currently scanned scene, a
                 set of task views are extracted to cover scene regions
                 which are either unknown or uncertain. These task views
                 are assigned to the robots based on the OMT
                 optimization. We then compute for each robot a smooth
                 path over its assigned tasks by solving an approximate
                 traveling salesman problem. In order to showcase our
                 algorithm, we implement a multi-robot auto-scanning
                 system. Since our method is computationally efficient,
                 we can easily run it in real time on commodity
                 hardware, and combine it with online RGB-D
                 reconstruction approaches. In our results, we show
                 several real-world examples of large indoor
                 environments; in addition, we build a benchmark with a
                 series of carefully designed metrics for quantitatively
                 evaluating multi-robot autoscanning. Overall, we are
                 able to demonstrate high-quality scanning results with
                 respect to reconstruction quality and scanning
                 efficiency, which significantly outperforms existing
                 multi-robot exploration systems.",
  acknowledgement = ack-nhfb,
  articleno =    "84",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rusinkiewicz:2019:SOF,
  author =       "Szymon Rusinkiewicz",
  title =        "A symmetric objective function for {ICP}",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "85:1--85:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323037",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The Iterative Closest Point (ICP) algorithm, commonly
                 used for alignment of 3D models, has previously been
                 defined using either a point-to-point or point-to-plane
                 objective. Alternatively, researchers have proposed
                 computationally-expensive methods that directly
                 minimize the distance function between surfaces. We
                 introduce a new symmetrized objective function that
                 achieves the simplicity and computational efficiency of
                 point-to-plane optimization, while yielding improved
                 convergence speed and a wider convergence basin. In
                 addition, we present a linearization of the objective
                 that is exact in the case of exact correspondences. We
                 experimentally demonstrate the improved speed and
                 convergence basin of the symmetric objective, on both
                 smooth models and challenging cases involving noise and
                 partial overlap.",
  acknowledgement = ack-nhfb,
  articleno =    "85",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zang:2019:WPT,
  author =       "Guangming Zang and Ramzi Idoughi and Ran Tao and
                 Gilles Lubineau and Peter Wonka and Wolfgang Heidrich",
  title =        "Warp-and-project tomography for rapidly deforming
                 objects",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "86:1--86:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322965",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Computed tomography has emerged as the method of
                 choice for scanning complex shapes as well as interior
                 structures of stationary objects. Recent progress has
                 also allowed the use of CT for analyzing deforming
                 objects and dynamic phenomena, although the
                 deformations have been constrained to be either slow or
                 periodic motions. In this work we improve the
                 tomographic reconstruction of time-varying geometries
                 undergoing faster, non-periodic deformations. Our
                 method uses a warp-and-project approach that allows us
                 to introduce an essentially continuous time axis where
                 consistency of the reconstructed shape with the
                 projection images is enforced for the specific time and
                 deformation state at which the image was captured. The
                 method uses an efficient, time-adaptive solver that
                 yields both the moving geometry as well as the
                 deformation field. We validate our method with
                 extensive experiments using both synthetic and real
                 data from a range of different application scenarios.",
  acknowledgement = ack-nhfb,
  articleno =    "86",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Corman:2019:SMF,
  author =       "Etienne Corman and Keenan Crane",
  title =        "Symmetric moving frames",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "87:1--87:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323029",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A basic challenge in field-guided hexahedral meshing
                 is to find a spatially-varying frame that is adapted to
                 the domain geometry and is continuous up to symmetries
                 of the cube. We introduce a fundamentally new
                 representation of such 3D cross fields based on
                 Cartan's method of moving frames. Our key observation
                 is that cross fields and ordinary frame fields are
                 locally characterized by identical conditions on their
                 Darboux derivative. Hence, by using derivatives as the
                 principal representation (and only later recovering the
                 field itself), one avoids the need to explicitly
                 account for symmetry during optimization. At the
                 discrete level, derivatives are encoded by
                 skew-symmetric matrices associated with the edges of a
                 tetrahedral mesh; these matrices encode arbitrarily
                 large rotations along each edge, and can robustly
                 capture singular behavior even on coarse meshes. We
                 apply this representation to compute 3D cross fields
                 that are as smooth as possible everywhere but on a
                 prescribed network of singular curves---since these
                 fields are adapted to curve tangents, they can be
                 directly used as input for field-guided mesh generation
                 algorithms. Optimization amounts to an easy nonlinear
                 least squares problem that behaves like a convex
                 program in the sense that it always appears to produce
                 the same result, independent of initialization. We
                 study the numerical behavior of this procedure, and
                 perform some preliminary experiments with mesh
                 generation.",
  acknowledgement = ack-nhfb,
  articleno =    "87",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Solomon:2019:OTB,
  author =       "Justin Solomon and Amir Vaxman",
  title =        "Optimal transport-based polar interpolation of
                 directional fields",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "88:1--88:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323005",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose an algorithm that interpolates between
                 vector and frame fields on triangulated surfaces,
                 designed to complement field design methods in geometry
                 processing and simulation. Our algorithm is based on a
                 polar construction, leveraging a conservation law from
                 the Hopf-Poincar{\'e} theorem to match singular points
                 using ideas from optimal transport; the remaining
                 detail of the field is interpolated using
                 straightforward machinery. Our model is designed with
                 topology in mind, sliding singular points along the
                 surface rather than having them appear and disappear,
                 and it caters to all surface topologies, including
                 boundary and generator loops.",
  acknowledgement = ack-nhfb,
  articleno =    "88",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bonneel:2019:SSP,
  author =       "Nicolas Bonneel and David Coeurjolly",
  title =        "{SPOT}: sliced partial optimal transport",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "89:1--89:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323021",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Optimal transport research has surged in the last
                 decade with wide applications in computer graphics. In
                 most cases, however, it has focused on the special case
                 of the so-called ``balanced'' optimal transport
                 problem, that is, the problem of optimally matching
                 positive measures of equal total mass. While this
                 approach is suitable for handling probability
                 distributions as their total mass is always equal to
                 one, it precludes other applications manipulating
                 disparate measures. Our paper proposes a fast approach
                 to the optimal transport of constant distributions
                 supported on point sets of different cardinality via
                 one-dimensional slices. This leads to one-dimensional
                 partial assignment problems akin to alignment problems
                 encountered in genomics or text comparison. Contrary to
                 one-dimensional balanced optimal transport that leads
                 to a trivial linear-time algorithm, such partial
                 optimal transport, even in 1-d, has not seen any
                 closed-form solution nor very efficient algorithms to
                 date. We provide the first efficient 1-d partial
                 optimal transport solver. Along with a quasilinear time
                 problem decomposition algorithm, it solves 1-d
                 assignment problems consisting of up to millions of
                 Dirac distributions within fractions of a second in
                 parallel. We handle higher dimensional problems via a
                 slicing approach, and further extend the popular
                 iterative closest point algorithm using optimal
                 transport --- an algorithm we call Fast Iterative
                 Sliced Transport. We illustrate our method on computer
                 graphics applications such a color transfer and point
                 cloud registration.",
  acknowledgement = ack-nhfb,
  articleno =    "89",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hanocka:2019:MNE,
  author =       "Rana Hanocka and Amir Hertz and Noa Fish and Raja
                 Giryes and Shachar Fleishman and Daniel Cohen-Or",
  title =        "{MeshCNN}: a network with an edge",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "90:1--90:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322959",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Polygonal meshes provide an efficient representation
                 for 3D shapes. They explicitly capture both shape
                 surface and topology, and leverage non-uniformity to
                 represent large flat regions as well as sharp,
                 intricate features. This non-uniformity and
                 irregularity, however, inhibits mesh analysis efforts
                 using neural networks that combine convolution and
                 pooling operations. In this paper, we utilize the
                 unique properties of the mesh for a direct analysis of
                 3D shapes using MeshCNN, a convolutional neural network
                 designed specifically for triangular meshes. Analogous
                 to classic CNNs, MeshCNN combines specialized
                 convolution and pooling layers that operate on the mesh
                 edges, by leveraging their intrinsic geodesic
                 connections. Convolutions are applied on edges and the
                 four edges of their incident triangles, and pooling is
                 applied via an edge collapse operation that retains
                 surface topology, thereby, generating new mesh
                 connectivity for the subsequent convolutions. MeshCNN
                 learns which edges to collapse, thus forming a
                 task-driven process where the network exposes and
                 expands the important features while discarding the
                 redundant ones. We demonstrate the effectiveness of
                 MeshCNN on various learning tasks applied to 3D
                 meshes.",
  acknowledgement = ack-nhfb,
  articleno =    "90",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2019:SSA,
  author =       "Zhijie Wu and Xiang Wang and Di Lin and Dani
                 Lischinski and Daniel Cohen-Or and Hui Huang",
  title =        "{SAGNet}: structure-aware generative network for
                 {$3$D}-shape modeling",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "91:1--91:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322956",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present SAGNet, a structure-aware generative model
                 for 3D shapes. Given a set of segmented objects of a
                 certain class, the geometry of their parts and the
                 pairwise relationships between them (the structure) are
                 jointly learned and embedded in a latent space by an
                 autoencoder. The encoder intertwines the geometry and
                 structure features into a single latent code, while the
                 decoder disentangles the features and reconstructs the
                 geometry and structure of the 3D model. Our autoencoder
                 consists of two branches, one for the structure and one
                 for the geometry. The key idea is that during the
                 analysis, the two branches exchange information between
                 them, thereby learning the dependencies between
                 structure and geometry and encoding two augmented
                 features, which are then fused into a single latent
                 code. This explicit intertwining of information enables
                 separately controlling the geometry and the structure
                 of the generated models. We evaluate the performance of
                 our method and conduct an ablation study. We explicitly
                 show that encoding of shapes accounts for both
                 similarities in structure and geometry. A variety of
                 quality results generated by SAGNet are presented.",
  acknowledgement = ack-nhfb,
  articleno =    "91",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Monszpart:2019:IIG,
  author =       "Aron Monszpart and Paul Guerrero and Duygu Ceylan and
                 Ersin Yumer and Niloy J. Mitra",
  title =        "{iMapper}: interaction-guided scene mapping from
                 monocular videos",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "92:1--92:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322961",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Next generation smart and augmented reality systems
                 demand a computational understanding of monocular
                 footage that captures humans in physical spaces to
                 reveal plausible object arrangements and human-object
                 interactions. Despite recent advances, both in scene
                 layout and human motion analysis, the above setting
                 remains challenging to analyze due to regular
                 occlusions that occur between objects and human
                 motions. We observe that the interaction between object
                 arrangements and human actions is often strongly
                 correlated, and hence can be used to help recover from
                 these occlusions. We present iMapper, a data-driven
                 method to identify such human-object interactions and
                 utilize them to infer layouts of occluded objects.
                 Starting from a monocular video with detected 2D human
                 joint positions that are potentially noisy and
                 occluded, we first introduce the notion of
                 interaction-saliency as space-time snapshots where
                 informative human-object interactions happen. Then, we
                 propose a global optimization to retrieve and fit
                 interactions from a database to the detected salient
                 interactions in order to best explain the input video.
                 We extensively evaluate the approach, both
                 quantitatively against manually annotated ground truth
                 and through a user study, and demonstrate that iMapper
                 produces plausible scene layouts for scenes with medium
                 to heavy occlusion. Code and data are available on the
                 project page.",
  acknowledgement = ack-nhfb,
  articleno =    "92",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2019:ALS,
  author =       "Libo Huang and Torsten H{\"a}drich and Dominik L.
                 Michels",
  title =        "On the accurate large-scale simulation of
                 ferrofluids",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "93:1--93:15",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322973",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/bibnet/subjects/fastmultipole.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an approach to the accurate and efficient
                 large-scale simulation of the complex dynamics of
                 ferrofluids based on physical principles. Ferrofluids
                 are liquids containing magnetic particles that react to
                 an external magnetic field without solidifying. In this
                 contribution, we employ smooth magnets to simulate
                 ferrofluids in contrast to previous methods based on
                 the finite element method or point magnets. We solve
                 the magnetization using the analytical solution of the
                 smooth magnets' field, and derive the bounded magnetic
                 force formulas addressing particle penetration. We
                 integrate the magnetic field and force evaluations into
                 the fast multipole method allowing for efficient
                 large-scale simulations of ferrofluids. The presented
                 simulations are well reproducible since our approach
                 can be easily incorporated into a framework
                 implementing a Fast Multipole Method and a Smoothed
                 Particle Hydrodynamics fluid solver with surface
                 tension. We provide a detailed analysis of our approach
                 and validate our results against real wet lab
                 experiments. This work can potentially open the door
                 for a deeper understanding of ferrofluids and for the
                 identification of new areas of applications of these
                 materials.",
  acknowledgement = ack-nhfb,
  articleno =    "93",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Goldade:2019:AVF,
  author =       "Ryan Goldade and Yipeng Wang and Mridul Aanjaneya and
                 Christopher Batty",
  title =        "An adaptive variational finite difference framework
                 for efficient symmetric octree viscosity",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "94:1--94:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322939",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "While pressure forces are often the bottleneck in
                 (near-)inviscid fluid simulations, viscosity can impose
                 orders of magnitude greater computational costs at
                 lower Reynolds numbers. We propose an implicit octree
                 finite difference discretization that significantly
                 accelerates the solution of the free surface viscosity
                 equations using adaptive staggered grids, while
                 supporting viscous buckling and rotation effects,
                 variable viscosity, and interaction with scripted
                 moving solids. In experimental comparisons against
                 regular grids, our method reduced the number of active
                 velocity degrees of freedom by as much as a factor of
                 7.7 and reduced linear system solution times by factors
                 between 3.8 and 9.4. We achieve this by developing a
                 novel adaptive variational finite difference
                 methodology for octrees and applying it to the
                 optimization form of the viscosity problem. This yields
                 a linear system that is symmetric positive definite by
                 construction, unlike naive finite difference/volume
                 methods, and much sparser than a hypothetical finite
                 element alternative. Grid refinement studies show
                 spatial convergence at first order in L$_{ \infty }$
                 and second order in L$_1$, while the significantly
                 smaller size of the octree linear systems allows for
                 the solution of viscous forces at higher effective
                 resolutions than with regular grids. We demonstrate the
                 practical benefits of our adaptive scheme by replacing
                 the regular grid viscosity step of a commercial liquid
                 simulator (Houdini) to yield large speed-ups, and by
                 incorporating it into an existing inviscid octree
                 simulator to add support for viscous flows. Animations
                 of viscous liquids pouring, bending, stirring,
                 buckling, and melting illustrate that our octree method
                 offers significant computational gains and excellent
                 visual consistency with its regular grid counterpart.",
  acknowledgement = ack-nhfb,
  articleno =    "94",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nagasawa:2019:MSV,
  author =       "Kentaro Nagasawa and Takayuki Suzuki and Ryohei Seto
                 and Masato Okada and Yonghao Yue",
  title =        "Mixing sauces: a viscosity blending model for shear
                 thinning fluids",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "95:1--95:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322947",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "The materials around us usually exist as mixtures of
                 constituents, each constituent with possibly a
                 different elasto-viscoplastic property. How can we
                 describe the material property of such a mixture is the
                 core question of this paper. We propose a nonlinear
                 blending model that can capture intriguing flowing
                 behaviors that can differ from that of the individual
                 constituents (Fig. 1). We used a laboratory device,
                 rheometer, to measure the flowing properties of various
                 fluid-like foods, and found that an elastic
                 Herschel--Bulkley model has nice agreements with the
                 measured data even for the mixtures of these foods. We
                 then constructed a blending model such that it
                 qualitatively agrees with the measurements and is
                 closed in the parameter space of the elastic
                 Herschel--Bulkley model. We provide validations through
                 comparisons between the measured and estimated
                 properties using our model, and comparisons between
                 simulated examples and captured footages. We show the
                 utility of our model for producing interesting
                 behaviors of various mixtures.",
  acknowledgement = ack-nhfb,
  articleno =    "95",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rosales:2019:SVR,
  author =       "Enrique Rosales and Jafet Rodriguez and Alla Sheffer",
  title =        "{SurfaceBrush}: from virtual reality drawings to
                 manifold surfaces",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "96:1--96:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322970",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Popular Virtual Reality (VR) tools allow users to draw
                 varying-width, ribbonlike 3D brush strokes by moving a
                 hand-held controller in 3D space. Artists frequently
                 use dense collections of such strokes to draw virtual
                 3D shapes. We propose SurfaceBrush, a surfacing method
                 that converts such VR drawings into user-intended
                 manifold free-form 3D surfaces, providing a novel
                 approach for modeling 3D shapes. The inputs to our
                 method consist of dense collections of artist-drawn
                 stroke ribbons described by the positions and normals
                 of their central polylines, and ribbon widths. These
                 inputs are highly distinct from those handled by
                 existing surfacing frameworks and exhibit different
                 sparsity and error patterns, necessitating a novel
                 surfacing approach. We surface the input stroke
                 drawings by identifying and leveraging local coherence
                 between nearby artist strokes. In particular, we
                 observe that strokes intended to be adjacent on the
                 artist imagined surface often have similar tangent
                 directions along their respective polylines. We
                 leverage this local stroke direction consistency by
                 casting the computation of the user-intended manifold
                 surface as a constrained matching problem on stroke
                 polyline vertices and edges. We first detect and
                 smoothly connect adjacent similarly-directed sequences
                 of stroke edges producing one or more manifold partial
                 surfaces. We then complete the surfacing process by
                 identifying and connecting adjacent similarly directed
                 edges along the borders of these partial surfaces. We
                 confirm the usability of the SurfaceBrush interface and
                 the validity of our drawing analysis via an
                 observational study. We validate our stroke surfacing
                 algorithm by demonstrating an array of manifold
                 surfaces computed by our framework starting from a
                 range of inputs of varying complexity, and by comparing
                 our outputs to reconstructions computed using
                 alternative means.",
  acknowledgement = ack-nhfb,
  articleno =    "96",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Friston:2019:PRH,
  author =       "Sebastian Friston and Tobias Ritschel and Anthony
                 Steed",
  title =        "Perceptual rasterization for head-mounted display
                 image synthesis",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "97:1--97:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323033",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We suggest a rasterization pipeline tailored towards
                 the needs of HMDs, where latency and field-of-view
                 requirements pose new challenges beyond those of
                 traditional desktop displays. Instead of image warping
                 for low latency, or using multiple passes for
                 foveation, we show how both can be produced directly in
                 a single perceptual rasterization pass. We do this with
                 per-fragment ray-casting. This is enabled by
                 derivations of tight space-time-fovea pixel bounds,
                 introducing just enough flexibility for the requisite
                 geometric tests, but retaining most of the simplicity
                 and efficiency of the traditional rasterizaton
                 pipeline. To produce foveated images, we rasterize to
                 an image with spatially varying pixel density. To
                 compensate for latency, we extend the image formation
                 model to directly produce ``rolling'' images where the
                 time at each pixel depends on its display location. Our
                 approach overcomes limitations of warping with respect
                 to disocclusions, object motion and view-dependent
                 shading, as well as geometric aliasing artifacts in
                 other foveated rendering techniques. A set of
                 perceptual user studies demonstrates the efficacy of
                 our approach.",
  acknowledgement = ack-nhfb,
  articleno =    "97",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tursun:2019:LCA,
  author =       "Okan Tarhan Tursun and Elena Arabadzhiyska-Koleva and
                 Marek Wernikowski and Rados{\l}aw Mantiuk and
                 Hans-Peter Seidel and Karol Myszkowski and Piotr
                 Didyk",
  title =        "Luminance-contrast-aware foveated rendering",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "98:1--98:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322985",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Current rendering techniques struggle to fulfill
                 quality and power efficiency requirements imposed by
                 new display devices such as virtual reality headsets. A
                 promising solution to overcome these problems is
                 foveated rendering, which exploits gaze information to
                 reduce rendering quality for the peripheral vision
                 where the requirements of the human visual system are
                 significantly lower. Most of the current solutions
                 model the sensitivity as a function of eccentricity,
                 neglecting the fact that it also is strongly influenced
                 by the displayed content. In this work, we propose a
                 new luminance-contrast-aware foveated rendering
                 technique which demonstrates that the computational
                 savings of foveated rendering can be significantly
                 improved if local luminance contrast of the image is
                 analyzed. To this end, we first study the resolution
                 requirements at different eccentricities as a function
                 of luminance patterns. We later use this information to
                 derive a low-cost predictor of the foveated rendering
                 parameters. Its main feature is the ability to predict
                 the parameters using only a low-resolution version of
                 the current frame, even though the prediction holds for
                 high-resolution rendering. This property is essential
                 for the estimation of required quality before the
                 full-resolution image is rendered. We demonstrate that
                 our predictor can efficiently drive the foveated
                 rendering technique and analyze its benefits in a
                 series of user experiments.",
  acknowledgement = ack-nhfb,
  articleno =    "98",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2019:FAD,
  author =       "Jonghyun Kim and Youngmo Jeong and Michael Stengel and
                 Kaan Aksit and Rachel Albert and Ben Boudaoud and Trey
                 Greer and Joohwan Kim and Ward Lopes and Zander
                 Majercik and Peter Shirley and Josef Spjut and Morgan
                 McGuire and David Luebke",
  title =        "Foveated {AR}: dynamically-foveated augmented reality
                 display",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "99:1--99:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322987",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a near-eye augmented reality display with
                 resolution and focal depth dynamically driven by gaze
                 tracking. The display combines a traveling microdisplay
                 relayed off a concave half-mirror magnifier for the
                 high-resolution foveal region, with a wide
                 field-of-view peripheral display using a
                 projector-based Maxwellian-view display whose nodal
                 point is translated to follow the viewer's pupil during
                 eye movements using a traveling holographic optical
                 element. The same optics relay an image of the eye to
                 an infrared camera used for gaze tracking, which in
                 turn drives the foveal display location and peripheral
                 nodal point. Our display supports accommodation cues by
                 varying the focal depth of the microdisplay in the
                 foveal region, and by rendering simulated defocus on
                 the ``always in focus'' scanning laser projector used
                 for peripheral display. The resulting family of
                 displays significantly improves on the field-of-view,
                 resolution, and form-factor tradeoff present in
                 previous augmented reality designs. We show prototypes
                 supporting 30, 40 and 60 cpd foveal resolution at a net
                 85${}^\circ $ $ \times $ 78${}^\circ $ field of view
                 per eye.",
  acknowledgement = ack-nhfb,
  articleno =    "99",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xiao:2019:VMM,
  author =       "Chang Xiao and Karl Bayer and Changxi Zheng and Shree
                 K. Nayar",
  title =        "{Vidgets}: modular mechanical widgets for mobile
                 devices",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "100:1--100:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322943",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present Vidgets, a family of mechanical widgets,
                 specifically push buttons and rotary knobs that augment
                 mobile devices with tangible user interfaces. When
                 these widgets are attached to a mobile device and a
                 user interacts with them, the widgets' nonlinear
                 mechanical response shifts the device slightly and
                 quickly, and this subtle motion can be detected by the
                 accelerometer commonly equipped on mobile devices. We
                 propose a physics-based model to understand the
                 nonlinear mechanical response of widgets. This
                 understanding enables us to design tactile force
                 profiles of these widgets so that the resulting
                 accelerometer signals become easy to recognize. We then
                 develop a lightweight signal processing algorithm that
                 analyzes the accelerometer signals and recognizes how
                 the user interacts with the widgets in real time.
                 Vidgets widgets are low-cost, compact, reconfigurable,
                 and power efficient. They can form a diverse set of
                 physical interfaces that enrich users' interactions
                 with mobile devices in various practical scenarios. We
                 demonstrate their use in three applications: photo
                 capture with single-handed zoom, control of mobile
                 games, and making a playable mobile music instrument.",
  acknowledgement = ack-nhfb,
  articleno =    "100",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ciccone:2019:TSO,
  author =       "Lo{\"\i}c Ciccone and Cengiz {\"O}ztireli and Robert
                 W. Sumner",
  title =        "Tangent-space optimization for interactive animation
                 control",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "101:1--101:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322938",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Character animation tools are based on a keyframing
                 metaphor where artists pose characters at selected
                 keyframes and the software automatically interpolates
                 the frames inbetween. Although the quality of the
                 interpolation is critical for achieving a fluid and
                 engaging animation, the tools available to adjust the
                 result of the automatic inbetweening are rudimentary
                 and typically require manual editing of spline
                 parameters. As a result, artists spend a tremendous
                 amount of time posing and setting more keyframes. In
                 this pose-centric workflow, animators use combinations
                 of forward and inverse kinematics. While forward
                 kinematics leads to intuitive interpolations, it does
                 not naturally support positional constraints such as
                 fixed contact points. Inverse kinematics can be used to
                 fix certain points in space at keyframes, but can lead
                 to inferior interpolations, is slow to compute, and
                 does not allow for positional contraints at
                 non-keyframe frames. In this paper, we address these
                 problems by formulating the control of interpolations
                 with positional constraints over time as a space-time
                 optimization problem in the tangent space of the
                 animation curves driving the controls. Our method has
                 the key properties that it (1) allows the manipulation
                 of positions and orientations over time, extending
                 inverse kinematics, (2) does not add new keyframes that
                 might conflict with an artist's preferred keyframe
                 style, and (3) works in the space of artist editable
                 animation curves and hence integrates seamlessly with
                 current pipelines. We demonstrate the utility of the
                 technique in practice via various examples and use
                 cases.",
  acknowledgement = ack-nhfb,
  articleno =    "101",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hoshyari:2019:VMM,
  author =       "Shayan Hoshyari and Hongyi Xu and Espen Knoop and
                 Stelian Coros and Moritz B{\"a}cher",
  title =        "Vibration-minimizing motion retargeting for robotic
                 characters",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "102:1--102:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323034",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Creating animations for robotic characters is very
                 challenging due to the constraints imposed by their
                 physical nature. In particular, the combination of fast
                 motions and unavoidable structural deformations leads
                 to mechanical oscillations that negatively affect their
                 performances. Our goal is to automatically transfer
                 motions created using traditional animation software to
                 robotic characters while avoiding such artifacts. To
                 this end, we develop an optimization-based,
                 dynamics-aware motion retargeting system that adjusts
                 an input motion such that visually salient
                 low-frequency, large amplitude vibrations are
                 suppressed. The technical core of our animation system
                 consists of a differentiable dynamics simulator that
                 provides constraint-based two-way coupling between
                 rigid and flexible components. We demonstrate the
                 efficacy of our method through experiments performed on
                 a total of five robotic characters including a
                 child-sized animatronic figure that features highly
                 dynamic drumming and boxing motions.",
  acknowledgement = ack-nhfb,
  articleno =    "102",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zimmermann:2019:PRA,
  author =       "Simon Zimmermann and Roi Poranne and James M. Bern and
                 Stelian Coros",
  title =        "{PuppetMaster}: robotic animation of marionettes",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "103:1--103:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323003",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a computational framework for robotic
                 animation of real-world string puppets. Also known as
                 marionettes, these articulated figures are typically
                 brought to life by human puppeteers. The puppeteer
                 manipulates rigid handles that are attached to the
                 puppet from above via strings. The motions of the
                 marionette are therefore governed largely by gravity,
                 the pull forces exerted by the strings, and the
                 internal forces arising from mechanical articulation
                 constraints. This seemingly simple setup conceals a
                 very challenging and nuanced control problem, as
                 marionettes are, in fact, complex coupled pendulum
                 systems. Despite this, in the hands of a master
                 puppeteer, marionette animation can be nothing short of
                 mesmerizing. Our goal is to enable autonomous robots to
                 animate marionettes with a level of skill that
                 approaches that of human puppeteers. To this end, we
                 devise a predictive control model that accounts for the
                 dynamics of the marionette and kinematics of the robot
                 puppeteer. The input to our system consists of a string
                 puppet design and a target motion, and our trajectory
                 planning algorithm computes robot control actions that
                 lead to the marionette moving as desired. We validate
                 our methodology through a series of experiments
                 conducted on an array of marionette designs and target
                 motions. These experiments are performed both in
                 simulation and using a physical robot, the human-sized,
                 dual arm ABB YuMi$^\reg $ IRB 14000.",
  acknowledgement = ack-nhfb,
  articleno =    "103",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2019:REA,
  author =       "Ying Wang and Nicholas J. Weidner and Margaret A.
                 Baxter and Yura Hwang and Danny M. Kaufman and Shinjiro
                 Sueda",
  title =        "{RedMax}: efficient \& flexible approach for
                 articulated dynamics",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "104:1--104:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322952",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "It is well known that the dynamics of articulated
                 rigid bodies can be solved in O (n) time using a
                 recursive method, where n is the number of joints.
                 However, when elasticity is added between the bodies
                 (e.g., damped springs), with linearly implicit
                 integration, the stiffness matrix in the equations of
                 motion breaks the tree topology of the system, making
                 the recursive O (n) method inapplicable. In such cases,
                 the only alternative has been to form and solve the
                 system matrix, which takes O(n$^3$) time. We propose
                 a new approach that is capable of solving the linearly
                 implicit equations of motion in near linear time. Our
                 method, which we call RedMax, is built using a combined
                 reduced/maximal coordinate formulation. This hybrid
                 model enables direct flexibility to apply arbitrary
                 combinations of constraints and contact modeling in
                 both reduced and maximal coordinates, as well as
                 mixtures of implicit and explicit forces in either
                 coordinate representation. We highlight RedMax's
                 flexibility with seamless integration of deformable
                 objects with two-way coupling, at a standard additional
                 cost. We further highlight its flexibility by
                 constructing an efficient internal (joint) and external
                 (environment) frictional contact solver that can
                 leverage bilateral joint constraints for rapid
                 evaluation of frictional articulated dynamics.",
  acknowledgement = ack-nhfb,
  articleno =    "104",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2019:SCG,
  author =       "Hsueh-Ti Derek Liu and Alec Jacobson and Maks
                 Ovsjanikov",
  title =        "Spectral coarsening of geometric operators",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "105:1--105:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322953",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a novel approach to measure the behavior
                 of a geometric operator before and after coarsening. By
                 comparing eigenvectors of the input operator and its
                 coarsened counterpart, we can quantitatively and
                 visually analyze how well the spectral properties of
                 the operator are maintained. Using this measure, we
                 show that standard mesh simplification and algebraic
                 coarsening techniques fail to maintain spectral
                 properties. In response, we introduce a novel approach
                 for spectral coarsening. We show that it is possible to
                 significantly reduce the sampling density of an
                 operator derived from a 3D shape without affecting the
                 low-frequency eigenvectors. By marrying techniques
                 developed within the algebraic multigrid and the
                 functional maps literatures, we successfully coarsen a
                 variety of isotropic and anisotropic operators while
                 maintaining sparsity and positive semi-definiteness. We
                 demonstrate the utility of this approach for
                 applications including operator-sensitive sampling,
                 shape matching, and graph pooling for convolutional
                 neural networks.",
  acknowledgement = ack-nhfb,
  articleno =    "105",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2019:TMS,
  author =       "Qixing Huang and Zhenxiao Liang and Haoyun Wang and
                 Simiao Zuo and Chandrajit Bajaj",
  title =        "Tensor maps for synchronizing heterogeneous shape
                 collections",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "106:1--106:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322944",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Establishing high-quality correspondence maps between
                 geometric shapes has been shown to be the fundamental
                 problem in managing geometric shape collections. Prior
                 work has focused on computing efficient maps between
                 pairs of shapes, and has shown a quantifiable benefit
                 of joint map synchronization, where a collection of
                 shapes are used to improve (denoise) the pairwise maps
                 for consistency and correctness. However, these
                 existing map synchronization techniques place very
                 strong assumptions on the input shapes collection such
                 as all the input shapes fall into the same category
                 and/or the majority of the input pairwise maps are
                 correct. In this paper, we present a multiple map
                 synchronization approach that takes a heterogeneous
                 shape collection as input and simultaneously outputs
                 consistent dense pairwise shape maps. We achieve our
                 goal by using a novel tensor-based representation for
                 map synchronization, which is efficient and robust than
                 all prior matrix-based representations. We demonstrate
                 the usefulness of this approach across a wide range of
                 geometric shape datasets and the applications in shape
                 clustering and shape co-segmentation.",
  acknowledgement = ack-nhfb,
  articleno =    "106",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jamriska:2019:SVE,
  author =       "Ondrej Jamriska and S{\'a}rka Sochorov{\'a} and Ondrej
                 Texler and Michal Luk{\'a}c and Jakub Fiser and Jingwan
                 Lu and Eli Shechtman and Daniel S{\'y}kora",
  title =        "Stylizing video by example",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "107:1--107:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323006",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce a new example-based approach to video
                 stylization, with a focus on preserving the visual
                 quality of the style, user controllability and
                 applicability to arbitrary video. Our method gets as
                 input one or more keyframes that the artist chooses to
                 stylize with standard painting tools. It then
                 automatically propagates the stylization to the rest of
                 the sequence. To facilitate this while preserving
                 visual quality, we developed a new type of guidance for
                 state-of-art patch-based synthesis, that can be applied
                 to any type of video content and does not require any
                 additional information besides the video itself and a
                 user-specified mask of the region to be stylized. We
                 further show a temporal blending approach for
                 interpolating style between keyframes that preserves
                 texture coherence, contrast and high frequency details.
                 We evaluate our method on various scenes from real
                 production setting and provide a thorough comparison
                 with prior art.",
  acknowledgement = ack-nhfb,
  articleno =    "107",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kang:2019:IAN,
  author =       "Kyoungkook Kang and Sunghyun Cho",
  title =        "Interactive and automatic navigation for 360${}^\circ
                 $ video playback",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "108:1--108:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323046",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A common way to view a 360${}^\circ $ video on a 2D
                 display is to crop and render a part of the video as a
                 normal field-of-view (NFoV) video. While users can
                 enjoy natural-looking NFoV videos using this approach,
                 they need to constantly make manual adjustment of the
                 viewing direction not to miss interesting events in the
                 video. In this paper, we propose an interactive and
                 automatic navigation system for comfortable
                 360${}^\circ $ video playback. Our system finds a
                 virtual camera path that shows the most salient areas
                 through the video, generates a NFoV video based on the
                 path, and plays it in an online manner. A user can
                 interactively change the viewing direction while
                 watching a video, and the system instantly updates the
                 path reflecting the intention of the user. To enable
                 online processing, we design our system consisting of
                 an offline pre-processing step, and an online
                 360${}^\circ $ video navigation step. The
                 pre-processing step computes optical flow and saliency
                 scores for an input video. Based on these, the online
                 video navigation step computes an optimal camera path
                 reflecting user interaction, and plays a NFoV video in
                 an online manner. For improved user experience, we also
                 introduce optical flow-based camera path planning,
                 saliency-aware path update, and adaptive control of the
                 temporal window size. Our experimental results
                 including user studies show that our system provides
                 more pleasant experience of watching 360${}^\circ $
                 videos than existing approaches.",
  acknowledgement = ack-nhfb,
  articleno =    "108",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2019:CDF,
  author =       "Xiaoting Zhang and Guoxin Fang and Melina Skouras and
                 Gwenda Gieseler and Charlie C. L. Wang and Emily
                 Whiting",
  title =        "Computational design of fabric formwork",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "109:1--109:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322988",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present an inverse design tool for fabric formwork
                 --- a process where flat panels are sewn together to
                 form a fabric container for casting a plaster
                 sculpture. Compared to 3D printing techniques, the
                 benefit of fabric formwork is its properties of
                 low-cost and easy transport. The process of fabric
                 formwork is akin to molding and casting but having a
                 soft boundary. Deformation of the fabric container is
                 governed by force equilibrium between the pressure
                 forces from liquid fill and tension in the stretched
                 fabric. The final result of fabrication depends on the
                 shapes of the flat panels, the fabrication orientation
                 and the placement of external supports. Our
                 computational framework generates optimized flat panels
                 and fabrication orientation with reference to a target
                 shape, and determines effective locations for external
                 supports. We demonstrate the function of this design
                 tool on a variety of models with different shapes and
                 topology. Physical fabrication is also demonstrated to
                 validate our approach.",
  acknowledgement = ack-nhfb,
  articleno =    "109",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Alderighi:2019:VAD,
  author =       "Thomas Alderighi and Luigi Malomo and Daniela Giorgi
                 and Bernd Bickel and Paolo Cignoni and Nico Pietroni",
  title =        "Volume-aware design of composite molds",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "110:1--110:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322981",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a novel technique for the automatic design
                 of molds to cast highly complex shapes. The technique
                 generates composite, two-piece molds. Each mold piece
                 is made up of a hard plastic shell and a flexible
                 silicone part. Thanks to the thin, soft, and smartly
                 shaped silicone part, which is kept in place by a hard
                 plastic shell, we can cast objects of unprecedented
                 complexity. An innovative algorithm based on a
                 volumetric analysis defines the layout of the internal
                 cuts in the silicone mold part. Our approach can
                 robustly handle thin protruding features and
                 intertwined topologies that have caused previous
                 methods to fail. We compare our results with state of
                 the art techniques, and we demonstrate the casting of
                 shapes with extremely complex geometry.",
  acknowledgement = ack-nhfb,
  articleno =    "110",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sumin:2019:GAS,
  author =       "Denis Sumin and Tobias Rittig and Vahid Babaei and
                 Thomas Nindel and Alexander Wilkie and Piotr Didyk and
                 Bernd Bickel and Jaroslav Kriv{\'a}nek and Karol
                 Myszkowski and Tim Weyrich",
  title =        "Geometry-aware scattering compensation for {$3$D}
                 printing",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "111:1--111:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322992",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Commercially available full-color 3D printing allows
                 for detailed control of material deposition in a
                 volume, but an exact reproduction of a target surface
                 appearance is hampered by the strong subsurface
                 scattering that causes nontrivial volumetric cross-talk
                 at the print surface. Previous work showed how an
                 iterative optimization scheme based on accumulating
                 absorptive materials at the surface can be used to find
                 a volumetric distribution of print materials that
                 closely approximates a given target appearance. In this
                 work, we first revisit the assumption that pushing the
                 absorptive materials to the surface results in minimal
                 volumetric cross-talk. We design a full-fledged
                 optimization on a small domain for this task and
                 confirm this previously reported heuristic. Then, we
                 extend the above approach that is critically limited to
                 color reproduction on planar surfaces, to arbitrary 3D
                 shapes. Our method enables high-fidelity color texture
                 reproduction on 3D prints by effectively compensating
                 for internal light scattering within arbitrarily shaped
                 objects. In addition, we propose a content-aware gamut
                 mapping that significantly improves color reproduction
                 for the pathological case of thin geometric features.
                 Using a wide range of sample objects with complex
                 textures and geometries, we demonstrate color
                 reproduction whose fidelity is superior to
                 state-of-the-art drivers for color 3D printers.",
  acknowledgement = ack-nhfb,
  articleno =    "111",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Maia:2019:LOB,
  author =       "Henrique Teles Maia and Dingzeyu Li and Yuan Yang and
                 Changxi Zheng",
  title =        "{LayerCode}: optical barcodes for {$3$D} printed
                 shapes",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "112:1--112:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322960",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "With the advance of personal and customized
                 fabrication techniques, the capability to embed
                 information in physical objects becomes ever more
                 crucial. We present LayerCode, a tagging scheme that
                 embeds a carefully designed barcode pattern in 3D
                 printed objects as a deliberate byproduct of the 3D
                 printing process. The LayerCode concept is inspired by
                 the structural resemblance between the parallel black
                 and white bars of the standard barcode and the
                 universal layer-by-layer approach of 3D printing. We
                 introduce an encoding algorithm that enables the 3D
                 printing layers to carry information without altering
                 the object geometry. We also introduce a decoding
                 algorithm that reads the LayerCode tag of a physical
                 object by just taking a photo. The physical deployment
                 of LayerCode tags is realized on various types of 3D
                 printers, including Fused Deposition Modeling printers
                 as well as Stereolithography based printers. Each
                 offers its own advantages and tradeoffs. We show that
                 LayerCode tags can work on complex, nontrivial shapes,
                 on which all previous tagging mechanisms may fail. To
                 evaluate LayerCode thoroughly, we further stress test
                 it with a large dataset of complex shapes using virtual
                 rendering. Among 4,835 tested shapes, we successfully
                 encode and decode on more than 99\% of the shapes.",
  acknowledgement = ack-nhfb,
  articleno =    "112",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Le:2019:DDM,
  author =       "Binh Huy Le and J. P. Lewis",
  title =        "Direct delta mush skinning and variants",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "113:1--113:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322982",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A significant fraction of the world's population have
                 experienced virtual characters through games and
                 movies, and the possibility of online VR social
                 experiences may greatly extend this audience. At
                 present, the skin deformation for interactive and
                 real-time characters is typically computed using
                 geometric skinning methods. These methods are efficient
                 and simple to implement, but obtaining quality results
                 requires considerable manual ``rigging'' effort
                 involving trial-and-error weight painting, the addition
                 of virtual helper bones, etc. The recently introduced
                 Delta Mush algorithm largely solves this rig authoring
                 problem, but its iterative computational approach has
                 prevented direct adoption in real-time engines. This
                 paper introduces Direct Delta Mush, a new algorithm
                 that simultaneously improves on the efficiency and
                 control of Delta Mush while generalizing previous
                 algorithms. Specifically, we derive a direct rather
                 than iterative algorithm that has the same ballpark
                 computational form as some previous geometric weight
                 blending algorithms. Straightforward variants of the
                 algorithm are then proposed to further optimize
                 computational and storage cost with insignificant
                 quality losses. These variants are equivalent to
                 special cases of several previous skinning algorithms.
                 Our algorithm simultaneously satisfies the goals of
                 reasonable efficiency, quality, and ease of authoring.
                 Further, its explicit decomposition of rotational and
                 translational effects allows independent control over
                 bending versus twisting deformation, as well as a skin
                 sliding effect.",
  acknowledgement = ack-nhfb,
  articleno =    "113",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2019:NAS,
  author =       "Lijuan Liu and Youyi Zheng and Di Tang and Yi Yuan and
                 Changjie Fan and Kun Zhou",
  title =        "{NeuroSkinning}: automatic skin binding for production
                 characters with deep graph networks",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "114:1--114:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322969",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a deep-learning-based method to
                 automatically compute skin weights for skeleton-based
                 deformation of production characters. Given a character
                 mesh and its associated skeleton hierarchy in rest
                 pose, our method constructs a graph for the mesh, each
                 node of which encodes the mesh-skeleton attributes of a
                 vertex. An end-to-end deep graph convolution network is
                 then introduced to learn the mesh-skeleton binding
                 patterns from a set of character models with skin
                 weights painted by artists. The network can be used to
                 predict the skin weight map for a new character model,
                 which describes how the skeleton hierarchy influences
                 the mesh vertices during deformation. Our method is
                 designed to work for non-manifold meshes with multiple
                 disjoint or intersected components, which are common in
                 game production and require complex skeleton
                 hierarchies for animation control. We tested our method
                 on the datasets of two commercial games. Experiments
                 show that the predicted skin weight maps can be readily
                 applied to characters in the production pipeline to
                 generate high-quality deformations.",
  acknowledgement = ack-nhfb,
  articleno =    "114",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2019:HMS,
  author =       "Bohan Wang and George Matcuk and Jernej Barbic",
  title =        "Hand modeling and simulation using stabilized magnetic
                 resonance imaging",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "115:1--115:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322983",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We demonstrate how to acquire complete human hand bone
                 anatomy (meshes) in multiple poses using magnetic
                 resonance imaging (MRI). Such acquisition was
                 previously difficult because MRI scans must be long for
                 high-precision results (over 10 minutes) and because
                 humans cannot hold the hand perfectly still in
                 non-trivial and badly supported poses. We invent a
                 manufacturing process whereby we use lifecasting
                 materials commonly employed in film special effects
                 industry to generate hand molds, personalized to the
                 subject, and to each pose. These molds are both
                 ergonomic and encasing, and they stabilize the hand
                 during scanning. We also demonstrate how to efficiently
                 segment the MRI scans into individual bone meshes in
                 all poses, and how to correspond each bone's mesh to
                 same mesh connectivity across all poses. Next, we
                 interpolate and extrapolate the MRI-acquired bone
                 meshes to the entire range of motion of the hand,
                 producing an accurate data-driven animation-ready rig
                 for bone meshes. We also demonstrate how to acquire not
                 just bone geometry (using MRI) in each pose, but also a
                 matching highly accurate surface geometry (using
                 optical scanners) in each pose, modeling skin pores and
                 wrinkles. We also give a soft tissue Finite Element
                 Method simulation ``rig'', consisting of novel tet
                 meshing for stability at the joints, spatially varying
                 geometric and material detail, and quality constraints
                 to the acquired skeleton kinematic rig. Given an
                 animation sequence of hand joint angles, our FEM soft
                 tissue rig produces quality hand surface shapes in
                 arbitrary poses in the hand range of motion. Our
                 results qualitatively reproduce important features seen
                 in the photographs of the subject's hand, such as
                 similar overall organic shape and fold formation.",
  acknowledgement = ack-nhfb,
  articleno =    "115",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lindell:2019:WBN,
  author =       "David B. Lindell and Gordon Wetzstein and Matthew
                 O'Toole",
  title =        "Wave-based non-line-of-sight imaging using fast
                 $f$-$k$ migration",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "116:1--116:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322937",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Imaging objects outside a camera's direct line of
                 sight has important applications in robotic vision,
                 remote sensing, and many other domains.
                 Time-of-flight-based non-line-of-sight (NLOS) imaging
                 systems have recently demonstrated impressive results,
                 but several challenges remain. Image formation and
                 inversion models have been slow or limited by the types
                 of hidden surfaces that can be imaged. Moreover,
                 non-planar sampling surfaces and non-confocal scanning
                 methods have not been supported by efficient NLOS
                 algorithms. With this work, we introduce a wave-based
                 image formation model for the problem of NLOS imaging.
                 Inspired by inverse methods used in seismology, we
                 adapt a frequency-domain method, f-k migration, for
                 solving the inverse NLOS problem. Unlike existing NLOS
                 algorithms, f-k migration is both fast and memory
                 efficient, it is robust to specular and other complex
                 reflectance properties, and we show how it can be used
                 with non-confocally scanned measurements as well as for
                 non-planar sampling surfaces. f-k migration is more
                 robust to measurement noise than alternative methods,
                 generally produces better quality reconstructions, and
                 is easy to implement. We experimentally validate our
                 algorithms with a new NLOS imaging system that records
                 room-sized scenes outdoors under indirect sunlight, and
                 scans persons wearing retroreflective clothing at
                 interactive rates.",
  acknowledgement = ack-nhfb,
  articleno =    "116",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jeon:2019:CSH,
  author =       "Daniel S. Jeon and Seung-Hwan Baek and Shinyoung Yi
                 and Qiang Fu and Xiong Dun and Wolfgang Heidrich and
                 Min H. Kim",
  title =        "Compact snapshot hyperspectral imaging with diffracted
                 rotation",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "117:1--117:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322946",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Traditional snapshot hyperspectral imaging systems
                 include various optical elements: a dispersive optical
                 element (prism), a coded aperture, several relay
                 lenses, and an imaging lens, resulting in an
                 impractically large form factor. We seek an
                 alternative, minimal form factor of snapshot spectral
                 imaging based on recent advances in diffractive optical
                 technology. We thereupon present a compact,
                 diffraction-based snapshot hyperspectral imaging
                 method, using only a novel diffractive optical element
                 (DOE) in front of a conventional, bare image sensor.
                 Our diffractive imaging method replaces the common
                 optical elements in hyperspectral imaging with a single
                 optical element. To this end, we tackle two main
                 challenges: First, the traditional diffractive lenses
                 are not suitable for color imaging under incoherent
                 illumination due to severe chromatic aberration because
                 the size of the point spread function (PSF) changes
                 depending on the wavelength. By leveraging this
                 wavelength-dependent property alternatively for
                 hyperspectral imaging, we introduce a novel DOE design
                 that generates an anisotropic shape of the
                 spectrally-varying PSF. The PSF size remains virtually
                 unchanged, but instead the PSF shape rotates as the
                 wavelength of light changes. Second, since there is no
                 dispersive element and no coded aperture mask, the
                 ill-posedness of spectral reconstruction increases
                 significantly. Thus, we propose an end-to-end network
                 solution based on the unrolled architecture of an
                 optimization procedure with a spatial-spectral prior,
                 specifically designed for deconvolution-based spectral
                 reconstruction. Finally, we demonstrate hyperspectral
                 imaging with a fabricated DOE attached to a
                 conventional DSLR sensor. Results show that our method
                 compares well with other state-of-the-art hyperspectral
                 imaging methods in terms of spectral accuracy and
                 spatial resolution, while our compact,
                 diffraction-based spectral imaging method uses only a
                 single optical element on a bare image sensor.",
  acknowledgement = ack-nhfb,
  articleno =    "117",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fang:2019:SRI,
  author =       "Yu Fang and Minchen Li and Ming Gao and Chenfanfu
                 Jiang",
  title =        "Silly rubber: an implicit material point method for
                 simulating non-equilibrated viscoelastic and
                 elastoplastic solids",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "118:1--118:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322968",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Simulating viscoelastic polymers and polymeric fluids
                 requires a robust and accurate capture of elasticity
                 and viscosity. The computation is known to become very
                 challenging under large deformations and high
                 viscosity. Drawing inspirations from return mapping
                 based elastoplasticity treatment for granular
                 materials, we present a finite strain integration
                 scheme for general viscoelastic solids under
                 arbitrarily large deformation and non-equilibrated
                 flow. Our scheme is based on a predictor-corrector
                 exponential mapping scheme on the principal strains
                 from the deformation gradient, which closely resembles
                 the conventional treatment for elastoplasticity and
                 allows straightforward implementation into any existing
                 constitutive models. We develop a new Material Point
                 Method that is fully implicit on both elasticity and
                 inelasticity using augmented Lagrangian optimization
                 with various preconditioning strategies for highly
                 efficient time integration. Our method not only handles
                 viscoelasticity but also supports existing
                 elastoplastic models including Drucker-Prager and
                 von-Mises in a unified manner. We demonstrate the
                 efficacy of our framework on various examples showing
                 intricate and characteristic inelastic dynamics with
                 competitive performance.",
  acknowledgement = ack-nhfb,
  articleno =    "118",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wolper:2019:CMC,
  author =       "Joshuah Wolper and Yu Fang and Minchen Li and Jiecong
                 Lu and Ming Gao and Chenfanfu Jiang",
  title =        "{CD-MPM}: continuum damage material point methods for
                 dynamic fracture animation",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "119:1--119:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322949",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present two new approaches for animating dynamic
                 fracture involving large elastoplastic deformation. In
                 contrast to traditional mesh-based techniques, where
                 sharp discontinuity is introduced to split the
                 continuum at crack surfaces, our methods are based on
                 Continuum Damage Mechanics (CDM) with a variational
                 energy-based formulation for crack evolution. Our first
                 approach formulates the resulting dynamic material
                 damage evolution with a Ginzburg--Landau type
                 phase-field equation and discretizes it with the
                 Material Point Method (MPM), resulting in a coupled
                 momentum/damage solver rooted in phase field fracture:
                 PFF-MPM. Although our PFF-MPM approach achieves
                 convincing fracture with or without plasticity, we also
                 introduce a return mapping algorithm that can be
                 analytically solved for a wide range of general
                 non-associated plasticity models, achieving more than
                 two times speedup over traditional iterative
                 approaches. To demonstrate the efficacy of the
                 algorithm, we also develop a Non-Associated Cam-Clay
                 (NACC) plasticity model with a novel fracture-friendly
                 hardening scheme. Our NACC plasticity paired with
                 traditional MPM composes a second approach to dynamic
                 fracture, as it produces a breadth of organic, brittle
                 material fracture effects on its own. Though NACC and
                 PFF can be combined, we focus on exploring their
                 material effects separately. Both methods can be easily
                 integrated into any existing MPM solver, enabling the
                 simulation of various fracturing materials with
                 extremely high visual fidelity while requiring little
                 additional computational overhead.",
  acknowledgement = ack-nhfb,
  articleno =    "119",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Buffet:2019:IUR,
  author =       "Thomas Buffet and Damien Rohmer and Lo{\"\i}c Barthe
                 and Laurence Boissieux and Marie-Paule Cani",
  title =        "Implicit untangling: a robust solution for modeling
                 layered clothing",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "120:1--120:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323010",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a robust method for untangling an arbitrary
                 number of cloth layers, possibly exhibiting deep
                 interpenetrations, to a collision-free state, ready for
                 animation. Our method relies on an intermediate,
                 implicit representation to solve the problem: the user
                 selects a few garments stored in a library together
                 with their implicit approximations, and places them
                 over a mannequin while specifying the desired order
                 between layers. The intersecting implicit surfaces are
                 then combined using a new family of N-ary composition
                 operators, specially designed for untangling layers.
                 Garment meshes are finally projected to the deformed
                 implicit surfaces in linear time, while best preserving
                 triangles and avoiding loss of details. Each of the
                 untangling operators computes the target surface for a
                 given garment in a single step, while accounting for
                 the order between cloth layers and their individual
                 thicknesses. As a group, they guarantee an
                 intersection-free output configuration. Moreover, a
                 weight can be associated with each layer to tune their
                 relative influence during untangling, such as leather
                 being less deformed than cloth. Results for each layer
                 then reflect the combined effect of the other layers,
                 enabling us to output a plausible configuration in
                 contact regions. As our results show, our method can be
                 used to generate plausible, new static shapes of
                 garments when underwear has been added, as well as
                 collision-free configurations enabling a user to safely
                 launch animations of arbitrarily complex layered
                 clothing.",
  acknowledgement = ack-nhfb,
  articleno =    "120",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Adams:2019:LOH,
  author =       "Andrew Adams and Karima Ma and Luke Anderson and
                 Riyadh Baghdadi and Tzu-Mao Li and Micha{\"e}l Gharbi
                 and Benoit Steiner and Steven Johnson and Kayvon
                 Fatahalian and Fr{\'e}do Durand and Jonathan
                 Ragan-Kelley",
  title =        "Learning to optimize halide with tree search and
                 random programs",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "121:1--121:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322967",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new algorithm to automatically schedule
                 Halide programs for high-performance image processing
                 and deep learning. We significantly improve upon the
                 performance of previous methods, which considered a
                 limited subset of schedules. We define a
                 parameterization of possible schedules much larger than
                 prior methods and use a variant of beam search to
                 search over it. The search optimizes runtime predicted
                 by a cost model based on a combination of new derived
                 features and machine learning. We train the cost model
                 by generating and featurizing hundreds of thousands of
                 random programs and schedules. We show that this
                 approach operates effectively with or without
                 autotuning. It produces schedules which are on average
                 almost twice as fast as the existing Halide
                 autoscheduler without autotuning, or more than twice as
                 fast with, and is the first automatic scheduling
                 algorithm to significantly outperform human experts on
                 average.",
  acknowledgement = ack-nhfb,
  articleno =    "121",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2019:KOM,
  author =       "Jui-Hsien Wang and Doug L. James",
  title =        "{KleinPAT}: optimal mode conflation for time-domain
                 precomputation of acoustic transfer",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "122:1--122:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322976",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a new modal sound synthesis method that
                 rapidly estimates all acoustic transfer fields of a
                 linear modal vibration model, and greatly reduces
                 preprocessing costs. Instead of performing a separate
                 frequency-domain Helmholtz radiation analysis for each
                 mode, our method partitions vibration modes into chords
                 using optimal mode conflation, then performs a single
                 time-domain wave simulation for each chord. We then
                 perform transfer deconflation on each chord's
                 time-domain radiation field using a specialized QR
                 solver, and thereby extract the frequency-domain
                 transfer functions of each mode. The precomputed
                 transfer functions are represented for fast far-field
                 evaluation, e.g., using multipole expansions. In this
                 paper, we propose to use a single scalar-valued
                 Far-field Acoustic Transfer (FFAT) cube map. We
                 describe a GPU-accelerated vector wavesolver that
                 achieves high-throughput acoustic transfer computation
                 at accuracy sufficient for sound synthesis. Our
                 implementation, KleinPAT, can achieve hundred- to
                 thousand-fold speedups compared to existing
                 Helmholtz-based transfer solvers, thereby enabling
                 large-scale generation of modal sound models for
                 audio-visual applications.",
  acknowledgement = ack-nhfb,
  articleno =    "122",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2019:PBS,
  author =       "Shiguang Liu and Haonan Cheng and Yiying Tong",
  title =        "Physically-based statistical simulation of rain
                 sound",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "123:1--123:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323045",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "A typical rainfall scenario contains tens of thousands
                 of dynamic sound sources. A characteristic of the
                 large-scale scene is the strong randomness in raindrop
                 distribution, which makes it notoriously expensive to
                 synthesize such sounds with purely physical methods.
                 Moreover, the raindrops hitting different surfaces
                 (liquid or various solids) can emit distinct sounds,
                 for which prior methods with unified impact sound
                 models are ill-suited. In this paper, we present a
                 physically-based statistical simulation method to
                 synthesize realistic rain sound, which respects surface
                 materials. We first model the raindrop sound with two
                 mechanisms, namely the initial impact and the
                 subsequent pulsation of entrained bubbles. Then we
                 generate material sound textures (MSTs) based on a
                 specially designed signal decomposition and
                 reconstruction model. This allows us to distinguish
                 liquid surface with bubble sound and different solid
                 surfaces with MSTs. Furthermore, we build a basic rain
                 sound (BR-sound) bank with the proposed raindrop sound
                 clustering method based on a statistical model, and
                 design a sound source activator for simulating spatial
                 propagation in an efficient manner. This novel method
                 drastically decreases the computational cost while
                 producing convincing sound results. Various experiments
                 demonstrate the effectiveness of our sound simulation
                 model.",
  acknowledgement = ack-nhfb,
  articleno =    "123",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2019:VIP,
  author =       "Zhiyang Huang and Nathan Carr and Tao Ju",
  title =        "Variational implicit point set surfaces",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "124:1--124:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322994",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We propose a new method for reconstructing an implicit
                 surface from an un-oriented point set. While existing
                 methods often involve non-trivial heuristics and
                 require additional constraints, such as normals or
                 labelled points, we introduce a direct definition of
                 the function from the points as the solution to a
                 constrained quadratic optimization problem. The
                 definition has a number of appealing features: it uses
                 a single parameter (parameter-free for exact
                 interpolation), applies to any dimensions, commutes
                 with similarity transformations, and can be easily
                 implemented without discretizing the space. More
                 importantly, the use of a global smoothness energy
                 allows our definition to be much more resilient to
                 sampling imperfections than existing methods, making it
                 particularly suited for sparse and non-uniform
                 inputs.",
  acknowledgement = ack-nhfb,
  articleno =    "124",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gharbi:2019:SBM,
  author =       "Micha{\"e}l Gharbi and Tzu-Mao Li and Miika Aittala
                 and Jaakko Lehtinen and Fr{\'e}do Durand",
  title =        "Sample-based {Monte Carlo} denoising using a
                 kernel-splatting network",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "125:1--125:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322954",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Denoising has proven to be useful to efficiently
                 generate high-quality Monte Carlo renderings.
                 Traditional pixel-based denoisers exploit summary
                 statistics of a pixel's sample distributions, which
                 discards much of the samples' information and limits
                 their denoising power. On the other hand, sample-based
                 techniques tend to be slow and have difficulties
                 handling general transport scenarios. We present the
                 first convolutional network that can learn to denoise
                 Monte Carlo renderings directly from the samples.
                 Learning the mapping between samples and images creates
                 new challenges for the network architecture design: the
                 order of the samples is arbitrary, and they should be
                 treated in a permutation invariant manner. To address
                 these challenges, we develop a novel kernel-predicting
                 architecture that splats individual samples onto nearby
                 pixels. Splatting is a natural solution to situations
                 such as motion blur, depth-of-field and many light
                 transport paths, where it is easier to predict which
                 pixels a sample contributes to, rather than a gather
                 approach that needs to figure out, for each pixel,
                 which samples (or nearby pixels) are relevant. Compared
                 to previous state-of-the-art methods, ours is robust to
                 the severe noise of low-sample count images (e.g. 8
                 samples per pixel) and yields higher-quality results
                 both visually and numerically. Our approach retains the
                 generality and efficiency of pixel-space methods while
                 enjoying the expressiveness and accuracy of the more
                 complex sample-based approaches.",
  acknowledgement = ack-nhfb,
  articleno =    "125",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kettunen:2019:DCR,
  author =       "Markus Kettunen and Erik H{\"a}rk{\"o}nen and Jaakko
                 Lehtinen",
  title =        "Deep convolutional reconstruction for gradient-domain
                 rendering",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "126:1--126:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323038",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "It has been shown that rendering in the gradient
                 domain, i.e., estimating finite difference gradients of
                 image intensity using correlated samples, and combining
                 them with direct estimates of pixel intensities by
                 solving a screened Poisson problem, often offers
                 fundamental benefits over merely sampling pixel
                 intensities. The reasons can be traced to the frequency
                 content of the light transport integrand and its
                 interplay with the gradient operator. However, while
                 they often yield state of the art performance among
                 algorithms that are based on Monte Carlo sampling
                 alone, gradient-domain rendering algorithms have, until
                 now, not generally been competitive with techniques
                 that combine Monte Carlo sampling with post-hoc noise
                 removal using sophisticated non-linear filtering.
                 Drawing on the power of modern convolutional neural
                 networks, we propose a novel reconstruction method for
                 gradient-domain rendering. Our technique replaces the
                 screened Poisson solver of previous gradient-domain
                 techniques with a novel dense variant of the U-Net
                 autoencoder, additionally taking auxiliary feature
                 buffers as inputs. We optimize our network to minimize
                 a perceptual image distance metric calibrated to the
                 human visual system. Our results significantly improve
                 the quality obtained from gradient-domain path tracing,
                 allowing it to overtake state-of-the-art comparison
                 techniques that denoise traditional Monte Carlo
                 samplings. In particular, we observe that the
                 correlated gradient samples --- that offer information
                 about the smoothness of the integrand unavailable in
                 standard Monte Carlo sampling --- notably improve image
                 quality compared to an equally powerful neural model
                 that does not make use of gradient samples.",
  acknowledgement = ack-nhfb,
  articleno =    "126",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vicini:2019:LSA,
  author =       "Delio Vicini and Vladlen Koltun and Wenzel Jakob",
  title =        "A learned shape-adaptive subsurface scattering model",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "127:1--127:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322974",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Subsurface scattering, in which light refracts into a
                 translucent material to interact with its interior, is
                 the dominant mode of light transport in many types of
                 organic materials. Accounting for this phenomenon is
                 thus crucial for visual realism, but explicit
                 simulation of the complex internal scattering process
                 is often too costly. BSSRDF models based on analytic
                 transport solutions are significantly more efficient
                 but impose severe assumptions that are almost always
                 violated, e.g. planar geometry, isotropy, low
                 absorption, and spatio-directional separability. The
                 resulting discrepancies between model and usage lead to
                 objectionable errors in renderings, particularly near
                 geometric features that violate planarity. This article
                 introduces a new shape-adaptive BSSRDF model that
                 retains the efficiency of prior analytic methods while
                 greatly improving overall accuracy. Our approach is
                 based on a conditional variational autoencoder, which
                 learns to sample from a reference distribution produced
                 by a brute-force volumetric path tracer. In contrast to
                 the path tracer, our autoencoder directly samples
                 outgoing locations on the object surface, bypassing a
                 potentially lengthy internal scattering process. The
                 distribution is conditional on both material properties
                 and a set of features characterizing geometric
                 variation in a neighborhood of the incident location.
                 We use a low-order polynomial to model the local
                 geometry as an implicitly defined surface, capturing
                 curvature, thickness, corners, as well as cylindrical
                 and toroidal regions. We present several examples of
                 objects with challenging medium parameters and complex
                 geometry and compare to ground truth simulations and
                 prior work.",
  acknowledgement = ack-nhfb,
  articleno =    "127",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Qu:2019:ECF,
  author =       "Ziyin Qu and Xinxin Zhang and Ming Gao and Chenfanfu
                 Jiang and Baoquan Chen",
  title =        "Efficient and conservative fluids using bidirectional
                 mapping",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "128:1--128:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322945",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper, we introduce BiMocq$^2$, an
                 unconditionally stable, pure Eulerian-based advection
                 scheme to efficiently preserve the advection accuracy
                 of all physical quantities for long-term fluid
                 simulations. Our approach is built upon the method of
                 characteristic mapping (MCM). Instead of the costly
                 evaluation of the temporal characteristic integral, we
                 evolve the mapping function itself by solving an
                 advection equation for the mappings. Dual mesh
                 characteristics (DMC) method is adopted to more
                 accurately update the mapping. Furthermore, to avoid
                 visual artifacts like instant blur and temporal
                 inconsistency introduced by re-initialization, we
                 introduce multi-level mapping and back and forth error
                 compensation. We conduct comprehensive 2D and 3D
                 benchmark experiments to compare against alternative
                 advection schemes. In particular, for the vortical flow
                 and level set experiments, our method outperforms
                 almost all state-of-art hybrid schemes, including FLIP,
                 PolyPic and Particle-Level-Set, at the cost of only two
                 Semi-Lagrangian advections. Additionally, our method
                 does not rely on the particle-grid transfer operations,
                 leading to a highly parallelizable pipeline. As a
                 result, more than 45$ \times $ performance acceleration
                 can be achieved via even a straightforward porting of
                 the code from CPU to GPU.",
  acknowledgement = ack-nhfb,
  articleno =    "128",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Padilla:2019:BRI,
  author =       "Marcel Padilla and Albert Chern and Felix Kn{\"o}ppel
                 and Ulrich Pinkall and Peter Schr{\"o}der",
  title =        "On bubble rings and ink chandeliers",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "129:1--129:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322962",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We introduce variable thickness, viscous vortex
                 filaments. These can model such varied phenomena as
                 underwater bubble rings or the intricate
                 ``chandeliers'' formed by ink dropping into fluid.
                 Treating the evolution of such filaments as an instance
                 of Newtonian dynamics on a Riemannian configuration
                 manifold we are able to extend classical work in the
                 dynamics of vortex filaments through inclusion of
                 viscous drag forces. The latter must be accounted for
                 in low Reynolds number flows where they lead to
                 significant variations in filament thickness and form
                 an essential part of the observed dynamics. We develop
                 and document both the underlying theory and associated
                 practical numerical algorithms.",
  acknowledgement = ack-nhfb,
  articleno =    "129",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schreck:2019:FSW,
  author =       "Camille Schreck and Christian Hafner and Chris
                 Wojtan",
  title =        "Fundamental solutions for water wave animation",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "130:1--130:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323002",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This paper investigates the use of fundamental
                 solutions for animating detailed linear water surface
                 waves. We first propose an analytical solution for
                 efficiently animating circular ripples in closed form.
                 We then show how to adapt the method of fundamental
                 solutions (MFS) to create ambient waves interacting
                 with complex obstacles. Subsequently, we present a
                 novel wavelet-based discretization which outperforms
                 the state of the art MFS approach for simulating
                 time-varying water surface waves with moving obstacles.
                 Our results feature high-resolution spatial details,
                 interactions with complex boundaries, and large open
                 ocean domains. Our method compares favorably with
                 previous work as well as known analytical solutions. We
                 also present comparisons between our method and real
                 world examples.",
  acknowledgement = ack-nhfb,
  articleno =    "130",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Makowski:2019:SSM,
  author =       "Mi{\l}osz Makowski and Torsten H{\"a}drich and Jan
                 Scheffczyk and Dominik L. Michels and S{\"o}ren Pirk
                 and Wojtek Pa{\l}ubicki",
  title =        "Synthetic silviculture: multi-scale modeling of plant
                 ecosystems",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "131:1--131:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323039",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Due to the enormous amount of detail and the interplay
                 of various biological phenomena, modeling realistic
                 ecosystems of trees and other plants is a challenging
                 and open problem. Previous research on modeling plant
                 ecologies has focused on representations to handle this
                 complexity, mostly through geometric simplifications,
                 such as points or billboards. In this paper we describe
                 a multi-scale method to design large-scale ecosystems
                 with individual plants that are realistically modeled
                 and faithfully capture biological features, such as
                 growth, plant interactions, different types of tropism,
                 and the competition for resources. Our approach is
                 based on leveraging inter- and intra-plant
                 self-similarities for efficiently modeling plant
                 geometry. We focus on the interactive design of plant
                 ecosystems of up to 500K plants, while adhering to
                 biological priors known in forestry and botany
                 research. The introduced parameter space supports
                 modeling properties of nine distinct plant ecologies
                 while each plant is represented as a 3D surface mesh.
                 The capabilities of our framework are illustrated
                 through numerous models of forests, individual plants,
                 and validations.",
  acknowledgement = ack-nhfb,
  articleno =    "131",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2019:PPI,
  author =       "Kai Wang and Yu-An Lin and Ben Weissmann and Manolis
                 Savva and Angel X. Chang and Daniel Ritchie",
  title =        "{PlanIT}: planning and instantiating indoor scenes
                 with relation graph and spatial prior networks",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "132:1--132:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322941",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a new framework for interior scene
                 synthesis that combines a high-level relation graph
                 representation with spatial prior neural networks. We
                 observe that prior work on scene synthesis is divided
                 into two camps: object-oriented approaches (which
                 reason about the set of objects in a scene and their
                 configurations) and space-oriented approaches (which
                 reason about what objects occupy what regions of
                 space). Our insight is that the object-oriented
                 paradigm excels at high-level planning of how a room
                 should be laid out, while the space-oriented paradigm
                 performs well at instantiating a layout by placing
                 objects in precise spatial configurations. With this in
                 mind, we present PlanIT, a layout-generation framework
                 that divides the problem into two distinct planning and
                 instantiation phases. PlanIT represents the ``plan''
                 for a scene via a relation graph, encoding objects as
                 nodes and spatial/semantic relationships between
                 objects as edges. In the planning phase, it uses a deep
                 graph convolutional generative model to synthesize
                 relation graphs. In the instantiation phase, it uses
                 image-based convolutional network modules to guide a
                 search procedure that places objects into the scene in
                 a manner consistent with the graph. By decomposing the
                 problem in this way, PlanIT generates scenes of
                 comparable quality to those generated by prior
                 approaches (as judged by both people and learned
                 classifiers), while also providing the modeling
                 flexibility of the intermediate relationship graph
                 representation. These graphs allow the system to
                 support applications such as scene synthesis from a
                 partial graph provided by a user.",
  acknowledgement = ack-nhfb,
  articleno =    "132",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zheng:2019:CAG,
  author =       "Xinru Zheng and Xiaotian Qiao and Ying Cao and Rynson
                 W. H. Lau",
  title =        "Content-aware generative modeling of graphic design
                 layouts",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "133:1--133:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322971",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Layout is fundamental to graphic designs. For visual
                 attractiveness and efficient communication of messages
                 and ideas, graphic design layouts often have great
                 variation, driven by the contents to be presented. In
                 this paper, we study the problem of content-aware
                 graphic design layout generation. We propose a deep
                 generative model for graphic design layouts that is
                 able to synthesize layout designs based on the visual
                 and textual semantics of user inputs. Unlike previous
                 approaches that are oblivious to the input contents and
                 rely on heuristic criteria, our model captures the
                 effect of visual and textual contents on layouts, and
                 implicitly learns complex layout structure variations
                 from data without the use of any heuristic rules. To
                 train our model, we build a large-scale magazine layout
                 dataset with fine-grained layout annotations and
                 keyword labeling. Experimental results show that our
                 model can synthesize high-quality layouts based on the
                 visual semantics of input images and keyword-based
                 summary of input text. We also demonstrate that our
                 model internally learns powerful features that capture
                 the subtle interaction between contents and layouts,
                 which are useful for layout-aware design retrieval.",
  acknowledgement = ack-nhfb,
  articleno =    "133",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gao:2019:DIR,
  author =       "Duan Gao and Xiao Li and Yue Dong and Pieter Peers and
                 Kun Xu and Xin Tong",
  title =        "Deep inverse rendering for high-resolution {SVBRDF}
                 estimation from an arbitrary number of images",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "134:1--134:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323042",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "In this paper we present a unified deep inverse
                 rendering framework for estimating the
                 spatially-varying appearance properties of a planar
                 exemplar from an arbitrary number of input photographs,
                 ranging from just a single photograph to many
                 photographs. The precision of the estimated appearance
                 scales from plausible when the input photographs fails
                 to capture all the reflectance information, to accurate
                 for large input sets. A key distinguishing feature of
                 our framework is that it directly optimizes for the
                 appearance parameters in a latent embedded space of
                 spatially-varying appearance, such that no handcrafted
                 heuristics are needed to regularize the optimization.
                 This latent embedding is learned through a fully
                 convolutional auto-encoder that has been designed to
                 regularize the optimization. Our framework not only
                 supports an arbitrary number of input photographs, but
                 also at high resolution. We demonstrate and evaluate
                 our deep inverse rendering solution on a wide variety
                 of publicly available datasets.",
  acknowledgement = ack-nhfb,
  articleno =    "134",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lagunas:2019:SMM,
  author =       "Manuel Lagunas and Sandra Malpica and Ana Serrano and
                 Elena Garces and Diego Gutierrez and Belen Masia",
  title =        "A similarity measure for material appearance",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "135:1--135:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3323036",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a model to measure the similarity in
                 appearance between different materials, which
                 correlates with human similarity judgments. We first
                 create a database of 9,000 rendered images depicting
                 objects with varying materials, shape and illumination.
                 We then gather data on perceived similarity from
                 crowdsourced experiments; our analysis of over 114,840
                 answers suggests that indeed a shared perception of
                 appearance similarity exists. We feed this data to a
                 deep learning architecture with a novel loss function,
                 which learns a feature space for materials that
                 correlates with such perceived appearance similarity.
                 Our evaluation shows that our model outperforms
                 existing metrics. Last, we demonstrate several
                 applications enabled by our metric, including
                 appearance-based search for material suggestions,
                 database visualization, clustering and summarization,
                 and gamut mapping.",
  acknowledgement = ack-nhfb,
  articleno =    "135",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Peters:2019:UMR,
  author =       "Christoph Peters and Sebastian Merzbach and Johannes
                 Hanika and Carsten Dachsbacher",
  title =        "Using moments to represent bounded signals for
                 spectral rendering",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "136:1--136:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322964",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a compact and efficient representation of
                 spectra for accurate rendering using more than three
                 dimensions. While tristimulus color spaces are
                 sufficient for color display, a spectral renderer has
                 to simulate light transport per wavelength.
                 Consequently, emission spectra and surface albedos need
                 to be known at each wavelength. It is practical to
                 store dense samples for emission spectra but for albedo
                 textures, the memory requirements of this approach are
                 unreasonable. Prior works that approximate dense
                 spectra from tristimulus data introduce strong errors
                 under illuminants with sharp peaks and in indirect
                 illumination. We represent spectra by an arbitrary
                 number of Fourier coefficients. However, we do not use
                 a common truncated Fourier series because its ringing
                 could lead to albedos below zero or above one. Instead,
                 we present a novel approach for reconstruction of
                 bounded densities based on the theory of moments. The
                 core of our technique is our bounded maximum entropy
                 spectral estimate. It uses an efficient closed form to
                 compute a smooth signal between zero and one that
                 matches the given Fourier coefficients exactly. Still,
                 a ground truth that localizes all of its mass around a
                 few wavelengths can be reconstructed adequately.
                 Therefore, our representation covers the full gamut of
                 valid reflectances. The resulting textures are compact
                 because each coefficient can be stored in 10 bits. For
                 compatibility with existing tristimulus assets, we
                 implement a mapping from tristimulus color spaces to
                 three Fourier coefficients. Using three coefficients,
                 our technique gives state of the art results without
                 some of the drawbacks of related work. With four to
                 eight coefficients, our representation is superior to
                 all existing representations. Our focus is on offline
                 rendering but we also demonstrate that the technique is
                 fast enough for real-time rendering.",
  acknowledgement = ack-nhfb,
  articleno =    "136",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2019:AAP,
  author =       "Lifan Wu and Shuang Zhao and Ling-Qi Yan and Ravi
                 Ramamoorthi",
  title =        "Accurate appearance preserving prefiltering for
                 rendering displacement-mapped surfaces",
  journal =      j-TOG,
  volume =       "38",
  number =       "4",
  pages =        "137:1--137:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3306346.3322936",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:16 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Prefiltering the reflectance of a displacement-mapped
                 surface while preserving its overall appearance is
                 challenging, as smoothing a displacement map causes
                 complex changes of illumination effects such as
                 shadowing-masking and interreflection. In this paper,
                 we introduce a new method that prefilters displacement
                 maps and BRDFs jointly and constructs SVBRDFs at
                 reduced resolutions. These SVBRDFs preserve the
                 appearance of the input models by capturing both
                 shadowing-masking and interreflection effects. To
                 express our appearance-preserving SVBRDFs efficiently,
                 we leverage a new representation that involves
                 spatially varying NDFs and a novel scaling function
                 that accurately captures micro-scale changes of
                 shadowing, masking, and interreflection effects.
                 Further, we show that the 6D scaling function can be
                 factorized into a 2D function of surface location and a
                 4D function of direction. By exploiting the smoothness
                 of these functions, we develop a simple and efficient
                 factorization method that does not require computing
                 the full scaling function. The resulting functions can
                 be represented at low resolutions (e.g., 4$^2$ for the
                 spatial function and 15$^4$ for the angular function),
                 leading to minimal additional storage. Our method
                 generalizes well to different types of geometries
                 beyond Gaussian surfaces. Models prefiltered using our
                 approach at different scales can be combined to form
                 mipmaps, allowing accurate and anti-aliased
                 level-of-detail (LoD) rendering.",
  acknowledgement = ack-nhfb,
  articleno =    "137",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Koskela:2019:BMO,
  author =       "Matias Koskela and Kalle Immonen and Markku
                 M{\"a}kitalo and Alessandro Foi and Timo Viitanen and
                 Pekka J{\"a}{\"a}skel{\"a}inen and Heikki Kultala and
                 Jarmo Takala",
  title =        "Blockwise Multi-Order Feature Regression for Real-Time
                 Path-Tracing Reconstruction",
  journal =      j-TOG,
  volume =       "38",
  number =       "5",
  pages =        "138:1--138:??",
  month =        oct,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3269978",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:18 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3269978",
  abstract =     "Path tracing produces realistic results including
                 global illumination using a unified simple rendering
                 pipeline. Reducing the amount of noise to imperceptible
                 levels without post-processing requires thousands of
                 samples per pixel (spp), while currently it is only
                 possible to render extremely noisy 1 spp frames in real
                 time with desktop GPUs. However, post-processing can
                 utilize feature buffers, which contain noise-free
                 auxiliary data available in the rendering pipeline.
                 Previously, regression-based noise filtering methods
                 have only been used in offline rendering due to their
                 high computational cost. In this article we propose a
                 novel regression-based reconstruction pipeline, called
                 Blockwise Multi-Order Feature Regression (BMFR),
                 tailored for path-traced 1 spp inputs that runs in real
                 time. The high speed is achieved with a fast
                 implementation of augmented QR factorization and by
                 using stochastic regularization to address
                 rank-deficient feature data. The proposed algorithm is
                 1.8$ \times $ faster than the previous state-of-the-art
                 real-time path-tracing reconstruction method while
                 producing better quality frame sequences.",
  acknowledgement = ack-nhfb,
  articleno =    "138",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2019:NRR,
  author =       "Lingjie Liu and Weipeng Xu and Michael Zollh{\"o}fer
                 and Hyeongwoo Kim and Florian Bernard and Marc
                 Habermann and Wenping Wang and Christian Theobalt",
  title =        "Neural Rendering and Reenactment of Human Actor
                 Videos",
  journal =      j-TOG,
  volume =       "38",
  number =       "5",
  pages =        "139:1--139:14",
  month =        nov,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3333002",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Feb 15 08:17:13 MST 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3333002",
  abstract =     "We propose a method for generating video-realistic
                 animations of real humans under user control. In
                 contrast to conventional human character rendering, we
                 do not require the availability of a production-quality
                 photo-realistic three-dimensional (3D) \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "139",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Macklin:2019:NSN,
  author =       "Miles Macklin and Kenny Erleben and Matthias
                 M{\"u}ller and Nuttapong Chentanez and Stefan Jeschke
                 and Viktor Makoviychuk",
  title =        "Non-smooth {Newton} Methods for Deformable Multi-body
                 Dynamics",
  journal =      j-TOG,
  volume =       "38",
  number =       "5",
  pages =        "140:1--140:??",
  month =        oct,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3338695",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:18 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a framework for the simulation of rigid and
                 deformable bodies in the presence of contact and
                 friction. Our method is based on a non-smooth Newton
                 iteration that solves the underlying nonlinear
                 complementarity problems (NCPs) directly. This approach
                 allows us to support nonlinear dynamics models,
                 including hyperelastic deformable bodies and
                 articulated rigid mechanisms, coupled through a smooth
                 isotropic friction model. The fixed-point nature of our
                 method means it requires only the solution of a
                 symmetric linear system as a building block. We propose
                 a new complementarity preconditioner for NCP functions
                 that improves convergence, and we develop an efficient
                 GPU-based solver based on the conjugate residual (CR)
                 method that is suitable for interactive simulations. We
                 show how to improve robustness using a new geometric
                 stiffness approximation and evaluate our method's
                 performance on a number of robotics simulation
                 scenarios, including dexterous manipulation and
                 training using reinforcement learning.",
  acknowledgement = ack-nhfb,
  articleno =    "140",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Song:2019:CFF,
  author =       "Haichuan Song and Jon{\`a}s Mart{\'\i}nez and Pierre
                 Bedell and No{\'e}mie Vennin and Sylvain Lefebvre",
  title =        "Colored Fused Filament Fabrication",
  journal =      j-TOG,
  volume =       "38",
  number =       "5",
  pages =        "141:1--141:??",
  month =        oct,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3183793",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:18 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3183793",
  abstract =     "Fused filament fabrication is the method of choice for
                 printing 3D models at low cost and is the de facto
                 standard for hobbyists, makers, and schools.
                 Unfortunately, filament printers cannot truly reproduce
                 colored objects. The best current techniques rely on a
                 form of dithering exploiting occlusion, which was only
                 demonstrated for shades of two base colors and behaves
                 differently depending on surface slope. We explore a
                 novel approach for 3D-printing colored objects, capable
                 of creating controlled gradients of varying sharpness.
                 Our technique exploits off-the-shelf nozzles that are
                 designed to mix multiple filaments in a small melting
                 chamber, obtaining intermediate colors once the mix is
                 stabilized. We apply this property to produce color
                 gradients. We divide each input layer into a set of
                 strata, each having a different constant color. By
                 locally changing the thickness of the stratum, we
                 change the perceived color at a given location. By
                 optimizing the choice of colors of each stratum, we
                 further improve quality and allow the use of different
                 numbers of input filaments. We demonstrate our results
                 by building a functional color printer using low-cost,
                 off-the-shelf components. Using our tool, a user can
                 paint a 3D model and directly produce its physical
                 counterpart using any material and color available for
                 fused filament fabrication.",
  acknowledgement = ack-nhfb,
  articleno =    "141",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chapiro:2019:LAM,
  author =       "Alexandre Chapiro and Robin Atkins and Scott Daly",
  title =        "A Luminance-aware Model of Judder Perception",
  journal =      j-TOG,
  volume =       "38",
  number =       "5",
  pages =        "142:1--142:??",
  month =        oct,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3338696",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:18 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3338696",
  abstract =     "The perceived discrepancy between continuous motion as
                 seen in nature and frame-by-frame exhibition on a
                 display, sometimes termed judder, is an integral part
                 of video presentation. Over time, content creators have
                 developed a set of rules and guidelines for maintaining
                 a desirable cinematic look under the restrictions
                 placed by display technology without incurring
                 prohibitive judder. With the advent of novel displays
                 capable of high brightness, contrast, and frame rates,
                 these guidelines are no longer sufficient to present
                 audiences with a uniform viewing experience. In this
                 work, we analyze the main factors for perceptual motion
                 artifacts in digital presentation and gather
                 psychophysical data to generate a model of judder
                 perception. Our model enables applications like
                 matching perceived motion artifacts to a traditionally
                 desirable level and maintain a cinematic motion look.",
  acknowledgement = ack-nhfb,
  articleno =    "142",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ribardiere:2019:MBG,
  author =       "Micka{\"e}l Ribardi{\`e}re and Benjamin Bringier and
                 Lionel Simonot and Daniel Meneveaux",
  title =        "Microfacet {BSDFs} Generated from {NDFs} and Explicit
                 Microgeometry",
  journal =      j-TOG,
  volume =       "38",
  number =       "5",
  pages =        "143:1--143:??",
  month =        oct,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3338697",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:18 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3338697",
  abstract =     "Microfacet distributions are considered nowadays as a
                 reference for physically plausible BSDF
                 representations. Many authors have focused on their
                 physical and mathematical correctness, while
                 introducing means to enlarge the range of possible
                 appearances. This article is dedicated to Normal
                 Distribution Functions (NDFs) and the influence of
                 their shape on the rendered material aspect. We provide
                 a complete framework for studying the impact of NDFs on
                 the observed Bidirectional Scattering Distribution
                 Functions (BSDFs). To explore very general NDFs,
                 manually controlled by the user, and including
                 anisotropic materials, we propose to use a piecewise
                 continuous representation. It is derived with its
                 associated Smith shadowing-masking function and
                 importance sampling formulations for ensuring efficient
                 global illumination computations. A new procedure is
                 also proposed in this article for generating an
                 explicit geometric micro-surface, used to evaluate the
                 validity of analytic models and multiple scattering
                 effects. The results are produced with a
                 computer-generated process using path tracing. They
                 show that this generation procedure is suitable with
                 any NDF model, independently from its shape
                 complexity.",
  acknowledgement = ack-nhfb,
  articleno =    "143",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ma:2019:CSS,
  author =       "Long Ma and Ying He and Qian Sun and Yuanfeng Zhou and
                 Caiming Zhang and Wenping Wang",
  title =        "Constructing {$3$D} Self-Supporting Surfaces with
                 Isotropic Stress Using {$4$D} Minimal Hypersurfaces of
                 Revolution",
  journal =      j-TOG,
  volume =       "38",
  number =       "5",
  pages =        "144:1--144:??",
  month =        oct,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3188735",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:18 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "This article presents a new computational framework
                 for constructing 3D self-supporting surfaces with
                 isotropic stress. Inspired by the self-supporting
                 property of catenary and the fact that catenoid (the
                 surface of revolution of the catenary curve) is a
                 minimal surface, we discover the relation between 3D
                 self-supporting surfaces and 4D minimal hypersurfaces
                 (which are 3-manifolds). Lifting the problem into 4D
                 allows us to convert gravitational forces into tensions
                 and reformulate the equilibrium problem to total
                 potential energy minimization, which can be solved
                 using a variational method. We prove that the
                 hyper-generatrix of a 4D minimal hyper-surface of
                 revolution is a 3D self-supporting surface, implying
                 that constructing a 3D self-supporting surface is
                 equivalent to volume minimization. We show that the
                 energy functional is simply the surface's gravitational
                 potential energy, which in turn can be converted into a
                 surface reconstruction problem with mean curvature
                 constraint. Armed with our theoretical findings, we
                 develop an iterative algorithm to construct 3D
                 self-supporting surfaces from triangle meshes. Our
                 method guarantees convergence and can produce
                 near-regular triangle meshes, thanks to a local mesh
                 refinement strategy similar to centroidal Voronoi
                 tessellation. It also allows users to tune the geometry
                 via specifying either the zero potential surface or its
                 desired volume. We also develop a finite element method
                 to verify the equilibrium condition on 3D triangle
                 meshes. The existing thrust network analysis methods
                 discretize both geometry and material by approximating
                 the continuous stress field through uniaxial singular
                 stresses, making them an ideal tool for analysis and
                 design of beam structures. In contrast, our method
                 works on piecewise linear surfaces with continuous
                 material. Moreover, our method does not require the
                 3D-to-2D projection, therefore it also works for both
                 height and non-height fields.",
  acknowledgement = ack-nhfb,
  articleno =    "144",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Muller:2019:NIS,
  author =       "Thomas M{\"u}ller and Brian Mcwilliams and Fabrice
                 Rousselle and Markus Gross and Jan Nov{\'a}k",
  title =        "Neural Importance Sampling",
  journal =      j-TOG,
  volume =       "38",
  number =       "5",
  pages =        "145:1--145:??",
  month =        oct,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3341156",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:18 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3341156",
  abstract =     "We propose to use deep neural networks for generating
                 samples in Monte Carlo integration. Our work is based
                 on non-linear independent components estimation (NICE),
                 which we extend in numerous ways to improve performance
                 and enable its application to integration problems.
                 First, we introduce piecewise-polynomial coupling
                 transforms that greatly increase the modeling power of
                 individual coupling layers. Second, we propose to
                 preprocess the inputs of neural networks using one-blob
                 encoding, which stimulates localization of computation
                 and improves inference. Third, we derive a
                 gradient-descent-based optimization for the
                 Kullback--Leibler and the \chi $^2$ divergence for the
                 specific application of Monte Carlo integration with
                 unnormalized stochastic estimates of the target
                 distribution. Our approach enables fast and accurate
                 inference and efficient sample generation independently
                 of the dimensionality of the integration domain. We
                 show its benefits on generating natural images and in
                 two applications to light-transport simulation: first,
                 we demonstrate learning of joint path-sampling
                 densities in the primary sample space and importance
                 sampling of multi-dimensional path prefixes thereof.
                 Second, we use our technique to extract conditional
                 directional densities driven by the product of incident
                 illumination and the BSDF in the rendering equation,
                 and we leverage the densities for path guiding. In all
                 applications, our approach yields on-par or higher
                 performance than competing techniques at equal sample
                 count.",
  acknowledgement = ack-nhfb,
  articleno =    "145",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2019:DGC,
  author =       "Yue Wang and Yongbin Sun and Ziwei Liu and Sanjay E.
                 Sarma and Michael M. Bronstein and Justin M. Solomon",
  title =        "Dynamic Graph {CNN} for Learning on Point Clouds",
  journal =      j-TOG,
  volume =       "38",
  number =       "5",
  pages =        "146:1--146:??",
  month =        oct,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3326362",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:18 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3326362",
  abstract =     "Point clouds provide a flexible geometric
                 representation suitable for countless applications in
                 computer graphics; they also comprise the raw output of
                 most 3D data acquisition devices. While hand-designed
                 features on point clouds have long been proposed in
                 graphics and vision, however, the recent overwhelming
                 success of convolutional neural networks (CNNs) for
                 image analysis suggests the value of adapting insight
                 from CNN to the point cloud world. Point clouds
                 inherently lack topological information, so designing a
                 model to recover topology can enrich the representation
                 power of point clouds. To this end, we propose a new
                 neural network module dubbed EdgeConv suitable for
                 CNN-based high-level tasks on point clouds, including
                 classification and segmentation. EdgeConv acts on
                 graphs dynamically computed in each layer of the
                 network. It is differentiable and can be plugged into
                 existing architectures. Compared to existing modules
                 operating in extrinsic space or treating each point
                 independently, EdgeConv has several appealing
                 properties: It incorporates local neighborhood
                 information; it can be stacked applied to learn global
                 shape properties; and in multi-layer systems affinity
                 in feature space captures semantic characteristics over
                 potentially long distances in the original embedding.
                 We show the performance of our model on standard
                 benchmarks, including ModelNet40, ShapeNetPart, and
                 S3DIS.",
  acknowledgement = ack-nhfb,
  articleno =    "146",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Paris:2019:TAI,
  author =       "Axel Paris and Eric Galin and Adrien Peytavie and Eric
                 Gu{\'e}rin and James Gain",
  title =        "Terrain Amplification with Implicit {$3$D} Features",
  journal =      j-TOG,
  volume =       "38",
  number =       "5",
  pages =        "147:1--147:??",
  month =        oct,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3342765",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:18 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3342765",
  abstract =     "While three-dimensional landforms, such as arches and
                 overhangs, occupy a relatively small proportion of most
                 computer-generated landscapes, they are distinctive and
                 dramatic and have an outsize visual impact.
                 Unfortunately, the dominant heightfield representation
                 of terrain precludes such features, and existing
                 in-memory volumetric structures are too memory
                 intensive to handle larger scenes. In this article, we
                 present a novel memory-optimized paradigm for
                 representing and generating volumetric terrain based on
                 implicit surfaces. We encode feature shapes and terrain
                 geology using construction trees that arrange and
                 combine implicit primitives. The landform primitives
                 themselves are positioned using Poisson sampling, built
                 using open shape grammars guided by stratified erosion
                 and invasion percolation processes, and, finally,
                 queried during polygonization. Users can also
                 interactively author landforms using high-level
                 modeling tools to create or edit the underlying
                 construction trees, with support for iterative cycles
                 of editing and simulation. We demonstrate that our
                 framework is capable of importing existing large-scale
                 heightfield terrains and amplifying them with such
                 diverse structures as slot canyons, sea arches,
                 stratified cliffs, fields of hoodoos, and complex karst
                 cave networks.",
  acknowledgement = ack-nhfb,
  articleno =    "147",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Saragadam:2019:KKS,
  author =       "Vishwanath Saragadam and Aswin C. Sankaranarayanan",
  title =        "{KRISM--Krylov} Subspace-based Optical Computing of
                 Hyperspectral Images",
  journal =      j-TOG,
  volume =       "38",
  number =       "5",
  pages =        "148:1--148:??",
  month =        oct,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3345553",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:18 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3345553",
  abstract =     "We present an adaptive imaging technique that
                 optically computes a low-rank approximation of a
                 scene's hyperspectral image, conceptualized as a
                 matrix. Central to the proposed technique is the
                 optical implementation of two measurement operators: a
                 spectrally coded imager and a spatially coded
                 spectrometer. By iterating between the two operators,
                 we show that the top singular vectors and singular
                 values of a hyperspectral image can be adaptively and
                 optically computed with only a few iterations. We
                 present an optical design that uses pupil plane coding
                 for implementing the two operations and show several
                 compelling results using a lab prototype to demonstrate
                 the effectiveness of the proposed hyperspectral
                 imager.",
  acknowledgement = ack-nhfb,
  articleno =    "148",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dong:2019:RSM,
  author =       "Zhi-Chao Dong and Xiao-Ming Fu and Zeshi Yang and
                 Ligang Liu",
  title =        "Redirected Smooth Mappings for Multiuser Real Walking
                 in Virtual Reality",
  journal =      j-TOG,
  volume =       "38",
  number =       "5",
  pages =        "149:1--149:??",
  month =        oct,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3345554",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:18 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3345554",
  abstract =     "We propose a novel technique to provide multiuser real
                 walking experiences with physical interactions in
                 virtual reality (VR) applications. In our system,
                 multiple users walk freely while navigating a large
                 virtual environment within a smaller physical
                 workspace. These users can interact with other real
                 users or physical props in the same physical locations.
                 The key of our method is a redirected smooth mapping
                 that incorporates the redirected walking technique to
                 warp the input virtual scene with small bends and low
                 distance distortion. Users possess a wide field of view
                 to explore the mapped virtual environment while being
                 redirected in the real workspace. To keep multiple
                 users away from the overlaps of the mapped virtual
                 scenes, we present an automatic collision avoidance
                 technique based on dynamic virtual avatars. These
                 avatars naturally appear, move, and disappear,
                 producing as little influence as possible on users'
                 walking experiences. We evaluate our multiuser real
                 walking system through formative user studies, and
                 demonstrate the capability and practicability of our
                 technique in two multiuser applications.",
  acknowledgement = ack-nhfb,
  articleno =    "149",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Peiret:2019:SCB,
  author =       "Albert Peiret and Sheldon Andrews and J{\'o}zsef
                 K{\"o}vecses and Paul G. Kry and Marek Teichmann",
  title =        "{Schur} Complement-based Substructuring of Stiff
                 Multibody Systems with Contact",
  journal =      j-TOG,
  volume =       "38",
  number =       "5",
  pages =        "150:1--150:??",
  month =        oct,
  year =         "2019",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3355621",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Oct 22 12:28:18 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Substructuring permits parallelization of physics
                 simulation on multi-core CPUs. We present a new
                 substructuring approach for solving stiff multibody
                 systems containing both bilateral and unilateral
                 constraints. Our approach is based on non-overlapping
                 domain decomposition with the Schur complement method,
                 which we extend to systems involving contact formulated
                 as a mixed bounds linear complementarity problem. At
                 each time step, we alternate between solving the
                 subsystem and interface constraint impulses, which
                 leads to the identification of the active constraints.
                 By using the active constraints to compute the
                 effective mass of subsystems within the interface
                 solve, we obtain an exact solution. We demonstrate that
                 our simulations have preferable behavior compared to
                 standard iterative solvers and substructuring
                 techniques based on the exchange of forces at interface
                 bodies. We observe considerable speedups for structured
                 simulations where a user-defined partitioning can be
                 applied, and moderate speedups for unstructured
                 simulations, such as piles of bodies. In the latter
                 case, we propose an automatic partitioning strategy
                 based on the degree of bodies in the constraint graph.
                 Because our method makes use of direct solvers, we are
                 able to achieve interactive and real-time frame rates
                 for a number of challenging scenarios involving large
                 mass ratios, redundant constraints, and ill-conditioned
                 systems.",
  acknowledgement = ack-nhfb,
  articleno =    "150",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Abdrashitov:2020:SEP,
  author =       "Rinat Abdrashitov and Alec Jacobson and Karan Singh",
  title =        "A System for Efficient {$3$D} Printed Stop-motion Face
                 Animation",
  journal =      j-TOG,
  volume =       "39",
  number =       "1",
  pages =        "1:1--1:11",
  month =        feb,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3360510",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Feb 15 08:12:28 MST 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3360510",
  abstract =     "Computer animation in conjunction with 3D printing has
                 the potential to positively impact traditional
                 stop-motion animation. As 3D printing every frame of a
                 computer animation is prohibitively slow and expensive,
                 3D printed stop-motion can only be viable if animations
                 can be faithfully reproduced using a compact library of
                 3D printed and efficiently assemblable parts. We thus
                 present the first system for processing computer
                 animation sequences (typically faces) to produce an
                 optimal set of replacement parts for use in 3D printed
                 stop-motion animation. Given an input animation
                 sequence of topology invariant deforming meshes, our
                 problem is to output a library of replacement parts and
                 per-animation-frame assignment of the parts, such that
                 we maximally approximate the input animation, while
                 minimizing the amount of 3D printing and assembly.
                 Inspired by current stop-motion workflows, a user
                 manually indicates which parts of the model are
                 preferred for segmentation; then, we find curves with
                 minimal deformation along which to segment the mesh. We
                 then present a novel algorithm to zero out deformations
                 along the segment boundaries, so that replacement sets
                 for each part can be interchangeably and seamlessly
                 assembled together. The part boundaries are designed to
                 ease 3D printing and instrumentation for assembly. Each
                 part is then independently optimized using a graph-cut
                 technique to find a set of replacements, whose size can
                 be user defined, or automatically computed to adhere to
                 a printing budget or allowed deviation from the
                 original animation. Our evaluation is threefold: we
                 show results on a variety of facial animations, both
                 digital and 3D printed, critiqued by a professional
                 animator; we show the impact of various algorithmic
                 parameters; and we compare our results to naive
                 solutions. Our approach can reduce the printing time
                 and cost significantly for stop-motion animated
                 films.",
  acknowledgement = ack-nhfb,
  articleno =    "1",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Campen:2020:SPA,
  author =       "Marcel Campen and Hanxiao Shen and Jiaran Zhou and
                 Denis Zorin",
  title =        "Seamless Parametrization with Arbitrary Cones for
                 Arbitrary Genus",
  journal =      j-TOG,
  volume =       "39",
  number =       "1",
  pages =        "2:1--2:19",
  month =        feb,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3360511",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Feb 15 08:12:28 MST 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3360511",
  abstract =     "Seamless global parametrization of surfaces is a key
                 operation in geometry processing, e.g., for
                 high-quality quad mesh generation. A common approach is
                 to prescribe the parametric domain structure, in
                 particular, the locations of parametrization \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "2",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Eom:2020:MPC,
  author =       "Haegwang Eom and Daseong Han and Joseph S. {Shin
                 (formerly Sung Yong Shin)} and Junyong Noh",
  title =        "Model Predictive Control with a Visuomotor System for
                 Physics-based Character Animation",
  journal =      j-TOG,
  volume =       "39",
  number =       "1",
  pages =        "3:1--3:11",
  month =        feb,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3360905",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Feb 15 08:12:28 MST 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3360905",
  abstract =     "This article presents a Model Predictive Control
                 framework with a visuomotor system that synthesizes eye
                 and head movements coupled with physics-based full-body
                 motions while placing visual attention on objects of
                 importance in the environment. As the engine of this
                 framework, we propose a visuomotor system based on
                 human visual perception and full-body dynamics with
                 contacts. Relying on partial observations with
                 uncertainty from a simulated visual sensor, an optimal
                 control problem for this system leads to a Partially
                 Observable Markov Decision Process, which is difficult
                 to deal with. We approximate it as a deterministic
                 belief Markov Decision Process for effective control.
                 To obtain a solution for the problem efficiently, we
                 adopt differential dynamic programming, which is a
                 powerful scheme to find a locally optimal control
                 policy for nonlinear system dynamics. Guided by a
                 reference skeletal motion without any a priori gaze
                 information, our system produces realistic eye and head
                 movements together with full-body motions for various
                 tasks such as catching a thrown ball, walking on
                 stepping stones, balancing after being pushed, and
                 avoiding moving obstacles.",
  acknowledgement = ack-nhfb,
  articleno =    "3",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Choi:2020:DIF,
  author =       "Jinsoo Choi and In So Kweon",
  title =        "Deep Iterative Frame Interpolation for Full-frame
                 Video Stabilization",
  journal =      j-TOG,
  volume =       "39",
  number =       "1",
  pages =        "4:1--4:9",
  month =        feb,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3363550",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Feb 15 08:12:28 MST 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3363550",
  abstract =     "Video stabilization is a fundamental and important
                 technique for higher quality videos. Prior works have
                 extensively explored video stabilization, but most of
                 them involve cropping of the frame boundaries and
                 introduce moderate levels of distortion. We \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "4",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rossignac:2020:COT,
  author =       "Jarek Rossignac",
  title =        "Corner-operated Tran-similar {(COTS)} Maps, Patterns,
                 and Lattices",
  journal =      j-TOG,
  volume =       "39",
  number =       "1",
  pages =        "5:1--5:14",
  month =        feb,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3267346",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Feb 15 08:12:28 MST 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3267346",
  abstract =     "The planar COTS map proposed here takes the unit
                 square to a region R bounded by four log-spiral edges.
                 It is Corner-operated (controlled by the four corners
                 of R) and Tran-similar (it maps translations to
                 similarities). The tiles of the COTS map of a
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "5",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huo:2020:AIR,
  author =       "Yuchi Huo and Rui Wang and Ruzahng Zheng and Hualin Xu
                 and Hujun Bao and Sung-Eui Yoon",
  title =        "Adaptive Incident Radiance Field Sampling and
                 Reconstruction Using Deep Reinforcement Learning",
  journal =      j-TOG,
  volume =       "39",
  number =       "1",
  pages =        "6:1--6:17",
  month =        feb,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3368313",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Feb 15 08:12:28 MST 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3368313",
  abstract =     "Serious noise affects the rendering of global
                 illumination using Monte Carlo (MC) path tracing when
                 insufficient samples are used. The two common solutions
                 to this problem are filtering noisy inputs to generate
                 smooth but biased results and sampling the \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "6",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Karacan:2020:MAN,
  author =       "Levent Karacan and Zeynep Akata and Aykut Erdem and
                 Erkut Erdem",
  title =        "Manipulating Attributes of Natural Scenes via
                 Hallucination",
  journal =      j-TOG,
  volume =       "39",
  number =       "1",
  pages =        "7:1--7:17",
  month =        feb,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3368312",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Feb 15 08:12:28 MST 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3368312",
  abstract =     "In this study, we explore building a two-stage
                 framework for enabling users to directly manipulate
                 high-level attributes of a natural scene. The key to
                 our approach is a deep generative network that can
                 hallucinate images of a scene as if they were
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "7",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Iseringhausen:2020:NLS,
  author =       "Julian Iseringhausen and Matthias B. Hullin",
  title =        "Non-line-of-sight Reconstruction Using Efficient
                 Transient Rendering",
  journal =      j-TOG,
  volume =       "39",
  number =       "1",
  pages =        "8:1--8:14",
  month =        feb,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3368314",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Feb 15 08:12:28 MST 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3368314",
  abstract =     "Being able to see beyond the direct line of sight is
                 an intriguing prospect and could benefit a wide variety
                 of important applications. Recent work has demonstrated
                 that time-resolved measurements of indirect diffuse
                 light contain valuable information \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "8",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sun:2020:EEL,
  author =       "Qilin Sun and Jian Zhang and Xiong Dun and Bernard
                 Ghanem and Yifan Peng and Wolfgang Heidrich",
  title =        "End-to-end Learned, Optically Coded Super-resolution
                 {SPAD} Camera",
  journal =      j-TOG,
  volume =       "39",
  number =       "2",
  pages =        "9:1--9:14",
  month =        apr,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3372261",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 21 08:02:44 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3372261",
  abstract =     "Single Photon Avalanche Photodiodes (SPADs) have
                 recently received a lot of attention in imaging and
                 vision applications due to their excellent performance
                 in low-light conditions, as well as their ultra-high
                 temporal resolution. Unfortunately, like \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "9",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Konrad:2020:GCO,
  author =       "Robert Konrad and Anastasios Angelopoulos and Gordon
                 Wetzstein",
  title =        "Gaze-Contingent Ocular Parallax Rendering for Virtual
                 Reality",
  journal =      j-TOG,
  volume =       "39",
  number =       "2",
  pages =        "10:1--10:12",
  month =        apr,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3361330",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 21 08:02:44 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3361330",
  abstract =     "Immersive computer graphics systems strive to generate
                 perceptually realistic user experiences.
                 Current-generation virtual reality (VR) displays are
                 successful in accurately rendering many perceptually
                 important effects, including perspective, disparity,.
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "10",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Custers:2020:SDF,
  author =       "Bram Custers and Amir Vaxman",
  title =        "Subdivision Directional Fields",
  journal =      j-TOG,
  volume =       "39",
  number =       "2",
  pages =        "11:1--11:20",
  month =        apr,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3375659",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 21 08:02:44 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3375659",
  abstract =     "We present a novel linear subdivision scheme for
                 face-based tangent directional fields on triangle
                 meshes. Our subdivision scheme is based on a novel
                 coordinate-free representation of directional fields as
                 halfedge-based scalar quantities, bridging the
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "11",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Iseringhausen:2020:CPF,
  author =       "Julian Iseringhausen and Michael Weinmann and Weizhen
                 Huang and Matthias B. Hullin",
  title =        "Computational Parquetry: Fabricated Style Transfer
                 with Wood Pixels",
  journal =      j-TOG,
  volume =       "39",
  number =       "2",
  pages =        "12:1--12:14",
  month =        apr,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3378541",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 21 08:02:44 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3378541",
  abstract =     "Parquetry is the art and craft of decorating a surface
                 with a pattern of differently colored veneers of wood,
                 stone, or other materials. Traditionally, the process
                 of designing and making parquetry has been driven by
                 color, using the texture found in \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "12",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2020:GDP,
  author =       "Lvmin Zhang and Edgar Simo-Serra and Yi Ji and
                 Chunping Liu",
  title =        "Generating Digital Painting Lighting Effects via
                 {RGB}-space Geometry",
  journal =      j-TOG,
  volume =       "39",
  number =       "2",
  pages =        "13:1--13:13",
  month =        apr,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3372176",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 21 08:02:44 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3372176",
  abstract =     "We present an algorithm to generate digital painting
                 lighting effects from a single image. Our algorithm is
                 based on a key observation: Artists use many
                 overlapping strokes to paint lighting effects, i.e.,
                 pixels with dense stroke history tend to gather
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "13",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Adikusuma:2020:FCD,
  author =       "Yohanes Yudhi Adikusuma and Zheng Fang and Ying He",
  title =        "Fast Construction of Discrete Geodesic Graphs",
  journal =      j-TOG,
  volume =       "39",
  number =       "2",
  pages =        "14:1--14:14",
  month =        apr,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3144567",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 21 08:02:44 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3144567",
  abstract =     "This paper develops a new method for constructing
                 Discrete Geodesic Graph (DGG)-an undirected, sparse
                 graph for computing discrete geodesic distances and
                 paths on triangle meshes. Based on a novel accuracy
                 aware window propagation scheme, our method is
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "14",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nabata:2020:RAW,
  author =       "Kosuke Nabata and Kei Iwasaki and Yoshinori Dobashi",
  title =        "Resampling-aware Weighting Functions for Bidirectional
                 Path Tracing Using Multiple Light Sub-Paths",
  journal =      j-TOG,
  volume =       "39",
  number =       "2",
  pages =        "15:1--15:11",
  month =        apr,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3338994",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 21 08:02:44 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3338994",
  abstract =     "Bidirectional path tracing (BPT) with multiple
                 importance sampling (MIS) is a popular technique for
                 rendering realistic images. Recently, it has been shown
                 that BPT can be improved by preparing multiple light
                 sub-paths and by resampling a small number \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "15",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Palmer:2020:ARV,
  author =       "David Palmer and David Bommes and Justin Solomon",
  title =        "Algebraic Representations for Volumetric Frame
                 Fields",
  journal =      j-TOG,
  volume =       "39",
  number =       "2",
  pages =        "16:1--16:17",
  month =        apr,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3366786",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 21 08:02:44 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3366786",
  abstract =     "Field-guided parameterization methods have proven
                 effective for quad meshing of surfaces; these methods
                 compute smooth cross fields to guide the meshing
                 process and then integrate the fields to construct a
                 discrete mesh. A key challenge in extending \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "16",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2020:DGM,
  author =       "Zaiwei Zhang and Zhenpei Yang and Chongyang Ma and
                 Linjie Luo and Alexander Huth and Etienne Vouga and
                 Qixing Huang",
  title =        "Deep Generative Modeling for Scene Synthesis via
                 Hybrid Representations",
  journal =      j-TOG,
  volume =       "39",
  number =       "2",
  pages =        "17:1--17:21",
  month =        apr,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3381866",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Apr 21 08:02:44 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3381866",
  abstract =     "We present a deep generative scene modeling technique
                 for indoor environments. Our goal is to train a
                 generative model using a feed-forward neural network
                 that maps a prior distribution (e.g., a normal
                 distribution) to the distribution of primary \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "17",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Stein:2020:SEB,
  author =       "Oded Stein and Alec Jacobson and Max Wardetzky and
                 Eitan Grinspun",
  title =        "A Smoothness Energy without Boundary Distortion for
                 Curved Surfaces",
  journal =      j-TOG,
  volume =       "39",
  number =       "3",
  pages =        "18:1--18:17",
  month =        jun,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3377406",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 13 16:19:42 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3377406",
  abstract =     "Current quadratic smoothness energies for curved
                 surfaces either exhibit distortions near the boundary
                 due to zero Neumann boundary conditions or they do not
                 correctly account for intrinsic curvature, which leads
                 to unnatural-looking behavior away from \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "18",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wisessing:2020:EMI,
  author =       "Pisut Wisessing and Katja Zibrek and Douglas W.
                 Cunningham and John Dingliana and Rachel McDonnell",
  title =        "Enlighten Me: Importance of Brightness and Shadow for
                 Character Emotion and Appeal",
  journal =      j-TOG,
  volume =       "39",
  number =       "3",
  pages =        "19:1--19:12",
  month =        jun,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3383195",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 13 16:19:42 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3383195",
  abstract =     "Lighting has been used to enhance emotion and appeal
                 of characters for centuries, from paintings in the
                 Renaissance to the modern-day digital arts. In VFX and
                 animation studios, lighting is considered as important
                 as modelling, shading, or rigging. Most \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "19",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lan:2020:MEE,
  author =       "Lei Lan and Ran Luo and Marco Fratarcangeli and Weiwei
                 Xu and Huamin Wang and Xiaohu Guo and Junfeng Yao and
                 Yin Yang",
  title =        "Medial Elastics: Efficient and Collision-Ready
                 Deformation via Medial Axis Transform",
  journal =      j-TOG,
  volume =       "39",
  number =       "3",
  pages =        "20:1--20:17",
  month =        jun,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3384515",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 13 16:19:42 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3384515",
  abstract =     "We propose a framework for the interactive simulation
                 of nonlinear deformable objects. The primary feature of
                 our system is the seamless integration of deformable
                 simulation and collision culling, which are often
                 independently handled in existing \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "20",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2020:HOT,
  author =       "Xinlei Wang and Minchen Li and Yu Fang and Xinxin
                 Zhang and Ming Gao and Min Tang and Danny M. Kaufman
                 and Chenfanfu Jiang",
  title =        "Hierarchical Optimization Time Integration for
                 {CFL}-Rate {MPM} Stepping",
  journal =      j-TOG,
  volume =       "39",
  number =       "3",
  pages =        "21:1--21:16",
  month =        jun,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386760",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 13 16:19:42 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386760",
  abstract =     "We propose Hierarchical Optimization Time Integration
                 (HOT) for efficient implicit timestepping of the
                 material point method (MPM) irrespective of simulated
                 materials and conditions. HOT is an MPM-specialized
                 hierarchical optimization algorithm that \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "21",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Steinberg:2020:ARL,
  author =       "Shlomi Steinberg",
  title =        "Accurate Rendering of Liquid-Crystals and
                 Inhomogeneous Optically Anisotropic Media",
  journal =      j-TOG,
  volume =       "39",
  number =       "3",
  pages =        "22:1--22:23",
  month =        jun,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3381748",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 13 16:19:42 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3381748",
  abstract =     "We present a novel method for devising a closed-form
                 analytic expression to the light transport through the
                 bulk of inhomogeneous optically anisotropic media.
                 Those optically anisotropic materials, e.g.,
                 liquid-crystals and elastic fluids, arise in a
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "22",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Abdelkader:2020:VVM,
  author =       "Ahmed Abdelkader and Chandrajit L. Bajaj and Mohamed
                 S. Ebeida and Ahmed H. Mahmoud and Scott A. Mitchell
                 and John D. Owens and Ahmad A. Rushdi",
  title =        "{VoroCrust}: {Voronoi} Meshing Without Clipping",
  journal =      j-TOG,
  volume =       "39",
  number =       "3",
  pages =        "23:1--23:16",
  month =        jun,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3337680",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 13 16:19:42 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3337680",
  abstract =     "Polyhedral meshes are increasingly becoming an
                 attractive option with particular advantages over
                 traditional meshes for certain applications. What has
                 been missing is a robust polyhedral meshing algorithm
                 that can handle broad classes of domains \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "23",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lessig:2020:LFS,
  author =       "Christian Lessig",
  title =        "Local {Fourier} Slice Photography",
  journal =      j-TOG,
  volume =       "39",
  number =       "3",
  pages =        "24:1--24:16",
  month =        jun,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3339307",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 13 16:19:42 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3339307",
  abstract =     "Light field cameras provide intriguing possibilities,
                 such as post-capture refocus or the ability to
                 synthesize images from novel viewpoints. This comes,
                 however, at the price of significant storage
                 requirements. Compression techniques can be used to
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "24",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2020:OFF,
  author =       "Paul Zhang and Josh Vekhter and Edward Chien and David
                 Bommes and Etienne Vouga and Justin Solomon",
  title =        "Octahedral Frames for Feature-Aligned Cross Fields",
  journal =      j-TOG,
  volume =       "39",
  number =       "3",
  pages =        "25:1--25:13",
  month =        jun,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3374209",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 13 16:19:42 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3374209",
  abstract =     "We present a method for designing smooth cross fields
                 on surfaces that automatically align to sharp features
                 of an underlying geometry. Our approach introduces a
                 novel class of energies based on a representation of
                 cross fields in the spherical harmonic \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "25",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rioux-Lavoie:2020:DRM,
  author =       "Damien Rioux-Lavoie and Joey Litalien and Adrien
                 Gruson and Toshiya Hachisuka and Derek Nowrouzezahrai",
  title =        "Delayed Rejection {Metropolis} Light Transport",
  journal =      j-TOG,
  volume =       "39",
  number =       "3",
  pages =        "26:1--26:14",
  month =        jun,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3388538",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 13 16:19:42 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3388538",
  abstract =     "Designing robust mutation strategies for primary
                 sample space Metropolis light transport is a
                 challenging problem: poorly tuned mutations both hinder
                 state space exploration and introduce structured image
                 artifacts. Scenes with complex materials, \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "26",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jia:2020:CCE,
  author =       "Xiaohong Jia and Changhe Tu and Bernard Mourrain and
                 Wenping Wang",
  title =        "Complete Classification and Efficient Determination of
                 Arrangements Formed by Two Ellipsoids",
  journal =      j-TOG,
  volume =       "39",
  number =       "3",
  pages =        "27:1--27:12",
  month =        jun,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3388540",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 13 16:19:42 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3388540",
  abstract =     "Arrangements of geometric objects refer to the spatial
                 partitions formed by the objects, and they serve as an
                 underlining structure of motion design, analysis, and
                 planning in CAD/CAM, robotics, molecular modeling,
                 manufacturing, and computer-assisted \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "27",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2020:RTI,
  author =       "Wei Liu and Pingping Zhang and Xiaolin Huang and Jie
                 Yang and Chunhua Shen and Ian Reid",
  title =        "Real-time Image Smoothing via Iterative Least
                 Squares",
  journal =      j-TOG,
  volume =       "39",
  number =       "3",
  pages =        "28:1--28:24",
  month =        jun,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3388887",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Aug 13 16:19:42 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3388887",
  abstract =     "Edge-preserving image smoothing is a fundamental
                 procedure for many computer vision and graphic
                 applications. There is a tradeoff between the smoothing
                 quality and the processing speed: the high smoothing
                 quality usually requires a high computational
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "28",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ni:2020:LSM,
  author =       "Xingyu Ni and Bo Zhu and Bin Wang and Baoquan Chen",
  title =        "A level-set method for magnetic substance simulation",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "29:1--29:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392445",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392445",
  abstract =     "We present a versatile numerical approach to
                 simulating various magnetic phenomena using a level-set
                 method. At the heart of our method lies a novel two-way
                 coupling mechanism between a magnetic field and a
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "29",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2020:MPS,
  author =       "Xinlei Wang and Yuxing Qiu and Stuart R. Slattery and
                 Yu Fang and Minchen Li and Song-Chun Zhu and Yixin Zhu
                 and Min Tang and Dinesh Manocha and Chenfanfu Jiang",
  title =        "A massively parallel and scalable multi-{CPU} material
                 point method",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "30:1--30:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392442",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392442",
  abstract =     "Harnessing the power of modern multi-GPU
                 architectures, we present a massively parallel
                 simulation system based on the Material Point Method
                 (MPM) for simulating physical behaviors of materials
                 undergoing complex \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "30",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ishida:2020:MSF,
  author =       "Sadashige Ishida and Peter Synak and Fumiya Narita and
                 Toshiya Hachisuka and Chris Wojtan",
  title =        "A model for soap film dynamics with evolving
                 thickness",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "31:1--31:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392405",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392405",
  abstract =     "Previous research on animations of soap bubbles,
                 films, and foams largely focuses on the motion and
                 geometric shape of the bubble surface. These works
                 neglect the evolution of the bubble's thickness, which
                 is normally \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "31",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ando:2020:POL,
  author =       "Ryoichi Ando and Christopher Batty",
  title =        "A practical octree liquid simulator with adaptive
                 surface resolution",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "32:1--32:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392460",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392460",
  abstract =     "We propose a new adaptive liquid simulation framework
                 that achieves highly detailed behavior with reduced
                 implementation complexity. Prior work has shown that
                 spatially adaptive grids are efficient for \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "32",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Won:2020:SAC,
  author =       "Jungdam Won and Deepak Gopinath and Jessica Hodgins",
  title =        "A scalable approach to control diverse behaviors for
                 physically simulated characters",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "33:1--33:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392381",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392381",
  abstract =     "Human characters with a broad range of natural looking
                 and physically realistic behaviors will enable the
                 construction of compelling interactive experiences. In
                 this paper, we develop a technique for learning
                 \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "33",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Song:2020:AFR,
  author =       "Steven L. Song and Weiqi Shi and Michael Reed",
  title =        "Accurate face rig approximation with deep differential
                 subspace reconstruction",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "34:1--34:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392491",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392491",
  abstract =     "To be suitable for film-quality animation, rigs for
                 character deformation must fulfill a broad set of
                 requirements. They must be able to create highly
                 stylized deformation, allow a wide variety of controls
                 to permit artistic \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "34",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Coevoet:2020:AMR,
  author =       "Eulalie Coevoet and Otman Benchekroun and Paul G.
                 Kry",
  title =        "Adaptive merging for rigid body simulation",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "35:1--35:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392417",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392417",
  abstract =     "We reduce computation time in rigid body simulations
                 by merging collections of bodies when they share a
                 common spatial velocity. Merging relies on monitoring
                 the state of contacts, and a metric that compares the
                 relative \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "35",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gissler:2020:ICS,
  author =       "Christoph Gissler and Andreas Henne and Stefan Band
                 and Andreas Peer and Matthias Teschner",
  title =        "An implicit compressible {SPH} solver for snow
                 simulation",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "36:1--36:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392431",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392431",
  abstract =     "Snow is a complex material. It resists elastic normal
                 and shear deformations, while some deformations are
                 plastic. Snow can deform and break. It can be
                 significantly compressed and gets harder under
                 compression. \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "36",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wolper:2020:AAA,
  author =       "Joshuah Wolper and Yunuo Chen and Minchen Li and Yu
                 Fang and Ziyin Qu and Jiecong Lu and Meggie Cheng and
                 Chenfanfu Jiang",
  title =        "{AnisoMPM}: animating anisotropic damage mechanics",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "37:1--37:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392428",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392428",
  abstract =     "Dynamic fracture surrounds us in our day-to-day lives,
                 but animating this phenomenon is notoriously difficult
                 and only further complicated by anisotropic
                 materials---those with underlying structures that
                 dictate preferred \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "37",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Luo:2020:CCA,
  author =       "Ying-Sheng Luo and Jonathan Hans Soeseno and Trista
                 Pei-Chun Chen and Wei-Chao Chen",
  title =        "{CARL}: controllable agent with reinforcement learning
                 for quadruped locomotion",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "38:1--38:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392433",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392433",
  abstract =     "Motion synthesis in a dynamic environment has been a
                 long-standing problem for character animation. Methods
                 using motion capture data tend to scale poorly in
                 complex environments because of their larger capturing
                 \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "38",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Merel:2020:CCR,
  author =       "Josh Merel and Saran Tunyasuvunakool and Arun Ahuja
                 and Yuval Tassa and Leonard Hasenclever and Vu Pham and
                 Tom Erez and Greg Wayne and Nicolas Heess",
  title =        "Catch \& Carry: reusable neural controllers for
                 vision-guided whole-body tasks",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "39:1--39:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392474",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392474",
  abstract =     "We address the longstanding challenge of producing
                 flexible, realistic humanoid character controllers that
                 can perform diverse whole-body tasks involving object
                 interactions. This challenge is central to a variety
                 \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "39",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ling:2020:CCU,
  author =       "Hung Yu Ling and Fabio Zinno and George Cheng and
                 Michiel {Van De Panne}",
  title =        "Character controllers using motion {VAEs}",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "40:1--40:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392422",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392422",
  abstract =     "A fundamental problem in computer animation is that of
                 realizing purposeful and realistic human movement given
                 a sufficiently-rich set of motion capture clips. We
                 learn data-driven generative models of human movement
                 \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "40",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2020:CSS,
  author =       "Weizhen Huang and Julian Iseringhausen and Tom
                 Kneiphof and Ziyin Qu and Chenfanfu Jiang and Matthias
                 B. Hullin",
  title =        "Chemomechanical simulation of soap film flow on
                 spherical bubbles",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "41:1--41:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392094",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392094",
  abstract =     "Soap bubbles are widely appreciated for their fragile
                 nature and their colorful appearance. The natural
                 sciences and, in extension, computer graphics, have
                 comprehensively studied the mechanical behavior of
                 films and \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "41",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2020:CST,
  author =       "Hui Wang and Yongxu Jin and Anqi Luo and Xubo Yang and
                 Bo Zhu",
  title =        "Codimensional surface tension flow using
                 moving-least-squares particles",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "42:1--42:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392487",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392487",
  abstract =     "We propose a new Eulerian--Lagrangian approach to
                 simulate the various surface tension phenomena
                 characterized by volume, thin sheets, thin filaments,
                 and points using Moving-Least-Squares (MLS) \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "42",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Goldade:2020:CBA,
  author =       "Ryan Goldade and Mridul Aanjaneya and Christopher
                 Batty",
  title =        "Constraint bubbles and affine regions: reduced fluid
                 models for efficient immersed bubbles and flexible
                 spatial coarsening",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "43:1--43:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392455",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392455",
  abstract =     "We propose to enhance the capability of standard
                 free-surface flow simulators with efficient support for
                 immersed bubbles through two new models:
                 constraint-based bubbles and affine fluid regions.
                 Unlike its predecessors, \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "43",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chaitanya:2020:DSL,
  author =       "Chakravarty R. Alla Chaitanya and Nikunj Raghuvanshi
                 and Keith W. Godin and Zechen Zhang and Derek
                 Nowrouzezahrai and John M. Snyder",
  title =        "Directional sources and listeners in interactive sound
                 propagation using reciprocal wave field coding",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "44:1--44:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392459",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392459",
  abstract =     "Common acoustic sources, like voices or musical
                 instruments, exhibit strong frequency and directional
                 dependence. When transported through complex
                 environments, their anisotropic radiated field
                 \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "44",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jiang:2020:EDV,
  author =       "Hongda Jiang and Bin Wang and Xi Wang and Marc
                 Christie and Baoquan Chen",
  title =        "Example-driven virtual cinematography by learning
                 camera behaviors",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "45:1--45:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392427",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392427",
  abstract =     "Designing a camera motion controller that has the
                 capacity to move a virtual camera automatically in
                 relation with contents of a 3D animation, in a
                 cinematographic and principled way, is a complex and
                 challenging task. \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "45",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kwon:2020:FFM,
  author =       "Taesoo Kwon and Yoonsang Lee and Michiel {Van De
                 Panne}",
  title =        "Fast and flexible multilegged locomotion using learned
                 centroidal dynamics",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "46:1--46:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392432",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392432",
  abstract =     "We present a flexible and efficient approach for
                 generating multilegged locomotion. Our model-predictive
                 control (MPC) system efficiently generates
                 terrain-adaptive motions, as computed using a
                 three-level \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "46",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2020:FST,
  author =       "Wei Li and Yixin Chen and Mathieu Desbrun and Changxi
                 Zheng and Xiaopei Liu",
  title =        "Fast and scalable turbulent flow simulation with
                 two-way coupling",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "47:1--47:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392400",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392400",
  abstract =     "Despite their cinematic appeal, turbulent flows
                 involving fluid-solid coupling remain a computational
                 challenge in animation. At the root of this current
                 limitation is the numerical dispersion from which most
                 accurate \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "47",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sperl:2020:HYL,
  author =       "Georg Sperl and Rahul Narain and Chris Wojtan",
  title =        "Homogenized yarn-level cloth",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "48:1--48:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392412",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392412",
  abstract =     "We present a method for animating yarn-level cloth
                 effects using a thin-shell solver. We accomplish this
                 through numerical homogenization: we first use a large
                 number of yarn-level simulations to build a model of
                 the \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "48",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2020:IPC,
  author =       "Minchen Li and Z Ac Hary Ferguson and Teseo Schneider
                 and Timothy Langlois and Denis Zorin and Daniele
                 Panozzo and Chenfanfu Jiang and Danny M. Kaufman",
  title =        "Incremental potential contact: intersection-and
                 inversion-free, large-deformation dynamics",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "49:1--49:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392425",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392425",
  abstract =     "Contacts weave through every aspect of our physical
                 world, from daily household chores to acts of nature.
                 Modeling and predictive computation of these phenomena
                 for solid mechanics is important to every discipline
                 \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "49",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{He:2020:ISD,
  author =       "Feixiang He and Yuanhang Xiang and Xi Zhao and He
                 Wang",
  title =        "Informative scene decomposition for crowd analysis,
                 comparison and simulation guidance",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "50:1--50:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392407",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392407",
  abstract =     "Crowd simulation is a central topic in several fields
                 including graphics. To achieve high-fidelity
                 simulations, data has been increasingly relied upon for
                 analysis and simulation guidance. However, the
                 information in \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "50",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fang:2020:IMI,
  author =       "Yu Fang and Ziyin Qu and Minchen Li and Xinxin Zhang
                 and Yixin Zhu and Mridul Aanjaneya and Chenfanfu
                 Jiang",
  title =        "{IQ-MPM}: an interface quadrature material point
                 method for non-sticky strongly two-way coupled
                 nonlinear solids and fluids",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "51:1--51:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392438",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392438",
  abstract =     "We propose a novel scheme for simulating two-way
                 coupled interactions between nonlinear elastic solids
                 and incompressible fluids. The key ingredient of this
                 approach is a ghost matrix operator-splitting scheme
                 for \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "51",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2020:LNS,
  author =       "Byungsoo Kim and Vinicius C. Azevedo and Markus Gross
                 and Barbara Solenthaler",
  title =        "{Lagrangian} neural style transfer for fluids",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "52:1--52:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392473",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392473",
  abstract =     "Artistically controlling the shape, motion and
                 appearance of fluid simulations pose major challenges
                 in visual effects production. In this paper, we present
                 a neural style transfer approach from images to 3D
                 fluids formulated in \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "52",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Holden:2020:LMM,
  author =       "Daniel Holden and Oussama Kanoun and Maksym Perepichka
                 and Tiberiu Popa",
  title =        "Learned motion matching",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "53:1--53:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392440",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392440",
  abstract =     "In this paper we present a learned alternative to the
                 Motion Matching algorithm which retains the positive
                 properties of Motion Matching but additionally achieves
                 the scalability of neural-network-based generative
                 models. \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "53",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Starke:2020:LMP,
  author =       "Sebastian Starke and Yiwei Zhao and Taku Komura and
                 Kazi Zaman",
  title =        "Local motion phases for learning multi-contact
                 character movements",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "54:1--54:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392450",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392450",
  abstract =     "Training a bipedal character to play basketball and
                 interact with objects, or a quadruped character to move
                 in various locomotion modes, are difficult tasks due to
                 the fast and complex contacts happening during the
                 motion. In \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "54",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{TenBosch:2020:DRB,
  author =       "Marc {Ten Bosch}",
  title =        "{$N$}-dimensional rigid body dynamics",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "55:1--55:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392483",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392483",
  abstract =     "I present a formulation for Rigid Body Dynamics that
                 is independent of the dimension of the space. I
                 describe the state and equations of motion of rigid
                 bodies using geometric algebra. Using collision
                 \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "55",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{James:2020:PDB,
  author =       "Doug L. James",
  title =        "{Phong} deformation: a better {$ C_0 $} interpolant
                 for embedded deformation",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "56:1--56:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392371",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392371",
  abstract =     "Physics-based simulations of deforming tetrahedral
                 meshes are widely used to animate detailed embedded
                 geometry. Unfortunately most practitioners still use
                 linear interpolation (or other low-order schemes) on
                 \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "56",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ly:2020:PDD,
  author =       "Micka{\~A}\ogl Ly and Jean Jouve and Laurence
                 Boissieux and Florence Bertails-Descoubes",
  title =        "Projective dynamics with dry frictional contact",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "57:1--57:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392396",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392396",
  abstract =     "Projective dynamics was introduced a few years ago as
                 a fast method to yield an approximate yet stable
                 solution to the dynamics of nodal systems subject to
                 stiff internal forces. Previous attempts to include
                 contact \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "57",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2020:RNR,
  author =       "Zhan Xu and Yang Zhou and Evangelos Kalogerakis and
                 Chris Landreth and Karan Singh",
  title =        "{RigNet}: neural rigging for articulated characters",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "58:1--58:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392379",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392379",
  abstract =     "We present RigNet, an end-to-end automated method for
                 producing animation rigs from input character models.
                 Given an input 3D model representing an articulated
                 character, RigNet predicts a skeleton that \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "58",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sanchez-Banderas:2020:REL,
  author =       "Rosa M. S{\'a}nchez-Banderas and Alejandro
                 Rodr{\'{\i}}guez and H{\'e}ctor Barreiro and Miguel A.
                 Otaduy",
  title =        "Robust {Eulerian-on-Lagrangian} rods",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "59:1--59:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392489",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392489",
  abstract =     "This paper introduces a method to simulate complex rod
                 assemblies and stacked layers with implicit contact
                 handling, through Eulerian-on-Lagrangian (EoL)
                 discretizations. Previous EoL methods fail to
                 \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "59",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Harvey:2020:RMB,
  author =       "F{\'e}lix G. Harvey and Mike Yurick and Derek
                 Nowrouzezahrai and Christopher Pal",
  title =        "Robust motion in-betweening",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "60:1--60:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392480",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392480",
  abstract =     "In this work we present a novel, robust transition
                 generation technique that can serve as a new tool for
                 3D animators, based on adversarial recurrent neural
                 networks. The system synthesises high-quality motions
                 \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "60",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Daviet:2020:SSF,
  author =       "Gilles Daviet",
  title =        "Simple and scalable frictional contacts for thin nodal
                 objects",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "61:1--61:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392439",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392439",
  abstract =     "Frictional contacts are the primary way by which
                 physical bodies interact, yet they pose many numerical
                 challenges. Previous works have devised robust methods
                 for handling collisions in elastic bodies, cloth, or
                 fiber \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "61",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aberman:2020:SAN,
  author =       "Kfir Aberman and Peizh Uo Li and Dani Lischinski and
                 Olga Sorkine-Hornung and Daniel Cohen-Or and Baoquan
                 Chen",
  title =        "Skeleton-aware networks for deep motion retargeting",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "62:1--62:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392462",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392462",
  abstract =     "We introduce a novel deep learning framework for
                 data-driven motion retargeting between skeletons, which
                 may have different structure, yet corresponding to
                 homeomorphic graphs. Importantly, our approach
                 \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "62",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{DeGomensoroMalheiros:2020:LNC,
  author =       "Marcelo {De Gomensoro Malheiros} and Henrique
                 Fensterseifer and Marcelo Walter",
  title =        "The leopard never changes its spots: realistic
                 pigmentation pattern formation by coupling tissue
                 growth with reaction--diffusion",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "63:1--63:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392478",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392478",
  abstract =     "Previous research in pattern formation using
                 reaction--diffusion mostly focused on static domains,
                 either for computational simplicity or mathematical
                 tractability. In this work, we have explored the
                 expressiveness of combining simple mechanisms as a
                 possible explanation for pigmentation pattern
                 formation, where tissue growth plays a crucial role.
                 Our motivation is not only to realistically reproduce
                 natural patterns but also to get insights into the
                 underlying biological processes. Therefore, we present
                 a novel approach to generate realistic animal skin
                 patterns. First, we describe the approximation of
                 tissue growth by a series of discrete matrix expansion
                 operations. Then, we combine it with an adaptation of
                 Turing's non-linear reaction--diffusion model, which
                 enforces upper and lower bounds to the concentrations
                 of the involved chemical reagents. We also propose the
                 addition of a single-reagent continuous autocatalytic
                 reaction, called reinforcement, to provide a mechanism
                 to maintain an already established pattern during
                 growth. By careful adjustment of the parameters and the
                 sequencing of operations, we closely match the
                 appearance of a few real species. In particular, we
                 reproduce in detail the distinctive features of the
                 leopard skin, also providing a hypothesis for the
                 simultaneous productions of the most common melanin
                 types, eumelanin and pheomelanin.",
  acknowledgement = ack-nhfb,
  articleno =    "63",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aberman:2020:UMS,
  author =       "Kfir Aberman and Yijia Weng and Dani Lischinski and
                 Daniel Cohen-Or and Baoquan Chen",
  title =        "Unpaired motion style transfer from video to
                 animation",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "64:1--64:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392469",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392469",
  abstract =     "Transferring the motion style from one animation clip
                 to another, while preserving the motion content of the
                 latter, has been a long-standing problem in character
                 animation. Most existing data-driven approaches are
                 \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "64",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Skrivan:2020:WCS,
  author =       "Tomas Skrivan and Andreas Soderstrom and John
                 Johansson and Christoph Sprenger and Ken Museth and
                 Chris Wojtan",
  title =        "Wave curves: simulating {Lagrangian} water waves on
                 dynamically deforming surfaces",
  journal =      j-TOG,
  volume =       "39",
  number =       "4",
  pages =        "65:1--65:??",
  month =        jul,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3386569.3392466",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 14 15:47:59 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386569.3392466",
  abstract =     "We propose a method to enhance the visual detail of a
                 water surface simulation. Our method works as a
                 post-processing step which takes a simulation as input
                 and increases its apparent resolution by simulating
                 \ldots{}.",
  acknowledgement = ack-nhfb,
  articleno =    "65",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yang:2020:NRR,
  author =       "Sheng Yang and Beichen Li and Yan-Pei Cao and Hongbo
                 Fu and Yu-Kun Lai and Leif Kobbelt and Shi-Min Hu",
  title =        "Noise-Resilient Reconstruction of Panoramas and {$3$D}
                 Scenes Using Robot-Mounted Unsynchronized Commodity
                 {RGB-D} Cameras",
  journal =      j-TOG,
  volume =       "39",
  number =       "5",
  pages =        "152:1--152:15",
  month =        sep,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3389412",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Sep 5 18:41:27 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3389412",
  abstract =     "We present a two-stage approach to first constructing
                 3D panoramas and then stitching them for
                 noise-resilient reconstruction of large-scale indoor
                 scenes. Our approach requires multiple unsynchronized
                 RGB-D cameras, mounted on a robot platform, which
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "152",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gil-Ureta:2020:RGS,
  author =       "Francisca Gil-Ureta and Nico Pietroni and Denis
                 Zorin",
  title =        "Reinforcement of General Shell Structures",
  journal =      j-TOG,
  volume =       "39",
  number =       "5",
  pages =        "153:1--153:19",
  month =        sep,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3375677",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Sep 5 18:41:27 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3375677",
  abstract =     "We introduce an efficient method for designing shell
                 reinforcements of minimal weight. Inspired by classical
                 Michell trusses, we create a reinforcement layout whose
                 members are aligned with optimal stress directions,
                 then optimize their shape minimizing \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "153",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cha:2020:EIV,
  author =       "Seunghoon Cha and Jungjin Lee and Seunghwa Jeong and
                 Younghui Kim and Junyong Noh",
  title =        "Enhanced Interactive 360${}^\circ $ Viewing via
                 Automatic Guidance",
  journal =      j-TOG,
  volume =       "39",
  number =       "5",
  pages =        "154:1--154:15",
  month =        sep,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3183794",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Sep 5 18:41:27 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3183794",
  abstract =     "We present a new interactive playback method to
                 enhance 360${}^\circ $ viewing experiences. Our method
                 automatically rotates the virtual camera of a
                 360${}^\circ $ panoramic video (360${}^\circ $ video)
                 player during interactive viewing to guide the viewer
                 through the most \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "154",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guo:2020:IPM,
  author =       "Jianwei Guo and Haiyong Jiang and Bedrich Benes and
                 Oliver Deussen and Xiaopeng Zhang and Dani Lischinski
                 and Hui Huang",
  title =        "Inverse Procedural Modeling of Branching Structures by
                 Inferring {L}-Systems",
  journal =      j-TOG,
  volume =       "39",
  number =       "5",
  pages =        "155:1--155:13",
  month =        sep,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3394105",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Sep 5 18:41:27 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3394105",
  abstract =     "We introduce an inverse procedural modeling approach
                 that learns L-system representations of pixel images
                 with branching structures. Our fully automatic model
                 generates a compact set of textual rewriting rules that
                 describe the input. We use deep \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "155",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bauchet:2020:KSR,
  author =       "Jean-Philippe Bauchet and Florent Lafarge",
  title =        "Kinetic Shape Reconstruction",
  journal =      j-TOG,
  volume =       "39",
  number =       "5",
  pages =        "156:1--156:14",
  month =        sep,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3376918",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Sep 5 18:41:27 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3376918",
  abstract =     "Converting point clouds into concise polygonal meshes
                 in an automated manner is an enduring problem in
                 computer graphics. Prior works, which typically operate
                 by assembling planar shapes detected from input points,
                 largely overlooked the scalability \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "156",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Egger:2020:MFM,
  author =       "Bernhard Egger and William A. P. Smith and Ayush
                 Tewari and Stefanie Wuhrer and Michael Zollhoefer and
                 Thabo Beeler and Florian Bernard and Timo Bolkart and
                 Adam Kortylewski and Sami Romdhani and Christian
                 Theobalt and Volker Blanz and Thomas Vetter",
  title =        "{$3$D} Morphable Face Models-Past, Present, and
                 Future",
  journal =      j-TOG,
  volume =       "39",
  number =       "5",
  pages =        "157:1--157:38",
  month =        sep,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3395208",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Sep 5 18:41:27 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3395208",
  abstract =     "In this article, we provide a detailed survey of 3D
                 Morphable Face Models over the 20 years since they were
                 first proposed. The challenges in building and applying
                 these models, namely, capture, modeling, image
                 formation, and image analysis, are still \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "157",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2020:UDD,
  author =       "Xianzhi Li and Lequan Yu and Chi-Wing Fu and Daniel
                 Cohen-Or and Pheng-Ann Heng",
  title =        "Unsupervised Detection of Distinctive Regions on
                 {$3$D} Shapes",
  journal =      j-TOG,
  volume =       "39",
  number =       "5",
  pages =        "158:1--158:14",
  month =        sep,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3366785",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Sep 5 18:41:27 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3366785",
  abstract =     "This article presents a novel approach to learn and
                 detect distinctive regions on 3D shapes. Unlike
                 previous works, which require labeled data, our method
                 is unsupervised. We conduct the analysis on point sets
                 sampled from 3D shapes, then formulate and \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "158",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ashtari:2020:CSF,
  author =       "Amirsaman Ashtari and Stefan Stevsi{\'c} and Tobias
                 N{\"a}geli and Jean-Charles Bazin and Otmar Hilliges",
  title =        "Capturing Subjective First-Person View Shots with
                 Drones for Automated Cinematography",
  journal =      j-TOG,
  volume =       "39",
  number =       "5",
  pages =        "159:1--159:14",
  month =        sep,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3378673",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Sep 5 18:41:27 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3378673",
  abstract =     "We propose an approach to capture subjective
                 first-person view (FPV) videos by drones for automated
                 cinematography. FPV shots are intentionally not smooth
                 to increase the level of immersion for the audience,
                 and are usually captured by a walking camera \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "159",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yuksel:2020:CCI,
  author =       "Cem Yuksel",
  title =        "A Class of {$ C^2 $} Interpolating Splines",
  journal =      j-TOG,
  volume =       "39",
  number =       "5",
  pages =        "160:1--160:14",
  month =        sep,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3400301",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Sep 5 18:41:27 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3400301",
  abstract =     "We present a class of non-polynomial parametric
                 splines that interpolate the given control points and
                 show that some curve types in this class have a set of
                 highly desirable properties that were not previously
                 demonstrated for interpolating curves \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "160",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gruber:2020:CWF,
  author =       "Anthony Gruber and Eugenio Aulisa",
  title =        "Computational $p$-{Willmore} Flow with Conformal
                 Penalty",
  journal =      j-TOG,
  volume =       "39",
  number =       "5",
  pages =        "161:1--161:16",
  month =        sep,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3369387",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Sep 5 18:41:27 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3369387",
  abstract =     "The unsigned p-Willmore functional introduced in the
                 work of Mondino [2011] generalizes important geometric
                 functionals, which measure the area and Willmore energy
                 of immersed surfaces. Presently, techniques from the
                 work of Dziuk [2008] are adapted to \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "161",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2020:EBM,
  author =       "Beibei Wang and Milos Hasan and Nicolas Holzschuch and
                 Ling-Qi Yan",
  title =        "Example-Based Microstructure Rendering with Constant
                 Storage",
  journal =      j-TOG,
  volume =       "39",
  number =       "5",
  pages =        "162:1--162:12",
  month =        sep,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3406836",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Sep 5 18:41:27 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3406836",
  abstract =     "Rendering glinty details from specular microstructure
                 enhances the level of realism, but previous methods
                 require heavy storage for the high-resolution height
                 field or normal map and associated acceleration
                 structures. In this article, we aim at \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "162",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yan:2020:BRS,
  author =       "Chuan Yan and David Vanderhaeghe and Yotam Gingold",
  title =        "A benchmark for rough sketch cleanup",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "163:1--163:14",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417784",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417784",
  abstract =     "Sketching is a foundational step in the design
                 process. Decades of sketch processing research have
                 produced algorithms for 3D shape interpretation,
                 beautification, animation generation, colorization,
                 etc. However, there is a mismatch between sketches
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "163",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2020:SSC,
  author =       "Changjian Li and Hao Pan and Adrien Bousseau and Niloy
                 J. Mitra",
  title =        "{Sketch2CAD}: sequential {CAD} modeling by sketching
                 in context",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "164:1--164:14",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417807",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417807",
  abstract =     "We present a sketch-based CAD modeling system, where
                 users create objects incrementally by sketching the
                 desired shape edits, which our system automatically
                 translates to CAD operations. Our approach is motivated
                 by the close similarities between the \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "164",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yan:2020:ILS,
  author =       "Guowei Yan and Zhili Chen and Jimei Yang and Huamin
                 Wang",
  title =        "Interactive liquid splash modeling by user sketches",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "165:1--165:13",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417832",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417832",
  abstract =     "Splashing is one of the most fascinating liquid
                 phenomena in the real world and it is favored by
                 artists to create stunning visual effects, both
                 statically and dynamically. Unfortunately, the
                 generation of complex and specialized liquid splashes
                 is a \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "165",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bhunia:2020:PCS,
  author =       "Ayan Kumar Bhunia and Ayan Das and Umar Riaz Muhammad
                 and Yongxin Yang and Timothy M. Hospedales and Tao
                 Xiang and Yulia Gryaditskaya and Yi-Zhe Song",
  title =        "{Pixelor}: a competitive sketching {AI} agent. so you
                 think you can sketch?",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "166:1--166:15",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417840",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417840",
  abstract =     "We present the first competitive drawing agent Pixelor
                 that exhibits human-level performance at a
                 Pictionary-like sketching game, where the participant
                 whose sketch is recognized first is a winner. Our AI
                 agent can autonomously sketch a given visual \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "166",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gryaditskaya:2020:LFC,
  author =       "Yulia Gryaditskaya and Felix H{\"a}hnlein and Chenxi
                 Liu and Alla Sheffer and Adrien Bousseau",
  title =        "Lifting freehand concept sketches into {$3$D}",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "167:1--167:16",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417851",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417851",
  abstract =     "We present the first algorithm capable of
                 automatically lifting real-world, vector-format,
                 industrial design sketches into 3D. Targeting
                 real-world sketches raises numerous challenges due to
                 inaccuracies, use of overdrawn strokes, and
                 construction \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "167",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tu:2020:CCT,
  author =       "Peihan Tu and Li-Yi Wei and Koji Yatani and Takeo
                 Igarashi and Matthias Zwicker",
  title =        "Continuous curve textures",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "168:1--168:16",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417780",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417780",
  abstract =     "Repetitive patterns are ubiquitous in natural and
                 human-made objects, and can be created with a variety
                 of tools and methods. Manual authoring provides
                 unmatched degree of freedom and control, but can
                 require significant artistic expertise and manual
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "168",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2020:ECC,
  author =       "Yi-Lu Chen and Jonathan Meier and Barbara Solenthaler
                 and Vinicius C. Azevedo",
  title =        "An extended cut-cell method for sub-grid liquids
                 tracking with surface tension",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "169:1--169:13",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417859",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417859",
  abstract =     "Simulating liquid phenomena utilizing Eulerian
                 frameworks is challenging, since highly energetic flows
                 often induce severe topological changes, creating thin
                 and complex liquid surfaces. Thus, capturing structures
                 that are small relative to the grid \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "169",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nakanishi:2020:RLA,
  author =       "Rafael Nakanishi and Filipe Nascimento and Rafael
                 Campos and Paulo Pagliosa and Afonso Paiva",
  title =        "{RBF} liquids: an adaptive {PIC} solver using
                 {RBF}-{FD}",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "170:1--170:13",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417794",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417794",
  abstract =     "We introduce a novel liquid simulation approach that
                 combines a spatially adaptive pressure projection
                 solver with the Particle-in-Cell (PIC) method. The
                 solver relies on a generalized version of the Finite
                 Difference (FD) method to approximate the \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "170",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xiao:2020:AST,
  author =       "Yuwei Xiao and Szeyu Chan and Siqi Wang and Bo Zhu and
                 Xubo Yang",
  title =        "An adaptive staggered-tilted grid for incompressible
                 flow simulation",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "171:1--171:15",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417837",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417837",
  abstract =     "Enabling adaptivity on a uniform Cartesian grid is
                 challenging due to its highly structured grid cells and
                 axis-aligned grid lines. In this paper, we propose a
                 new grid structure --- the adaptive staggered-tilted
                 (AST) grid --- to conduct adaptive fluid \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "171",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Forootaninia:2020:FDS,
  author =       "Zahra Forootaninia and Rahul Narain",
  title =        "Frequency-domain smoke guiding",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "172:1--172:10",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417842",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417842",
  abstract =     "We propose a simple and efficient method for guiding
                 an Eulerian smoke simulation to match the behavior of a
                 specified velocity field, such as a low-resolution
                 animation of the same scene, while preserving the rich,
                 turbulent details arising in the \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "172",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Winchenbach:2020:SAB,
  author =       "Rene Winchenbach and Rustam Akhunov and Andreas Kolb",
  title =        "Semi-analytic boundary handling below particle
                 resolution for smoothed particle hydrodynamics",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "173:1--173:17",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417829",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417829",
  abstract =     "In this paper, we present a novel semi-analytical
                 boundary handling method for spatially adaptive and
                 divergence-free smoothed particle hydrodynamics (SPH)
                 simulations, including two-way coupling. Our method is
                 consistent under varying particle \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "173",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2020:SOF,
  author =       "Libo Huang and Dominik L. Michels",
  title =        "Surface-only ferrofluids",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "174:1--174:17",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417799",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417799",
  abstract =     "We devise a novel surface-only approach for simulating
                 the three dimensional free-surface flow of
                 incompressible, inviscid, and linearly magnetizable
                 ferrofluids. A Lagrangian velocity field is stored on a
                 triangle mesh capturing the fluid's surface. \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "174",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hadrich:2020:SSC,
  author =       "Torsten H{\"a}drich and Mi{\l}osz Makowski and Wojtek
                 Pa{\l}ubicki and Daniel T. Banuti and S{\"o}ren Pirk
                 and Dominik L. Michels",
  title =        "Stormscapes: simulating cloud dynamics in the now",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "175:1--175:16",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417801",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417801",
  abstract =     "The complex interplay of a number of physical and
                 meteorological phenomena makes simulating clouds a
                 challenging and open research problem. We explore a
                 physically accurate model for simulating clouds and the
                 dynamics of their transitions. We propose \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "175",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2020:MLS,
  author =       "Xiao-Song Chen and Chen-Feng Li and Geng-Chen Cao and
                 Yun-Tao Jiang and Shi-Min Hu",
  title =        "A moving least square reproducing kernel particle
                 method for unified multiphase continuum simulation",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "176:1--176:15",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417809",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417809",
  abstract =     "In physically based-based animation, pure particle
                 methods are popular due to their simple data structure,
                 easy implementation, and convenient parallelization. As
                 a pure particle-based method and using Galerkin
                 discretization, the Moving Least Square \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "176",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Argudo:2020:SMA,
  author =       "Oscar Argudo and Eric Galin and Adrien Peytavie and
                 Axel Paris and Eric Gu{\'e}rin",
  title =        "Simulation, modeling and authoring of glaciers",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "177:1--177:14",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417855",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417855",
  abstract =     "Glaciers are some of the most visually arresting and
                 scenic elements of cold regions and high mountain
                 landscapes. Although snow-covered terrains have
                 previously received attention in computer graphics,
                 simulating the temporal evolution of glaciers as
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "177",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xue:2020:NDN,
  author =       "Tao Xue and Haozhe Su and Chengguizi Han and Chenfanfu
                 Jiang and Mridul Aanjaneya",
  title =        "A novel discretization and numerical solver for
                 non--{Fourier} diffusion",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "178:1--178:14",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417863",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417863",
  abstract =     "We introduce the C-F diffusion model [Anderson and
                 Tamma 2006; Xue et al. 2018] to computer graphics for
                 diffusion-driven problems that has several attractive
                 properties: (a) it fundamentally explains diffusion
                 from the perspective of the non-. \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "178",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2020:CD,
  author =       "Jiayi Eris Zhang and Seungbae Bang and David I. W.
                 Levin and Alec Jacobson",
  title =        "Complementary dynamics",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "179:1--179:11",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417819",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417819",
  abstract =     "We present a novel approach to enrich arbitrary rig
                 animations with elastodynamic secondary effects. Unlike
                 previous methods which pit rig displacements and
                 physical forces as adversaries against each other, we
                 advocate that physics should complement \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "179",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2020:PCI,
  author =       "Cheng Li and Min Tang and Ruofeng Tong and Ming Cai
                 and Jieyi Zhao and Dinesh Manocha",
  title =        "{P-cloth}: interactive complex cloth simulation on
                 multi-{GPU} systems using dynamic matrix assembly and
                 pipelined implicit integrators",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "180:1--180:15",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417763",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417763",
  abstract =     "We present a novel parallel algorithm for cloth
                 simulation that exploits multiple GPUs for fast
                 computation and the handling of very high resolution
                 meshes. To accelerate implicit integration, we describe
                 new parallel algorithms for sparse matrix-vector
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "180",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Longva:2020:HOF,
  author =       "Andreas Longva and Fabian L{\"o}schner and Tassilo
                 Kugelstadt and Jos{\'e} Antonio
                 Fern{\'a}ndez-Fern{\'a}ndez and Jan Bender",
  title =        "Higher-order finite elements for embedded simulation",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "181:1--181:14",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417853",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417853",
  abstract =     "As demands for high-fidelity physics-based animations
                 increase, the need for accurate methods for simulating
                 deformable solids grows. While higher-order finite
                 elements are commonplace in engineering due to their
                 superior approximation properties for \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "181",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Takahashi:2020:MMP,
  author =       "Tetsuya Takahashi and Christopher Batty",
  title =        "{Monolith}: a monolithic pressure-viscosity-contact
                 solver for strong two-way rigid-rigid rigid-fluid
                 coupling",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "182:1--182:16",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417798",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417798",
  abstract =     "We propose Monolith, a monolithic
                 pressure-viscosity-contact solver for more accurately,
                 robustly, and efficiently simulating non-trivial
                 two-way interactions of rigid bodies with inviscid,
                 viscous, or non-Newtonian liquids. Our solver
                 simultaneously \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "182",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hyde:2020:IUL,
  author =       "David A. B. Hyde and Steven W. Gagniere and Alan
                 Marquez-Razon and Joseph Teran",
  title =        "An implicit updated {Lagrangian} formulation for
                 liquids with large surface energy",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "183:1--183:13",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417845",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417845",
  abstract =     "We present an updated Lagrangian discretization of
                 surface tension forces for the simulation of liquids
                 with moderate to extreme surface tension effects. The
                 potential energy associated with surface tension is
                 proportional to the surface area of the \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "183",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jang:2020:DFF,
  author =       "Changwon Jang and Olivier Mercier and Kiseung Bang and
                 Gang Li and Yang Zhao and Douglas Lanman",
  title =        "Design and fabrication of freeform holographic optical
                 elements",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "184:1--184:15",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417762",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417762",
  abstract =     "Holographic optical elements (HOEs) have a wide range
                 of applications, including their emerging use in
                 virtual and augmented reality displays, but their
                 design and fabrication have remained largely limited to
                 configurations using simple wavefronts. In \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "184",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Peng:2020:NHC,
  author =       "Yifan Peng and Suyeon Choi and Nitish Padmanaban and
                 Gordon Wetzstein",
  title =        "Neural holography with camera-in-the-loop training",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "185:1--185:14",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417802",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417802",
  abstract =     "Holographic displays promise unprecedented
                 capabilities for direct-view displays as well as
                 virtual and augmented reality applications. However,
                 one of the biggest challenges for computer-generated
                 holography (CGH) is the fundamental tradeoff between
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "185",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chakravarthula:2020:LHL,
  author =       "Praneeth Chakravarthula and Ethan Tseng and Tarun
                 Srivastava and Henry Fuchs and Felix Heide",
  title =        "Learned hardware-in-the-loop phase retrieval for
                 holographic near-eye displays",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "186:1--186:18",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417846",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417846",
  abstract =     "Holography is arguably the most promising technology
                 to provide wide field-of-view compact eyeglasses-style
                 near-eye displays for augmented and virtual reality.
                 However, the image quality of existing holographic
                 displays is far from that of current \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "186",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bar:2020:RNF,
  author =       "Chen Bar and Ioannis Gkioulekas and Anat Levin",
  title =        "Rendering near-field speckle statistics in scattering
                 media",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "187:1--187:18",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417813",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417813",
  abstract =     "We introduce rendering algorithms for the simulation
                 of speckle statistics observed in scattering media
                 under coherent near-field imaging conditions. Our work
                 is motivated by the recent proliferation of techniques
                 that use speckle correlations for \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "187",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhao:2020:RGG,
  author =       "Allan Zhao and Jie Xu and Mina
                 Konakovi{\'c}-Lukovi{\'c} and Josephine Hughes and
                 Andrew Spielberg and Daniela Rus and Wojciech Matusik",
  title =        "{RoboGrammar}: graph grammar for terrain-optimized
                 robot design",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "188:1--188:16",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417831",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417831",
  abstract =     "We present RoboGrammar, a fully automated approach for
                 generating optimized robot structures to traverse given
                 terrains. In this framework, we represent each robot
                 design as a graph, and use a graph grammar to express
                 possible arrangements of physical \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "188",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2020:LMA,
  author =       "Yunbo Zhang and Wenhao Yu and C. Karen Liu and Charlie
                 Kemp and Greg Turk",
  title =        "Learning to manipulate amorphous materials",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "189:1--189:11",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417868",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417868",
  abstract =     "We present a method of training character manipulation
                 of amorphous materials such as those often used in
                 cooking. Common examples of amorphous materials include
                 granular materials (salt, uncooked rice), fluids
                 (honey), and visco-plastic materials \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "189",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Geilinger:2020:AAD,
  author =       "Moritz Geilinger and David Hahn and Jonas Zehnder and
                 Moritz B{\"a}cher and Bernhard Thomaszewski and Stelian
                 Coros",
  title =        "{ADD}: analytically differentiable dynamics for
                 multi-body systems with frictional contact",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "190:1--190:15",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417766",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417766",
  abstract =     "We present a differentiable dynamics solver that is
                 able to handle frictional contact for rigid and
                 deformable objects within a unified framework. Through
                 a principled mollification of normal and tangential
                 contact forces, our method circumvents the \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "190",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tang:2020:HBA,
  author =       "Pengbin Tang and Jonas Zehnder and Stelian Coros and
                 Bernhard Thomaszewski",
  title =        "A harmonic balance approach for designing compliant
                 mechanical systems with nonlinear periodic motions",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "191:1--191:14",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417765",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417765",
  abstract =     "We present a computational method for designing
                 compliant mechanical systems that exhibit
                 large-amplitude oscillations. The technical core of our
                 approach is an optimization-driven design tool that
                 combines sensitivity analysis for optimization with the
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "191",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhou:2020:OAP,
  author =       "Xiaohui Zhou and Ke Xie and Kai Huang and Yilin Liu
                 and Yang Zhou and Minglun Gong and Hui Huang",
  title =        "Offsite aerial path planning for efficient urban scene
                 reconstruction",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "192:1--192:16",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417791",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417791",
  abstract =     "With rapid development in UAV technologies, it is now
                 possible to reconstruct large-scale outdoor scenes
                 using only images captured by low-cost drones. The
                 problem, however, becomes how to plan the aerial path
                 for a drone to capture images so that two \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "192",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2020:DVG,
  author =       "Tzu-Mao Li and Michal Luk{\'a}c and Micha{\"e}l Gharbi
                 and Jonathan Ragan-Kelley",
  title =        "Differentiable vector graphics rasterization for
                 editing and learning",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "193:1--193:15",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417871",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417871",
  abstract =     "We introduce a differentiable rasterizer that bridges
                 the vector graphics and raster image domains, enabling
                 powerful raster-based loss functions, optimization
                 procedures, and machine learning techniques to edit and
                 generate vector content. We observe \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "193",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Laine:2020:MPH,
  author =       "Samuli Laine and Janne Hellsten and Tero Karras and
                 Yeongho Seol and Jaakko Lehtinen and Timo Aila",
  title =        "Modular primitives for high-performance differentiable
                 rendering",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "194:1--194:14",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417861",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417861",
  abstract =     "We present a modular differentiable renderer design
                 that yields performance superior to previous methods by
                 leveraging existing, highly optimized hardware graphics
                 pipelines. Our design supports all crucial operations
                 in a modern graphics pipeline: \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "194",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lyu:2020:DRT,
  author =       "Jiahui Lyu and Bojian Wu and Dani Lischinski and
                 Daniel Cohen-Or and Hui Huang",
  title =        "Differentiable refraction-tracing for mesh
                 reconstruction of transparent objects",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "195:1--195:13",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417815",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417815",
  abstract =     "Capturing the 3D geometry of transparent objects is a
                 challenging task, ill-suited for general-purpose
                 scanning and reconstruction techniques, since these
                 cannot handle specular light transport phenomena.
                 Existing state-of-the-art methods, designed \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "195",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shi:2020:MDM,
  author =       "Liang Shi and Beichen Li and Milo{\v{s}} Ha{\v{s}}an
                 and Kalyan Sunkavalli and Tamy Boubekeur and Radomir
                 Mech and Wojciech Matusik",
  title =        "{MATch}: differentiable material graphs for procedural
                 material capture",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "196:1--196:15",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417781",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417781",
  abstract =     "We present MATch, a method to automatically convert
                 photographs of material samples into production-grade
                 procedural material models. At the core of MATch is a
                 new library DiffMat that provides differentiable
                 building blocks for constructing procedural \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "196",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Du:2020:FOF,
  author =       "Tao Du and Kui Wu and Andrew Spielberg and Wojciech
                 Matusik and Bo Zhu and Eftychios Sifakis",
  title =        "Functional optimization of fluidic devices with
                 differentiable {Stokes} flow",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "197:1--197:15",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417795",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417795",
  abstract =     "We present a method for performance-driven
                 optimization of fluidic devices. In our approach,
                 engineers provide a high-level specification of a
                 device using parametric surfaces for the fluid-solid
                 boundaries. They also specify desired flow properties
                 for \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "197",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sellan:2020:OCS,
  author =       "Silvia Sell{\'a}n and Jacob Kesten and Ang Yan Sheng
                 and Alec Jacobson",
  title =        "Opening and closing surfaces",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "198:1--198:13",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417778",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417778",
  abstract =     "We propose a new type of curvature flow for curves in
                 2D and surfaces in 3D. The flow is inspired by the
                 mathematical morphology opening and closing operations.
                 These operations are classically defined by composition
                 of dilation and erosion operations. \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "198",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fumero:2020:NSG,
  author =       "Marco Fumero and Michael M{\"o}ller and Emanuele
                 Rodol{\`a}",
  title =        "Nonlinear spectral geometry processing via the {TV}
                 transform",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "199:1--199:16",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417849",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417849",
  abstract =     "We introduce a novel computational framework for
                 digital geometry processing, based upon the derivation
                 of a nonlinear operator associated to the total
                 variation functional. Such an operator admits a
                 generalized notion of spectral decomposition,
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "199",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ion:2020:SAD,
  author =       "Alexandra Ion and Michael Rabinovich and Philipp
                 Herholz and Olga Sorkine-Hornung",
  title =        "Shape approximation by developable wrapping",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "200:1--200:12",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417835",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417835",
  abstract =     "We present an automatic tool to approximate curved
                 geometries with piece-wise developable surfaces. At the
                 center of our work is an algorithm that wraps a given
                 3D input surface with multiple developable patches,
                 each modeled as a discrete orthogonal \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "200",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zeng:2020:CFG,
  author =       "Dan Zeng and Erin Chambers and David Letscher and Tao
                 Ju",
  title =        "To cut or to fill: a global optimization approach to
                 topological simplification",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "201:1--201:18",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417854",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417854",
  abstract =     "We present a novel algorithm for simplifying the
                 topology of a 3D shape, which is characterized by the
                 number of connected components, handles, and cavities.
                 Existing methods either limit their modifications to be
                 only cutting or only filling, or take a \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "201",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Herholz:2020:SCU,
  author =       "Philipp Herholz and Olga Sorkine-Hornung",
  title =        "Sparse {Cholesky} updates for interactive mesh
                 parameterization",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "202:1--202:14",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417828",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417828",
  abstract =     "We present a novel linear solver for interactive
                 parameterization tasks. Our method is based on the
                 observation that quasi-conformal parameterizations of a
                 triangle mesh are largely determined by boundary
                 conditions. These boundary conditions are \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "202",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mahdavi-Amiri:2020:VVD,
  author =       "Ali Mahdavi-Amiri and Fenggen Yu and Haisen Zhao and
                 Adriana Schulz and Hao Zhang",
  title =        "{VDAC}: volume decompose-and-carve for subtractive
                 manufacturing",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "203:1--203:15",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417772",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417772",
  abstract =     "We introduce carvable volume decomposition for
                 efficient 3-axis CNC machining of 3D freeform objects,
                 where our goal is to develop a fully automatic method
                 to jointly optimize setup and path planning. We
                 formulate our joint optimization as a volume \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "203",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fang:2020:RFM,
  author =       "Guoxin Fang and Tianyu Zhang and Sikai Zhong and
                 Xiangjia Chen and Zichun Zhong and Charlie C. L. Wang",
  title =        "Reinforced {FDM}: multi-axis filament alignment with
                 controlled anisotropic strength",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "204:1--204:15",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417834",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417834",
  abstract =     "The anisotropy of mechanical strength on a 3D printed
                 model can be controlled in a multi-axis 3D printing
                 system as materials can be accumulated along
                 dynamically varied directions. In this paper, we
                 present a new computational framework to generate
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "204",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yang:2020:DDH,
  author =       "Jinfan Yang and Chrystiano Araujo and Nicholas Vining
                 and Zachary Ferguson and Enrique Rosales and Daniele
                 Panozzo and Sylvain Lefevbre and Paolo Cignoni and Alla
                 Sheffer",
  title =        "{DHFSlicer}: double height-field slicing for milling
                 fixed-height materials",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "205:1--205:17",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417810",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417810",
  abstract =     "3-axis milling enables cheap and precise fabrication
                 of target objects from precut slabs of materials such
                 as wood or stone. However, the space of directly
                 millable shapes is limited since a 3-axis mill can only
                 carve a height-field (HF) surface during \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "205",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Piovarci:2020:TSV,
  author =       "Michal Piovar{\v{c}}i and Michael Foshey and Vahid
                 Babaei and Szymon Rusinkiewicz and Wojciech Matusik and
                 Piotr Didyk",
  title =        "Towards spatially varying gloss reproduction for
                 {$3$D} printing",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "206:1--206:13",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417850",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417850",
  abstract =     "3D printing technology is a powerful tool for
                 manufacturing complex shapes with high-quality
                 textures. Gloss, next to color and shape, is one of the
                 most salient visual aspects of an object.
                 Unfortunately, printing a wide range of
                 spatially-varying \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "206",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zheng:2020:NLF,
  author =       "Quan Zheng and Vahid Babaei and Gordon Wetzstein and
                 Hans-Peter Seidel and Matthias Zwicker and Gurprit
                 Singh",
  title =        "Neural light field {$3$D} printing",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "207:1--207:12",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417879",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417879",
  abstract =     "Modern 3D printers are capable of printing large-size
                 light-field displays at high-resolutions. However,
                 optimizing such displays in full 3D volume for a given
                 light-field imagery is still a challenging task.
                 Existing light field displays optimize over \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "207",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gavriil:2020:CDC,
  author =       "Konstantinos Gavriil and Ruslan Guseinov and Jes{\'u}s
                 P{\'e}rez and Davide Pellis and Paul Henderson and
                 Florian Rist and Helmut Pottmann and Bernd Bickel",
  title =        "Computational design of cold bent glass
                 fa{\c{c}}ades",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "208:1--208:16",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417843",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417843",
  abstract =     "Cold bent glass is a promising and cost-efficient
                 method for realizing doubly curved glass fa{\c{c}}ades.
                 They are produced by attaching planar glass sheets to
                 curved frames and must keep the occurring stress within
                 safe limits. However, it is very \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "208",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jiang:2020:FQB,
  author =       "Caigui Jiang and Florian Rist and Helmut Pottmann and
                 Johannes Wallner",
  title =        "Freeform quad-based kirigami",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "209:1--209:11",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417844",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417844",
  abstract =     "Kirigami, the traditional Japanese art of paper
                 cutting and folding generalizes origami and has
                 initiated new research in material science as well as
                 graphics. In this paper we use its capabilities to
                 perform geometric modeling with corrugated surface
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "209",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2020:WID,
  author =       "Rundong Wu and Joy Xiaoji Zhang and Jonathan Leaf and
                 Xinru Hua and Ante Qu and Claire Harvey and Emily
                 Holtzman and Joy Ko and Brooks Hagan and Doug James and
                 Fran{\c{c}}ois Guimbreti{\`e}re and Steve Marschner",
  title =        "{Weavecraft}: an interactive design and simulation
                 tool for {$3$D} weaving",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "210:1--210:16",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417865",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417865",
  abstract =     "3D weaving is an emerging technology for manufacturing
                 multilayer woven textiles. In this work, we present
                 Weavecraft: an interactive, simulation-based design
                 tool for 3D weaving. Unlike existing textile software
                 that uses 2D representations for design \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "210",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tricard:2020:FOM,
  author =       "Thibault Tricard and Vincent Tavernier and C{\'e}dric
                 Zanni and Jon{\`a}s Mart{\'{\i}}nez and
                 Pierre-Alexandre Hugron and Fabrice Neyret and Sylvain
                 Lefebvre",
  title =        "Freely orientable microstructures for designing
                 deformable {$3$D} prints",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "211:1--211:16",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417790",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417790",
  abstract =     "Nature offers a marvel of astonishing and rich
                 deformation behaviors. Yet, most of the objects we
                 fabricate are comparatively rather inexpressive, either
                 rigid or exhibiting simple homogeneous deformations
                 when interacted with. We explore the synthesis
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "211",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tymms:2020:APT,
  author =       "Chelsea Tymms and Siqi Wang and Denis Zorin",
  title =        "Appearance-preserving tactile optimization",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "212:1--212:16",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417857",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417857",
  abstract =     "Textures are encountered often on various common
                 objects and surfaces. Many textures combine visual and
                 tactile aspects, each serving important purposes; most
                 obviously, a texture alters the object's appearance or
                 tactile feeling as well as serving for \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "212",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shi:2020:SLP,
  author =       "Yifei Shi and Junwen Huang and Hongjia Zhang and Xin
                 Xu and Szymon Rusinkiewicz and Kai Xu",
  title =        "{SymmetryNet}: learning to predict reflectional and
                 rotational symmetries of {$3$D} shapes from single-view
                 {RGB-D} images",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "213:1--213:14",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417775",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417775",
  abstract =     "We study the problem of symmetry detection of 3D
                 shapes from single-view RGB-D images, where severely
                 missing data renders geometric detection approach
                 infeasible. We propose an end-to-end deep neural
                 network which is able to predict both reflectional
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "213",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dvoroznak:2020:MMS,
  author =       "Marek Dvoro{\v{z}}{\v{n}}{\'a}k and Daniel S{\'y}kora
                 and Cassidy Curtis and Brian Curless and Olga
                 Sorkine-Hornung and David Salesin",
  title =        "Monster mash: a single-view approach to casual {$3$D}
                 modeling and animation",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "214:1--214:12",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417805",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417805",
  abstract =     "We present a new framework for sketch-based modeling
                 and animation of 3D organic shapes that can work
                 entirely in an intuitive 2D domain, enabling a playful,
                 casual experience. Unlike previous sketch-based tools,
                 our approach does not require a tedious \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "214",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2020:DFA,
  author =       "Jiaman Li and Zhengfei Kuang and Yajie Zhao and
                 Mingming He and Karl Bladin and Hao Li",
  title =        "Dynamic facial asset and rig generation from a single
                 scan",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "215:1--215:18",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417817",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417817",
  abstract =     "The creation of high-fidelity computer-generated (CG)
                 characters for films and games is tied with intensive
                 manual labor, which involves the creation of
                 comprehensive facial assets that are often captured
                 using complex hardware. To simplify and \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "215",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yang:2020:IMG,
  author =       "Lingchen Yang and Zefeng Shi and Yiqian Wu and Xiang
                 Li and Kun Zhou and Hongbo Fu and Youyi Zheng",
  title =        "{iOrthoPredictor}: model-guided deep prediction of
                 teeth alignment",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "216:1--216:15",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417771",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417771",
  abstract =     "In this paper, we present iOrthoPredictor, a novel
                 system to visually predict teeth alignment in
                 photographs. Our system takes a frontal face image of a
                 patient with visible malpositioned teeth along with a
                 corresponding 3D teeth model as input, and \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "216",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kapp:2020:DDA,
  author =       "Konrad Kapp and James Gain and Eric Gu{\'e}rin and
                 Eric Galin and Adrien Peytavie",
  title =        "Data-driven authoring of large-scale ecosystems",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "217:1--217:14",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417848",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417848",
  abstract =     "In computer graphics populating a large-scale natural
                 scene with plants in a fashion that both reflects the
                 complex interrelationships and diversity present in
                 real ecosystems and is computationally efficient enough
                 to support iterative authoring \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "217",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2020:RRT,
  author =       "Jiayi Wang and Franziska Mueller and Florian Bernard
                 and Suzanne Sorli and Oleksandr Sotnychenko and Neng
                 Qian and Miguel A. Otaduy and Dan Casas and Christian
                 Theobalt",
  title =        "{RGB2Hands}: real-time tracking of {$3$D} hand
                 interactions from monocular {RGB} video",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "218:1--218:16",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417852",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417852",
  abstract =     "Tracking and reconstructing the 3D pose and geometry
                 of two hands in interaction is a challenging problem
                 that has a high relevance for several human-computer
                 interaction applications, including AR/VR, robotics, or
                 sign language recognition. Existing \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "218",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Smith:2020:CDH,
  author =       "Breannan Smith and Chenglei Wu and He Wen and Patrick
                 Peluse and Yaser Sheikh and Jessica K. Hodgins and
                 Takaaki Shiratori",
  title =        "Constraining dense hand surface tracking with
                 elasticity",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "219:1--219:14",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417768",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417768",
  abstract =     "Many of the actions that we take with our hands
                 involve self-contact and occlusion: shaking hands,
                 making a fist, or interlacing our fingers while
                 thinking. This use of of our hands illustrates the
                 importance of tracking hands through self-contact and
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "219",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2020:SIP,
  author =       "Zhibo Wang and Xin Yu and Ming Lu and Quan Wang and
                 Chen Qian and Feng Xu",
  title =        "Single image portrait relighting via explicit multiple
                 reflectance channel modeling",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "220:1--220:13",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417824",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417824",
  abstract =     "Portrait relighting aims to render a face image under
                 different lighting conditions. Existing methods do not
                 explicitly consider some challenging lighting effects
                 such as specular and shadow, and thus may fail in
                 handling extreme lighting conditions. In \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "220",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhou:2020:MSA,
  author =       "Yang Zhou and Xintong Han and Eli Shechtman and Jose
                 Echevarria and Evangelos Kalogerakis and Dingzeyu Li",
  title =        "{MakeltTalk}: speaker-aware talking-head animation",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "221:1--221:15",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417774",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417774",
  abstract =     "We present a method that generates expressive
                 talking-head videos from a single facial image with
                 audio as the only input. In contrast to previous
                 attempts to learn direct mappings from audio to raw
                 pixels for creating talking faces, our method first
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "221",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yoon:2020:SGG,
  author =       "Youngwoo Yoon and Bok Cha and Joo-Haeng Lee and Minsu
                 Jang and Jaeyeon Lee and Jaehong Kim and Geehyuk Lee",
  title =        "Speech gesture generation from the trimodal context of
                 text, audio, and speaker identity",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "222:1--222:16",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417838",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417838",
  abstract =     "For human-like agents, including virtual avatars and
                 social robots, making proper gestures while speaking is
                 crucial in human-agent interaction. Co-speech gestures
                 enhance interaction experiences and make the agents
                 look alive. However, it is difficult \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "222",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tewari:2020:PPI,
  author =       "Ayush Tewari and Mohamed Elgharib and Mallikarjun B R
                 and Florian Bernard and Hans-Peter Seidel and Patrick
                 P{\'e}rez and Michael Zollh{\"o}fer and Christian
                 Theobalt",
  title =        "{PIE}: portrait image embedding for semantic control",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "223:1--223:14",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417803",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417803",
  abstract =     "Editing of portrait images is a very popular and
                 important research topic with a large variety of
                 applications. For ease of use, control should be
                 provided via a semantically meaningful parameterization
                 that is akin to computer animation controls. The
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "223",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Park:2020:NCN,
  author =       "Sanghun Park and Kwanggyoon Seo and Junyong Noh",
  title =        "Neural crossbreed: neural based image metamorphosis",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "224:1--224:15",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417797",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417797",
  abstract =     "We propose Neural Crossbreed, a feed-forward neural
                 network that can learn a semantic change of input
                 images in a latent space to create the morphing effect.
                 Because the network learns a semantic change, a
                 sequence of meaningful intermediate images can
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "224",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nitzan:2020:FID,
  author =       "Yotam Nitzan and Amit Bermano and Yangyan Li and
                 Daniel Cohen-Or",
  title =        "Face identity disentanglement via latent space
                 mapping",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "225:1--225:14",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417826",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417826",
  abstract =     "Learning disentangled representations of data is a
                 fundamental problem in artificial intelligence.
                 Specifically, disentangled latent representations allow
                 generative models to control and compose the
                 disentangled factors in the synthesis process.
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "225",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xie:2020:MFS,
  author =       "Minshan Xie and Chengze Li and Xueting Liu and
                 Tien-Tsin Wong",
  title =        "{Manga} filling style conversion with screentone
                 variational autoencoder",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "226:1--226:15",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417873",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417873",
  abstract =     "Western color comics and Japanese-style screened manga
                 are two popular comic styles. They mainly differ in the
                 style of region-filling. However, the conversion
                 between the two region-filling styles is very
                 challenging, and manually done currently. In \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "226",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fish:2020:SSS,
  author =       "Noa Fish and Lilach Perry and Amit Bermano and Daniel
                 Cohen-Or",
  title =        "{SketchPatch}: sketch stylization via seamless
                 patch-level synthesis",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "227:1--227:14",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417816",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417816",
  abstract =     "The paradigm of image-to-image translation is
                 leveraged for the benefit of sketch stylization via
                 transfer of geometric textural details. Lacking the
                 necessary volumes of data for standard training of
                 translation systems, we advocate for operation at
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "227",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hu:2020:MBV,
  author =       "Wenbo Hu and Menghan Xia and Chi-Wing Fu and Tien-Tsin
                 Wong",
  title =        "Mononizing binocular videos",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "228:1--228:16",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417764",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417764",
  abstract =     "This paper presents the idea of mono-nizing binocular
                 videos and a framework to effectively realize it.
                 Mono-nize means we purposely convert a binocular video
                 into a regular monocular video with the stereo
                 information implicitly encoded in a visual but
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "228",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2020:SLF,
  author =       "Qinbo Li and Nima Khademi Kalantari",
  title =        "Synthesizing light field from a single image with
                 variable {MPI} and two network fusion",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "229:1--229:10",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417785",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417785",
  abstract =     "We propose a learning-based approach to synthesize a
                 light field with a small baseline from a single image.
                 We synthesize the novel view images by first using a
                 convolutional neural network (CNN) to promote the input
                 image into a layered representation \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "229",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2020:LFE,
  author =       "Wenzheng Chen and Fangyin Wei and Kiriakos N.
                 Kutulakos and Szymon Rusinkiewicz and Felix Heide",
  title =        "Learned feature embeddings for non-line-of-sight
                 imaging and recognition",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "230:1--230:18",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417825",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417825",
  abstract =     "Objects obscured by occluders are considered lost in
                 the images acquired by conventional camera systems,
                 prohibiting both visualization and understanding of
                 such hidden objects. Non-line-of-sight methods (NLOS)
                 aim at recovering information about hidden \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "230",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Thomas:2020:RPN,
  author =       "Manu Mathew Thomas and Karthik Vaidyanathan and Gabor
                 Liktor and Angus G. Forbes",
  title =        "A reduced-precision network for image reconstruction",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "231:1--231:12",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417786",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417786",
  abstract =     "Neural networks are often quantized to use
                 reduced-precision arithmetic, as it greatly improves
                 their storage and computational costs. This approach is
                 commonly used in image classification and natural
                 language processing applications. However, using a
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "231",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hu:2020:TNT,
  author =       "Ruizhen Hu and Juzhan Xu and Bin Chen and Minglun Gong
                 and Hao Zhang and Hui Huang",
  title =        "{TAP-Net}: transport-and-pack using reinforcement
                 learning",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "232:1--232:15",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417796",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417796",
  abstract =     "We introduce the transport-and-pack (TAP) problem, a
                 frequently encountered instance of real-world packing,
                 and develop a neural optimization solution based on
                 reinforcement learning. Given an initial spatial
                 configuration of boxes, we seek an efficient \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "232",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2020:SMA,
  author =       "Hanqing Wang and Wei Liang and Lap-Fai Yu",
  title =        "Scene mover: automatic move planning for scene
                 arrangement by deep reinforcement learning",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "233:1--233:15",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417788",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417788",
  abstract =     "We propose a novel approach for automatically
                 generating a move plan for scene arrangement. Given a
                 scene like an apartment with many furniture objects, to
                 transform its layout into another layout, one would
                 need to determine a collision-free move \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "233",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jones:2020:SLG,
  author =       "R. Kenny Jones and Theresa Barton and Xianghao Xu and
                 Kai Wang and Ellen Jiang and Paul Guerrero and Niloy J.
                 Mitra and Daniel Ritchie",
  title =        "{ShapeAssembly}: learning to generate programs for
                 {$3$D} shape structure synthesis",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "234:1--234:20",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417812",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417812",
  abstract =     "Manually authoring 3D shapes is difficult and time
                 consuming; generative models of 3D shapes offer
                 compelling alternatives. Procedural representations are
                 one such possibility: they offer high-quality and
                 editable results but are difficult to author and
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "234",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shimada:2020:PPP,
  author =       "Soshi Shimada and Vladislav Golyanik and Weipeng Xu
                 and Christian Theobalt",
  title =        "{PhysCap}: physically plausible monocular {$3$D}
                 motion capture in real time",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "235:1--235:16",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417877",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417877",
  abstract =     "Marker-less 3D human motion capture from a single
                 colour camera has seen significant progress. However,
                 it is a very challenging and severely ill-posed
                 problem. In consequence, even the most accurate
                 state-of-the-art approaches have significant \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "235",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Henter:2020:MPC,
  author =       "Gustav Eje Henter and Simon Alexanderson and Jonas
                 Beskow",
  title =        "{MoGlow}: probabilistic and controllable motion
                 synthesis using normalising flows",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "236:1--236:14",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417836",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417836",
  abstract =     "Data-driven modelling and synthesis of motion is an
                 active research area with applications that include
                 animation, games, and social robotics. This paper
                 introduces a new class of probabilistic, generative,
                 and controllable motion-data models based on \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "236",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rodriguez:2020:GPR,
  author =       "Simon Rodriguez and Thomas Leimk{\"u}hler and Siddhant
                 Prakash and Chris Wyman and Peter Shirley and George
                 Drettakis",
  title =        "Glossy probe reprojection for interactive global
                 illumination",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "237:1--237:16",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417823",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417823",
  abstract =     "Recent rendering advances dramatically reduce the cost
                 of global illumination. But even with hardware
                 acceleration, complex light paths with multiple glossy
                 interactions are still expensive; our new algorithm
                 stores these paths in precomputed light \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "237",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2020:PCE,
  author =       "Beibei Wang and Milos Hasan and Ling-Qi Yan",
  title =        "Path cuts: efficient rendering of pure specular light
                 transport",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "238:1--238:12",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417792",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417792",
  abstract =     "In scenes lit with sharp point-like light sources,
                 light can bounce several times on specular materials
                 before getting into our eyes, forming purely specular
                 light paths. However, to our knowledge, rendering such
                 multi-bounce pure specular paths has not \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "238",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Loubet:2020:SSI,
  author =       "Guillaume Loubet and Tizian Zeltner and Nicolas
                 Holzschuch and Wenzel Jakob",
  title =        "Slope-space integrals for specular next event
                 estimation",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "239:1--239:13",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417811",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417811",
  abstract =     "Monte Carlo light transport simulations often lack
                 robustness in scenes containing specular or
                 near-specular materials. Widely used uni- and
                 bidirectional sampling strategies tend to find light
                 paths involving such materials with insufficient
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "239",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lin:2020:CCS,
  author =       "Zehui Lin and Sheng Li and Xinlu Zeng and Congyi Zhang
                 and Jinzhu Jia and Guoping Wang and Dinesh Manocha",
  title =        "{CPPM}: chi-squared progressive photon mapping",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "240:1--240:12",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417822",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417822",
  abstract =     "We present a novel chi-squared progressive photon
                 mapping algorithm (CPPM) that constructs an estimator
                 by controlling the bandwidth to obtain superior image
                 quality. Our estimator has parametric statistical
                 advantages over prior nonparametric methods. \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "240",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pediredla:2020:PTE,
  author =       "Adithya Pediredla and Yasin Karimi Chalmiani and
                 Matteo Giuseppe Scopelliti and Maysamreza Chamanzar and
                 Srinivasa Narasimhan and Ioannis Gkioulekas",
  title =        "Path tracing estimators for refractive radiative
                 transfer",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "241:1--241:15",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417793",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417793",
  abstract =     "Rendering radiative transfer through media with a
                 heterogeneous refractive index is challenging because
                 the continuous refractive index variations result in
                 light traveling along curved paths. Existing algorithms
                 are based on photon mapping techniques, \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "241",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Back:2020:DCI,
  author =       "Jonghee Back and Binh-Son Hua and Toshiya Hachisuka
                 and Bochang Moon",
  title =        "Deep combiner for independent and correlated pixel
                 estimates",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "242:1--242:12",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417847",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417847",
  abstract =     "Monte Carlo integration is an efficient method to
                 solve a high-dimensional integral in light transport
                 simulation, but it typically produces noisy images due
                 to its stochastic nature. Many existing methods, such
                 as image denoising and gradient-domain \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "242",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Muller:2020:NCV,
  author =       "Thomas M{\"u}ller and Fabrice Rousselle and Alexander
                 Keller and Jan Nov{\'a}k",
  title =        "Neural control variates",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "243:1--243:19",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417804",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417804",
  abstract =     "We propose neural control variates (NCV) for unbiased
                 variance reduction in parametric Monte Carlo
                 integration. So far, the core challenge of applying the
                 method of control variates has been finding a good
                 approximation of the integrand that is cheap to
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "243",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ahmed:2020:SSB,
  author =       "Abdalla G. M. Ahmed and Peter Wonka",
  title =        "Screen-space blue-noise diffusion of {Monte Carlo}
                 sampling error via hierarchical ordering of pixels",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "244:1--244:15",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417881",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417881",
  abstract =     "We present a novel technique for diffusing Monte Carlo
                 sampling error as a blue noise in screen space. We show
                 that automatic diffusion of sampling error can be
                 achieved by ordering the pixels in a way that preserves
                 locality, such as Morton's Z-. \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "244",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bangaru:2020:UWA,
  author =       "Sai Praveen Bangaru and Tzu-Mao Li and Fr{\'e}do
                 Durand",
  title =        "Unbiased warped-area sampling for differentiable
                 rendering",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "245:1--245:18",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417833",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417833",
  abstract =     "Differentiable rendering computes derivatives of the
                 light transport equation with respect to arbitrary 3D
                 scene parameters, and enables various applications in
                 inverse rendering and machine learning. We present an
                 unbiased and efficient differentiable \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "245",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zirr:2020:PDI,
  author =       "Tobias Zirr and Carsten Dachsbacher",
  title =        "Path differential-informed stratified {MCMC} and
                 adaptive forward path sampling",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "246:1--246:19",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417856",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417856",
  abstract =     "Markov Chain Monte Carlo (MCMC) rendering is
                 extensively studied, yet it remains largely unused in
                 practice. We propose solutions to several
                 practicability issues, opening up path space MCMC to
                 become an adaptive sampling framework around
                 established \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "246",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jiang:2020:BPS,
  author =       "Zhongshi Jiang and Teseo Schneider and Denis Zorin and
                 Daniele Panozzo",
  title =        "Bijective projection in a shell",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "247:1--247:18",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417769",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417769",
  abstract =     "We introduce an algorithm to convert a
                 self-intersection free, orientable, and manifold
                 triangle mesh T into a generalized prismatic shell
                 equipped with a bijective projection operator to map T
                 to a class of discrete surfaces contained within the
                 shell \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "247",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Alexa:2020:CWD,
  author =       "Marc Alexa",
  title =        "Conforming weighted {Delaunay} triangulations",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "248:1--248:16",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417776",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417776",
  abstract =     "Given a set of points together with a set of simplices
                 we show how to compute weights associated with the
                 points such that the weighted Delaunay triangulation of
                 the point set contains the simplices, if possible. For
                 a given triangulated surface, this \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "248",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sharp:2020:YCF,
  author =       "Nicholas Sharp and Keenan Crane",
  title =        "You can find geodesic paths in triangle meshes by just
                 flipping edges",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "249:1--249:15",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417839",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417839",
  abstract =     "This paper introduces a new approach to computing
                 geodesics on polyhedral surfaces---the basic idea is to
                 iteratively perform edge flips, in the same spirit as
                 the classic Delaunay flip algorithm. This process also
                 produces a triangulation conforming to \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "249",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cherchi:2020:FRM,
  author =       "Gianmarco Cherchi and Marco Livesu and Riccardo
                 Scateni and Marco Attene",
  title =        "Fast and robust mesh arrangements using floating-point
                 arithmetic",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "250:1--250:16",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417818",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/fparith.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417818",
  abstract =     "We introduce a novel algorithm to transform any
                 generic set of triangles in 3D space into a well-formed
                 simplicial complex. Intersecting elements in the input
                 are correctly identified, subdivided, and connected to
                 arrange a valid configuration, leading to a
                 topologically sound partition of the space into
                 piece-wise linear cells. Our approach does not require
                 the exact coordinates of intersection points to
                 calculate the resulting complex. We represent any
                 intersection point as an unevaluated combination of
                 input vertices. We then extend the recently introduced
                 concept of indirect predicates [Attene 2020] to define
                 all the necessary geometric tests that, by
                 construction, are both exact and efficient since they
                 fully exploit the floating-point hardware. This design
                 makes our method robust and guaranteed correct, while
                 being virtually as fast as non-robust floating-point
                 based implementations. Compared with existing robust
                 methods, our algorithm offers a number of advantages:
                 it is much faster, has a better memory layout, scales
                 well on extremely challenging models, and allows fully
                 exploiting modern multi-core hardware with a parallel
                 implementation. We thoroughly tested our method on
                 thousands of meshes, concluding that it consistently
                 outperforms prior art. We also demonstrate its
                 usefulness in various applications, such as computing
                 efficient mesh booleans, Minkowski sums, and volume
                 meshes.",
  acknowledgement = ack-nhfb,
  articleno =    "250",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Montazeri:2020:PPB,
  author =       "Zahra Montazeri and S{\o}ren B. Gammelmark and Shuang
                 Zhao and Henrik Wann Jensen",
  title =        "A practical ply-based appearance model of woven
                 fabrics",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "251:1--251:13",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417777",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417777",
  abstract =     "Simulating the appearance of woven fabrics is
                 challenging due to the complex interplay of lighting
                 between the constituent yarns and fibers. Conventional
                 surface-based models lack the fidelity and details for
                 producing realistic close-up renderings. \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "251",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xia:2020:WOB,
  author =       "Mengqi (Mandy) Xia and Bruce Walter and Eric
                 Michielssen and David Bindel and Steve Marschner",
  title =        "A wave optics based fiber scattering model",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "252:1--252:16",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417841",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417841",
  abstract =     "Existing fiber scattering models in rendering are all
                 based on tracing rays through fiber geometry, but for
                 small fibers diffraction and interference are
                 non-negligible, so relying on ray optics can result in
                 appearance errors. This paper presents the \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "252",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guillen:2020:GFP,
  author =       "Ib{\'o}n Guill{\'e}n and Julio Marco and Diego
                 Gutierrez and Wenzel Jakob and Adrian Jarabo",
  title =        "A general framework for pearlescent materials",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "253:1--253:15",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417782",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417782",
  abstract =     "The unique and visually mesmerizing appearance of
                 pearlescent materials has made them an indispensable
                 ingredient in a diverse array of applications including
                 packaging, ceramics, printing, and cosmetics. In
                 contrast to their natural counterparts, such \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "253",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guo:2020:MRC,
  author =       "Yu Guo and Cameron Smith and Milos Hasan and Kalyan
                 Sunkavalli and Shuang Zhao",
  title =        "{MaterialGAN}: reflectance capture using a generative
                 {SVBRDF} model",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "254:1--254:13",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417779",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417779",
  abstract =     "We address the problem of reconstructing
                 spatially-varying BRDFs from a small set of image
                 measurements. This is a fundamentally under-constrained
                 problem, and previous work has relied on using various
                 regularization priors or on capturing many images
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "254",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ansari:2020:MII,
  author =       "Navid Ansari and Omid Alizadeh-Mousavi and Hans-Peter
                 Seidel and Vahid Babaei",
  title =        "Mixed integer ink selection for spectral
                 reproduction",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "255:1--255:16",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417761",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417761",
  abstract =     "We introduce a novel ink selection method for spectral
                 printing. The ink selection algorithm takes a spectral
                 image and a set of inks as input, and selects a subset
                 of those inks that results in optimal spectral
                 reproduction. We put forward an \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "255",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lu:2020:LNR,
  author =       "Erika Lu and Forrester Cole and Tali Dekel and Weidi
                 Xie and Andrew Zisserman and David Salesin and William
                 T. Freeman and Michael Rubinstein",
  title =        "Layered neural rendering for retiming people in
                 video",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "256:1--256:14",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417760",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417760",
  abstract =     "We present a method for retiming people in an
                 ordinary, natural video --- manipulating and editing
                 the time in which different motions of individuals in
                 the video occur. We can temporally align different
                 motions, change the speed of certain actions \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "256",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bemana:2020:XFI,
  author =       "Mojtaba Bemana and Karol Myszkowski and Hans-Peter
                 Seidel and Tobias Ritschel",
  title =        "{X-Fields}: implicit neural view-, light- and
                 time-image interpolation",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "257:1--257:15",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417827",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417827",
  abstract =     "We suggest to represent an X-Field ---a set of 2D
                 images taken across different view, time or
                 illumination conditions, i.e., video, lightfield,
                 reflectance fields or combinations thereof---by
                 learning a neural network (NN) to map their view, time
                 or \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "257",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gao:2020:DNL,
  author =       "Duan Gao and Guojun Chen and Yue Dong and Pieter Peers
                 and Kun Xu and Xin Tong",
  title =        "Deferred neural lighting: free-viewpoint relighting
                 from unstructured photographs",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "258:1--258:15",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417767",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417767",
  abstract =     "We present deferred neural lighting, a novel method
                 for free-viewpoint relighting from unstructured
                 photographs of a scene captured with handheld devices.
                 Our method leverages a scene-dependent neural rendering
                 network for relighting a rough geometric \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "258",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Meka:2020:DRT,
  author =       "Abhimitra Meka and Rohit Pandey and Christian H{\"a}ne
                 and Sergio Orts-Escolano and Peter Barnum and Philip
                 David-Son and Daniel Erickson and Yinda Zhang and
                 Jonathan Taylor and Sofien Bouaziz and Chloe Legendre
                 and Wan-Chun Ma and Ryan Overbeck and Thabo Beeler and
                 Paul Debevec and Shahram Izadi and Christian Theobalt
                 and Christoph Rhemann and Sean Fanello",
  title =        "Deep relightable textures: volumetric performance
                 capture with neural rendering",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "259:1--259:21",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417814",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417814",
  abstract =     "The increasing demand for 3D content in augmented and
                 virtual reality has motivated the development of
                 volumetric performance capture systemsnsuch as the
                 Light Stage. Recent advances are pushing free viewpoint
                 relightable videos of dynamic human \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "259",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sun:2020:LSS,
  author =       "Tiancheng Sun and Zexiang Xu and Xiuming Zhang and
                 Sean Fanello and Christoph Rhemann and Paul Debevec and
                 Yun-Ta Tsai and Jonathan T. Barron and Ravi
                 Ramamoorthi",
  title =        "Light stage super-resolution: continuous
                 high-frequency relighting",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "260:1--260:12",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417821",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417821",
  abstract =     "The light stage has been widely used in computer
                 graphics for the past two decades, primarily to enable
                 the relighting of human faces. By capturing the
                 appearance of the human subject under different light
                 sources, one obtains the light transport matrix
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "260",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sung:2020:DDT,
  author =       "Minhyuk Sung and Zhenyu Jiang and Panos Achlioptas and
                 Niloy J. Mitra and Leonidas J. Guibas",
  title =        "{DeformSyncNet}: Deformation transfer via synchronized
                 shape deformation spaces",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "261:1--261:16",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417783",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417783",
  abstract =     "Shape deformation is an important component in any
                 geometry processing toolbox. The goal is to enable
                 intuitive deformations of single or multiple shapes or
                 to transfer example deformations to new shapes while
                 preserving the plausibility of the deformed \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "261",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Reddy:2020:DPS,
  author =       "Pradyumna Reddy and Paul Guerrero and Matt Fisher and
                 Wilmot Li and Niloy J. Mitra",
  title =        "Discovering pattern structure using differentiable
                 compositing",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "262:1--262:15",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417830",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417830",
  abstract =     "Patterns, which are collections of elements arranged
                 in regular or near-regular arrangements, are an
                 important graphic art form and widely used due to their
                 elegant simplicity and aesthetic appeal. When a pattern
                 is encoded as a flat image without the \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "262",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lahav:2020:MDM,
  author =       "Alon Lahav and Ayellet Tal",
  title =        "{MeshWalker}: deep mesh understanding by random
                 walks",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "263:1--263:13",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417806",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417806",
  abstract =     "Most attempts to represent 3D shapes for deep learning
                 have focused on volumetric grids, multi-view images and
                 point clouds. In this paper we look at the most popular
                 representation of 3D shapes in computer graphics---a
                 triangular mesh---and ask how it \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "263",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ren:2020:MRM,
  author =       "Jing Ren and Simone Melzi and Maks Ovsjanikov and
                 Peter Wonka",
  title =        "{MapTree}: recovering multiple solutions in the space
                 of maps",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "264:1--264:17",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417800",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417800",
  abstract =     "In this paper we propose an approach for computing
                 multiple high-quality near-isometric dense
                 correspondences between a pair of 3D shapes. Our method
                 is fully automatic and does not rely on user-provided
                 landmarks or descriptors. This allows us to \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "264",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2020:CDS,
  author =       "Honglin Chen and Hsueh-TI Derek Liu and Alec Jacobson
                 and David I. W. Levin",
  title =        "Chordal decomposition for spectral coarsening",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "265:1--265:16",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417789",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417789",
  abstract =     "We introduce a novel solver to significantly reduce
                 the size of a geometric operator while preserving its
                 spectral properties at the lowest frequencies. We use
                 chordal decomposition to formulate a convex
                 optimization problem which allows the user to
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "265",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bertel:2020:OCV,
  author =       "Tobias Bertel and Mingze Yuan and Reuben Lindroos and
                 Christian Richardt",
  title =        "{OmniPhotos}: casual 360${}^\circ $ {VR} photography",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "266:1--266:12",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417770",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417770",
  abstract =     "Virtual reality headsets are becoming increasingly
                 popular, yet it remains difficult for casual users to
                 capture immersive 360${}^\circ $ VR panoramas.
                 State-of-the-art approaches require capture times of
                 usually far more than a minute and are often limited in
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "266",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Serrano:2020:IML,
  author =       "Ana Serrano and Daniel Martin and Diego Gutierrez and
                 Karol Myszkowski and Belen Masia",
  title =        "Imperceptible manipulation of lateral camera motion
                 for improved virtual reality applications",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "267:1--267:14",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417773",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417773",
  abstract =     "Virtual Reality (VR) systems increase immersion by
                 reproducing users' movements in the real world.
                 However, several works have shown that this
                 real-to-virtual mapping does not need to be precise in
                 order to convey a realistic experience. Being able to
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "267",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Elgharib:2020:EV,
  author =       "Mohamed Elgharib and Mohit Mendiratta and Justus Thies
                 and Matthias Niessner and Hans-Peter Seidel and Ayush
                 Tewari and Vladislav Golyanik and Christian Theobalt",
  title =        "Egocentric videoconferencing",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "268:1--268:16",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417808",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417808",
  abstract =     "We introduce a method for egocentric videoconferencing
                 that enables hands-free video calls, for instance by
                 people wearing smart glasses or other mixed-reality
                 devices. Videoconferencing portrays valuable non-verbal
                 communication and face expression \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "268",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Krajancich:2020:ODP,
  author =       "Brooke Krajancich and Petr Kellnhofer and Gordon
                 Wetzstein",
  title =        "Optimizing depth perception in virtual and augmented
                 reality through gaze-contingent stereo rendering",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "269:1--269:10",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417820",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417820",
  abstract =     "Virtual and augmented reality (VR/AR) displays
                 crucially rely on stereoscopic rendering to enable
                 perceptually realistic user experiences. Yet, existing
                 near-eye display systems ignore the gaze-dependent
                 shift of the no-parallax point in the human eye.
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "269",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nah:2020:QFE,
  author =       "Jae-Ho Nah",
  title =        "{QuickETC2}: Fast {ETC2} texture compression using
                 {Luma} differences",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "270:1--270:10",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417787",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417787",
  abstract =     "Compressed textures are indispensable in most 3D
                 graphics applications to reduce memory traffic and
                 increase performance. For higher-quality graphics, the
                 number and size of textures in an application have
                 continuously increased. Additionally, the ETC2
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "270",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zheng:2020:RTR,
  author =       "Jinta Zheng and Shih-Hsuan Hung and Kyle Hiebel and
                 Yue Zhang",
  title =        "Real-time rendering of decorative sound textures for
                 soundscapes",
  journal =      j-TOG,
  volume =       "39",
  number =       "6",
  pages =        "271:1--271:12",
  month =        nov,
  year =         "2020",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3414685.3417875",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Mar 28 08:21:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414685.3417875",
  abstract =     "Audio recordings contain rich information about sound
                 sources and their properties such as the location,
                 loudness, and frequency of events. One prevalent
                 component in sound recordings is the sound texture,
                 which contains a massive number of events. In
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "271",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shi:2021:MHM,
  author =       "Mingyi Shi and Kfir Aberman and Andreas Aristidou and
                 Taku Komura and Dani Lischinski and Daniel Cohen-Or and
                 Baoquan Chen",
  title =        "{MotioNet}: {$3$D} Human Motion Reconstruction from
                 Monocular Video with Skeleton Consistency",
  journal =      j-TOG,
  volume =       "40",
  number =       "1",
  pages =        "1:1--1:15",
  month =        jan,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3407659",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jun 22 08:22:32 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3407659",
  abstract =     "We introduce MotioNet, a deep neural network that
                 directly reconstructs the motion of a 3D human skeleton
                 from a monocular video. While previous methods rely on
                 either rigging or inverse kinematics (IK) to associate
                 a consistent skeleton with temporally \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "1",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2021:DSS,
  author =       "Weixuan Chen and Daniel McDuff",
  title =        "{DeepMag}: Source-Specific Change Magnification Using
                 Gradient Ascent",
  journal =      j-TOG,
  volume =       "40",
  number =       "1",
  pages =        "2:1--2:14",
  month =        jan,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3408865",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jun 22 08:22:32 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3408865",
  abstract =     "Many important physical phenomena involve subtle
                 signals that are difficult to observe with the unaided
                 eye, yet visualizing them can be very informative.
                 Current motion magnification techniques can reveal
                 these small temporal variations in video, but
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "2",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2021:SHS,
  author =       "Yu Ju (Edwin) Chen and Seung Heon Sheen and Uri M.
                 Ascher and Dinesh K. Pai",
  title =        "{SIERE}: a Hybrid Semi-Implicit Exponential Integrator
                 for Efficiently Simulating Stiff Deformable Objects",
  journal =      j-TOG,
  volume =       "40",
  number =       "1",
  pages =        "3:1--3:12",
  month =        jan,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3410527",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jun 22 08:22:32 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3410527",
  abstract =     "Physics-based simulation methods for deformable
                 objects suffer limitations due to the conflicting
                 requirements that are placed on them. The work horse
                 semi-implicit (SI) backward Euler method is very stable
                 and inexpensive, but it is also a blunt \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "3",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bai:2021:DUS,
  author =       "Kai Bai and Wei Li and Mathieu Desbrun and Xiaopei
                 Liu",
  title =        "Dynamic Upsampling of Smoke through Dictionary-based
                 Learning",
  journal =      j-TOG,
  volume =       "40",
  number =       "1",
  pages =        "4:1--4:19",
  month =        jan,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3412360",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jun 22 08:22:32 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3412360",
  abstract =     "Simulating turbulent smoke flows with fine details is
                 computationally intensive. For iterative editing or
                 simply faster generation, efficiently upsampling a
                 low-resolution numerical simulation is an attractive
                 alternative. We propose a novel learning \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "4",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2021:SFR,
  author =       "Longhua Wu and Botao Wu and Yin Yang and Huamin Wang",
  title =        "A Safe and Fast Repulsion Method for {GPU}-based Cloth
                 Self Collisions",
  journal =      j-TOG,
  volume =       "40",
  number =       "1",
  pages =        "5:1--5:18",
  month =        jan,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3430025",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jun 22 08:22:32 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3430025",
  abstract =     "Cloth dynamics and collision handling are the two most
                 challenging topics in cloth simulation. While
                 researchers have substantially improved the
                 performances of cloth dynamics solvers recently, their
                 success in fast collision detection and handling is
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "5",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Levi:2021:DSP,
  author =       "Zohar Levi",
  title =        "Direct Seamless Parametrization",
  journal =      j-TOG,
  volume =       "40",
  number =       "1",
  pages =        "6:1--6:14",
  month =        jan,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3439828",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jun 22 08:22:32 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3439828",
  abstract =     "We present a method for seamless surface
                 parametrization. Recent popular methods first generate
                 a cross-field, where curvature is concentrated at
                 singular vertices. Next, in a separate step, the
                 surface is laid out in the domain subject to derived
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "6",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sonlu:2021:CAF,
  author =       "Sinan Sonlu and Ugur G{\"u}d{\"u}kbay and Funda
                 Durupinar",
  title =        "A Conversational Agent Framework with Multi-modal
                 Personality Expression",
  journal =      j-TOG,
  volume =       "40",
  number =       "1",
  pages =        "7:1--7:16",
  month =        jan,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3439795",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jun 22 08:22:32 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3439795",
  abstract =     "Consistently exhibited personalities are crucial
                 elements of realistic, engaging, and behavior-rich
                 conversational virtual agents. Both nonverbal and
                 verbal cues help convey these agents' unseen
                 psychological states, contributing to our effective
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "7",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Winchenbach:2021:ORS,
  author =       "Rene Winchenbach and Andreas Kolb",
  title =        "Optimized Refinement for Spatially Adaptive {SPH}",
  journal =      j-TOG,
  volume =       "40",
  number =       "1",
  pages =        "8:1--8:15",
  month =        jan,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3363555",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jun 22 08:22:32 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3363555",
  abstract =     "In this article, we propose an improved refinement
                 process for the simulation of incompressible
                 low-viscosity turbulent flows using Smoothed Particle
                 Hydrodynamics, under adaptive volume ratios of up to 1
                 : 1, 000, 000. We derive a discretized objective
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "8",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2021:NLT,
  author =       "Xiuming Zhang and Sean Fanello and Yun-Ta Tsai and
                 Tiancheng Sun and Tianfan Xue and Rohit Pandey and
                 Sergio Orts-Escolano and Philip Davidson and Christoph
                 Rhemann and Paul Debevec and Jonathan T. Barron and
                 Ravi Ramamoorthi and William T. Freeman",
  title =        "Neural Light Transport for Relighting and View
                 Synthesis",
  journal =      j-TOG,
  volume =       "40",
  number =       "1",
  pages =        "9:1--9:17",
  month =        jan,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3446328",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jun 22 08:22:32 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3446328",
  abstract =     "The light transport (LT) of a scene describes how it
                 appears under different lighting conditions from
                 different viewing directions, and complete knowledge of
                 a scene's LT enables the synthesis of novel views under
                 arbitrary lighting. In this article, we \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "9",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yu:2021:RC,
  author =       "Chris Yu and Henrik Schumacher and Keenan Crane",
  title =        "Repulsive Curves",
  journal =      j-TOG,
  volume =       "40",
  number =       "2",
  pages =        "10:1--10:21",
  month =        jun,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3439429",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jun 22 08:22:32 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3439429",
  abstract =     "Curves play a fundamental role across computer
                 graphics, physical simulation, and mathematical
                 visualization, yet most tools for curve design do
                 nothing to prevent crossings or self-intersections.
                 This article develops efficient algorithms for (self-).
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "10",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mueller:2021:TAS,
  author =       "Joerg H. Mueller and Thomas Neff and Philip Voglreiter
                 and Markus Steinberger and Dieter Schmalstieg",
  title =        "Temporally Adaptive Shading Reuse for Real-Time
                 Rendering and Virtual Reality",
  journal =      j-TOG,
  volume =       "40",
  number =       "2",
  pages =        "11:1--11:14",
  month =        jun,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3446790",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jun 22 08:22:32 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3446790",
  abstract =     "Temporal coherence has the potential to enable a huge
                 reduction of shading costs in rendering. Existing
                 techniques focus either only on spatial shading reuse
                 or cannot adaptively choose temporal shading
                 frequencies. We find that temporal shading reuse is
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "11",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Francu:2021:LPT,
  author =       "Mihai Fr{\^a}ncu and Arni Asgeirsson and Kenny Erleben
                 and Mads J. L. R{\o}nnow",
  title =        "Locking-Proof Tetrahedra",
  journal =      j-TOG,
  volume =       "40",
  number =       "2",
  pages =        "12:1--12:17",
  month =        jun,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3444949",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jun 22 08:22:32 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3444949",
  abstract =     "The simulation of incompressible materials suffers
                 from locking when using the standard finite element
                 method (FEM) and coarse linear tetrahedral meshes.
                 Locking increases as the Poisson ratio gets close to
                 0.5 and often lower Poisson ratio values \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "12",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2021:RED,
  author =       "Minqi Wang and Emily A. Cooper",
  title =        "A Re-examination of Dichoptic Tone Mapping",
  journal =      j-TOG,
  volume =       "40",
  number =       "2",
  pages =        "13:1--13:15",
  month =        jun,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3443702",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jun 22 08:22:32 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3443702",
  abstract =     "Dichoptic tone mapping methods aim to leverage
                 stereoscopic displays to increase visual detail and
                 contrast in images and videos. These methods, which
                 have been called both binocular tone mapping and
                 dichoptic contrast enhancement, selectively emphasize
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "13",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2021:MPA,
  author =       "Bohan Wang and George Matcuk and Jernej Barbic",
  title =        "Modeling of Personalized Anatomy Using Plastic
                 Strains",
  journal =      j-TOG,
  volume =       "40",
  number =       "2",
  pages =        "14:1--14:21",
  month =        jun,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3443703",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jun 22 08:22:32 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3443703",
  abstract =     "We present a method for modeling solid objects
                 undergoing large spatially varying and/or anisotropic
                 strains, and use it to reconstruct human anatomy from
                 medical images. Our novel shape deformation method uses
                 plastic strains and the finite element \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "14",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Larionov:2021:FCS,
  author =       "Egor Larionov and Ye Fan and Dinesh K. Pai",
  title =        "Frictional Contact on Smooth Elastic Solids",
  journal =      j-TOG,
  volume =       "40",
  number =       "2",
  pages =        "15:1--15:17",
  month =        jun,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3446663",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jun 22 08:22:32 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3446663",
  abstract =     "Frictional contact between deformable elastic objects
                 remains a difficult simulation problem in computer
                 graphics. Traditionally, contact has been resolved
                 using sophisticated collision detection schemes and
                 methods that build on the assumption that \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "15",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jaros:2021:GAP,
  author =       "Milan Jaros and Lubom{\'\i}r R{\'\i}ha and Petr
                 Strakos and Matej Spetko",
  title =        "{GPU} Accelerated Path Tracing of Massive Scenes",
  journal =      j-TOG,
  volume =       "40",
  number =       "2",
  pages =        "16:1--16:17",
  month =        jun,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3447807",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jun 22 08:22:32 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3447807",
  abstract =     "This article presents a solution to path tracing of
                 massive scenes on multiple GPUs. Our approach analyzes
                 the memory access pattern of a path tracer and defines
                 how the scene data should be distributed across up to
                 16 GPUs with minimal effect on \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "16",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhao:2021:SRB,
  author =       "Nanxuan Zhao and Quanlong Zheng and Jing Liao and Ying
                 Cao and Hanspeter Pfister and Rynson W. H. Lau",
  title =        "Selective Region-based Photo Color Adjustment for
                 Graphic Designs",
  journal =      j-TOG,
  volume =       "40",
  number =       "2",
  pages =        "17:1--17:16",
  month =        jun,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3447647",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jun 22 08:22:32 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3447647",
  abstract =     "When adding a photo onto a graphic design,
                 professional graphic designers often adjust its colors
                 based on some target colors obtained from the brand or
                 product to make the entire design more memorable to
                 audiences and establish a consistent brand \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "17",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tseng:2021:DCO,
  author =       "Ethan Tseng and Ali Mosleh and Fahim Mannan and Karl
                 St-Arnaud and Avinash Sharma and Yifan Peng and
                 Alexander Braun and Derek Nowrouzezahrai and
                 Jean-Fran{\c{c}}ois Lalonde and Felix Heide",
  title =        "Differentiable Compound Optics and Processing Pipeline
                 Optimization for End-to-end Camera Design",
  journal =      j-TOG,
  volume =       "40",
  number =       "2",
  pages =        "18:1--18:19",
  month =        jun,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3446791",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jun 22 08:22:32 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3446791",
  abstract =     "Most modern commodity imaging systems we use directly
                 for photography-or indirectly rely on for downstream
                 applications-employ optical systems of multiple lenses
                 that must balance deviations from perfect optics,
                 manufacturing constraints, tolerances, cost,.
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "18",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2021:PSL,
  author =       "Yupan Wang and Guiqing Li and Huiqian Zhang and Xinyi
                 Zou and Yuxin Liu and Yongwei Nie",
  title =        "{PanoMan}: Sparse Localized Components-based Model for
                 Full Human Motions",
  journal =      j-TOG,
  volume =       "40",
  number =       "2",
  pages =        "19:1--19:17",
  month =        jun,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3447244",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jun 22 08:22:32 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3447244",
  abstract =     "Parameterizing Variations of human shapes and motions
                 is a long-standing problem in computer graphics and
                 vision. Most of the existing methods only deal with a
                 specific kind of motion, such as body poses, facial
                 expressions, or hand gestures. We propose \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "19",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yao:2021:ITB,
  author =       "Xinwei Yao and Ohad Fried and Kayvon Fatahalian and
                 Maneesh Agrawala",
  title =        "Iterative Text-Based Editing of Talking-Heads Using
                 Neural Retargeting",
  journal =      j-TOG,
  volume =       "40",
  number =       "3",
  pages =        "20:1--20:14",
  month =        jun,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3449063",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 13 06:02:50 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "We present a text-based tool for editing talking-head
                 video that enables an iterative editing workflow. On
                 each iteration users can edit the wording of the
                 speech, further refine mouth motions if necessary to
                 reduce artifacts, and manipulate non-verbal aspects of
                 the performance by inserting mouth gestures (e.g., a
                 smile) or changing the overall performance style (e.g.,
                 energetic, mumble). Our tool requires only 2 to 3
                 minutes of the target actor video and it synthesizes
                 the video for each iteration in about 40 seconds,
                 allowing users to quickly explore many editing
                 possibilities as they iterate. Our approach is based on
                 two key ideas. (1) We develop a fast phoneme search
                 algorithm that can quickly identify phoneme-level
                 subsequences of the source repository video that best
                 match a desired edit. This enables our fast iteration
                 loop. (2) We leverage a large repository of video of a
                 source actor and develop a new self-supervised neural
                 retargeting technique for transferring the mouth
                 motions of the source actor to the target actor. This
                 allows us to work with relatively short target actor
                 videos, making our approach applicable in many
                 real-world editing scenarios. Finally, our, refinement
                 and performance controls give users the ability to
                 further fine-tune the synthesized results.",
  acknowledgement = ack-nhfb,
  articleno =    "20",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Abdal:2021:SAC,
  author =       "Rameen Abdal and Peihao Zhu and Niloy J. Mitra and
                 Peter Wonka",
  title =        "{StyleFlow}: Attribute-conditioned Exploration of
                 {StyleGAN}-Generated Images using Conditional
                 Continuous Normalizing Flows",
  journal =      j-TOG,
  volume =       "40",
  number =       "3",
  pages =        "21:1--21:21",
  month =        jul,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3447648",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Jul 18 09:57:37 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3447648",
  abstract =     "High-quality, diverse, and photorealistic images can
                 now be generated by unconditional GANs (e.g.,
                 StyleGAN). However, limited options exist to control
                 the generation process using (semantic) attributes
                 while still preserving the quality of the output.
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "21",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Diamond:2021:DPT,
  author =       "Steven Diamond and Vincent Sitzmann and Frank
                 Julca-Aguilar and Stephen Boyd and Gordon Wetzstein and
                 Felix Heide",
  title =        "Dirty Pixels: Towards End-to-end Image Processing and
                 Perception",
  journal =      j-TOG,
  volume =       "40",
  number =       "3",
  pages =        "23:1--23:15",
  month =        jul,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3446918",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Jul 18 09:57:37 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3446918",
  abstract =     "Real-world, imaging systems acquire measurements that
                 are degraded by noise, optical aberrations, and other
                 imperfections that make image processing for human
                 viewing and higher-level perception tasks challenging.
                 Conventional cameras address this problem \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "23",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2021:VCV,
  author =       "Haotian Zhang and Cristobal Sciutto and Maneesh
                 Agrawala and Kayvon Fatahalian",
  title =        "{Vid2Player}: Controllable Video Sprites That Behave
                 and Appear Like Professional Tennis Players",
  journal =      j-TOG,
  volume =       "40",
  number =       "3",
  pages =        "24:1--24:16",
  month =        jul,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3448978",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Jul 18 09:57:37 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3448978",
  abstract =     "We present a system that converts annotated broadcast
                 video of tennis matches into interactively controllable
                 video sprites that behave and appear like professional
                 tennis players. Our approach is based on controllable
                 video textures and utilizes domain \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "24",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Crespo:2021:PSA,
  author =       "Miguel Crespo and Adrian Jarabo and Adolfo Mu{\~n}oz",
  title =        "Primary-space Adaptive Control Variates Using
                 Piecewise-polynomial Approximations",
  journal =      j-TOG,
  volume =       "40",
  number =       "3",
  pages =        "25:1--25:15",
  month =        jul,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450627",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Jul 18 09:57:37 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450627",
  abstract =     "We present an unbiased numerical integration algorithm
                 that handles both low-frequency regions and
                 high-frequency details of multidimensional integrals.
                 It combines quadrature and Monte Carlo integration by
                 using a quadrature-based approximation as a \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "25",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Perel:2021:LMA,
  author =       "Or Perel and Oron Anschel and Omri Ben-Eliezer and
                 Shai Mazor and Hadar Averbuch-Elor",
  title =        "Learning Multimodal Affinities for Textual Editing in
                 Images",
  journal =      j-TOG,
  volume =       "40",
  number =       "3",
  pages =        "26:1--26:16",
  month =        jul,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3451340",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Jul 18 09:57:37 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3451340",
  abstract =     "Nowadays, as cameras are rapidly adopted in our daily
                 routine, images of documents are becoming both abundant
                 and prevalent. Unlike natural images that capture
                 physical objects, document-images contain a significant
                 amount of text with critical semantics \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "26",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhou:2021:VFA,
  author =       "Yang Zhou and Lifan Wu and Ravi Ramamoorthi and
                 Ling-Qi Yan",
  title =        "Vectorization for Fast, Analytic, and Differentiable
                 Visibility",
  journal =      j-TOG,
  volume =       "40",
  number =       "3",
  pages =        "27:1--27:21",
  month =        jul,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3452097",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Jul 18 09:57:37 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3452097",
  abstract =     "In Computer Graphics, the two main approaches to
                 rendering and visibility involve ray tracing and
                 rasterization. However, a limitation of both approaches
                 is that they essentially use point sampling. This is
                 the source of noise and aliasing, and also \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "27",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2021:SDV,
  author =       "Hao Zhang and Yuxiao Zhou and Yifei Tian and Jun-Hai
                 Yong and Feng Xu",
  title =        "Single Depth View Based Real-Time Reconstruction of
                 Hand-Object Interactions",
  journal =      j-TOG,
  volume =       "40",
  number =       "3",
  pages =        "29:1--29:12",
  month =        jul,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3451341",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Jul 18 09:57:37 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3451341",
  abstract =     "Reconstructing hand-object interactions is a
                 challenging task due to strong occlusions and complex
                 motions. This article proposes a real-time system that
                 uses a single depth stream to simultaneously
                 reconstruct hand poses, object shape, and rigid/non-.
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "29",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Alterman:2021:ILS,
  author =       "Marina Alterman and Chen Bar and Ioannis Gkioulekas
                 and Anat Levin",
  title =        "Imaging with Local Speckle Intensity Correlations:
                 Theory and Practice",
  journal =      j-TOG,
  volume =       "40",
  number =       "3",
  pages =        "30:1--30:22",
  month =        jul,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3447392",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Jul 18 09:57:37 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3447392",
  abstract =     "Recent advances in computational imaging have
                 significantly expanded our ability to image through
                 scattering layers such as biological tissues by
                 exploiting the auto-correlation properties of captured
                 speckle intensity patterns. However, most experimental
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "30",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ouyang:2021:SSF,
  author =       "Peichang Ouyang and Kwok Wai Chung and Alain Nicolas
                 and Krzysztof Gdawiec",
  title =        "Self-Similar Fractal Drawings Inspired by {M. C.
                 Escher}'s Print {{\booktitle{Square Limit}}}",
  journal =      j-TOG,
  volume =       "40",
  number =       "3",
  pages =        "31:1--31:34",
  month =        jul,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3456298",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Jul 18 09:57:37 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3456298",
  abstract =     "A fractal tiling ($f$-tiling) is a kind of rarely
                 explored tiling by similar polygonal tiles which
                 possesses self-similarity and the boundary of which is
                 a fractal. Based on a tiling by similar isosceles right
                 triangles, Dutch graphic artist M. C. Escher created an
                 ingenious print Square Limit in which fish are
                 uniformly reduced in size as they approach the
                 boundaries of the tiling. In this article, we present
                 four families of $f$-tilings and propose an
                 easy-to-implement method to achieve similar Escher-like
                 drawings. By systematically investigating the local
                 star-shaped structure of $f$-tilings, we first
                 enumerate four families of $f$-tilings admitted by
                 kite-shaped or dart-shaped prototiles. Then, we
                 establish a fast binning algorithm for visualising
                 $f$-tilings. To facilitate the creation of Escher-like
                 drawings on the reported $f$-tilings, we next introduce
                 one-to-one mappings between the square, and kite and
                 dart, respectively. This treatment allows a
                 pre-designed square template to be deformed into all
                 prototiles considered in the article. Finally, we
                 specify some technical implementations and present a
                 gallery of the resulting Escher-like drawings. The
                 method established in this article is thus able to
                 generate a great variety of exotic Escher-like
                 drawings.",
  acknowledgement = ack-nhfb,
  articleno =    "31",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chu:2021:USC,
  author =       "Lei Chu and Hao Pan and Wenping Wang",
  title =        "Unsupervised Shape Completion via Deep Prior in the
                 Neural Tangent Kernel Perspective",
  journal =      j-TOG,
  volume =       "40",
  number =       "3",
  pages =        "32:1--32:17",
  month =        jul,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3459234",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Jul 18 09:57:37 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3459234",
  abstract =     "We present a novel approach for completing and
                 reconstructing 3D shapes from incomplete scanned data
                 by using deep neural networks. Rather than being
                 trained on supervised completion tasks and applied on a
                 testing shape, the network is optimized from \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "32",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Arora:2021:MAD,
  author =       "Rahul Arora and Karan Singh",
  title =        "Mid-Air Drawing of Curves on {$3$D} Surfaces in
                 Virtual Reality",
  journal =      j-TOG,
  volume =       "40",
  number =       "3",
  pages =        "33:1--33:17",
  month =        jul,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3459090",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sun Jul 18 09:57:37 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3459090",
  abstract =     "Complex 3D curves can be created by directly drawing
                 mid-air in immersive environments (Augmented and
                 Virtual Realities). Drawing mid-air strokes precisely
                 on the surface of a 3D virtual object, however, is
                 difficult, necessitating a projection of the mid-.
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "33",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2021:SCO,
  author =       "Shi-Sheng Huang and Ze-Yu Ma and Tai-Jiang Mu and
                 Hongbo Fu and Shi-Min Hu",
  title =        "Supervoxel Convolution for Online {$3$D} Semantic
                 Segmentation",
  journal =      j-TOG,
  volume =       "40",
  number =       "3",
  pages =        "34:1--34:15",
  month =        jun,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3453485",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Aug 13 05:59:52 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  abstract =     "Online 3D semantic segmentation, which aims to perform
                 real-time 3D scene reconstruction along with semantic
                 segmentation, is an important but challenging topic. A
                 key challenge is to strike a balance between efficiency
                 and segmentation accuracy. There are very few
                 deep-learning-based solutions to this problem, since
                 the commonly used deep representations based on
                 volumetric-grids or points do not provide efficient 3D
                 representation and organization structure for online
                 segmentation. Observing that on-surface supervoxels,
                 i.e., clusters of on-surface voxels, provide a compact
                 representation of 3D surfaces and brings efficient
                 connectivity structure via supervoxel clustering, we
                 explore a supervoxel-based deep learning solution for
                 this task. To this end, we contribute a novel
                 convolution operation (SVConv) directly on supervoxels.
                 SVConv can efficiently fuse the multi-view 2D features
                 and 3D features projected on supervoxels during the
                 online 3D reconstruction, and leads to an effective
                 supervoxel-based convolutional neural network, termed
                 as Supervoxel-CNN, enabling 2D-3D joint learning for 3D
                 semantic prediction. With the Supervoxel-CNN, we
                 propose a clustering-then-prediction online 3D semantic
                 segmentation approach. The extensive evaluations on the
                 public 3D indoor scene datasets show that our approach
                 significantly outperforms the existing online semantic
                 segmentation systems in terms of efficiency or
                 accuracy",
  acknowledgement = ack-nhfb,
  articleno =    "34",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhu:2021:HNR,
  author =       "Shilin Zhu and Zexiang Xu and Tiancheng Sun and
                 Alexandr Kuznetsov and Mark Meyer and Henrik Wann
                 Jensen and Hao Su and Ravi Ramamoorthi",
  title =        "Hierarchical neural reconstruction for path guiding
                 using hybrid path and photon samples",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "35:1--35:16",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459810",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459810",
  abstract =     "Path guiding is a promising technique to reduce the
                 variance of path tracing. Although existing online path
                 guiding algorithms can eventually learn good sampling
                 distributions given a large amount of time and samples,
                 the speed of learning becomes a \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "35",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Muller:2021:RTN,
  author =       "Thomas M{\"u}ller and Fabrice Rousselle and Jan
                 Nov{\'a}k and Alexander Keller",
  title =        "Real-time neural radiance caching for path tracing",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "36:1--36:16",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459812",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459812",
  abstract =     "We present a real-time neural radiance caching method
                 for path-traced global illumination. Our system is
                 designed to handle fully dynamic scenes, and makes no
                 assumptions about the lighting, geometry, and
                 materials. The data-driven nature of our \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "36",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Isik:2021:IMC,
  author =       "Mustafa Isik and Krishna Mullia and Matthew Fisher and
                 Jonathan Eisenmann and Micha{\"e}l Gharbi",
  title =        "Interactive {Monte Carlo} denoising using affinity of
                 neural features",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "37:1--37:13",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459793",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459793",
  abstract =     "High-quality denoising of Monte Carlo low-sample
                 renderings remains a critical challenge for practical
                 interactive ray tracing. We present a new
                 learning-based denoiser that achieves state-of-the-art
                 quality and runs at interactive rates. Our model
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "37",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cho:2021:WSC,
  author =       "In-Young Cho and Yuchi Huo and Sung-Eui Yoon",
  title =        "Weakly-supervised contrastive learning in path
                 manifold for {Monte Carlo} image reconstruction",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "38:1--38:14",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459876",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459876",
  abstract =     "Image-space auxiliary features such as surface normal
                 have significantly contributed to the recent success of
                 Monte Carlo (MC) reconstruction networks. However,
                 path-space features, another essential piece of light
                 propagation, have not yet been \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "38",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2021:BAS,
  author =       "Tian Chen and Julian Panetta and Max Schnaubelt and
                 Mark Pauly",
  title =        "Bistable auxetic surface structures",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "39:1--39:9",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459940",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459940",
  abstract =     "We present Bistable Auxetic Surface Structures, a
                 novel deployable material system based on optimized
                 bistable auxetic cells. Such a structure can be
                 flat-fabricated from elastic sheet material, then
                 deployed towards a desired double-curved target shape
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "39",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Panetta:2021:CID,
  author =       "Julian Panetta and Florin Isvoranu and Tian Chen and
                 Emmanuel Si{\'e}fert and Beno{\^\i}t Roman and Mark
                 Pauly",
  title =        "Computational inverse design of surface-based
                 inflatables",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "40:1--40:14",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459789",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459789",
  abstract =     "We present a computational inverse design method for a
                 new class of surface-based inflatable structure. Our
                 deployable structures are fabricated by fusing together
                 two layers of inextensible sheet material along
                 carefully selected curves. The fusing \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "40",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2021:MFS,
  author =       "Zhong-Yuan Liu and Zhan Zhang and Di Zhang and
                 Chunyang Ye and Ligang Liu and Xiao-Ming Fu",
  title =        "Modeling and fabrication with specified discrete
                 equivalence classes",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "41:1--41:12",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459843",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459843",
  abstract =     "We propose a novel method to model and fabricate
                 shapes using a small set of specified discrete
                 equivalence classes of triangles. The core of our
                 modeling technique is a fabrication-error-driven
                 remeshing algorithm. Given a triangle and a template
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "41",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jiang:2021:UIC,
  author =       "Caigui Jiang and Hui Wang and Victor Ceballos Inza and
                 Felix Dellinger and Florian Rist and Johannes Wallner
                 and Helmut Pottmann",
  title =        "Using isometries for computational design and
                 fabrication",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "42:1--42:12",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459839",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459839",
  abstract =     "We solve the task of representing free forms by an
                 arrangement of panels that are manufacturable by
                 precise isometric bending of surfaces made from a small
                 number of molds. In fact we manage to solve the
                 paneling task with surfaces of constant Gaussian
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "42",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pandey:2021:TRL,
  author =       "Rohit Pandey and Sergio Orts Escolano and Chloe
                 Legendre and Christian H{\~A}\currency ne and Sofien
                 Bouaziz and Christoph Rhemann and Paul Debevec and Sean
                 Fanello",
  title =        "Total relighting: learning to relight portraits for
                 background replacement",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "43:1--43:21",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459872",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459872",
  abstract =     "We propose a novel system for portrait relighting and
                 background replacement, which maintains high-frequency
                 boundary details and accurately synthesizes the
                 subject's appearance as lit by novel illumination,
                 thereby producing realistic composite images \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "43",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{R:2021:PPA,
  author =       "Mallikarjun B R and Ayush Tewari and Abdallah Dib and
                 Tim Weyrich and Bernd Bickel and Hans-Peter Seidel and
                 Hanspeter Pfister and Wojciech Matusik and Louis
                 Chevallier and Mohamed Elgharib and Christian
                 Theobalt",
  title =        "{PhotoApp}: photorealistic appearance editing of head
                 portraits",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "44:1--44:16",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459765",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459765",
  abstract =     "Photorealistic editing of head portraits is a
                 challenging task as humans are very sensitive to
                 inconsistencies in faces. We present an approach for
                 high-quality intuitive editing of the camera viewpoint
                 and scene illumination (parameterised with an
                 \ldots{}).",
  acknowledgement = ack-nhfb,
  articleno =    "44",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Alaluf:2021:OMS,
  author =       "Yuval Alaluf and Or Patashnik and Daniel Cohen-Or",
  title =        "Only a matter of style: age transformation using a
                 style-based regression model",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "45:1--45:12",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459805",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459805",
  abstract =     "The task of age transformation illustrates the change
                 of an individual's appearance over time. Accurately
                 modeling this complex transformation over an input
                 facial image is extremely challenging as it requires
                 making convincing, possibly large changes \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "45",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2021:CFF,
  author =       "Yiqian Wu and Yong-Liang Yang and Qinjie Xiao and
                 Xiaogang Jin",
  title =        "Coarse-to-fine: facial structure editing of portrait
                 images via latent space classifications",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "46:1--46:13",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459814",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459814",
  abstract =     "Facial structure editing of portrait images is
                 challenging given the facial variety, the lack of
                 ground-truth, the necessity of jointly adjusting color
                 and shape, and the requirement of no visual artifacts.
                 In this paper, we investigate how to perform \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "46",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Krajancich:2021:PME,
  author =       "Brooke Krajancich and Petr Kellnhofer and Gordon
                 Wetzstein",
  title =        "A perceptual model for eccentricity-dependent
                 spatio-temporal flicker fusion and its applications to
                 foveated graphics",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "47:1--47:11",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459784",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459784",
  abstract =     "Virtual and augmented reality (VR/AR) displays strive
                 to provide a resolution, framerate and field of view
                 that matches the perceptual capabilities of the human
                 visual system, all while constrained by limited compute
                 budgets and transmission bandwidths \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "47",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Walton:2021:BBR,
  author =       "David R. Walton and Rafael {Kuffner Dos Anjos} and
                 Sebastian Friston and David Swapp and Kaan Ak{\c{s}}it
                 and Anthony Steed and Tobias Ritschel",
  title =        "Beyond blur: real-time ventral metamers for foveated
                 rendering",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "48:1--48:14",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459943",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459943",
  abstract =     "To peripheral vision, a pair of physically different
                 images can look the same. Such pairs are metamers
                 relative to each other, just as physically-different
                 spectra of light are perceived as the same color. We
                 propose a real-time method to compute such \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "48",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mantiuk:2021:FVD,
  author =       "Rafa{\l} K. Mantiuk and Gyorgy Denes and Alexandre
                 Chapiro and Anton Kaplanyan and Gizem Rufo and Romain
                 Bachy and Trisha Lian and Anjul Patney",
  title =        "{FovVideoVDP}: a visible difference predictor for wide
                 field-of-view video",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "49:1--49:19",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459831",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459831",
  abstract =     "FovVideoVDP is a video difference metric that models
                 the spatial, temporal, and peripheral aspects of
                 perception. While many other metrics are available, our
                 work provides the first practical treatment of these
                 three central aspects of vision \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "49",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mossel:2021:SJP,
  author =       "Dave Pagurek {Van Mossel} and Chenxi Liu and Nicholas
                 Vining and Mikhail Bessmeltsev and Alla Sheffer",
  title =        "{StrokeStrip}: joint parameterization and fitting of
                 stroke clusters",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "50:1--50:18",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459777",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459777",
  abstract =     "When creating freeform drawings, artists routinely
                 employ clusters of overdrawn strokes to convey
                 intended, aggregate curves. The ability to
                 algorithmically fit these intended curves to their
                 corresponding clusters is central to many applications
                 that \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "50",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mo:2021:GVS,
  author =       "Haoran Mo and Edgar Simo-Serra and Chengying Gao and
                 Changqing Zou and Ruomei Wang",
  title =        "General virtual sketching framework for vector line
                 art",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "51:1--51:14",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459833",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459833",
  abstract =     "Vector line art plays an important role in graphic
                 design, however, it is tedious to manually create. We
                 introduce a general framework to produce line drawings
                 from a wide variety of images, by learning a mapping
                 from raster image space to vector image \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "51",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2021:TVF,
  author =       "Zeyu Wang and Sherry Qiu and Nicole Feng and Holly
                 Rushmeier and Leonard McMillan and Julie Dorsey",
  title =        "Tracing versus freehand for evaluating
                 computer-generated drawings",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "52:1--52:12",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459819",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459819",
  abstract =     "Non-photorealistic rendering (NPR) and image
                 processing algorithms are widely assumed as a proxy for
                 drawing. However, this assumption is not well assessed
                 due to the difficulty in collecting and registering
                 freehand drawings. Alternatively, tracings \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "52",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Du:2021:BSH,
  author =       "Xingyi Du and Qingnan Zhou and Nathan Carr and Tao
                 Ju",
  title =        "Boundary-sampled halfspaces: a new representation for
                 constructive solid modeling",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "53:1--53:15",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459870",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459870",
  abstract =     "We present a novel representation of solid models for
                 shape design. Like Constructive Solid Geometry (CSG),
                 the solid shape is constructed from a set of halfspaces
                 without the need for an explicit boundary structure.
                 Instead of using Boolean expressions \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "53",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Willis:2021:FGD,
  author =       "Karl D. D. Willis and Yewen Pu and Jieliang Luo and
                 Hang Chu and Tao Du and Joseph G. Lambourne and Armando
                 Solar-Lezama and Wojciech Matusik",
  title =        "{Fusion 360} gallery: a dataset and environment for
                 programmatic {CAD} construction from human design
                 sequences",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "54:1--54:24",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459818",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459818",
  abstract =     "Parametric computer-aided design (CAD) is a standard
                 paradigm used to design manufactured objects, where a
                 3D shape is represented as a program supported by the
                 CAD software. Despite the pervasiveness of parametric
                 CAD and a growing interest from the \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "54",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sellan:2021:SVS,
  author =       "Silvia Sell{\'a}n and Noam Aigerman and Alec
                 Jacobson",
  title =        "Swept volumes via spacetime numerical continuation",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "55:1--55:11",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459780",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459780",
  abstract =     "Given a solid 3D shape and a trajectory of it over
                 time, we compute its swept volume --- the union of all
                 points contained within the shape at some moment in
                 time. We consider the representation of the input and
                 output as implicit functions, and lift the \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "55",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2021:RRO,
  author =       "Jiazhao Zhang and Chenyang Zhu and Lintao Zheng and
                 Kai Xu",
  title =        "{ROSEFusion}: random optimization for online dense
                 reconstruction under fast camera motion",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "56:1--56:17",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459676",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459676",
  abstract =     "Online reconstruction based on RGB-D sequences has
                 thus far been restrained to relatively slow camera
                 motions ({$<$1m}/s). Under very fast camera motion
                 (e.g., 3m/s), the reconstruction can easily crumble
                 even for the state-of-the-art methods. Fast motion
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "56",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhu:2021:NCL,
  author =       "Junqiu Zhu and Yaoyi Bai and Zilin Xu and Steve Bako
                 and Edgar Vel{\'a}zquez-Armend{\'a}riz and Lu Wang and
                 Pradeep Sen and Milo{\v{s}} Ha{\v{s}}an and Ling-Qi
                 Yan",
  title =        "Neural complex luminaires: representation and
                 rendering",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "57:1--57:12",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459798",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459798",
  abstract =     "Complex luminaires, such as grand chandeliers, can be
                 extremely costly to render because the light-emitting
                 sources are typically encased in complex refractive
                 geometry, creating difficult light paths that require
                 many samples to evaluate with Monte \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "57",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Martel:2021:AAC,
  author =       "Julien N. P. Martel and David B. Lindell and Connor Z.
                 Lin and Eric R. Chan and Marco Monteiro and Gordon
                 Wetzstein",
  title =        "Acorn: adaptive coordinate networks for neural scene
                 representation",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "58:1--58:13",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459785",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459785",
  abstract =     "Neural representations have emerged as a new paradigm
                 for applications in rendering, imaging, geometric
                 modeling, and simulation. Compared to traditional
                 representations such as meshes, point clouds, or
                 volumes they can be flexibly incorporated into
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "58",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lombardi:2021:MVP,
  author =       "Stephen Lombardi and Tomas Simon and Gabriel Schwartz
                 and Michael Zollhoefer and Yaser Sheikh and Jason
                 Saragih",
  title =        "Mixture of volumetric primitives for efficient neural
                 rendering",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "59:1--59:13",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459863",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459863",
  abstract =     "Real-time rendering and animation of humans is a core
                 function in games, movies, and telepresence
                 applications. Existing methods have a number of
                 drawbacks we aim to address with our work. Triangle
                 meshes have difficulty modeling thin structures like
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "59",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2021:SIB,
  author =       "Jiamin Xu and Xiuchao Wu and Zihan Zhu and Qixing
                 Huang and Yin Yang and Hujun Bao and Weiwei Xu",
  title =        "Scalable image-based indoor scene rendering with
                 reflections",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "60:1--60:14",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459849",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459849",
  abstract =     "This paper proposes a novel scalable image-based
                 rendering (IBR) pipeline for indoor scenes with
                 reflections. We make substantial progress towards three
                 sub-problems in IBR, namely, depth and reflection
                 reconstruction, view selection for temporally
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "60",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Callenberg:2021:LCS,
  author =       "Clara Callenberg and Zheng Shi and Felix Heide and
                 Matthias B. Hullin",
  title =        "Low-cost {SPAD} sensing for non-line-of-sight
                 tracking, material classification and depth imaging",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "61:1--61:12",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459824",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459824",
  abstract =     "Time-correlated imaging is an emerging sensing
                 modality that has been shown to enable promising
                 application scenarios, including lidar ranging,
                 fluorescence lifetime imaging, and even
                 non-line-of-sight sensing. A leading technology for
                 obtaining time-. \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "61",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2021:KGE,
  author =       "Zishun Liu and Xingjian Han and Yuchen Zhang and
                 Xiangjia Chen and Yu-Kun Lai and Eugeni L. Doubrovski
                 and Emily Whiting and Charlie C. L. Wang",
  title =        "Knitting {$4$D} garments with elasticity controlled
                 for body motion",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "62:1--62:16",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459868",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459868",
  abstract =     "In this paper, we present a new computational pipeline
                 for designing and fabricating 4D garments as knitwear
                 that considers comfort during body movement. This is
                 achieved by careful control of elasticity distribution
                 to reduce uncomfortable pressure and \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "62",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kaspar:2021:KSC,
  author =       "Alexandre Kaspar and Kui Wu and Yiyue Luo and Liane
                 Makatura and Wojciech Matusik",
  title =        "Knit sketching: from cut \& sew patterns to
                 machine-knit garments",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "63:1--63:15",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459752",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459752",
  abstract =     "We present a novel workflow to design and program
                 knitted garments for industrial whole-garment knitting
                 machines. Inspired by traditional garment making based
                 on cutting and sewing, we propose a sketch
                 representation with additional annotations \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "63",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nader:2021:KFS,
  author =       "Georges Nader and Yu Han Quek and Pei Zhi Chia and
                 Oliver Weeger and Sai-Kit Yeung",
  title =        "{KnitKit}: a flexible system for machine knitting of
                 customizable textiles",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "64:1--64:16",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459790",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459790",
  abstract =     "In this work, we introduce KnitKit, a flexible and
                 customizable system for the computational design and
                 production of functional, multi-material, and
                 three-dimensional knitted textiles. Our system greatly
                 simplifies the knitting of 3D objects with \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "64",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Leake:2021:MFF,
  author =       "Mackenzie Leake and Gilbert Bernstein and Abe Davis
                 and Maneesh Agrawala",
  title =        "A mathematical foundation for foundation paper
                 pieceable quilts",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "65:1--65:14",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459853",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459853",
  abstract =     "Foundation paper piecing is a popular technique for
                 constructing fabric patchwork quilts using printed
                 paper patterns. But, the construction process imposes
                 constraints on the geometry of the pattern and the
                 order in which the fabric pieces are attached
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "65",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Romero:2021:PVS,
  author =       "Victor Romero and Micka{\~A}\ogl Ly and Abdullah
                 Haroon Rasheed and Rapha{\~A}\ogl Charrondi{\`e}re and
                 Arnaud Lazarus and S{\'e}bastien Neukirch and Florence
                 Bertails-Descoubes",
  title =        "Physical validation of simulators in computer
                 graphics: a new framework dedicated to slender elastic
                 structures and frictional contact",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "66:1--66:19",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459931",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459931",
  abstract =     "We introduce a selected set of protocols inspired from
                 the Soft Matter Physics community in order to validate
                 Computer Graphics simulators of slender elastic
                 structures possibly subject to dry frictional contact.
                 Although these simulators were primarily \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "66",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yaldiz:2021:DEE,
  author =       "Mustafa B. Yaldiz and Andreas Meuleman and Hyeonjoong
                 Jang and Hyunho Ha and Min H. Kim",
  title =        "{DeepFormableTag}: end-to-end generation and
                 recognition of deformable fiducial markers",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "67:1--67:14",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459762",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459762",
  abstract =     "Fiducial markers have been broadly used to identify
                 objects or embed messages that can be detected by a
                 camera. Primarily, existing detection methods assume
                 that markers are printed on ideally planar surfaces.
                 The size of a message or identification \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "67",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shen:2021:HOD,
  author =       "Siyuan Shen and Yin Yang and Tianjia Shao and He Wang
                 and Chenfanfu Jiang and Lei Lan and Kun Zhou",
  title =        "High-order differentiable autoencoder for nonlinear
                 model reduction",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "68:1--68:15",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459754",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459754",
  abstract =     "This paper provides a new avenue for exploiting deep
                 neural networks to improve physics-based simulation.
                 Specifically, we integrate the classic Lagrangian
                 mechanics with a deep autoencoder to accelerate elastic
                 simulation of deformable solids. Due to \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "68",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Trusty:2021:SME,
  author =       "Ty Trusty and Honglin Chen and David I. W. Levin",
  title =        "The shape matching element method: direct animation of
                 curved surface models",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "69:1--69:14",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459772",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459772",
  abstract =     "We introduce a new method for direct physics-based
                 animation of volumetric curved models, represented
                 using NURBS surfaces. Our technical contribution is the
                 Shape Matching Element Method (SEM). SEM is a
                 completely meshless algorithm, the first to \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "69",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Adams:2021:FMF,
  author =       "Andrew Adams",
  title =        "Fast median filters using separable sorting networks",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "70:1--70:11",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459773",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459773",
  abstract =     "Median filters are a widely-used tool in graphics,
                 imaging, machine learning, visual effects, and even
                 audio processing. Currently, very-small-support median
                 filters are performed using sorting networks, and
                 large-support median filters are handled by O
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "70",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sun:2021:EEC,
  author =       "Qilin Sun and Congli Wang and Qiang Fu and Xiong Dun
                 and Wolfgang Heidrich",
  title =        "End-to-end complex lens design with differentiate ray
                 tracing",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "71:1--71:13",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459674",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459674",
  abstract =     "Imaging systems have long been designed in separated
                 steps: experience-driven optical design followed by
                 sophisticated image processing. Although recent
                 advances in computational imaging aim to bridge the gap
                 in an end-to-end fashion, the image \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "71",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Le:2021:DDM,
  author =       "Binh Huy Le and Keven Villeneuve and Carlos
                 Gonzalez-Ochoa",
  title =        "Direct delta mush skinning compression with continuous
                 examples",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "72:1--72:13",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459779",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459779",
  abstract =     "Direct Delta Mush (DDM) is a high-quality, direct
                 skinning method with a low setup cost. However, its
                 storage and run-time computing cost are relatively high
                 for two reasons: its skinning weights are 4 X 4
                 matrices instead of scalars like other direct
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "72",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2021:FQH,
  author =       "Yu Wang and Justin Solomon",
  title =        "Fast quasi-harmonic weights for geometric data
                 interpolation",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "73:1--73:15",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459801",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459801",
  abstract =     "We propose quasi-harmonic weights for interpolating
                 geometric data, which are orders of magnitude faster to
                 compute than state-of-the-art. Currently, interpolation
                 (or, skinning) weights are obtained by solving
                 large-scale constrained optimization \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "73",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liao:2021:RTL,
  author =       "Wentao Liao and Renjie Chen and Yuchen Hua and Ligang
                 Liu and Ofir Weber",
  title =        "Real-time locally injective volumetric deformation",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "74:1--74:16",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459794",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459794",
  abstract =     "We present a highly efficient method for interactive
                 volumetric meshless shape deformation. Our method
                 operates within a low dimensional sub-space of
                 shape-aware $C^\infty$ harmonic maps, and is the first
                 method that is guaranteed to produce a smooth locally
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "74",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fang:2021:GGI,
  author =       "Yu Fang and Minchen Li and Chenfanfu Jiang and Danny
                 M. Kaufman",
  title =        "Guaranteed globally injective {$3$D} deformation
                 processing",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "75:1--75:13",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459757",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459757",
  abstract =     "We extend recent advances in the numerical
                 time-integration of contacting elastodynamics [Li et
                 al. 2020] to build a new framework, called Injective
                 Deformation Processing (IDP), for the robust solution
                 of a wide range of mesh deformation problems \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "75",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2021:PSD,
  author =       "Cheng Zhang and Zihan Yu and Shuang Zhao",
  title =        "Path-space differentiable rendering of participating
                 media",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "76:1--76:15",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459782",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459782",
  abstract =     "Physics-based differentiable rendering---which focuses
                 on estimating derivatives of radiometric detector
                 responses with respect to arbitrary scene
                 parameters---has a diverse array of applications from
                 solving analysis-by-synthesis problems to training
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "76",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2021:ASM,
  author =       "Cheng Zhang and Zhao Dong and Michael Doggett and
                 Shuang Zhao",
  title =        "Antithetic sampling for {Monte Carlo} differentiable
                 rendering",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "77:1--77:12",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459783",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459783",
  abstract =     "Stochastic sampling of light transport paths is key to
                 Monte Carlo forward rendering, and previous studies
                 have led to mature techniques capable of drawing
                 high-contribution light paths in complex scenes. These
                 sampling techniques have also been applied \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "77",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zeltner:2021:MCE,
  author =       "Tizian Zeltner and S{\'e}bastien Speierer and Iliyan
                 Georgiev and Wenzel Jakob",
  title =        "{Monte Carlo} estimators for differential light
                 transport",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "78:1--78:16",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459807",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459807",
  abstract =     "Physically based differentiable rendering algorithms
                 propagate derivatives through realistic light transport
                 simulations and have applications in diverse areas
                 including inverse reconstruction and machine learning.
                 Recent progress has led to unbiased \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "78",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jia:2021:SSA,
  author =       "Kai Jia",
  title =        "{SANM}: a symbolic asymptotic numerical solver with
                 applications in mesh deformation",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "79:1--79:16",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459755",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459755",
  abstract =     "Solving nonlinear systems is an important problem.
                 Numerical continuation methods efficiently solve
                 certain nonlinear systems. The Asymptotic Numerical
                 Method (ANM) is a powerful continuation method that
                 usually converges faster than Newtonian methods.
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "79",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2021:SMI,
  author =       "Hsueh-Ti Derek Liu and Jiayi Eris Zhang and Mirela
                 Ben-Chen and Alec Jacobson",
  title =        "Surface multigrid via intrinsic prolongation",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "80:1--80:13",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459768",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459768",
  abstract =     "This paper introduces a novel geometric multigrid
                 solver for unstructured curved surfaces. Multigrid
                 methods are highly efficient iterative methods for
                 solving systems of linear equations. Despite the
                 success in solving problems defined on structured
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "80",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2021:MCP,
  author =       "Jiong Chen and Florian Sch{\"a}fer and Jin Huang and
                 Mathieu Desbrun",
  title =        "Multiscale {Cholesky} preconditioning for
                 ill-conditioned problems",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "81:1--81:13",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459851",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459851",
  abstract =     "Many computer graphics applications boil down to
                 solving sparse systems of linear equations. While the
                 current arsenal of numerical solvers available in
                 various specialized libraries and for different
                 computer architectures often allow efficient and
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "81",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Brown:2021:WWR,
  author =       "George E. Brown and Rahul Narain",
  title =        "{WRAPD}: weighted rotation-aware {ADMM} for
                 parameterization and deformation",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "82:1--82:14",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459942",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459942",
  abstract =     "Local-global solvers such as ADMM for elastic
                 simulation and geometry optimization struggle to
                 resolve large rotations such as bending and twisting
                 modes, and large distortions in the presence of barrier
                 energies. We propose two improvements to address
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "82",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shimada:2021:NMH,
  author =       "Soshi Shimada and Vladislav Golyanik and Weipeng Xu
                 and Patrick P{\'e}rez and Christian Theobalt",
  title =        "Neural monocular {$3$D} human motion capture with
                 physical awareness",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "83:1--83:15",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459825",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459825",
  abstract =     "We present a new trainable system for physically
                 plausible markerless 3D human motion capture, which
                 achieves state-of-the-art results in a broad range of
                 challenging scenarios. Unlike most neural methods for
                 human motion capture, our approach, which we \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "83",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2021:MSN,
  author =       "Kang Chen and Yupan Wang and Song-Hai Zhang and
                 Sen-Zhe Xu and Weidong Zhang and Shi-Min Hu",
  title =        "{MoCap}-solver: a neural solver for optical motion
                 capture data",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "84:1--84:11",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459681",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459681",
  abstract =     "In a conventional optical motion capture (MoCap)
                 workflow, two processes are needed to turn captured raw
                 marker sequences into correct skeletal animation
                 sequences. Firstly, various tracking errors present in
                 the markers must be fixed (cleaning or \ldots{}).",
  acknowledgement = ack-nhfb,
  articleno =    "84",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2021:CDD,
  author =       "He Chen and Hyojoon Park and Kutay Macit and Ladislav
                 Kavan",
  title =        "Capturing detailed deformations of moving human
                 bodies",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "85:1--85:18",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459792",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459792",
  abstract =     "We present a new method to capture detailed human
                 motion, sampling more than 1000 unique points on the
                 body. Our method outputs highly accurate 4D
                 (spatio-temporal) point coordinates and, crucially,
                 automatically assigns a unique label to each of the
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "85",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yi:2021:TRT,
  author =       "Xinyu Yi and Yuxiao Zhou and Feng Xu",
  title =        "{TransPose}: real-time {$3$D} human translation and
                 pose estimation with six inertial sensors",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "86:1--86:13",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459786",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459786",
  abstract =     "Motion capture is facing some new possibilities
                 brought by the inertial sensing technologies which do
                 not suffer from occlusion or wide-range recordings as
                 vision-based solutions do. However, as the recorded
                 signals are sparse and quite noisy, online \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "86",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cao:2021:RTN,
  author =       "Chen Cao and Vasu Agrawal and Fernando {De La Torre}
                 and Lele Chen and Jason Saragih and Tomas Simon and
                 Yaser Sheikh",
  title =        "Real-time {$3$D} neural facial animation from
                 binocular video",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "87:1--87:17",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459806",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459806",
  abstract =     "We present a method for performing real-time facial
                 animation of a 3D avatar from binocular video. Existing
                 facial animation methods fail to automatically capture
                 precise and subtle facial motions for driving a
                 photo-realistic 3D avatar ``in-the-wild'' \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "87",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Feng:2021:LAD,
  author =       "Yao Feng and Haiwen Feng and Michael J. Black and Timo
                 Bolkart",
  title =        "Learning an animatable detailed {$3$D} face model from
                 in-the-wild images",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "88:1--88:13",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459936",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459936",
  abstract =     "While current monocular 3D face reconstruction methods
                 can recover fine geometric details, they suffer several
                 limitations. Some methods produce faces that cannot be
                 realistically animated because they do not model how
                 wrinkles vary with expression. \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "88",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bi:2021:DRA,
  author =       "Sai Bi and Stephen Lombardi and Shunsuke Saito and
                 Tomas Simon and Shih-En Wei and Kevyn Mcphail and Ravi
                 Ramamoorthi and Yaser Sheikh and Jason Saragih",
  title =        "Deep relightable appearance models for animatable
                 faces",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "89:1--89:15",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459829",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459829",
  abstract =     "We present a method for building high-fidelity
                 animatable 3D face models that can be posed and
                 rendered with novel lighting environments in real-time.
                 Our main insight is that relightable models trained to
                 produce an image lit from a single light \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "89",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2021:DDF,
  author =       "Shu-Yu Chen and Feng-Lin Liu and Yu-Kun Lai and Paul
                 L. Rosin and Chunpeng Li and Hongbo Fu and Lin Gao",
  title =        "{DeepFaceEditing}: deep face generation and editing
                 with disentangled geometry and appearance control",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "90:1--90:15",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459760",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459760",
  abstract =     "Recent facial image synthesis methods have been mainly
                 based on conditional generative models. Sketch-based
                 conditions can effectively describe the geometry of
                 faces, including the contours of facial components,
                 hair structures, as well as salient edges \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "90",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yin:2021:DDA,
  author =       "Zhiqi Yin and Zeshi Yang and Michiel {Van De Panne}
                 and Kangkang Yin",
  title =        "Discovering diverse athletic jumping strategies",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "91:1--91:17",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459817",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459817",
  abstract =     "We present a framework that enables the discovery of
                 diverse and natural-looking motion strategies for
                 athletic skills such as the high jump. The strategies
                 are realized as control policies for physics-based
                 characters. Given a task objective and an \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "91",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Starke:2021:NAL,
  author =       "Sebastian Starke and Yiwei Zhao and Fabio Zinno and
                 Taku Komura",
  title =        "Neural animation layering for synthesizing martial
                 arts movements",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "92:1--92:16",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459881",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459881",
  abstract =     "Interactively synthesizing novel combinations and
                 variations of character movements from different motion
                 skills is a key problem in computer animation. In this
                 paper, we propose a deep learning framework to produce
                 a large variety of martial arts \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "92",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2021:LFM,
  author =       "Seyoung Lee and Sunmin Lee and Yongwoo Lee and Jehee
                 Lee",
  title =        "Learning a family of motor skills from a single motion
                 clip",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "93:1--93:13",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459774",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459774",
  abstract =     "We present a new algorithm that learns a parameterized
                 family of motor skills from a single motion clip. The
                 motor skills are represented by a deep policy network,
                 which produces a stream of motions in physics
                 simulation in response to user input and \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "93",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Habermann:2021:RTD,
  author =       "Marc Habermann and Lingjie Liu and Weipeng Xu and
                 Michael Zollhoefer and Gerard Pons-Moll and Christian
                 Theobalt",
  title =        "Real-time deep dynamic characters",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "94:1--94:16",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459749",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459749",
  abstract =     "We propose a deep videorealistic 3D human character
                 model displaying highly realistic shape, motion, and
                 dynamic appearance learned in a new weakly supervised
                 way from multi-view imagery. In contrast to previous
                 work, our controllable 3D character \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "94",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2021:DCC,
  author =       "Suzi Kim and Sunghee Choi",
  title =        "Dynamic closest color warping to sort and compare
                 palettes",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "95:1--95:15",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459776",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459776",
  abstract =     "A color palette is one of the simplest and most
                 intuitive descriptors that can be extracted from images
                 or videos. This paper proposes a method to assess the
                 similarity between color palettes by sorting colors.
                 While previous palette similarity measures \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "95",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xie:2021:SMI,
  author =       "Minshan Xie and Menghan Xia and Xueting Liu and
                 Chengze Li and Tien-Tsin Wong",
  title =        "Seamless manga inpainting with semantics awareness",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "96:1--96:11",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459822",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459822",
  abstract =     "Manga inpainting fills up the disoccluded pixels due
                 to the removal of dialogue balloons or ``sound effect''
                 text. This process is long needed by the industry for
                 the language localization and the conversion to
                 animated manga. It is mostly done manually, \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "96",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nabizadeh:2021:KTS,
  author =       "Mohammad Sina Nabizadeh and Ravi Ramamoorthi and
                 Albert Chern",
  title =        "{Kelvin} transformations for simulations on infinite
                 domains",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "97:1--97:15",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459809",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459809",
  abstract =     "Solving partial differential equations (PDEs) on
                 infinite domains has been a challenging task in
                 physical simulations and geometry processing. We
                 introduce a general technique to transform a PDE
                 problem on an unbounded domain to a PDE problem on a
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "97",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xiong:2021:IFS,
  author =       "Shiying Xiong and Rui Tao and Yaorui Zhang and Fan
                 Feng and Bo Zhu",
  title =        "Incompressible flow simulation on vortex segment
                 clouds",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "98:1--98:12",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459865",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459865",
  abstract =     "We propose a novel Lagrangian geometric representation
                 using segment clouds to simulate incompressible fluid
                 exhibiting strong anisotropic vortical features. The
                 central component of our approach is a cloud of
                 discrete segments enhanced by a set of \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "98",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yang:2021:CGF,
  author =       "Shuqi Yang and Shiying Xiong and Yaorui Zhang and Fan
                 Feng and Jinyuan Liu and Bo Zhu",
  title =        "{Clebsch} gauge fluid",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "99:1--99:11",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459866",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459866",
  abstract =     "We propose a novel gauge fluid solver based on Clebsch
                 wave functions to solve incompressible fluid equations.
                 Our method combines the expressive power of Clebsch
                 wave functions to represent coherent vortical
                 structures and the generality of gauge \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "99",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chu:2021:LMC,
  author =       "Mengyu Chu and Nils Thuerey and Hans-Peter Seidel and
                 Christian Theobalt and Rhaleb Zayer",
  title =        "Learning meaningful controls for fluids",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "100:1--100:13",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459845",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459845",
  abstract =     "While modern fluid simulation methods achieve
                 high-quality simulation results, it is still a big
                 challenge to interpret and control motion from visual
                 quantities, such as the advected marker density. These
                 visual quantities play an important role in \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "100",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Meekes:2021:UPS,
  author =       "Merel Meekes and Amir Vaxman",
  title =        "Unconventional patterns on surfaces",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "101:1--101:16",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459933",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459933",
  abstract =     "We present a unified method to meshing surfaces with
                 unconventional patterns, both periodic and aperiodic.
                 These patterns, which have so far been studied on the
                 plane, are patterns comprising a small number of tiles,
                 that do not necessarily exhibit \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "101",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Garanzha:2021:FFM,
  author =       "Vladimir Garanzha and Igor Kaporin and Liudmila
                 Kudryavtseva and Fran{\c{c}}ois Protais and Nicolas Ray
                 and Dmitry Sokolov",
  title =        "Foldover-free maps in 50 lines of code",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "102:1--102:16",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459847",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459847",
  abstract =     "Mapping a triangulated surface to 2D space (or a
                 tetrahedral mesh to 3D space) is an important problem
                 in geometry processing. In computational physics,
                 untangling plays an important role in mesh generation:
                 it takes a mesh as an input, and moves the \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "102",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gillespie:2021:DCE,
  author =       "Mark Gillespie and Boris Springborn and Keenan Crane",
  title =        "Discrete conformal equivalence of polyhedral
                 surfaces",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "103:1--103:20",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459763",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459763",
  abstract =     "This paper describes a numerical method for surface
                 parameterization, yielding maps that are locally
                 injective and discretely conformal in an exact sense.
                 Unlike previous methods for discrete conformal
                 parameterization, the method is guaranteed to work
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "103",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mahmoud:2021:RGM,
  author =       "Ahmed H. Mahmoud and Serban D. Porumbescu and John D.
                 Owens",
  title =        "{RXMesh}: a {GPU} mesh data structure",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "104:1--104:16",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459748",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459748",
  abstract =     "We propose a new static high-performance mesh data
                 structure for triangle surface meshes on the GPU. Our
                 data structure is carefully designed for parallel
                 execution while capturing mesh locality and confining
                 data access, as much as possible, within the \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "104",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ecormier-Nocca:2021:ACL,
  author =       "Pierre Ecormier-Nocca and Guillaume Cordonnier and
                 Philippe Carrez and Anne-Marie Moigne and Pooran Memari
                 and Bedrich Benes and Marie-Paule Cani",
  title =        "Authoring consistent landscapes with flora and fauna",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "105:1--105:13",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459952",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459952",
  abstract =     "We present a novel method for authoring landscapes
                 with flora and fauna while considering their mutual
                 interactions. Our algorithm outputs a steady-state
                 ecosystem in the form of density maps for each species,
                 their daily circuits, and a modified \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "105",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Qu:2021:FLN,
  author =       "Ante Qu and Doug L. James",
  title =        "Fast linking numbers for topology verification of
                 loopy structures",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "106:1--106:19",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459778",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459778",
  abstract =     "It is increasingly common to model, simulate, and
                 process complex materials based on loopy structures,
                 such as in yarn-level cloth garments, which possess
                 topological constraints between inter-looping curves.
                 While the input model may satisfy specific \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "106",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bangaru:2021:SDP,
  author =       "Sai Praveen Bangaru and Jesse Michel and Kevin Mu and
                 Gilbert Bernstein and Tzu-Mao Li and Jonathan
                 Ragan-Kelley",
  title =        "Systematically differentiating parametric
                 discontinuities",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "107:1--107:18",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459775",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459775",
  abstract =     "Emerging research in computer graphics, inverse
                 problems, and machine learning requires us to
                 differentiate and optimize parametric discontinuities.
                 These discontinuities appear in object boundaries,
                 occlusion, contact, and sudden change over time. In
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "107",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vicini:2021:PRB,
  author =       "Delio Vicini and S{\'e}bastien Speierer and Wenzel
                 Jakob",
  title =        "Path replay backpropagation: differentiating light
                 paths using constant memory and linear time",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "108:1--108:14",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459804",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459804",
  abstract =     "Differentiable physically-based rendering has become
                 an indispensable tool for solving inverse problems
                 involving light. Most applications in this area jointly
                 optimize a large set of scene parameters to minimize an
                 objective function, in which case \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "108",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fei:2021:RIM,
  author =       "Yun (Raymond) Fei and Qi Guo and Rundong Wu and Li
                 Huang and Ming Gao",
  title =        "Revisiting integration in the material point method: a
                 scheme for easier separation and less dissipation",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "109:1--109:16",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459678",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459678",
  abstract =     "The material point method (MPM) recently demonstrated
                 its efficacy at simulating many materials and the
                 coupling between them on a massive scale. However, in
                 scenarios containing debris, MPM manifests more
                 dissipation and numerical viscosity than \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "109",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2021:TFS,
  author =       "Mengdi Wang and Yitong Deng and Xiangxin Kong and
                 Aditya H. Prasad and Shiying Xiong and Bo Zhu",
  title =        "Thin-film smoothed particle hydrodynamics fluid",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "110:1--110:16",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459864",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459864",
  abstract =     "We propose a particle-based method to simulate
                 thin-film fluid that jointly facilitates aggressive
                 surface deformation and vigorous tangential flows. We
                 build our dynamics model from the surface tension
                 driven Navier--Stokes equation with the \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "110",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2021:MCI,
  author =       "Jingyu Chen and Victoria Kala and Alan Marquez-Razon
                 and Elias Gueidon and David A. B. Hyde and Joseph
                 Teran",
  title =        "A momentum-conserving implicit material point method
                 for surface tension with contact angles and spatial
                 gradients",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "111:1--111:16",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459874",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459874",
  abstract =     "We present a novel Material Point Method (MPM)
                 discretization of surface tension forces that arise
                 from spatially varying surface energies. These
                 variations typically arise from surface energy
                 dependence on temperature and/or concentration.
                 Furthermore, \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "111",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Soliman:2021:CWS,
  author =       "Yousuf Soliman and Albert Chern and Olga Diamanti and
                 Felix Kn{\"o}ppel and Ulrich Pinkall and Peter
                 Schr{\"o}der",
  title =        "Constrained {Willmore} surfaces",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "112:1--112:17",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459759",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459759",
  abstract =     "Smooth curves and surfaces can be characterized as
                 minimizers of squared curvature bending energies
                 subject to constraints. In the univariate case with an
                 isometry (length) constraint this leads to classic
                 non-linear splines. For surfaces, isometry is
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "112",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2021:CMS,
  author =       "Stephanie Wang and Albert Chern",
  title =        "Computing minimal surfaces with differential forms",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "113:1--113:14",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459781",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459781",
  abstract =     "We describe a new algorithm that solves a classical
                 geometric problem: Find a surface of minimal area
                 bordered by an arbitrarily prescribed boundary curve.
                 Existing numerical methods face challenges due to the
                 non-convexity of the problem. Using a \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "113",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pellis:2021:CDW,
  author =       "Davide Pellis and Martin Kilian and Helmut Pottmann
                 and Mark Pauly",
  title =        "Computational design of {Weingarten} surfaces",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "114:1--114:11",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459939",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459939",
  abstract =     "In this paper we study Weingarten surfaces and explore
                 their potential for fabrication-aware design in
                 freeform architecture. Weingarten surfaces are
                 characterized by a functional relation between their
                 principal curvatures that implicitly defines \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "114",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lewis:2021:TBA,
  author =       "Kathleen M. Lewis and Srivatsan Varadharajan and Ira
                 Kemelmacher-Shlizerman",
  title =        "{TryOnGAN}: body-aware try-on via layered
                 interpolation",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "115:1--115:10",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459884",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459884",
  abstract =     "Given a pair of images---target person and garment on
                 another person---we automatically generate the target
                 person in the given garment. Previous methods mostly
                 focused on texture transfer via paired data training,
                 while overlooking body shape \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "115",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jang:2021:SCG,
  author =       "Wonjong Jang and Gwangjin Ju and Yucheol Jung and
                 Jiaolong Yang and Xin Tong and Seungyong Lee",
  title =        "{StyleCariGAN}: caricature generation via {StyleGAN}
                 feature map modulation",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "116:1--116:16",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459860",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459860",
  abstract =     "We present a caricature generation framework based on
                 shape and style manipulation using StyleGAN. Our
                 framework, dubbed StyleCariGAN, automatically creates a
                 realistic and detailed caricature from an input photo
                 with optional controls on shape \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "116",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Song:2021:ASP,
  author =       "Guoxian Song and Linjie Luo and Jing Liu and Wan-Chun
                 Ma and Chunpong Lai and Chuanxia Zheng and Tat-Jen
                 Cham",
  title =        "{AgileGAN}: stylizing portraits by
                 inversion-consistent transfer learning",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "117:1--117:13",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459771",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459771",
  abstract =     "Portraiture as an art form has evolved from realistic
                 depiction into a plethora of creative styles. While
                 substantial progress has been made in automated
                 stylization, generating high quality stylistic
                 portraits is still a challenge, and even the recent
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "117",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ren:2021:UPS,
  author =       "Bo Ren and Ben Xu and Chenfeng Li",
  title =        "Unified particle system for multiple-fluid flow and
                 porous material",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "118:1--118:14",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459764",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459764",
  abstract =     "Porous materials are common in daily life. They
                 include granular material (e.g. sand) that behaves like
                 liquid flow when mixed with fluid and foam material
                 (e.g. sponge) that deforms like solid when interacting
                 with liquid. The underlying physics is \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "118",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Su:2021:USO,
  author =       "Haozhe Su and Tao Xue and Chengguizi Han and Chenfanfu
                 Jiang and Mridul Aanjaneya",
  title =        "A unified second-order accurate in time {MPM}
                 formulation for simulating viscoelastic liquids with
                 phase change",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "119:1--119:18",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459820",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459820",
  abstract =     "We assume that the viscous forces in any liquid are
                 simultaneously local and non-local, and introduce the
                 extended POM-POM model [McLeish and Larson 1998; Oishi
                 et al. 2012; Verbeeten et al. 2001] to computer
                 graphics to design a unified constitutive \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "119",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ruan:2021:SFI,
  author =       "Liangwang Ruan and Jinyuan Liu and Bo Zhu and Shinjiro
                 Sueda and Bin Wang and Baoquan Chen",
  title =        "Solid-fluid interaction with surface-tension-dominant
                 contact",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "120:1--120:12",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459862",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459862",
  abstract =     "We propose a novel three-way coupling method to model
                 the contact interaction between solid and fluid driven
                 by strong surface tension. At the heart of our physical
                 model is a thin liquid membrane that simultaneously
                 couples to both the liquid volume \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "120",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2021:MNM,
  author =       "He Zhang and Yuting Ye and Takaaki Shiratori and Taku
                 Komura",
  title =        "{ManipNet}: neural manipulation synthesis with a
                 hand-object spatial representation",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "121:1--121:14",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459830",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459830",
  abstract =     "Natural hand manipulations exhibit complex finger
                 maneuvers adaptive to object shapes and the tasks at
                 hand. Learning dexterous manipulation from data in a
                 brute force way would require a prohibitive amount of
                 examples to effectively cover the \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "121",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Abdrashitov:2021:IMV,
  author =       "Rinat Abdrashitov and Seungbae Bang and David Levin
                 and Karan Singh and Alec Jacobson",
  title =        "Interactive modelling of volumetric musculoskeletal
                 anatomy",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "122:1--122:13",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459769",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459769",
  abstract =     "We present a new approach for modelling
                 musculoskeletal anatomy. Unlike previous methods, we do
                 not model individual muscle shapes as geometric
                 primitives (polygonal meshes, NURBS etc.). Instead, we
                 adopt a volumetric segmentation approach where every
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "122",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guo:2021:HAT,
  author =       "Jie Guo and Shuichang Lai and Chengzhi Tao and Yuelong
                 Cai and Lei Wang and Yanwen Guo and Ling-Qi Yan",
  title =        "Highlight-aware two-stream network for single-image
                 {SVBRDF} acquisition",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "123:1--123:14",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459854",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459854",
  abstract =     "This paper addresses the task of estimating
                 spatially-varying reflectance (i.e., SVBRDF) from a
                 single, casually captured image. Central to our method
                 is a highlight-aware (HA) convolution operation and a
                 two-stream neural network equipped with proper
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "123",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ma:2021:FFS,
  author =       "Xiaohe Ma and Kaizhang Kang and Ruisheng Zhu and
                 Hongzhi Wu and Kun Zhou",
  title =        "Free-form scanning of non-planar appearance with
                 neural trace photography",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "124:1--124:13",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459679",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459679",
  abstract =     "We propose neural trace photography, a novel framework
                 to automatically learn high-quality scanning of
                 non-planar, complex anisotropic appearance. Our key
                 insight is that free-form appearance scanning can be
                 cast as a geometry learning problem on \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "124",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Serrano:2021:ESI,
  author =       "Ana Serrano and Bin Chen and Chao Wang and Michal
                 Piovarci and Hans-Peter Seidel and Piotr Didyk and
                 Karol Myszkowski",
  title =        "The effect of shape and illumination on material
                 perception: model and applications",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "125:1--125:16",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459813",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459813",
  abstract =     "Material appearance hinges on material reflectance
                 properties but also surface geometry and illumination.
                 The unlimited number of potential combinations between
                 these factors makes understanding and predicting
                 material appearance a very challenging \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "125",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hafner:2021:DSP,
  author =       "Christian Hafner and Bernd Bickel",
  title =        "The design space of plane elastic curves",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "126:1--126:20",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459800",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459800",
  abstract =     "Elastic bending of initially flat slender elements
                 allows the realization and economic fabrication of
                 intriguing curved shapes. In this work, we derive an
                 intuitive but rigorous geometric characterization of
                 the design space of plane elastic rods with \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "126",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ren:2021:WCR,
  author =       "Yingying Ren and Julian Panetta and Tian Chen and
                 Florin Isvoranu and Samuel Poincloux and Christopher
                 Brandt and Alison Martin and Mark Pauly",
  title =        "{$3$D} weaving with curved ribbons",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "127:1--127:15",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459788",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459788",
  abstract =     "Basket weaving is a traditional craft for creating
                 curved surfaces as an interwoven array of thin,
                 flexible, and initially straight ribbons. The
                 three-dimensional shape of a woven structure emerges
                 through a complex interplay of the elastic bending
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "127",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yang:2021:WMG,
  author =       "Zhijin Yang and Pengfei Xu and Hongbo Fu and Hui
                 Huang",
  title =        "{WireRoom}: model-guided explorative design of
                 abstract wire art",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "128:1--128:13",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459796",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459796",
  abstract =     "We present WireRoom, a computational framework for the
                 intelligent design of abstract 3D wire art to depict a
                 given 3D model. Our algorithm generates a set of 3D
                 wire shapes from the 3D model with informative,
                 visually pleasing, and concise structures. \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "128",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Srinivasan:2021:LAQ,
  author =       "Sangeetha Grama Srinivasan and Qisi Wang and Junior
                 Rojas and Gergely Kl{\'a}r and Ladislav Kavan and
                 Eftychios Sifakis",
  title =        "Learning active quasistatic physics-based models from
                 data",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "129:1--129:14",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459883",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459883",
  abstract =     "Humans and animals can control their bodies to
                 generate a wide range of motions via low-dimensional
                 action signals representing high-level goals. As such,
                 human bodies and faces are prime examples of active
                 objects, which can affect their shape via an \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "129",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2021:LSA,
  author =       "Peizhuo Li and Kfir Aberman and Rana Hanocka and Libin
                 Liu and Olga Sorkine-Hornung and Baoquan Chen",
  title =        "Learning skeletal articulations with neural blend
                 shapes",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "130:1--130:15",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459852",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459852",
  abstract =     "Animating a newly designed character using motion
                 capture (mocap) data is a long standing problem in
                 computer animation. A key consideration is the skeletal
                 structure that should correspond to the available mocap
                 data, and the shape deformation in the \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "130",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Romero:2021:LCC,
  author =       "Cristian Romero and Dan Casas and Jes{\'u}s P{\'e}rez
                 and Miguel Otaduy",
  title =        "Learning contact corrections for handle-based subspace
                 dynamics",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "131:1--131:12",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459875",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459875",
  abstract =     "This paper introduces a novel subspace method for the
                 simulation of dynamic deformations. The method augments
                 existing linear handle-based subspace formulations with
                 nonlinear learning-based corrections parameterized by
                 the same subspace. Together, they \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "131",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ma:2021:DDC,
  author =       "Pingchuan Ma and Tao Du and John Z. Zhang and Kui Wu
                 and Andrew Spielberg and Robert K. Katzschmann and
                 Wojciech Matusik",
  title =        "{DiffAqua}: a differentiable computational design
                 pipeline for soft underwater swimmers with shape
                 interpolation",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "132:1--132:14",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459832",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459832",
  abstract =     "The computational design of soft underwater swimmers
                 is challenging because of the high degrees of freedom
                 in soft-body modeling. In this paper, we present a
                 differentiable pipeline for co-designing a soft
                 swimmer's geometry and controller. Our pipeline
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "132",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tov:2021:DES,
  author =       "Omer Tov and Yuval Alaluf and Yotam Nitzan and Or
                 Patashnik and Daniel Cohen-Or",
  title =        "Designing an encoder for {StyleGAN} image
                 manipulation",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "133:1--133:14",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459838",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459838",
  abstract =     "Recently, there has been a surge of diverse methods
                 for performing image editing by employing pre-trained
                 unconditional generators. Applying these methods on
                 real images, however, remains a challenge, as it
                 necessarily requires the inversion of the \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "133",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gal:2021:SSB,
  author =       "Rinon Gal and Dana Cohen Hochberg and Amit Bermano and
                 Daniel Cohen-Or",
  title =        "{SWAGAN}: a style-based wavelet-driven generative
                 model",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "134:1--134:11",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459836",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459836",
  abstract =     "In recent years, considerable progress has been made
                 in the visual quality of Generative Adversarial
                 Networks (GANs). Even so, these networks still suffer
                 from degradation in quality for high-frequency content,
                 stemming from a spectrally biased \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "134",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wilkie:2021:FRA,
  author =       "Alexander Wilkie and Petr Vevoda and Thomas
                 Bashford-Rogers and Luk{\'a}{\v{s}} Ho{\v{s}}ek and
                 Tom{\'a}{\v{s}} Iser and Monika Kol{\'a}{\v{r}}ov{\'a}
                 and Tobias Rittig and Jaroslav K{\v{r}}iv{\'a}nek",
  title =        "A fitted radiance and attenuation model for realistic
                 atmospheres",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "135:1--135:14",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459758",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459758",
  abstract =     "We present a fitted model of sky dome radiance and
                 attenuation for realistic terrestrial atmospheres.
                 Using scatterer distribution data from atmospheric
                 measurement data, our model considerably improves on
                 the visual realism of existing analytical clear
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "135",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vicini:2021:NET,
  author =       "Delio Vicini and Wenzel Jakob and Anton Kaplanyan",
  title =        "A non-exponential transmittance model for volumetric
                 scene representations",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "136:1--136:16",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459815",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459815",
  abstract =     "We introduce a novel transmittance model to improve
                 the volumetric representation of 3D scenes. The model
                 can represent opaque surfaces in the volumetric light
                 transport framework. Volumetric representations are
                 useful for complex scenes, and become \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "136",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kettunen:2021:URM,
  author =       "Markus Kettunen and Eugene D'Eon and Jacopo Pantaleoni
                 and Jan Nov{\'a}k",
  title =        "An unbiased ray-marching transmittance estimator",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "137:1--137:20",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459937",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459937",
  abstract =     "We present an in-depth analysis of the sources of
                 variance in state-of-the-art unbiased volumetric
                 transmittance estimators, and propose several new
                 methods for improving their efficiency. These combine
                 to produce a single estimator that is universally
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "137",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schissler:2021:FDP,
  author =       "Carl Schissler and Gregor M{\"u}ckl and Paul Calamia",
  title =        "Fast diffraction pathfinding for dynamic sound
                 propagation",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "138:1--138:13",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459751",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459751",
  abstract =     "In the context of geometric acoustic simulation, one
                 of the more perceptually important yet difficult to
                 simulate acoustic effects is diffraction, a phenomenon
                 that allows sound to propagate around obstructions and
                 corners. A significant bottleneck in \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "138",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Steinberg:2021:GFP,
  author =       "Shlomi Steinberg and Ling-Qi Yan",
  title =        "A generic framework for physical light transport",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "139:1--139:20",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459791",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459791",
  abstract =     "Physically accurate rendering often calls for taking
                 the wave nature of light into consideration. In
                 computer graphics, this is done almost exclusively
                 locally, i.e. on a micrometre scale where the
                 diffractive phenomena arise. However, the statistical
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "139",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Peters:2021:BIS,
  author =       "Christoph Peters",
  title =        "{BRDF} importance sampling for polygonal lights",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "140:1--140:14",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459672",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459672",
  abstract =     "With the advent of real-time ray tracing, there is an
                 increasing interest in GPU-friendly importance sampling
                 techniques. We present such methods to sample convex
                 polygonal lights approximately proportional to diffuse
                 and specular BRDFs times the cosine \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "140",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ahmed:2021:ODN,
  author =       "Abdalla G. M. Ahmed and Peter Wonka",
  title =        "Optimizing dyadic nets",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "141:1--141:17",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459880",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459880",
  abstract =     "We explore the space of (0, m, 2)-nets in base 2
                 commonly used for sampling. We present a novel
                 constructive algorithm that can exhaustively generate
                 all nets --- up to m -bit resolution --- and thereby
                 compute the exact number of distinct nets. We
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "141",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Halperin:2021:ELD,
  author =       "Tavi Halperin and Hanit Hakim and Orestis Vantzos and
                 Gershon Hochman and Netai Benaim and Lior Sassy and
                 Michael Kupchik and Ofir Bibi and Ohad Fried",
  title =        "Endless loops: detecting and animating periodic
                 patterns in still images",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "142:1--142:12",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459935",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459935",
  abstract =     "We present an algorithm for producing a seamless
                 animated loop from a single image. The algorithm
                 detects periodic structures, such as the windows of a
                 building or the steps of a staircase, and generates a
                 non-trivial displacement vector field that maps
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "142",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bagautdinov:2021:DSA,
  author =       "Timur Bagautdinov and Chenglei Wu and Tomas Simon and
                 Fabi{\'a}n Prada and Takaaki Shiratori and Shih-En Wei
                 and Weipeng Xu and Yaser Sheikh and Jason Saragih",
  title =        "Driving-signal aware full-body avatars",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "143:1--143:17",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459850",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459850",
  abstract =     "We present a learning-based method for building
                 driving-signal aware full-body avatars. Our model is a
                 conditional variational autoencoder that can be
                 animated with incomplete driving signals, such as human
                 pose and facial keypoints, and produces a high-.
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "143",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Peng:2021:AAM,
  author =       "Xue Bin Peng and Ze Ma and Pieter Abbeel and Sergey
                 Levine and Angjoo Kanazawa",
  title =        "{AMP}: adversarial motion priors for stylized
                 physics-based character control",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "144:1--144:20",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459670",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459670",
  abstract =     "Synthesizing graceful and life-like behaviors for
                 physically simulated characters has been a fundamental
                 challenge in computer animation. Data-driven methods
                 that leverage motion tracking are a prominent class of
                 techniques for producing high fidelity \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "144",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2021:CCO,
  author =       "Kang Chen and Zhipeng Tan and Jin Lei and Song-Hai
                 Zhang and Yuan-Chen Guo and Weidong Zhang and Shi-Min
                 Hu",
  title =        "{ChoreoMaster}: choreography-oriented music-driven
                 dance synthesis",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "145:1--145:13",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459932",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459932",
  abstract =     "Despite strong demand in the game and film industry,
                 automatically synthesizing high-quality dance motions
                 remains a challenging task. In this paper, we present
                 ChoreoMaster, a production-ready music-driven dance
                 motion synthesis system. Given a piece \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "145",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Won:2021:CSP,
  author =       "Jungdam Won and Deepak Gopinath and Jessica Hodgins",
  title =        "Control strategies for physically simulated characters
                 performing two-player competitive sports",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "146:1--146:11",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459761",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459761",
  abstract =     "In two-player competitive sports, such as boxing and
                 fencing, athletes often demonstrate efficient and
                 tactical movements during a competition. In this paper,
                 we develop a learning framework that generates control
                 policies for physically simulated \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "146",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2021:LTC,
  author =       "Kyungho Lee and Sehee Min and Sunmin Lee and Jehee
                 Lee",
  title =        "Learning time-critical responses for interactive
                 character control",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "147:1--147:11",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459826",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459826",
  abstract =     "Creating agile and responsive characters from a
                 collection of unorganized human motion has been an
                 important problem of constructing interactive virtual
                 environments. Recently, learning-based approaches have
                 successfully been exploited to learn deep \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "147",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2021:CDM,
  author =       "Zhoutong Zhang and Forrester Cole and Richard Tucker
                 and William T. Freeman and Tali Dekel",
  title =        "Consistent depth of moving objects in video",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "148:1--148:12",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459871",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459871",
  abstract =     "We present a method to estimate depth of a dynamic
                 scene, containing arbitrary moving objects, from an
                 ordinary video captured with a moving camera. We seek a
                 geometrically and temporally consistent solution to
                 this under-constrained problem: the depth \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "148",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2021:EFV,
  author =       "Jiakai Zhang and Xinhang Liu and Xinyi Ye and Fuqiang
                 Zhao and Yanshun Zhang and Minye Wu and Yingliang Zhang
                 and Lan Xu and Jingyi Yu",
  title =        "Editable free-viewpoint video using a layered neural
                 representation",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "149:1--149:18",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459756",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459756",
  abstract =     "Generating free-viewpoint videos is critical for
                 immersive VR/AR experience, but recent neural advances
                 still lack the editing ability to manipulate the visual
                 perception for large dynamic scenes. To fill this gap,
                 in this paper, we propose the first \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "149",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Du:2021:VRS,
  author =       "Zheng-Jun Du and Kai-Xiang Lei and Kun Xu and Jianchao
                 Tan and Yotam Gingold",
  title =        "Video recoloring via spatial-temporal geometric
                 palettes",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "150:1--150:16",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459675",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459675",
  abstract =     "Color correction and color grading are important steps
                 in film production. Recent palette-based approaches to
                 image recoloring have shown that a small set of
                 representative colors provide an intuitive set of
                 handles for color adjustment. However, a \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "150",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2021:SGS,
  author =       "Ruihui Li and Xianzhi Li and Ka-Hei Hui and Chi-Wing
                 Fu",
  title =        "{SP-GAN}: sphere-guided {$3$D} shape generation and
                 manipulation",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "151:1--151:12",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459766",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459766",
  abstract =     "We present SP-GAN, a new unsupervised sphere-guided
                 generative model for direct synthesis of 3D shapes in
                 the form of point clouds. Compared with existing
                 models, SP-GAN is able to synthesize diverse and
                 high-quality shapes with fine details and promote
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "151",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yang:2021:ULC,
  author =       "Kaizhi Yang and Xuejin Chen",
  title =        "Unsupervised learning for cuboid shape abstraction via
                 joint segmentation from point clouds",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "152:1--152:11",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459873",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459873",
  abstract =     "Representing complex 3D objects as simple geometric
                 primitives, known as shape abstraction, is important
                 for geometric modeling, structural analysis, and shape
                 synthesis. In this paper, we propose an unsupervised
                 shape abstraction method to map a point \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "152",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jones:2021:SMO,
  author =       "R. Kenny Jones and David Charatan and Paul Guerrero
                 and Niloy J. Mitra and Daniel Ritchie",
  title =        "{ShapeMOD}: macro operation discovery for {$3$D} shape
                 programs",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "153:1--153:16",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459821",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459821",
  abstract =     "A popular way to create detailed yet easily
                 controllable 3D shapes is via procedural modeling, i.e.
                 generating geometry using programs. Such programs
                 consist of a series of instructions along with their
                 associated parameter values. To fully realize the
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "153",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mandad:2021:GQH,
  author =       "Manish Mandad and Marcel Campen",
  title =        "Guaranteed-quality higher-order triangular meshing of
                 {$2$D} domains",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "154:1--154:14",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459673",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459673",
  abstract =     "We present a guaranteed quality mesh generation
                 algorithm for the curvilinear triangulation of planar
                 domains with piecewise polynomial boundary. The
                 resulting mesh consists of higher-order triangular
                 elements which are not only regular (i.e., with
                 \ldots{})",
  acknowledgement = ack-nhfb,
  articleno =    "154",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pietroni:2021:RFL,
  author =       "Nico Pietroni and Stefano Nuvoli and Thomas Alderighi
                 and Paolo Cignoni and Marco Tarini",
  title =        "Reliable feature-line driven quad-remeshing",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "155:1--155:17",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459941",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459941",
  abstract =     "We present a new algorithm for the semi-regular
                 quadrangulation of an input surface, driven by its line
                 features, such as sharp creases. We define a perfectly
                 feature-aligned cross-field and a coarse layout of
                 polygonal-shaped patches where we strictly \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "155",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pluta:2021:PCP,
  author =       "Kacper Pluta and Michal Edelstein and Amir Vaxman and
                 Mirela Ben-Chen",
  title =        "{PH-CPF}: planar hexagonal meshing using coordinate
                 power fields",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "156:1--156:19",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459770",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459770",
  abstract =     "We present a new approach for computing planar
                 hexagonal meshes that approximate a given surface,
                 represented as a triangle mesh. Our method is based on
                 two novel technical contributions. First, we introduce
                 Coordinate Power Fields, which are a pair of \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "156",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jiang:2021:BCH,
  author =       "Zhongshi Jiang and Ziyi Zhang and Yixin Hu and Teseo
                 Schneider and Denis Zorin and Daniele Panozzo",
  title =        "Bijective and coarse high-order tetrahedral meshes",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "157:1--157:16",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459840",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459840",
  abstract =     "We introduce a robust and automatic algorithm to
                 convert linear triangle meshes with feature annotated
                 into coarse tetrahedral meshes with curved elements.
                 Our construction guarantees that the high-order meshes
                 are free of element inversion or self-. \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "157",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lan:2021:MIA,
  author =       "Lei Lan and Yin Yang and Danny Kaufman and Junfeng Yao
                 and Minchen Li and Chenfanfu Jiang",
  title =        "Medial {IPC}: accelerated incremental potential
                 contact with medial elastics",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "158:1--158:16",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459753",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459753",
  abstract =     "We propose a framework of efficient nonlinear
                 deformable simulation with both fast continuous
                 collision detection and robust collision resolution. We
                 name this new framework Medial IPC as it integrates the
                 merits from medial elastics, for an efficient
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "158",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Brunel:2021:TID,
  author =       "Camille Brunel and Pierre B{\'e}nard and Ga{\"e}l
                 Guennebaud",
  title =        "A time-independent deformer for elastic contacts",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "159:1--159:14",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459879",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459879",
  abstract =     "We present a purely geometric, time-independent
                 deformer resolving local contacts between elastic
                 objects, including self-collisions between adjacent
                 parts of the same object that often occur in character
                 skinning animation. Starting from multiple \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "159",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kee:2021:CPD,
  author =       "Min Hyung Kee and Kiwon Um and Wooseok Jeong and
                 Junghyun Han",
  title =        "Constrained projective dynamics: real-time simulation
                 of deformable objects with energy-momentum
                 conservation",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "160:1--160:12",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459878",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459878",
  abstract =     "This paper proposes a novel energy-momentum conserving
                 integration method. Adopting Projective Dynamics, the
                 proposed method extends its unconstrained minimization
                 for time integration into the constrained form with the
                 position-based energy-momentum \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "160",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sato:2021:SGS,
  author =       "Syuhei Sato and Yoshinori Dobashi and Theodore Kim",
  title =        "Stream-guided smoke simulations",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "161:1--161:7",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459846",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459846",
  abstract =     "High-resolution fluid simulations are computationally
                 expensive, so many post-processing methods have been
                 proposed to add turbulent details to low-resolution
                 flows. Guiding methods are one promising approach for
                 adding naturalistic, detailed motions as \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "161",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guo:2021:VAS,
  author =       "Jie Guo and Mengtian Li and Zijing Zong and Yuntao Liu
                 and Jingwu He and Yanwen Guo and Ling-Qi Yan",
  title =        "Volumetric appearance stylization with stylizing
                 kernel prediction network",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "162:1--162:15",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459799",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459799",
  abstract =     "This paper aims to efficiently construct the volume of
                 heterogeneous single-scattering albedo for a given
                 medium that would lead to desired color appearance. We
                 achieve this goal by formulating it as a volumetric
                 style transfer problem in which an input \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "162",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hadrich:2021:FPM,
  author =       "Torsten H{\"a}drich and Daniel T. Banuti and Wojtek
                 Pa{\l}ubicki and S{\"o}ren Pirk and Dominik L.
                 Michels",
  title =        "Fire in paradise: mesoscale simulation of wildfires",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "163:1--163:15",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459954",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459954",
  abstract =     "Resulting from changing climatic conditions, wildfires
                 have become an existential threat across various
                 countries around the world. The complex dynamics paired
                 with their often rapid progression renders wildfires an
                 often disastrous natural phenomenon \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "163",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Granskog:2021:NSG,
  author =       "Jonathan Granskog and Till N. Schnabel and Fabrice
                 Rousselle and Jan Nov{\'a}k",
  title =        "Neural scene graph rendering",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "164:1--164:11",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459848",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459848",
  abstract =     "We present a neural scene graph---a modular and
                 controllable representation of scenes with elements
                 that are learned from data. We focus on the forward
                 rendering problem, where the scene graph is provided by
                 the user and references learned elements. The
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "164",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Metzer:2021:OPC,
  author =       "Gal Metzer and Rana Hanocka and Denis Zorin and Raja
                 Giryes and Daniele Panozzo and Daniel Cohen-Or",
  title =        "Orienting point clouds with dipole propagation",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "165:1--165:14",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459835",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459835",
  abstract =     "Establishing a consistent normal orientation for point
                 clouds is a notoriously difficult problem in geometry
                 processing, requiring attention to both local and
                 global shape characteristics. The normal direction of a
                 point is a function of the local. \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "165",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Smirnov:2021:HLS,
  author =       "Dmitriy Smirnov and Justin Solomon",
  title =        "{HodgeNet}: learning spectral geometry on triangle
                 meshes",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "166:1--166:11",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459797",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459797",
  abstract =     "Constrained by the limitations of learning toolkits
                 engineered for other applications, such as those in
                 image processing, many mesh-based learning algorithms
                 employ data flows that would be atypical from the
                 perspective of conventional geometry \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "166",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xiang:2021:ETE,
  author =       "Sitao Xiang",
  title =        "Eliminating topological errors in neural network
                 rotation estimation using self-selecting ensembles",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "167:1--167:21",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459882",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459882",
  abstract =     "Many problems in computer graphics and computer vision
                 applications involves inferring a rotation from a
                 variety of different forms of inputs. With the
                 increasing use of deep learning, neural networks have
                 been employed to solve such problems. However,
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "167",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sperl:2021:MAD,
  author =       "Georg Sperl and Rahul Narain and Chris Wojtan",
  title =        "Mechanics-aware deformation of yarn pattern geometry",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "168:1--168:11",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459816",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459816",
  abstract =     "Triangle mesh-based simulations are able to produce
                 satisfying animations of knitted and woven cloth;
                 however, they lack the rich geometric detail of
                 yarn-level simulations. Naive texturing approaches do
                 not consider yarn-level physics, while full yarn-.
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "168",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2021:GBS,
  author =       "Huamin Wang",
  title =        "{GPU}-based simulation of cloth wrinkles at
                 submillimeter levels",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "169:1--169:14",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459787",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459787",
  abstract =     "In this paper, we study physics-based cloth simulation
                 in a very high resolution setting, presumably at
                 submillimeter levels with millions of vertices, to meet
                 perceptual precision of our human eyes.
                 State-of-the-art simulation techniques, mostly
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "169",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2021:CIP,
  author =       "Minchen Li and Danny M. Kaufman and Chenfanfu Jiang",
  title =        "Codimensional incremental potential contact",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "170:1--170:24",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459767",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459767",
  abstract =     "We extend the incremental potential contact (IPC)
                 model [Li et al. 2020a] for contacting elastodynamics
                 to resolve systems composed of codimensional
                 degrees-of-freedoms in arbitrary combination. This
                 enables a unified, interpenetration-free, robust, and
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "170",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Makatura:2021:PGE,
  author =       "Liane Makatura and Minghao Guo and Adriana Schulz and
                 Justin Solomon and Wojciech Matusik",
  title =        "{Pareto} gamuts: exploring optimal designs across
                 varying contexts",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "171:1--171:17",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459750",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459750",
  abstract =     "Manufactured parts are meticulously engineered to
                 perform well with respect to several conflicting
                 metrics, like weight, stress, and cost. The best
                 achievable trade-offs reside on the Pareto front, which
                 can be discovered via performance-driven \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "171",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2021:OUL,
  author =       "Joonho Kim and Karan Singh",
  title =        "Optimizing {UI} layouts for deformable face-rig
                 manipulation",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "172:1--172:12",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459842",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459842",
  abstract =     "Complex deformable face-rigs have many independent
                 parameters that control the shape of the object. A
                 human face has upwards of 50 parameters (FACS Action
                 Units), making conventional UI controls hard to find
                 and operate. Animators address this problem \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "172",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Michel:2021:DAI,
  author =       "{\'E}lie Michel and Tamy Boubekeur",
  title =        "{DAG} amendment for inverse control of parametric
                 shapes",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "173:1--173:14",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459823",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459823",
  abstract =     "Parametric shapes model objects as programs producing
                 a geometry based on a few semantic degrees of freedom,
                 called hyper-parameters. These shapes are the typical
                 output of non-destructive modeling, CAD modeling or
                 rigging. However they suffer from the \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "173",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huber:2021:DAS,
  author =       "Simon Huber and Roi Poranne and Stelian Coros",
  title =        "Designing actuation systems for animatronic figures
                 via globally optimal discrete search",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "174:1--174:10",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459867",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459867",
  abstract =     "We present an algorithmic approach to designing
                 animatronic figures --- expressive robotic characters
                 whose movements are driven by a large number of
                 actuators. The input to our design system provides a
                 high-level specification of the space of motions the
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "174",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kuznetsov:2021:NMR,
  author =       "Alexandr Kuznetsov and Krishna Mullia and Zexiang Xu
                 and Milos Hasan and Ravi Ramamoorthi",
  title =        "{NeuMIP}: multi-resolution neural materials",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "175:1--175:13",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459795",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459795",
  abstract =     "We propose NeuMIP, a neural method for representing
                 and rendering a variety of material appearances at
                 different scales. Classical prefiltering (mipmapping)
                 methods work well on simple material properties such as
                 diffuse color, but fail to generalize to \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "175",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bati:2021:IME,
  author =       "M{\'e}gane Bati and Pascal Barla and Romain
                 Pacanowski",
  title =        "An inverse method for the exploration of layered
                 material appearance",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "176:1--176:15",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459857",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459857",
  abstract =     "Layered materials exhibit a wide range of appearance,
                 due to the combined effects of absorption and
                 scattering at and between interfaces. Yet most existing
                 approaches let users set the physical parameters of all
                 layers by hand, a process of trial and \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "176",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Randrianandrasana:2021:TMB,
  author =       "Jo{\"e}l Randrianandrasana and Patrick Callet and
                 Laurent Lucas",
  title =        "Transfer matrix based layered materials rendering",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "177:1--177:16",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459859",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459859",
  abstract =     "A statistical multi-lobe approach was recently
                 introduced in order to efficiently handle layered
                 materials rendering as an alternative to expensive
                 general-purpose approaches. However, this approach
                 poorly supports scattering volumes as the method does
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "177",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nindel:2021:GBF,
  author =       "Thomas Klaus Nindel and Tom{\'a}s Iser and Tobias
                 Rittig and Alexander Wilkie and Jaroslav Kriv{\'a}nek",
  title =        "A gradient-based framework for {$3$D} print appearance
                 optimization",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "178:1--178:15",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459844",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459844",
  abstract =     "In full-color inkjet 3D printing, a key problem is
                 determining the material configuration for the millions
                 of voxels that a printed object is made of. The goal is
                 a configuration that minimises the difference between
                 desired target appearance and the \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "178",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Brunton:2021:DSD,
  author =       "Alan Brunton and Lubna Abu Rmaileh",
  title =        "Displaced signed distance fields for additive
                 manufacturing",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "179:1--179:13",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459827",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459827",
  abstract =     "We propose displaced signed distance fields, an
                 implicit shape representation to accurately,
                 efficiently and robustly 3D-print finely detailed and
                 smoothly curved surfaces at native device resolution.
                 As the resolution and accuracy of 3D printers
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "179",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Barton:2021:GTM,
  author =       "Michael Barton and Michal Bizzarri and Florian Rist
                 and Oleksii Sliusarenko and Helmut Pottmann",
  title =        "Geometry and tool motion planning for curvature
                 adapted {CNC} machining",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "180:1--180:16",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459837",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459837",
  abstract =     "CNC machining is the leading subtractive manufacturing
                 technology. Although it is in use since decades, it is
                 far from fully solved and still a rich source for
                 challenging problems in geometric computing. We
                 demonstrate this at hand of 5-axis machining \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "180",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2021:MMO,
  author =       "Ziqi Wang and Peng Song and Mark Pauly",
  title =        "{MOCCA}: modeling and optimizing cone-joints for
                 complex assemblies",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "181:1--181:14",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459680",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459680",
  abstract =     "We present a computational framework for modeling and
                 optimizing complex assemblies using cone joints. Cone
                 joints are integral joints that generalize traditional
                 single-direction joints such as mortise and tenon
                 joints to support a general cone of \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "181",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hu:2021:QCQ,
  author =       "Yuanming Hu and Jiafeng Liu and Xuanda Yang and
                 Mingkuan Xu and Ye Kuang and Weiwei Xu and Qiang Dai
                 and William T. Freeman and Fr{\'e}do Durand",
  title =        "{QuanTaichi}: a compiler for quantized simulations",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "182:1--182:16",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459671",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459671",
  abstract =     "High-resolution simulations can deliver great visual
                 quality, but they are often limited by available
                 memory, especially on GPUs. We present a compiler for
                 physical simulation that can achieve both high
                 performance and significantly reduced memory costs,.
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "182",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ferguson:2021:IFR,
  author =       "Zachary Ferguson and Minchen Li and Teseo Schneider
                 and Francisca Gil-Ureta and Timothy Langlois and
                 Chenfanfu Jiang and Denis Zorin and Danny M. Kaufman
                 and Daniele Panozzo",
  title =        "Intersection-free rigid body dynamics",
  journal =      j-TOG,
  volume =       "40",
  number =       "4",
  pages =        "183:1--183:16",
  month =        aug,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3450626.3459802",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Tue Jul 20 09:25:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450626.3459802",
  abstract =     "We introduce the first implicit time-stepping
                 algorithm for rigid body dynamics, with contact and
                 friction, that guarantees intersection-free
                 configurations at every time step. Our algorithm
                 explicitly models the curved trajectories traced by
                 rigid \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "183",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mara:2021:TSH,
  author =       "Michael Mara and Felix Heide and Michael Zollh{\"o}fer
                 and Matthias Nie{\ss}ner and Pat Hanrahan",
  title =        "{Thallo} --- Scheduling for High-Performance
                 Large-Scale Non-Linear Least-Squares Solvers",
  journal =      j-TOG,
  volume =       "40",
  number =       "5",
  pages =        "184:1--184:14",
  month =        oct,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3453986",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 16 05:50:43 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3453986",
  abstract =     "Large-scale optimization problems at the core of many
                 graphics, vision, and imaging applications are often
                 implemented by hand in tedious and error-prone
                 processes in order to achieve high performance (in
                 particular on GPUs), despite recent developments
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "184",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Son:2021:RVD,
  author =       "Hyeongseok Son and Junyong Lee and Jonghyeop Lee and
                 Sunghyun Cho and Seungyong Lee",
  title =        "Recurrent Video Deblurring with Blur-Invariant Motion
                 Estimation and Pixel Volumes",
  journal =      j-TOG,
  volume =       "40",
  number =       "5",
  pages =        "185:1--185:18",
  month =        oct,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3453720",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 16 05:50:43 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3453720",
  abstract =     "For the success of video deblurring, it is essential
                 to utilize information from neighboring frames. Most
                 state-of-the-art video deblurring methods adopt motion
                 compensation between video frames to aggregate
                 information from multiple frames that can help
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "185",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2021:CDP,
  author =       "Ran Zhang and Thomas Auzinger and Bernd Bickel",
  title =        "Computational Design of Planar Multistable Compliant
                 Structures",
  journal =      j-TOG,
  volume =       "40",
  number =       "5",
  pages =        "186:1--186:16",
  month =        oct,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3453477",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 16 05:50:43 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3453477",
  abstract =     "This article presents a method for designing planar
                 multistable compliant structures. Given a sequence of
                 desired stable states and the corresponding poses of
                 the structure, we identify the topology and geometric
                 realization of a mechanism-consisting of \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "186",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Baerentzen:2021:SLS,
  author =       "Andreas B{\ae}rentzen and Eva Rotenberg",
  title =        "Skeletonization via Local Separators",
  journal =      j-TOG,
  volume =       "40",
  number =       "5",
  pages =        "187:1--187:18",
  month =        oct,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3459233",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 16 05:50:43 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3459233",
  abstract =     "We propose a new algorithm for curve skeleton
                 computation that differs from previous algorithms by
                 being based on the notion of local separators. The main
                 benefits of this approach are that it is able to
                 capture relatively fine details and that it works
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "187",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2021:LSB,
  author =       "Bolun Wang and Zachary Ferguson and Teseo Schneider
                 and Xin Jiang and Marco Attene and Daniele Panozzo",
  title =        "A Large-scale Benchmark and an Inclusion-based
                 Algorithm for Continuous Collision Detection",
  journal =      j-TOG,
  volume =       "40",
  number =       "5",
  pages =        "188:1--188:16",
  month =        oct,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3460775",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 16 05:50:43 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3460775",
  abstract =     "We introduce a large-scale benchmark for continuous
                 collision detection (CCD) algorithms, composed of
                 queries manually constructed to highlight challenging
                 degenerate cases and automatically generated using
                 existing simulators to cover common cases. We
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "188",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Petikam:2021:SRD,
  author =       "Lohit Petikam and Ken Anjyo and Taehyun Rhee",
  title =        "Shading Rig: Dynamic Art-directable Stylised Shading
                 for {$3$D} Characters",
  journal =      j-TOG,
  volume =       "40",
  number =       "5",
  pages =        "189:1--189:14",
  month =        oct,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3461696",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 16 05:50:43 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3461696",
  abstract =     "Despite the popularity of three-dimensional (3D)
                 animation techniques, the style of 2D cel animation is
                 seeing increased use in games and interactive
                 applications. However, conventional 3D toon shading
                 frequently requires manual editing to clean up
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "189",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2021:FWC,
  author =       "Zhen Chen and Hsiao-Yu Chen and Danny M. Kaufman and
                 M{\'e}lina Skouras and Etienne Vouga",
  title =        "Fine Wrinkling on Coarsely Meshed Thin Shells",
  journal =      j-TOG,
  volume =       "40",
  number =       "5",
  pages =        "190:1--190:32",
  month =        oct,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3462758",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 16 05:50:43 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3462758",
  abstract =     "We propose a new model and algorithm to capture the
                 high-definition statics of thin shells via coarse
                 meshes. This model predicts global, fine-scale
                 wrinkling at frequencies much higher than the
                 resolution of the coarse mesh; moreover, it is grounded
                 in \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "190",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Metzer:2021:SSN,
  author =       "Gal Metzer and Rana Hanocka and Raja Giryes and Daniel
                 Cohen-Or",
  title =        "Self-Sampling for Neural Point Cloud Consolidation",
  journal =      j-TOG,
  volume =       "40",
  number =       "5",
  pages =        "191:1--191:14",
  month =        oct,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3470645",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 16 05:50:43 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3470645",
  abstract =     "We introduce a novel technique for neural point cloud
                 consolidation which learns from only the input point
                 cloud. Unlike other point up-sampling methods which
                 analyze shapes via local patches, in this work, we
                 learn from global subsets. We repeatedly self-.
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "191",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2021:OAC,
  author =       "Shiqi Chen and Huajun Feng and Dexin Pan and Zhihai Xu
                 and Qi Li and Yueting Chen",
  title =        "Optical Aberrations Correction in Postprocessing Using
                 Imaging Simulation",
  journal =      j-TOG,
  volume =       "40",
  number =       "5",
  pages =        "192:1--192:15",
  month =        oct,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3474088",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 16 05:50:43 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3474088",
  abstract =     "As the popularity of mobile photography continues to
                 grow, considerable effort is being invested in the
                 reconstruction of degraded images. Due to the spatial
                 variation in optical aberrations, which cannot be
                 avoided during the lens design process, recent
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "192",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dong:2021:TRP,
  author =       "Zhi-Chao Dong and Wenming Wu and Zenghao Xu and Qi Sun
                 and Guanjie Yuan and Ligang Liu and Xiao-Ming Fu",
  title =        "Tailored Reality: Perception-aware Scene Restructuring
                 for Adaptive {VR} Navigation",
  journal =      j-TOG,
  volume =       "40",
  number =       "5",
  pages =        "193:1--193:15",
  month =        oct,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3470847",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 16 05:50:43 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3470847",
  abstract =     "In virtual reality (VR), the virtual scenes are
                 pre-designed by creators. Our physical surroundings,
                 however, comprise significantly varied sizes, layouts,
                 and components. To bridge the gap and further enable
                 natural navigation, recent solutions have been
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "193",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Philip:2021:FVI,
  author =       "Julien Philip and S{\'e}bastien Morgenthaler and
                 Micha{\"e}l Gharbi and George Drettakis",
  title =        "Free-viewpoint Indoor Neural Relighting from
                 Multi-view Stereo",
  journal =      j-TOG,
  volume =       "40",
  number =       "5",
  pages =        "194:1--194:18",
  month =        oct,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3469842",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 16 05:50:43 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3469842",
  abstract =     "We introduce a neural relighting algorithm for
                 captured indoors scenes, that allows interactive
                 free-viewpoint navigation. Our method allows
                 illumination to be changed synthetically, while
                 coherently rendering cast shadows and complex glossy
                 materials. We \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "194",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Valle-Perez:2021:TPA,
  author =       "Guillermo Valle-P{\'e}rez and Gustav Eje Henter and
                 Jonas Beskow and Andre Holzapfel and Pierre-Yves
                 Oudeyer and Simon Alexanderson",
  title =        "Transflower: probabilistic autoregressive dance
                 generation with multimodal attention",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "195:1--195:14",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480570",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480570",
  abstract =     "Dance requires skillful composition of complex
                 movements that follow rhythmic, tonal and timbral
                 features of music. Formally, generating dance
                 conditioned on a piece of music can be expressed as a
                 problem of modelling a high-dimensional continuous
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "195",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cho:2021:MRO,
  author =       "Kyungmin Cho and Chaelin Kim and Jungjin Park and
                 Joonkyu Park and Junyong Noh",
  title =        "Motion recommendation for online character control",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "196:1--196:16",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480512",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480512",
  abstract =     "Reinforcement learning (RL) has been proven effective
                 in many scenarios, including environment exploration
                 and motion planning. However, its application in
                 data-driven character control has produced relatively
                 simple motion results compared to recent \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "196",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fussell:2021:SMT,
  author =       "Levi Fussell and Kevin Bergamin and Daniel Holden",
  title =        "{SuperTrack}: motion tracking for physically simulated
                 characters using supervised learning",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "197:1--197:13",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480527",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480527",
  abstract =     "In this paper we show how the task of motion tracking
                 for physically simulated characters can be solved using
                 supervised learning and optimizing a policy directly
                 via back-propagation. To achieve this we make use of a
                 world model trained to approximate \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "197",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bertiche:2021:PPB,
  author =       "Hugo Bertiche and Meysam Madadi and Sergio Escalera",
  title =        "{PBNS}: physically based neural simulation for
                 unsupervised garment pose space deformation",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "198:1--198:14",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480479",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480479",
  abstract =     "We present a methodology to automatically obtain Pose
                 Space Deformation (PSD) basis for rigged garments
                 through deep learning. Classical approaches rely on
                 Physically Based Simulations (PBS) to animate clothes.
                 These are general solutions that, given a \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "198",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xiang:2021:MCS,
  author =       "Donglai Xiang and Fabian Prada and Timur Bagautdinov
                 and Weipeng Xu and Yuan Dong and He Wen and Jessica
                 Hodgins and Chenglei Wu",
  title =        "Modeling clothing as a separate layer for an
                 animatable human avatar",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "199:1--199:15",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480545",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480545",
  abstract =     "We have recently seen great progress in building
                 photorealistic animatable full-body codec avatars, but
                 generating high-fidelity animation of clothing is still
                 difficult. To address these difficulties, we propose a
                 method to build an animatable clothed \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "199",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bai:2021:PHR,
  author =       "Kai Bai and Chunhao Wang and Mathieu Desbrun and
                 Xiaopei Liu",
  title =        "Predicting high-resolution turbulence details in space
                 and time",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "200:1--200:16",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480492",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480492",
  abstract =     "Predicting the fine and intricate details of a
                 turbulent flow field in both space and time from a
                 coarse input remains a major challenge despite the
                 availability of modern machine learning tools. In this
                 paper, we present a simple and effective \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "200",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lyu:2021:FVF,
  author =       "Chaoyang Lyu and Wei Li and Mathieu Desbrun and
                 Xiaopei Liu",
  title =        "Fast and versatile fluid-solid coupling for turbulent
                 flow simulation",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "201:1--201:18",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480493",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480493",
  abstract =     "The intricate motions and complex vortical structures
                 generated by the interaction between fluids and solids
                 are visually fascinating. However, reproducing such a
                 two-way coupling between thin objects and turbulent
                 fluids numerically is notoriously \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "201",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cui:2021:SSF,
  author =       "Qiaodong Cui and Timothy Langlois and Pradeep Sen and
                 Theodore Kim",
  title =        "Spiral-spectral fluid simulation",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "202:1--202:16",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480536",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480536",
  abstract =     "We introduce a fast, expressive method for simulating
                 fluids over radial domains, including discs, spheres,
                 cylinders, ellipses, spheroids, and tori. We do this by
                 generalizing the spectral approach of Laplacian
                 Eigenfunctions, resulting in what we call \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "202",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2021:SSW,
  author =       "Libo Huang and Ziyin Qu and Xun Tan and Xinxin Zhang
                 and Dominik L. Michels and Chenfanfu Jiang",
  title =        "Ships, splashes, and waves on a vast ocean",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "203:1--203:15",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480495",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480495",
  abstract =     "The simulation of large open water surface is
                 challenging using a uniform volumetric discretization
                 of the Navier--Stokes equations. Simulating water
                 splashes near moving objects, which height field
                 methods for water waves cannot capture, necessitates
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "203",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Herrera:2021:WNH,
  author =       "Jorge Alejandro Amador Herrera and Torsten H{\"a}drich
                 and Wojtek Pa{\l}ubicki and Daniel T. Banuti and
                 S{\"o}ren Pirk and Dominik L. Michels",
  title =        "{Weatherscapes}: nowcasting heat transfer and water
                 continuity",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "204:1--204:19",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480532",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480532",
  abstract =     "Due to the complex interplay of various meteorological
                 phenomena, simulating weather is a challenging and open
                 research problem. In this contribution, we propose a
                 novel physics-based model that enables simulating
                 weather at interactive rates. By \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "204",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sun:2021:MPM,
  author =       "Yuchen Sun and Xingyu Ni and Bo Zhu and Bin Wang and
                 Baoquan Chen",
  title =        "A material point method for nonlinearly magnetized
                 materials",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "205:1--205:13",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480541",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480541",
  abstract =     "We propose a novel numerical scheme to simulate
                 interactions between a magnetic field and nonlinearly
                 magnetized objects immersed in it. Under our nonlinear
                 magnetization framework, the strength of magnetic
                 forces is effectively saturated to produce \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "205",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Takahashi:2021:FMO,
  author =       "Tetsuya Takahashi and Christopher Batty",
  title =        "{FrictionalMonolith}: a monolithic optimization-based
                 approach for granular flow with contact-aware
                 rigid-body coupling",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "206:1--206:20",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480539",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480539",
  abstract =     "We propose FrictionalMonolith, a monolithic
                 pressure-friction-contact solver for more accurately,
                 robustly, and efficiently simulating two-way
                 interactions of rigid bodies with continuum granular
                 materials or inviscid liquids. By carefully formulating
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "206",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ishiwaka:2021:FBI,
  author =       "Yuko Ishiwaka and Xiao S. Zeng and Michael Lee Eastman
                 and Sho Kakazu and Sarah Gross and Ryosuke Mizutani and
                 Masaki Nakada",
  title =        "{Foids}: bio-inspired fish simulation for generating
                 synthetic datasets",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "207:1--207:15",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480520",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480520",
  abstract =     "We present a bio-inspired fish simulation platform,
                 which we call ``Foids'', to generate realistic
                 synthetic datasets for an use in computer vision
                 algorithm training. This is a first-of-its-kind
                 synthetic dataset platform for fish, which generates
                 all \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "207",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yu:2021:HDM,
  author =       "Ri Yu and Hwangpil Park and Jehee Lee",
  title =        "Human dynamics from monocular video with dynamic
                 camera movements",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "208:1--208:14",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480504",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480504",
  abstract =     "We propose a new method that reconstructs 3D human
                 motion from in-the-wild video by making full use of
                 prior knowledge on the laws of physics. Previous
                 studies focus on reconstructing joint angles and
                 positions in the body local coordinate frame. Body
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "208",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jiang:2021:CKS,
  author =       "Hongda Jiang and Marc Christie and Xi Wang and Libin
                 Liu and Bin Wang and Baoquan Chen",
  title =        "Camera keyframing with style and control",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "209:1--209:13",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480533",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480533",
  abstract =     "We present a novel technique that enables 3D artists
                 to synthesize camera motions in virtual environments
                 following a camera style, while enforcing user-designed
                 camera keyframes as constraints along the sequence. To
                 solve this constrained motion in-. \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "209",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kasten:2021:LNA,
  author =       "Yoni Kasten and Dolev Ofri and Oliver Wang and Tali
                 Dekel",
  title =        "Layered neural atlases for consistent video editing",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "210:1--210:12",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480546",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480546",
  abstract =     "We present a method that decomposes, and ``unwraps'',
                 an input video into a set of layered 2D atlases, each
                 providing a unified representation of the appearance of
                 an object (or background) over the video. For each
                 pixel in the video, our method estimates \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "210",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhong:2021:AGO,
  author =       "Lei Zhong and Feng-Heng Li and Hao-Zhi Huang and Yong
                 Zhang and Shao-Ping Lu and Jue Wang",
  title =        "Aesthetic-guided outward image cropping",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "211:1--211:13",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480566",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480566",
  abstract =     "Image cropping is a commonly used post-processing
                 operation for adjusting the scene composition of an
                 input photography, therefore improving its aesthetics.
                 Existing automatic image cropping methods are all
                 bounded by the image border, thus have very \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "211",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Baek:2021:PST,
  author =       "Seung-Hwan Baek and Felix Heide",
  title =        "Polarimetric spatio-temporal light transport probing",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "212:1--212:18",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480517",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480517",
  abstract =     "Light emitted from a source into a scene can undergo
                 complex interactions with multiple scene surfaces of
                 different material types before being reflected towards
                 a detector. During this transport, every surface
                 reflection and propagation is encoded in \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "212",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Luo:2021:TTR,
  author =       "Xuan Luo and Xuaner (Cecilia) Zhang and Paul Yoo and
                 Ricardo Martin-Brualla and Jason Lawrence and Steven M.
                 Seitz",
  title =        "Time-travel rephotography",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "213:1--213:12",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480485",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480485",
  abstract =     "Many historical people were only ever captured by old,
                 faded, black and white photos, that are distorted due
                 to the limitations of early cameras and the passage of
                 time. This paper simulates traveling back in time with
                 a modern camera to rephotograph \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "213",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ahn:2021:KSL,
  author =       "Byeongjoo Ahn and Ioannis Gkioulekas and Aswin C.
                 Sankaranarayanan",
  title =        "Kaleidoscopic structured light",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "214:1--214:15",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480524",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480524",
  abstract =     "Full surround 3D imaging for shape acquisition is
                 essential for generating digital replicas of real-world
                 objects. Surrounding an object we seek to scan with a
                 kaleidoscope, that is, a configuration of multiple
                 planar mirrors, produces an image of the \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "214",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhu:2021:BGB,
  author =       "Peihao Zhu and Rameen Abdal and John Femiani and Peter
                 Wonka",
  title =        "{Barbershop}: {GAN}-based image compositing using
                 segmentation masks",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "215:1--215:13",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480537",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480537",
  abstract =     "Seamlessly blending features from multiple images is
                 extremely challenging because of complex relationships
                 in lighting, geometry, and partial occlusion which
                 cause coupling between different parts of the image.
                 Even though recent work on GANs enables \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "215",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xiao:2021:SDS,
  author =       "Chufeng Xiao and Deng Yu and Xiaoguang Han and Youyi
                 Zheng and Hongbo Fu",
  title =        "{SketchHairSalon}: deep sketch-based hair image
                 synthesis",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "216:1--216:16",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480502",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480502",
  abstract =     "Recent deep generative models allow real-time
                 generation of hair images from sketch inputs. Existing
                 solutions often require a user-provided binary mask to
                 specify a target hair shape. This not only costs users
                 extra labor but also fails to capture \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "216",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xiao:2021:EDB,
  author =       "Qinjie Xiao and Hanyuan Zhang and Zhaorui Zhang and
                 Yiqian Wu and Luyuan Wang and Xiaogang Jin and Xinwei
                 Jiang and Yong-Liang Yang and Tianjia Shao and Kun
                 Zhou",
  title =        "{EyelashNet}: a dataset and a baseline method for
                 eyelash matting",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "217:1--217:17",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480540",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480540",
  abstract =     "Eyelashes play a crucial part in the human facial
                 structure and largely affect the facial attractiveness
                 in modern cosmetic design. However, the appearance and
                 structure of eyelashes can easily induce severe
                 artifacts in high-fidelity multi-view 3D face
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "217",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Albahar:2021:PSD,
  author =       "Badour Albahar and Jingwan Lu and Jimei Yang and
                 Zhixin Shu and Eli Shechtman and Jia-Bin Huang",
  title =        "Pose with style: detail-preserving pose-guided image
                 synthesis with conditional {StyleGAN}",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "218:1--218:11",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480559",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480559",
  abstract =     "We present an algorithm for re-rendering a person from
                 a single image under arbitrary poses. Existing methods
                 often have difficulties in hallucinating occluded
                 contents photo-realistically while preserving the
                 identity and fine details in the source \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "218",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2021:NAN,
  author =       "Lingjie Liu and Marc Habermann and Viktor Rudnev and
                 Kripasindhu Sarkar and Jiatao Gu and Christian
                 Theobalt",
  title =        "Neural actor: neural free-view synthesis of human
                 actors with pose control",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "219:1--219:16",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480528",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480528",
  abstract =     "We propose Neural Actor (NA), a new method for
                 high-quality synthesis of humans from arbitrary
                 viewpoints and under arbitrary controllable poses. Our
                 method is developed upon recent neural scene
                 representation and rendering works which learn
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "219",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lu:2021:LSP,
  author =       "Yuanxun Lu and Jinxiang Chai and Xun Cao",
  title =        "Live speech portraits: real-time photorealistic
                 talking-head animation",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "220:1--220:17",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480484",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480484",
  abstract =     "To the best of our knowledge, we first present a live
                 system that generates personalized photorealistic
                 talking-head animation only driven by audio signals at
                 over 30 fps. Our system contains three stages. The
                 first stage is a deep neural network that \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "220",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Moser:2021:SSV,
  author =       "Lucio Moser and Chinyu Chien and Mark Williams and
                 Jose Serra and Darren Hendler and Doug Roble",
  title =        "Semi-supervised video-driven facial animation transfer
                 for production",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "222:1--222:18",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480515",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480515",
  abstract =     "We propose a simple algorithm for automatic transfer
                 of facial expressions, from videos to a 3D character,
                 as well as between distinct 3D characters through their
                 rendered animations. Our method begins by learning a
                 common, semantically-consistent \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "222",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chandran:2021:RSC,
  author =       "Prashanth Chandran and Sebastian Winberg and Gaspard
                 Zoss and J{\'e}r{\'e}my Riviere and Markus Gross and
                 Paulo Gotardo and Derek Bradley",
  title =        "Rendering with style: combining traditional and neural
                 approaches for high-quality face rendering",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "223:1--223:14",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480509",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480509",
  abstract =     "For several decades, researchers have been advancing
                 techniques for creating and rendering 3D digital faces,
                 where a lot of the effort has gone into geometry and
                 appearance capture, modeling and rendering techniques.
                 This body of research work has \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "223",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Leimkuhler:2021:FFV,
  author =       "Thomas Leimk{\"u}hler and George Drettakis",
  title =        "{FreeStyleGAN}: free-view editable portrait rendering
                 with the camera manifold",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "224:1--224:15",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480538",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480538",
  abstract =     "Current Generative Adversarial Networks (GANs) produce
                 photorealistic renderings of portrait images. Embedding
                 real images into the latent space of such models
                 enables high-level image editing. While recent methods
                 provide considerable semantic control \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "224",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2021:CAP,
  author =       "Han Zhang and Yucong Yao and Ke Xie and Chi-Wing Fu
                 and Hao Zhang and Hui Huang",
  title =        "Continuous aerial path planning for {$3$D} urban scene
                 reconstruction",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "225:1--225:15",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480483",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480483",
  abstract =     "We introduce the first path-oriented drone trajectory
                 planning algorithm, which performs continuous (i.e.,
                 dense) image acquisition along an aerial path and
                 explicitly factors path quality into an optimization
                 along with scene reconstruction quality. \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "225",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2021:APP,
  author =       "Yilin Liu and Ruiqi Cui and Ke Xie and Minglun Gong
                 and Hui Huang",
  title =        "Aerial path planning for online real-time exploration
                 and offline high-quality reconstruction of large-scale
                 urban scenes",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "226:1--226:16",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480491",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480491",
  abstract =     "Existing approaches have shown that, through carefully
                 planning flight trajectories, images captured by
                 Unmanned Aerial Vehicles (UAVs) can be used to
                 reconstruct high-quality 3D models for real
                 environments. These approaches greatly simplify and cut
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "226",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jones:2021:ADL,
  author =       "Benjamin Jones and Dalton Hildreth and Duowen Chen and
                 Ilya Baran and Vladimir G. Kim and Adriana Schulz",
  title =        "{AutoMate}: a dataset and learning approach for
                 automatic mating of {CAD} assemblies",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "227:1--227:18",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480562",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480562",
  abstract =     "Assembly modeling is a core task of computer aided
                 design (CAD), comprising around one third of the work
                 in a CAD workflow. Optimizing this process therefore
                 represents a huge opportunity in the design of a CAD
                 system, but current research of assembly \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "227",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2021:JCD,
  author =       "Yongqi Zhang and Haikun Huang and Erion Plaku and
                 Lap-Fai Yu",
  title =        "Joint computational design of workspaces and
                 workplans",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "228:1--228:16",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480500",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480500",
  abstract =     "Humans assume different production roles in a
                 workspace. On one hand, humans design workplans to
                 complete tasks as efficiently as possible in order to
                 improve productivity. On the other hand, a nice
                 workspace is essential to facilitate teamwork. In this
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "228",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2021:SSA,
  author =       "Changyang Li and Haikun Huang and Jyh-Ming Lien and
                 Lap-Fai Yu",
  title =        "Synthesizing scene-aware virtual reality teleport
                 graphs",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "229:1--229:15",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480478",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480478",
  abstract =     "We present a novel approach for synthesizing
                 scene-aware virtual reality teleport graphs, which
                 facilitate navigation in indoor virtual environments by
                 suggesting desirable teleport positions. Our approach
                 analyzes panoramic views at candidate teleport
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "229",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Polasek:2021:IAP,
  author =       "Tomas Polasek and David Hrusa and Bedrich Benes and
                 Martin Cad{\'\i}k",
  title =        "{ICTree}: automatic perceptual metrics for tree
                 models",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "230:1--230:15",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480519",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480519",
  abstract =     "Many algorithms for virtual tree generation exist, but
                 the visual realism of the 3D models is unknown. This
                 problem is usually addressed by performing limited user
                 studies or by a side-by-side visual comparison. We
                 introduce an automated system for \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "230",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2021:LRB,
  author =       "Bosheng Li and Jacek Ka{\l}uzny and Jonathan Klein and
                 Dominik L. Michels and Wojtek Pa{\l}ubicki and Bedrich
                 Benes and S{\"o}ren Pirk",
  title =        "Learning to reconstruct botanical trees from single
                 images",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "231:1--231:15",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480525",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480525",
  abstract =     "We introduce a novel method for reconstructing the 3D
                 geometry of botanical trees from single photographs.
                 Faithfully reconstructing a tree from single-view
                 sensor data is a challenging and open problem because
                 many possible 3D trees exist that fit the \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "231",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2021:TND,
  author =       "Yanchao Liu and Jianwei Guo and Bedrich Benes and
                 Oliver Deussen and Xiaopeng Zhang and Hui Huang",
  title =        "{TreePartNet}: neural decomposition of point clouds
                 for {$3$D} tree reconstruction",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "232:1--232:16",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480486",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480486",
  abstract =     "We present TreePartNet, a neural network aimed at
                 reconstructing tree geometry from point clouds obtained
                 by scanning real trees. Our key idea is to learn a
                 natural neural decomposition exploiting the assumption
                 that a tree comprises locally cylindrical \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "232",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ringham:2021:MFP,
  author =       "Lee Ringham and Andrew Owens and Mikolaj Cieslak and
                 Lawrence D. Harder and Przemyslaw Prusinkiewicz",
  title =        "Modeling flower pigmentation patterns",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "233:1--233:14",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480548",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480548",
  abstract =     "Although many simulation models of natural phenomena
                 have been developed to date, little attention was given
                 to a major contributor to the beauty of nature: the
                 colorful patterns of flowers. We survey typical
                 patterns and propose methods for simulating \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "233",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sochorova:2021:PPM,
  author =       "S{\'a}rka Sochorov{\'a} and Ondrej Jamriska",
  title =        "Practical pigment mixing for digital painting",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "234:1--234:11",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480549",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480549",
  abstract =     "There is a significant flaw in today's painting
                 software: the colors do not mix like actual paints.
                 E.g., blue and yellow make gray instead of green. This
                 is because the software is built around the RGB
                 representation, which models the mixing of colored
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "234",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2021:DNG,
  author =       "Meng Zhang and Tuanfeng Y. Wang and Duygu Ceylan and
                 Niloy J. Mitra",
  title =        "Dynamic neural garments",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "235:1--235:15",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480497",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480497",
  abstract =     "A vital task of the wider digital human effort is the
                 creation of realistic garments on digital avatars, both
                 in the form of characteristic fold patterns and
                 wrinkles in static frames as well as richness of
                 garment dynamics under avatars' motion. \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "235",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hadadan:2021:NR,
  author =       "Saeed Hadadan and Shuhong Chen and Matthias Zwicker",
  title =        "Neural radiosity",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "236:1--236:11",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480569",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480569",
  abstract =     "We introduce Neural Radiosity, an algorithm to solve
                 the rendering equation by minimizing the norm of its
                 residual, similar as in classical radiosity techniques.
                 Traditional basis functions used in radiosity, such as
                 piecewise polynomials or meshless \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "236",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2021:NNF,
  author =       "Xiuming Zhang and Pratul P. Srinivasan and Boyang Deng
                 and Paul Debevec and William T. Freeman and Jonathan T.
                 Barron",
  title =        "{NeRFactor}: neural factorization of shape and
                 reflectance under an unknown illumination",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "237:1--237:18",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480496",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480496",
  abstract =     "We address the problem of recovering the shape and
                 spatially-varying reflectance of an object from
                 multi-view images (and their camera poses) of an object
                 illuminated by one unknown lighting condition. This
                 enables the rendering of novel views of the \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "237",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Park:2021:HHD,
  author =       "Keunhong Park and Utkarsh Sinha and Peter Hedman and
                 Jonathan T. Barron and Sofien Bouaziz and Dan B.
                 Goldman and Ricardo Martin-Brualla and Steven M.
                 Seitz",
  title =        "{HyperNeRF}: a higher-dimensional representation for
                 topologically varying neural radiance fields",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "238:1--238:12",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480487",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480487",
  abstract =     "Neural Radiance Fields (NeRF) are able to reconstruct
                 scenes with unprecedented fidelity, and various recent
                 works have extended NeRF to handle dynamic scenes. A
                 common approach to reconstruct such non-rigid scenes is
                 through the use of a learned \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "238",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Briedis:2021:NFI,
  author =       "Karlis Martins Briedis and Abdelaziz Djelouah and Mark
                 Meyer and Ian McGonigal and Markus Gross and
                 Christopher Schroers",
  title =        "Neural frame interpolation for rendered content",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "239:1--239:13",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480553",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480553",
  abstract =     "The demand for creating rendered content continues to
                 drastically grow. As it often is extremely
                 computationally expensive and thus costly to render
                 high-quality computer-generated images, there is a high
                 incentive to reduce this computational burden.
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "239",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Choi:2021:NHL,
  author =       "Suyeon Choi and Manu Gopakumar and Yifan Peng and
                 Jonghyun Kim and Gordon Wetzstein",
  title =        "Neural {$3$D} holography: learning accurate wave
                 propagation models for {$3$D} holographic virtual and
                 augmented reality displays",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "240:1--240:12",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480542",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480542",
  abstract =     "Holographic near-eye displays promise unprecedented
                 capabilities for virtual and augmented reality (VR/AR)
                 systems. The image quality achieved by current
                 holographic displays, however, is limited by the wave
                 propagation models used to simulate the \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "240",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhong:2021:RRH,
  author =       "Fangcheng Zhong and Akshay Jindal and Ali
                 {\"O}zg{\"u}r Y{\"o}ntem and Param Hanji and Simon J.
                 Watt and Rafa{\l} K. Mantiuk",
  title =        "Reproducing reality with a high-dynamic-range
                 multi-focal stereo display",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "241:1--241:14",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480513",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480513",
  abstract =     "With well-established methods for producing
                 photo-realistic results, the next big challenge of
                 graphics and display technologies is to achieve
                 perceptual realism --- producing imagery
                 indistinguishable from real-world 3D scenes. To deliver
                 all necessary \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "241",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lawrence:2021:PSH,
  author =       "Jason Lawrence and Danb Goldman and Supreeth Achar and
                 Gregory Major Blascovich and Joseph G. Desloge and
                 Tommy Fortes and Eric M. Gomez and Sascha H{\"a}berling
                 and Hugues Hoppe and Andy Huibers and Claude Knaus and
                 Brian Kuschak and Ricardo Martin-Brualla and Harris
                 Nover and Andrew Ian Russell and Steven M. Seitz and
                 Kevin Tong",
  title =        "Project starline: a high-fidelity telepresence
                 system",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "242:1--242:16",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480490",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480490",
  abstract =     "We present a real-time bidirectional communication
                 system that lets two people, separated by distance,
                 experience a face-to-face conversation as if they were
                 copresent. It is the first telepresence system that is
                 demonstrably better than 2D \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "242",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2021:BAG,
  author =       "Sijia Li and Shiguang Liu and Dinesh Manocha",
  title =        "Binaural audio generation via multi-task learning",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "243:1--243:13",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480560",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480560",
  abstract =     "We present a learning-based approach for generating
                 binaural audio from mono audio using multi-task
                 learning. Our formulation leverages additional
                 information from two related tasks: the binaural audio
                 generation task and the flipped audio \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "243",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Matsuda:2021:VSC,
  author =       "Nathan Matsuda and Brian Wheelwright and Joel Hegland
                 and Douglas Lanman",
  title =        "{VR} social copresence with light field displays",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "244:1--244:13",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480481",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480481",
  abstract =     "As virtual reality (VR) devices become increasingly
                 commonplace, asymmetric interactions between people
                 with and without headsets are becoming more frequent.
                 Existing video pass-through VR headsets solve one side
                 of these asymmetric interactions by \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "244",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schulz:2021:MCI,
  author =       "Christoph Schulz and Kin Chung Kwan and Michael Becher
                 and Daniel Baumgartner and Guido Reina and Oliver
                 Deussen and Daniel Weiskopf",
  title =        "Multi-class inverted stippling",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "245:1--245:12",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480534",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480534",
  abstract =     "We introduce inverted stippling, a method to mimic an
                 inversion technique used by artists when performing
                 stippling. To this end, we extend Linde-Buzo-Gray (LBG)
                 stippling to multi-class LBG (MLBG) stippling with
                 multiple layers. MLBG stippling couples \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "245",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{West:2021:PBF,
  author =       "Rex West",
  title =        "Physically-based feature line rendering",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "246:1--246:11",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480550",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480550",
  abstract =     "Feature lines visualize the shape and structure of 3D
                 objects, and are an essential component of many
                 non-photorealistic rendering styles. Existing feature
                 line rendering methods, however, are only able to
                 render feature lines in limited contexts, such
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "246",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rosales:2021:AAG,
  author =       "Enrique Rosales and Chrystiano Ara{\'u}jo and Jafet
                 Rodriguez and Nicholas Vining and Dongwook Yoon and
                 Alla Sheffer",
  title =        "{AdaptiBrush}: adaptive general and predictable {VR}
                 ribbon brush",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "247:1--247:15",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480511",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480511",
  abstract =     "Virtual reality drawing applications let users draw 3D
                 shapes using brushes that form ribbon shaped, or
                 ruled-surface, strokes. Each ribbon is uniquely defined
                 by its user-specified ruling length, path, and the
                 ruling directions at each point along this \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "247",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nicolet:2021:LSI,
  author =       "Baptiste Nicolet and Alec Jacobson and Wenzel Jakob",
  title =        "Large steps in inverse rendering of geometry",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "248:1--248:13",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480501",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480501",
  abstract =     "Inverse reconstruction from images is a central
                 problem in many scientific and engineering disciplines.
                 Recent progress on differentiable rendering has led to
                 methods that can efficiently differentiate the full
                 process of image formation with respect to \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "248",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ren:2021:IER,
  author =       "Jing Ren and Biao Zhang and Bojian Wu and Jianqiang
                 Huang and Lubin Fan and Maks Ovsjanikov and Peter
                 Wonka",
  title =        "Intuitive and efficient roof modeling for
                 reconstruction and synthesis",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "249:1--249:17",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480494",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480494",
  abstract =     "We propose a novel and flexible roof modeling approach
                 that can be used for constructing planar 3D polygon
                 roof meshes. Our method uses a graph structure to
                 encode roof topology and enforces the roof validity by
                 optimizing a simple but effective \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "249",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pintore:2021:DLR,
  author =       "Giovanni Pintore and Eva Almansa and Marco Agus and
                 Enrico Gobbetti",
  title =        "{Deep$3$DLayout}: {$3$D} reconstruction of an indoor
                 layout from a spherical panoramic image",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "250:1--250:12",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480480",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480480",
  abstract =     "Recovering the 3D shape of the bounding permanent
                 surfaces of a room from a single image is a key
                 component of indoor reconstruction pipelines. In this
                 article, we introduce a novel deep learning technique
                 capable to produce, at interactive rates, a \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "250",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2021:NMC,
  author =       "Zhiqin Chen and Hao Zhang",
  title =        "Neural marching cubes",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "251:1--251:15",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480518",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480518",
  abstract =     "We introduce Neural Marching Cubes, a data-driven
                 approach for extracting a triangle mesh from a
                 discretized implicit field. We base our meshing
                 approach on Marching Cubes (MC), due to the simplicity
                 of its input, namely a uniform grid of signed
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "251",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gillespie:2021:ICI,
  author =       "Mark Gillespie and Nicholas Sharp and Keenan Crane",
  title =        "Integer coordinates for intrinsic geometry
                 processing",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "252:1--252:13",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480522",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480522",
  abstract =     "This paper describes a numerically robust data
                 structure for encoding intrinsic triangulations of
                 polyhedral surfaces. Many applications demand a
                 correspondence between the intrinsic triangulation and
                 the input surface, but existing data structures
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "252",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Marschner:2021:SSG,
  author =       "Zo{\"e} Marschner and Paul Zhang and David Palmer and
                 Justin Solomon",
  title =        "Sum-of-squares geometry processing",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "253:1--253:13",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480551",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480551",
  abstract =     "Geometry processing presents a variety of difficult
                 numerical problems, each seeming to require its own
                 tailored solution. This breadth is largely due to the
                 expansive list of geometric primitives, e.g., splines,
                 triangles, and hexahedra, joined with an \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "253",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2021:ICT,
  author =       "Jing Li and Tiantian Liu and Ladislav Kavan and
                 Baoquan Chen",
  title =        "Interactive cutting and tearing in projective dynamics
                 with progressive {Cholesky} updates",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "254:1--254:12",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480505",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480505",
  abstract =     "We propose a new algorithm for updating a Cholesky
                 factorization which speeds up Projective Dynamics
                 simulations with topological changes. Our approach
                 addresses an important limitation of the original
                 Projective Dynamics, i.e., that topological changes
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "254",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Flynn:2021:GFC,
  author =       "Sean Flynn and David Hart and Bryan Morse and Seth
                 Holladay and Parris Egbert",
  title =        "Generalized fluid carving with fast lattice-guided
                 seam computation",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "255:1--255:15",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480544",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480544",
  abstract =     "In this paper, we introduce a novel method for
                 intelligently resizing a wide range of volumetric data
                 including fluids. Fluid carving, the technique we build
                 upon, only supported particle-based liquid data, and
                 because it was based on image-based \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "255",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2021:IAH,
  author =       "Lingxiao Li and Paul Zhang and Dmitriy Smirnov and S.
                 Mazdak Abulnaga and Justin Solomon",
  title =        "Interactive all-hex meshing via cuboid decomposition",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "256:1--256:17",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480568",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480568",
  abstract =     "Standard PolyCube-based hexahedral (hex) meshing
                 methods aim to deform the input domain into an
                 axis-aligned PolyCube volume with integer corners; if
                 this deformation is bijective, then applying the
                 inverse map to the voxelized PolyCube yields a valid
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "256",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pitzalis:2021:GAR,
  author =       "Luca Pitzalis and Marco Livesu and Gianmarco Cherchi
                 and Enrico Gobbetti and Riccardo Scateni",
  title =        "Generalized adaptive refinement for grid-based
                 hexahedral meshing",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "257:1--257:13",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480508",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480508",
  abstract =     "Due to their nice numerical properties, conforming
                 hexahedral meshes are considered a prominent
                 computational domain for simulation tasks. However, the
                 automatic decomposition of a general 3D volume into a
                 small number of hexahedral elements is very \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "257",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Feng:2021:QZS,
  author =       "Leman Feng and Yiying Tong and Mathieu Desbrun",
  title =        "{Q-zip}: singularity editing primitive for quad
                 meshes",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "258:1--258:13",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480523",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480523",
  abstract =     "Singularity editing of a quadrangle mesh consists in
                 shifting singularities around for either improving the
                 quality of the mesh elements or canceling extraneous
                 singularities, so as to increase mesh regularity.
                 However, the particular structure of a \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "258",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Diazzi:2021:CPM,
  author =       "Lorenzo Diazzi and Marco Attene",
  title =        "Convex polyhedral meshing for robust solid modeling",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "259:1--259:16",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480564",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480564",
  abstract =     "We introduce a new technique to create a mesh of
                 convex polyhedra representing the interior volume of a
                 triangulated input surface. Our approach is
                 particularly tolerant to defects in the input, which is
                 allowed to self-intersect, to be non-manifold,
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "259",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Du:2021:OGI,
  author =       "Xingyi Du and Danny M. Kaufman and Qingnan Zhou and
                 Shahar Z. Kovalsky and Yajie Yan and Noam Aigerman and
                 Tao Ju",
  title =        "Optimizing global injectivity for constrained
                 parameterization",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "260:1--260:18",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480556",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480556",
  abstract =     "Injective parameterizations of triangulated meshes are
                 critical across applications but remain challenging to
                 compute. Existing algorithms to find injectivity either
                 require initialization from an injective starting
                 state, which is currently only \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "260",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Campen:2021:ERD,
  author =       "Marcel Campen and Ryan Capouellez and Hanxiao Shen and
                 Leyi Zhu and Daniele Panozzo and Denis Zorin",
  title =        "Efficient and robust discrete conformal equivalence
                 with boundary",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "261:1--261:16",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480557",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480557",
  abstract =     "We describe an efficient algorithm to compute a
                 discrete metric with prescribed Gaussian curvature at
                 all interior vertices and prescribed geodesic curvature
                 along the boundary of a mesh. The metric is
                 (discretely) conformally equivalent to the input
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "261",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fang:2021:CSC,
  author =       "Qing Fang and Wenqing Ouyang and Mo Li and Ligang Liu
                 and Xiao-Ming Fu",
  title =        "Computing sparse cones with bounded distortion for
                 conformal parameterizations",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "262:1--262:9",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480526",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480526",
  abstract =     "We propose a novel method to generate sparse cone
                 singularities with bounded distortion constraints for
                 conformal parameterizations. It is formulated as
                 minimizing the l$_0$ -norm of Gaussian curvature of
                 vertices with hard constraints of bounding the
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "262",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gao:2021:TND,
  author =       "Lin Gao and Tong Wu and Yu-Jie Yuan and Ming-Xian Lin
                 and Yu-Kun Lai and Hao Zhang",
  title =        "{TM-NET}: deep generative networks for textured
                 meshes",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "263:1--263:15",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480503",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480503",
  abstract =     "We introduce TM-NET, a novel deep generative model for
                 synthesizing textured meshes in a part-aware manner.
                 Once trained, the network can generate novel textured
                 meshes from scratch or predict textures for a given 3D
                 mesh, without image guidance. \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "263",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2021:ICM,
  author =       "Yong Li and Shoaib Kamil and Alec Jacobson and Yotam
                 Cingold",
  title =        "{I[HEART]LA}: compilable markdown for linear algebra",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "264:1--264:14",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480506",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480506",
  abstract =     "Communicating linear algebra in written form is
                 challenging: mathematicians must choose between writing
                 in languages that produce well-formatted but
                 semantically-underdefined representations such as
                 LaTeX; or languages with well-defined semantics but
                 notation unlike conventional math, such as C++/Eigen.
                 In both cases, the underlying linear algebra is
                 obfuscated by the requirements of esoteric language
                 syntax (as in LaTeX) or awkward APIs due to language
                 semantics (as in C++). The gap between representations
                 results in communication challenges, including
                 underspecified and irreproducible research results,
                 difficulty teaching math concepts underlying complex
                 numerical code, as well as repeated, redundant, and
                 error-prone translations from communicated linear
                 algebra to executable code. We introduce I[HEART]LA, a
                 language with syntax designed to closely mimic
                 conventionally-written linear algebra, while still
                 ensuring an unambiguous, compilable interpretation.
                 Inspired by Markdown, a language for writing
                 naturally-structured plain text files that translate
                 into valid HTML, I[HEART]LA allows users to write
                 linear algebra in text form and compile the same source
                 into LaTeX, C++/Eigen, Python/NumPy/SciPy, and MATLAB,
                 with easy extension to further math programming
                 environments. We outline the principles of our language
                 design and highlight design decisions that balance
                 between readability and precise semantics, and
                 demonstrate through case studies the ability for
                 I[HEART]LA to bridge the semantic gap between
                 conventionally-written linear algebra and unambiguous
                 interpretation in math programming environments.",
  acknowledgement = ack-nhfb,
  articleno =    "264",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2021:DSH,
  author =       "Yizhi Wang and Zhouhui Lian",
  title =        "{DeepVecFont}: synthesizing high-quality vector fonts
                 via dual-modality learning",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "265:1--265:15",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480488",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480488",
  abstract =     "Automatic font generation based on deep learning has
                 aroused a lot of interest in the last decade. However,
                 only a few recently-reported approaches are capable of
                 directly generating vector glyphs and their results are
                 still far from satisfactory. In \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "265",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Puhachov:2021:KDL,
  author =       "Ivan Puhachov and William Neveu and Edward Chien and
                 Mikhail Bessmeltsev",
  title =        "Keypoint-driven line drawing vectorization via
                 {PolyVector} flow",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "266:1--266:17",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480529",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480529",
  abstract =     "Line drawing vectorization is a daily task in graphic
                 design, computer animation, and engineering, necessary
                 to convert raster images to a set of curves for editing
                 and geometry processing. Despite recent progress in the
                 area, automatic vectorization \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "266",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rakotosaona:2021:DST,
  author =       "Marie-Julie Rakotosaona and Noam Aigerman and Niloy J.
                 Mitra and Maks Ovsjanikov and Paul Guerrero",
  title =        "Differentiable surface triangulation",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "267:1--267:13",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480554",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480554",
  abstract =     "Triangle meshes remain the most popular data
                 representation for surface geometry. This ubiquitous
                 representation is essentially a hybrid one that
                 decouples continuous vertex locations from the discrete
                 topological triangulation. Unfortunately, the
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "267",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yu:2021:RS,
  author =       "Chris Yu and Caleb Brakensiek and Henrik Schumacher
                 and Keenan Crane",
  title =        "Repulsive surfaces",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "268:1--268:19",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480521",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480521",
  abstract =     "Functionals that penalize bending or stretching of a
                 surface play a key role in geometric and scientific
                 computing, but to date have ignored a very basic
                 requirement: in many situations, surfaces must not pass
                 through themselves or each other. This \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "268",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tozoni:2021:OCB,
  author =       "Davi Colli Tozoni and Yunfan Zhou and Denis Zorin",
  title =        "Optimizing contact-based assemblies",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "269:1--269:19",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480552",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480552",
  abstract =     "Modern fabrication methods have greatly simplified
                 manufacturing of complex free-form shapes at an
                 affordable cost, and opened up new possibilities for
                 improving functionality and customization through
                 automatic optimization, shape optimization in
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "269",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cheng:2021:STM,
  author =       "Yingjie Cheng and Yucheng Sun and Peng Song and Ligang
                 Liu",
  title =        "Spatial-temporal motion control via composite
                 cam-follower mechanisms",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "270:1--270:15",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480477",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480477",
  abstract =     "Motion control, both on the trajectory and timing, is
                 crucial for mechanical automata to perform
                 functionalities such as walking and entertaining. We
                 present composite cam-follower mechanisms that can
                 control their spatial-temporal motions to exactly
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "270",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pillwein:2021:GDE,
  author =       "Stefan Pillwein and Przemyslaw Musialski",
  title =        "Generalized deployable elastic geodesic grids",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "271:1--271:15",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480516",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480516",
  abstract =     "Given a designer created free-form surface in 3d
                 space, our method computes a grid composed of elastic
                 elements which are completely planar and straight. Only
                 by fixing the ends of the planar elements to
                 appropriate locations, the 2d grid bends and \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "271",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Alderighi:2021:VDT,
  author =       "Thomas Alderighi and Luigi Malomo and Bernd Bickel and
                 Paolo Cignoni and Nico Pietroni",
  title =        "Volume decomposition for two-piece rigid casting",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "272:1--272:14",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480555",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480555",
  abstract =     "We introduce a novel technique to automatically
                 decompose an input object's volume into a set of parts
                 that can be represented by two opposite height fields.
                 Such decomposition enables the manufacturing of
                 individual parts using two-piece reusable rigid
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "272",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yu:2021:MCD,
  author =       "Jiaqi Yu and Yongwei Nie and Chengjiang Long and Wenju
                 Xu and Qing Zhang and Guiqing Li",
  title =        "{Monte Carlo} denoising via auxiliary feature guided
                 self-attention",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "273:1--273:13",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480565",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480565",
  abstract =     "While self-attention has been successfully applied in
                 a variety of natural language processing and computer
                 vision tasks, its application in Monte Carlo (MC) image
                 denoising has not yet been well explored. This paper
                 presents a self-attention based MC \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "273",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zheng:2021:EDM,
  author =       "Shaokun Zheng and Fengshi Zheng and Kun Xu and Ling-Qi
                 Yan",
  title =        "Ensemble denoising for {Monte Carlo} renderings",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "274:1--274:17",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480510",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480510",
  abstract =     "Various denoising methods have been proposed to clean
                 up the noise in Monte Carlo (MC) renderings, each
                 having different advantages, disadvantages, and
                 applicable scenarios. In this paper, we present
                 Ensemble Denoising, an optimization-based technique
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "274",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Paulin:2021:CSS,
  author =       "Lo{\"\i}s Paulin and David Coeurjolly and Jean-Claude
                 Iehl and Nicolas Bonneel and Alexander Keller and
                 Victor Ostromoukhov",
  title =        "Cascaded {Sobol'} sampling",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "275:1--275:13",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480482",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480482",
  abstract =     "Rendering quality is largely influenced by the
                 samplers used in Monte Carlo integration. Important
                 factors include sample uniformity (e.g., low
                 discrepancy) in the high-dimensional integration
                 domain, sample uniformity in lower-dimensional
                 projections, \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "275",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Deng:2021:PGI,
  author =       "Xi Deng and Milos Hasan and Nathan Carr and Zexiang Xu
                 and Steve Marschner",
  title =        "Path graphs: iterative path space filtering",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "276:1--276:15",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480547",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480547",
  abstract =     "To render higher quality images from the samples
                 generated by path tracing with a low sample count, we
                 propose a novel path reuse approach that processes a
                 fixed collection of paths to iteratively refine and
                 improve radiance estimates throughout the \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "276",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2021:LCR,
  author =       "Yu-Chen Wang and Yu-Ting Wu and Tzu-Mao Li and Yung-Yu
                 Chuang",
  title =        "Learning to cluster for rendering with many lights",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "277:1--277:10",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480561",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480561",
  abstract =     "We present an unbiased online Monte Carlo method for
                 rendering with many lights. Our method adapts both the
                 hierarchical light clustering and the sampling
                 distribution to our collected samples. Designing such a
                 method requires us to make clustering \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "277",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Steinberg:2021:PLM,
  author =       "Shlomi Steinberg and Ling-Qi Yan",
  title =        "Physical light-matter interaction in {Hermite--Gauss}
                 space",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "283:1--283:17",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480530",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480530",
  abstract =     "Our purpose in this paper is two-fold: introduce a
                 computationally-tractable decomposition of the
                 coherence properties of light; and, present a
                 general-purpose light-matter interaction framework for
                 partially-coherent light. In a recent publication,
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "283",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Henzler:2021:GMB,
  author =       "Philipp Henzler and Valentin Deschaintre and Niloy J.
                 Mitra and Tobias Ritschel",
  title =        "Generative modelling of {BRDF} textures from flash
                 images",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "284:1--284:13",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480507",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480507",
  abstract =     "We learn a latent space for easy capture, consistent
                 interpolation, and efficient reproduction of visual
                 material appearance. When users provide a photo of a
                 stationary natural material captured under flashlight
                 illumination, first it is converted into \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "284",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guo:2021:BMT,
  author =       "Yu Guo and Adrian Jarabo and Shuang Zhao",
  title =        "Beyond {Mie} theory: systematic computation of bulk
                 scattering parameters based on microphysical wave
                 optics",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "285:1--285:12",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480543",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480543",
  abstract =     "Light scattering in participating media and
                 translucent materials is typically modeled using the
                 radiative transfer theory. Under the assumption of
                 independent scattering between particles, it utilizes
                 several bulk scattering parameters to statistically
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "285",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yi:2021:DTR,
  author =       "Shinyoung Yi and Donggun Kim and Kiseok Choi and
                 Adrian Jarabo and Diego Gutierrez and Min H. Kim",
  title =        "Differentiable transient rendering",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "286:1--286:11",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480498",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480498",
  abstract =     "Recent differentiable rendering techniques have become
                 key tools to tackle many inverse problems in graphics
                 and vision. Existing models, however, assume
                 steady-state light transport, i.e., infinite speed of
                 light. While this is a safe assumption for \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "286",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2021:DTG,
  author =       "Lifan Wu and Guangyan Cai and Ravi Ramamoorthi and
                 Shuang Zhao",
  title =        "Differentiable time-gated rendering",
  journal =      j-TOG,
  volume =       "40",
  number =       "6",
  pages =        "287:1--287:16",
  month =        dec,
  year =         "2021",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478513.3480489",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 11 06:35:39 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478513.3480489",
  abstract =     "The continued advancements of time-of-flight imaging
                 devices have enabled new imaging pipelines with
                 numerous applications. Consequently, several forward
                 rendering techniques capable of accurately and
                 efficiently simulating these devices have been
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "287",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2022:SPI,
  author =       "Anpei Chen and Ruiyang Liu and Ling Xie and Zhang Chen
                 and Hao Su and Jingyi Yu",
  title =        "{SofGAN}: a Portrait Image Generator with Dynamic
                 Styling",
  journal =      j-TOG,
  volume =       "41",
  number =       "1",
  pages =        "1:1--1:26",
  month =        feb,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3470848",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Feb 10 07:58:53 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3470848",
  abstract =     "Recently, Generative Adversarial Networks (GANs) have
                 been widely used for portrait image generation.
                 However, in the latent space learned by GANs, different
                 attributes, such as pose, shape, and texture style, are
                 generally entangled, making the explicit \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "1",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Steinberg:2022:RSS,
  author =       "Shlomi Steinberg and Ling-Qi Yan",
  title =        "Rendering of Subjective Speckle Formed by Rough
                 Statistical Surfaces",
  journal =      j-TOG,
  volume =       "41",
  number =       "1",
  pages =        "2:1--2:23",
  month =        feb,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3472293",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Feb 10 07:58:53 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3472293",
  abstract =     "Tremendous effort has been extended by the computer
                 graphics community to advance the level of realism of
                 material appearance reproduction by incorporating
                 increasingly more advanced techniques. We are now able
                 to re-enact the complicated interplay \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "2",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bao:2022:HFD,
  author =       "Linchao Bao and Xiangkai Lin and Yajing Chen and
                 Haoxian Zhang and Sheng Wang and Xuefei Zhe and Di Kang
                 and Haozhi Huang and Xinwei Jiang and Jue Wang and Dong
                 Yu and Zhengyou Zhang",
  title =        "High-Fidelity {$3$D} Digital Human Head Creation from
                 {RGB-D} Selfies",
  journal =      j-TOG,
  volume =       "41",
  number =       "1",
  pages =        "3:1--3:21",
  month =        feb,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3472954",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Feb 10 07:58:53 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3472954",
  abstract =     "We present a fully automatic system that can produce
                 high-fidelity, photo-realistic three-dimensional (3D)
                 digital human heads with a consumer RGB-D selfie
                 camera. The system only needs the user to take a short
                 selfie RGB-D video while rotating his/her \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "3",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zehnder:2022:SSG,
  author =       "Jonas Zehnder and Stelian Coros and Bernhard
                 Thomaszewski",
  title =        "{SGN}: Sparse {Gauss--Newton} for Accelerated
                 Sensitivity Analysis",
  journal =      j-TOG,
  volume =       "41",
  number =       "1",
  pages =        "4:1--4:10",
  month =        feb,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3470005",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Feb 10 07:58:53 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3470005",
  abstract =     "We present a sparse Gauss--Newton solver for
                 accelerated sensitivity analysis with applications to a
                 wide range of equilibrium-constrained optimization
                 problems. Dense Gauss--Newton solvers have shown
                 promising convergence rates for inverse problems, but
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "4",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bashford-Rogers:2022:EML,
  author =       "Thomas Bashford-Rogers and Lu{\'\i}s Paulo Santos and
                 Demetris Marnerides and Kurt Debattista",
  title =        "Ensemble {Metropolis} Light Transport",
  journal =      j-TOG,
  volume =       "41",
  number =       "1",
  pages =        "5:1--5:15",
  month =        feb,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3472294",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Feb 10 07:58:53 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3472294",
  abstract =     "This article proposes a Markov Chain Monte Carlo
                 (MCMC) rendering algorithm based on a family of guided
                 transition kernels. The kernels exploit properties of
                 ensembles of light transport paths, which are
                 distributed according to the lighting in the scene,
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "5",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2022:COW,
  author =       "Jian Liu and Shiqing Xin and Xifeng Gao and Kaihang
                 Gao and Kai Xu and Baoquan Chen and Changhe Tu",
  title =        "Computational Object-Wrapping Rope Nets",
  journal =      j-TOG,
  volume =       "41",
  number =       "1",
  pages =        "6:1--6:16",
  month =        feb,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3476829",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Feb 10 07:58:53 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3476829",
  abstract =     "Wrapping objects using ropes is a common practice in
                 our daily life. However, it is difficult to design and
                 tie ropes on a 3D object with complex topology and
                 geometry features while ensuring wrapping security and
                 easy operation. In this article, we \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "6",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhu:2022:PDN,
  author =       "Shilin Zhu and Zexiang Xu and Tiancheng Sun and
                 Alexandr Kuznetsov and Mark Meyer and Henrik Wann
                 Jensen and Hao Su and Ravi Ramamoorthi",
  title =        "Photon-Driven Neural Reconstruction for Path Guiding",
  journal =      j-TOG,
  volume =       "41",
  number =       "1",
  pages =        "7:1--7:15",
  month =        feb,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3476828",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Feb 10 07:58:53 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3476828",
  abstract =     "Although Monte Carlo path tracing is a simple and
                 effective algorithm to synthesize photo-realistic
                 images, it is often very slow to converge to noise-free
                 results when involving complex global illumination. One
                 of the most successful variance-reduction \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "7",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shen:2022:GDM,
  author =       "Yuefan Shen and Hongbo Fu and Zhongshuo Du and Xiang
                 Chen and Evgeny Burnaev and Denis Zorin and Kun Zhou
                 and Youyi Zheng",
  title =        "{GCN-Denoiser}: Mesh Denoising with Graph
                 Convolutional Networks",
  journal =      j-TOG,
  volume =       "41",
  number =       "1",
  pages =        "8:1--8:14",
  month =        feb,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3480168",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Feb 10 07:58:53 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3480168",
  abstract =     "In this article, we present GCN-Denoiser, a novel
                 feature-preserving mesh denoising method based on graph
                 convolutional networks (GCNs). Unlike previous
                 learning-based mesh denoising methods that exploit
                 handcrafted or voxel-based representations for
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "8",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2022:THS,
  author =       "Xin Chen and Anqi Pang and Wei Yang and Peihao Wang
                 and Lan Xu and Jingyi Yu",
  title =        "{TightCap}: {$3$D} Human Shape Capture with Clothing
                 Tightness Field",
  journal =      j-TOG,
  volume =       "41",
  number =       "1",
  pages =        "9:1--9:17",
  month =        feb,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3478518",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Feb 10 07:58:53 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478518",
  abstract =     "In this article, we present TightCap, a data-driven
                 scheme to capture both the human shape and dressed
                 garments accurately with only a single
                 three-dimensional (3D) human scan, which enables
                 numerous applications such as virtual try-on,
                 biometrics, and \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "9",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Himeur:2022:PLN,
  author =       "Chems-Eddine Himeur and Thibault Lejemble and Thomas
                 Pellegrini and Mathias Paulin and Loic Barthe and
                 Nicolas Mellado",
  title =        "{PCEDNet}: a Lightweight Neural Network for Fast and
                 Interactive Edge Detection in {$3$D} Point Clouds",
  journal =      j-TOG,
  volume =       "41",
  number =       "1",
  pages =        "10:1--10:21",
  month =        feb,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3481804",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Thu Feb 10 07:58:53 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3481804",
  abstract =     "In recent years, Convolutional Neural Networks (CNN)
                 have proven to be efficient analysis tools for
                 processing point clouds, e.g., for reconstruction,
                 segmentation, and classification. In this article, we
                 focus on the classification of edges in point
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "10",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nagata:2022:ELD,
  author =       "Yuichi Nagata and Shinji Imahori",
  title =        "{Escherization} with Large Deformations Based on
                 As-Rigid-As-Possible Shape Modeling",
  journal =      j-TOG,
  volume =       "41",
  number =       "2",
  pages =        "11:1--11:16",
  month =        apr,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3487017",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Mar 4 14:35:40 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3487017",
  abstract =     "Escher tiling is well known as a tiling that consists
                 of one or a few recognizable figures, such as animals.
                 The Escherization problem involves finding the most
                 similar shape to a given goal figure that can tile the
                 plane. However, it is easy to imagine \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "11",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nazzaro:2022:GID,
  author =       "Giacomo Nazzaro and Enrico Puppo and Fabio Pellacini",
  title =        "\pkg{geoTangle}: Interactive Design of Geodesic Tangle
                 Patterns on Surfaces",
  journal =      j-TOG,
  volume =       "41",
  number =       "2",
  pages =        "12:1--12:17",
  month =        apr,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3487909",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Mar 4 14:35:40 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3487909",
  abstract =     "Tangles are complex patterns, which are often used to
                 decorate the surface of real-world artisanal objects.
                 They consist of arrangements of simple shapes organized
                 into nested hierarchies, obtained by recursively
                 splitting regions to add progressively \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "12",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Du:2022:DDP,
  author =       "Tao Du and Kui Wu and Pingchuan Ma and Sebastien Wah
                 and Andrew Spielberg and Daniela Rus and Wojciech
                 Matusik",
  title =        "\pkg{DiffPD}: Differentiable Projective Dynamics",
  journal =      j-TOG,
  volume =       "41",
  number =       "2",
  pages =        "13:1--13:21",
  month =        apr,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3490168",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Mar 4 14:35:40 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3490168",
  abstract =     "We present a novel, fast differentiable simulator for
                 soft-body learning and control applications. Existing
                 differentiable soft-body simulators can be classified
                 into two categories based on their time integration
                 methods: Simulators using explicit \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "13",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zheng:2022:CRM,
  author =       "Chuankun Zheng and Ruzhang Zheng and Rui Wang and
                 Shuang Zhao and Hujun Bao",
  title =        "A Compact Representation of Measured {BRDFs} Using
                 Neural Processes",
  journal =      j-TOG,
  volume =       "41",
  number =       "2",
  pages =        "14:1--14:15",
  month =        apr,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3490385",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Mar 4 14:35:40 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3490385",
  abstract =     "In this article, we introduce a compact representation
                 for measured BRDFs by leveraging Neural Processes
                 (NPs). Unlike prior methods that express those BRDFs as
                 discrete high-dimensional matrices or tensors, our
                 technique considers measured BRDFs as \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "14",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Livesu:2022:ODS,
  author =       "Marco Livesu and Luca Pitzalis and Gianmarco Cherchi",
  title =        "Optimal Dual Schemes for Adaptive Grid Based
                 Hexmeshing",
  journal =      j-TOG,
  volume =       "41",
  number =       "2",
  pages =        "15:1--15:14",
  month =        apr,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3494456",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Mar 4 14:35:40 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3494456",
  abstract =     "Hexahedral meshes are a ubiquitous domain for the
                 numerical resolution of partial differential equations.
                 Computing a pure hexahedral mesh from an adaptively
                 refined grid is a prominent approach to automatic
                 hexmeshing, and requires the ability to restore
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "15",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jones:2022:CDK,
  author =       "Benjamin Jones and Yuxuan Mei and Haisen Zhao and
                 Taylor Gotfrid and Jennifer Mankoff and Adriana
                 Schulz",
  title =        "Computational Design of Knit Templates",
  journal =      j-TOG,
  volume =       "41",
  number =       "2",
  pages =        "16:1--16:16",
  month =        apr,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3488006",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Mar 4 14:35:40 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3488006",
  abstract =     "We present an interactive design system for knitting
                 that allows users to create template patterns that can
                 be fabricated using an industrial knitting machine. Our
                 interactive design tool is novel in that it allows
                 direct control of key knitting design \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "16",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nasikun:2022:HSI,
  author =       "Ahmad Nasikun and Klaus Hildebrandt",
  title =        "The Hierarchical Subspace Iteration Method for
                 {Laplace--Beltrami} Eigenproblems",
  journal =      j-TOG,
  volume =       "41",
  number =       "2",
  pages =        "17:1--17:14",
  month =        apr,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3495208",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Mar 4 14:35:40 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3495208",
  abstract =     "Sparse eigenproblems are important for various
                 applications in computer graphics. The spectrum and
                 eigenfunctions of the Laplace--Beltrami operator, for
                 example, are fundamental for methods in shape analysis
                 and mesh processing. The Subspace Iteration \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "17",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hu:2022:IPM,
  author =       "Yiwei Hu and Chengan He and Valentin Deschaintre and
                 Julie Dorsey and Holly Rushmeier",
  title =        "An Inverse Procedural Modeling Pipeline for {SVBRDF}
                 Maps",
  journal =      j-TOG,
  volume =       "41",
  number =       "2",
  pages =        "18:1--18:17",
  month =        apr,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3502431",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Mar 4 14:35:40 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3502431",
  abstract =     "Procedural modeling is now the de facto standard of
                 material modeling in industry. Procedural models can be
                 edited and are easily extended, unlike pixel-based
                 representations of captured materials. In this article,
                 we present a semi-automatic pipeline for \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "18",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fanni:2022:PDP,
  author =       "Filippo Andrea Fanni and Fabio Pellacini and Riccardo
                 Scateni and Andrea Giachetti",
  title =        "\pkg{PAVEL}: Decorative Patterns with Packed
                 Volumetric Elements",
  journal =      j-TOG,
  volume =       "41",
  number =       "2",
  pages =        "19:1--19:15",
  month =        apr,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3502802",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Mar 4 14:35:40 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3502802",
  abstract =     "Many real-world hand-crafted objects are decorated
                 with elements that are packed onto the object's surface
                 and deformed to cover it as much as possible. Examples
                 are artisanal ceramics and metal jewelry. Inspired by
                 these objects, we present a method to \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "19",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Niese:2022:PUF,
  author =       "Till Niese and S{\"o}ren Pirk and Matthias Albrecht
                 and Bedrich Benes and Oliver Deussen",
  title =        "Procedural Urban Forestry",
  journal =      j-TOG,
  volume =       "41",
  number =       "2",
  pages =        "20:1--20:18",
  month =        apr,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3502220",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Mar 4 14:35:40 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3502220",
  abstract =     "The placement of vegetation plays a central role in
                 the realism of virtual scenes. We introduce procedural
                 placement models (PPMs) for vegetation in urban
                 layouts. PPMs are environmentally sensitive to city
                 geometry and allow identifying plausible plant
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "20",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Philbrick:2022:PMH,
  author =       "Greg Philbrick and Craig S. Kaplan",
  title =        "A Primitive for Manual Hatching",
  journal =      j-TOG,
  volume =       "41",
  number =       "2",
  pages =        "21:1--21:17",
  month =        apr,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3503460",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Mar 4 14:35:40 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3503460",
  abstract =     "In art, hatching means drawing patterns of roughly
                 parallel lines. Even with skill and time, an artist can
                 find these patterns difficult to create and edit. Our
                 new artistic primitive-the hatching shape-facilitates
                 hatching for an artist drawing from \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "21",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Deng:2022:CCS,
  author =       "Hong Deng and Yang Liu and Beibei Wang and Jian Yang
                 and Lei Ma and Nicolas Holzschuch and Ling-Qi Yan",
  title =        "Constant-Cost Spatio-Angular Prefiltering of Glinty
                 Appearance Using Tensor Decomposition",
  journal =      j-TOG,
  volume =       "41",
  number =       "2",
  pages =        "22:1--22:17",
  month =        apr,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3507915",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Mar 4 14:35:40 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3507915",
  abstract =     "The detailed glinty appearance from complex surface
                 microstructures enhances the level of realism but is
                 both --- and time-consuming to render, especially when
                 viewed from far away (large spatial coverage) and/or
                 illuminated by area lights (large angular \ldots{}).",
  acknowledgement = ack-nhfb,
  articleno =    "22",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schneider:2022:LSC,
  author =       "Teseo Schneider and Yixin Hu and Xifeng Gao and
                 J{\'e}r{\'e}mie Dumas and Denis Zorin and Daniele
                 Panozzo",
  title =        "A Large-Scale Comparison of Tetrahedral and Hexahedral
                 Elements for Solving Elliptic {PDEs} with the Finite
                 Element Method",
  journal =      j-TOG,
  volume =       "41",
  number =       "3",
  pages =        "23:1--23:14",
  month =        jun,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3508372",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 24 08:40:51 MDT 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3508372",
  abstract =     "The Finite Element Method (FEM) is widely used to
                 solve discrete Partial Differential Equations (PDEs) in
                 engineering and graphics applications. The popularity
                 of FEM led to the development of a large family of
                 variants, most of which require a \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "23",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2022:THQ,
  author =       "Jungeon Kim and Hyomin Kim and Hyeonseo Nam and Jaesik
                 Park and Seungyong Lee",
  title =        "{TextureMe}: High-Quality Textured Scene
                 Reconstruction in Real Time",
  journal =      j-TOG,
  volume =       "41",
  number =       "3",
  pages =        "24:1--24:18",
  month =        jun,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3503926",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 24 08:40:51 MDT 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3503926",
  abstract =     "Three-dimensional (3D) reconstruction using an RGB-D
                 camera has been widely adopted for realistic content
                 creation. However, high-quality texture mapping onto
                 the reconstructed geometry is often treated as an
                 offline step that should run after geometric \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "24",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hu:2022:SBM,
  author =       "Shi-Min Hu and Zheng-Ning Liu and Meng-Hao Guo and
                 Jun-Xiong Cai and Jiahui Huang and Tai-Jiang Mu and
                 Ralph R. Martin",
  title =        "Subdivision-based Mesh Convolution Networks",
  journal =      j-TOG,
  volume =       "41",
  number =       "3",
  pages =        "25:1--25:16",
  month =        jun,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3506694",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 24 08:40:51 MDT 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3506694",
  abstract =     "Convolutional neural networks (CNNs) have made great
                 breakthroughs in two-dimensional (2D) computer vision.
                 However, their irregular structure makes it hard to
                 harness the potential of CNNs directly on meshes. A
                 subdivision surface provides a hierarchical \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "25",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chizhov:2022:PEO,
  author =       "Vassillen Chizhov and Iliyan Georgiev and Karol
                 Myszkowski and Gurprit Singh",
  title =        "Perceptual Error Optimization for {Monte Carlo}
                 Rendering",
  journal =      j-TOG,
  volume =       "41",
  number =       "3",
  pages =        "26:1--26:17",
  month =        jun,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3504002",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 24 08:40:51 MDT 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3504002",
  abstract =     "Synthesizing realistic images involves computing
                 high-dimensional light-transport integrals. In
                 practice, these integrals are numerically estimated via
                 Monte Carlo integration. The error of this estimation
                 manifests itself as conspicuous aliasing or \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "26",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sharp:2022:DDA,
  author =       "Nicholas Sharp and Souhaib Attaiki and Keenan Crane
                 and Maks Ovsjanikov",
  title =        "{DiffusionNet}: Discretization Agnostic Learning on
                 Surfaces",
  journal =      j-TOG,
  volume =       "41",
  number =       "3",
  pages =        "27:1--27:16",
  month =        jun,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3507905",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 24 08:40:51 MDT 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3507905",
  abstract =     "We introduce a new general-purpose approach to deep
                 learning on three-dimensional surfaces based on the
                 insight that a simple diffusion layer is highly
                 effective for spatial communication. The resulting
                 networks are automatically robust to changes in
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "27",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Berio:2022:SSB,
  author =       "Daniel Berio and Frederic Fol Leymarie and Paul Asente
                 and Jose Echevarria",
  title =        "{StrokeStyles}: Stroke-based Segmentation and
                 Stylization of Fonts",
  journal =      j-TOG,
  volume =       "41",
  number =       "3",
  pages =        "28:1--28:21",
  month =        jun,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3505246",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 24 08:40:51 MDT 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3505246",
  abstract =     "We develop a method to automatically segment a font's
                 glyphs into a set of overlapping and intersecting
                 strokes with the aim of generating artistic
                 stylizations. The segmentation method relies on a
                 geometric analysis of the glyph's outline, its
                 interior, \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "28",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Verhoeven:2022:DPQ,
  author =       "Floor Verhoeven and Amir Vaxman and Tim Hoffmann and
                 Olga Sorkine-Hornung",
  title =        "{Dev2PQ}: Planar Quadrilateral Strip Remeshing of
                 Developable Surfaces",
  journal =      j-TOG,
  volume =       "41",
  number =       "3",
  pages =        "29:1--29:18",
  month =        jun,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3510002",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 24 08:40:51 MDT 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3510002",
  abstract =     "We introduce an algorithm to remesh triangle meshes
                 representing developable surfaces to planar quad
                 dominant meshes. The output of our algorithm consists
                 of planar quadrilateral (PQ) strips that are aligned to
                 principal curvature directions and closely \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "29",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sayed:2022:LIC,
  author =       "Mohamed Sayed and Robert Cinca and Enrico Costanza and
                 Gabriel Brostow",
  title =        "{LookOut}! Interactive Camera Gimbal Controller for
                 Filming Long Takes",
  journal =      j-TOG,
  volume =       "41",
  number =       "3",
  pages =        "30:1--30:16",
  month =        jun,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3506693",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 24 08:40:51 MDT 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3506693",
  abstract =     "The job of a camera operator is challenging, and
                 potentially dangerous, when filming long moving camera
                 shots. Broadly, the operator must keep the actors in
                 frame while safely navigating around obstacles and
                 while fulfilling an artistic vision. We propose
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "30",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2022:PMR,
  author =       "Qiang Chen and Tingsong Lu and Yang Tong and Guoliang
                 Luo and Xiaogang Jin and Zhigang Deng",
  title =        "A Practical Model for Realistic Butterfly Flight
                 Simulation",
  journal =      j-TOG,
  volume =       "41",
  number =       "3",
  pages =        "31:1--31:12",
  month =        jun,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3510459",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 24 08:40:51 MDT 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3510459",
  abstract =     "Butterflies are not only ubiquitous around the world
                 but are also widely known for inspiring thrill
                 resonance, with their elegant and peculiar flights.
                 However, realistically modeling and simulating
                 butterfly flights-in particular, for real-time graphics
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "31",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhao:2022:COD,
  author =       "Haisen Zhao and Max Willsey and Amy Zhu and
                 Chandrakana Nandi and Zachary Tatlock and Justin
                 Solomon and Adriana Schulz",
  title =        "Co-Optimization of Design and Fabrication Plans for
                 Carpentry",
  journal =      j-TOG,
  volume =       "41",
  number =       "3",
  pages =        "32:1--32:13",
  month =        jun,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3508499",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 24 08:40:51 MDT 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3508499",
  abstract =     "Past work on optimizing fabrication plans given a
                 carpentry design can provide Pareto-optimal plans
                 trading off between material waste, fabrication time,
                 precision, and other considerations. However, when
                 developing fabrication plans, experts rarely \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "32",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jang:2022:MPA,
  author =       "Deok-Kyeong Jang and Soomin Park and Sung-Hee Lee",
  title =        "Motion Puzzle: Arbitrary Motion Style Transfer by Body
                 Part",
  journal =      j-TOG,
  volume =       "41",
  number =       "3",
  pages =        "33:1--33:16",
  month =        jun,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3516429",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 24 08:40:51 MDT 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3516429",
  abstract =     "This article presents Motion Puzzle, a novel motion
                 style transfer network that advances the
                 state-of-the-art in several important respects. The
                 Motion Puzzle is the first that can control the motion
                 style of individual body parts, allowing for local
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "33",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhu:2022:TSB,
  author =       "Haikuan Zhu and Juan Cao and Yanyang Xiao and Zhonggui
                 Chen and Zichun Zhong and Yongjie Jessica Zhang",
  title =        "{TCB}-spline-based Image Vectorization",
  journal =      j-TOG,
  volume =       "41",
  number =       "3",
  pages =        "34:1--34:17",
  month =        jun,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3513132",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 24 08:40:51 MDT 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3513132",
  abstract =     "Vector image representation methods that can
                 faithfully reconstruct objects and color variations in
                 a raster image are desired in many practical
                 applications. This article presents triangular
                 configuration B-spline (referred to as
                 TCB-spline)-based vector \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "34",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2022:HFA,
  author =       "Yabin Xu and Liangliang Nan and Laishui Zhou and Jun
                 Wang and Charlie C. L. Wang",
  title =        "{HRBF-Fusion}: Accurate {$3$D} Reconstruction from
                 {RGB-D} Data Using On-the-fly Implicits",
  journal =      j-TOG,
  volume =       "41",
  number =       "3",
  pages =        "35:1--35:19",
  month =        jun,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3516521",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Jun 24 08:40:51 MDT 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3516521",
  abstract =     "Reconstruction of high-fidelity 3D objects or scenes
                 is a fundamental research problem. Recent advances in
                 RGB-D fusion have demonstrated the potential of
                 producing 3D models from consumer-level RGB-D cameras.
                 However, due to the discrete nature and \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "35",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vilesov:2022:BCG,
  author =       "Alexander Vilesov and Pradyumna Chari and Adnan
                 Armouti and Anirudh Bindiganavale Harish and Kimaya
                 Kulkarni and Ananya Deoghare and Laleh Jalilian and
                 Achuta Kadambi",
  title =        "Blending camera and {77 GHz} radar sensing for
                 equitable, robust plethysmography",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "36:1--36:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530161",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530161",
  abstract =     "With the resurgence of non-contact vital sign sensing
                 due to the COVID-19 pandemic, remote heart-rate
                 monitoring has gained significant prominence. Many
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "36",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shi:2022:STO,
  author =       "Zheng Shi and Yuval Bahat and Seung-Hwan Baek and
                 Qiang Fu and Hadi Amata and Xiao Li and Praneeth
                 Chakravarthula and Wolfgang Heidrich and Felix Heide",
  title =        "Seeing through obstructions with diffractive
                 cloaking",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "37:1--37:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530185",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530185",
  abstract =     "Unwanted camera obstruction can severely degrade
                 captured images, including both scene occluders near
                 the camera and partial occlusions of the camera cover
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "37",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lecouat:2022:HDR,
  author =       "Bruno Lecouat and Thomas Eboli and Jean Ponce and
                 Julien Mairal",
  title =        "High dynamic range and super-resolution from raw image
                 bursts",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "38:1--38:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530180",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530180",
  abstract =     "Photographs captured by smartphones and mid-range
                 cameras have limited spatial resolution and dynamic
                 range, with noisy response in underexposed regions
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "38",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Trettner:2022:EEM,
  author =       "Philip Trettner and Julius Nehring-Wirxel and Leif
                 Kobbelt",
  title =        "{EMBER}: exact mesh booleans via efficient \& robust
                 local arrangements",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "39:1--39:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530181",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530181",
  abstract =     "Boolean operators are an essential tool in a wide
                 range of geometry processing and CAD/CAM tasks. We
                 present a novel method, EMBER, to compute Boolean
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "39",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fang:2022:TFR,
  author =       "Xianzhong Fang and Mathieu Desbrun and Hujun Bao and
                 Jin Huang",
  title =        "{TopoCut}: fast and robust planar cutting of arbitrary
                 domains",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "40:1--40:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530149",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530149",
  abstract =     "Given a complex three-dimensional domain delimited by
                 a closed and non-degenerate input triangle mesh without
                 any self-intersection, a common geometry \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "40",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Du:2022:RCI,
  author =       "Xingyi Du and Qingnan Zhou and Nathan Carr and Tao
                 Ju",
  title =        "Robust computation of implicit surface networks for
                 piecewise linear functions",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "41:1--41:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530176",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530176",
  abstract =     "Implicit surface networks, such as arrangements of
                 implicit surfaces and materials interfaces, are used
                 for modeling piecewise smooth or partitioned \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "41",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wei:2022:ACD,
  author =       "Xinyue Wei and Minghua Liu and Zhan Ling and Hao Su",
  title =        "Approximate convex decomposition for {$3$D} meshes
                 with collision-aware concavity and tree search",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "42:1--42:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530103",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530103",
  abstract =     "Approximate convex decomposition aims to decompose a
                 3D shape into a set of almost convex components, whose
                 convex hulls can then be used to represent the
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "42",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhao:2022:DDP,
  author =       "Zheng-Yu Zhao and Qing Fang and Wenqing Ouyang and
                 Zheng Zhang and Ligang Liu and Xiao-Ming Fu",
  title =        "Developability-driven piecewise approximations for
                 triangular meshes",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "43:1--43:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530117",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530117",
  abstract =     "We propose a novel method to compute a piecewise mesh
                 with a few developable patches and a small
                 approximation error for an input triangular mesh. Our
                 key \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "43",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nimier-David:2022:UIV,
  author =       "Merlin Nimier-David and Thomas M{\"u}ller and
                 Alexander Keller and Wenzel Jakob",
  title =        "Unbiased inverse volume rendering with differential
                 trackers",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "44:1--44:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530073",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530073",
  abstract =     "Volumetric representations are popular in inverse
                 rendering because they have a simple parameterization,
                 are smoothly varying, and transparently handle topology
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "44",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Larsson:2022:PTS,
  author =       "Maria Larsson and Takashi Ijiri and Hironori Yoshida
                 and Johannes A. J. Huber and Magnus Fredriksson and
                 Olof Broman and Takeo Igarashi",
  title =        "Procedural texturing of solid wood with knots",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "45:1--45:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530081",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530081",
  abstract =     "We present a procedural framework for modeling the
                 annual ring pattern of solid wood with knots. Although
                 wood texturing is a well-studied topic, there have
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "45",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guerrero:2022:MGM,
  author =       "Paul Guerrero and Milo{\v{s}} Ha{\v{s}}an and Kalyan
                 Sunkavalli and Radom{\'{\i}}r M{\v{e}}ch and Tamy
                 Boubekeur and Niloy J. Mitra",
  title =        "{MatFormer}: a generative model for procedural
                 materials",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "46:1--46:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530173",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530173",
  abstract =     "Procedural material graphs are a compact, parameteric,
                 and resolution-independent representation that are a
                 popular choice for material authoring. However,
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "46",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhu:2022:PLD,
  author =       "Junqiu Zhu and Sizhe Zhao and Lu Wang and Yanning Xu
                 and Ling-Qi Yan",
  title =        "Practical level-of-detail aggregation of fur
                 appearance",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "47:1--47:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530105",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530105",
  abstract =     "Fur appearance rendering is crucial for the realism of
                 computer generated imagery, but is also a challenge in
                 computer graphics for many years. Much effort has been
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "47",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Misso:2022:UCR,
  author =       "Zackary Misso and Benedikt Bitterli and Iliyan
                 Georgiev and Wojciech Jarosz",
  title =        "Unbiased and consistent rendering using biased
                 estimators",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "48:1--48:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530160",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530160",
  abstract =     "We introduce a general framework for transforming
                 biased estimators into unbiased and consistent
                 estimators for the same quantity. We show how
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "48",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shao:2022:FUA,
  author =       "Han Shao and Libo Huang and Dominik L. Michels",
  title =        "A fast unsmoothed aggregation algebraic multigrid
                 framework for the large-scale simulation of
                 incompressible flow",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "49:1--49:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530109",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530109",
  abstract =     "Multigrid methods are quite efficient for solving the
                 pressure Poisson equation in simulations of
                 incompressible flow. However, for viscous liquids,
                 geometric \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "49",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lesser:2022:LUM,
  author =       "Steve Lesser and Alexey Stomakhin and Gilles Daviet
                 and Joel Wretborn and John Edholm and Noh-Hoon Lee and
                 Eston Schweickart and Xiao Zhai and Sean Flynn and
                 Andrew Moffat",
  title =        "{Loki}: a unified multiphysics simulation framework
                 for production",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "50:1--50:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530058",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530058",
  abstract =     "We introduce Loki, a new framework for robust
                 simulation of fluid, rigid, and deformable objects with
                 non-compromising fidelity on any single element, and
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "50",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2022:AQP,
  author =       "Jiafeng Liu and Haoyang Shi and Siyuan Zhang and Yin
                 Yang and Chongyang Ma and Weiwei Xu",
  title =        "Automatic quantization for physics-based simulation",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "51:1--51:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530154",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530154",
  abstract =     "Quantization has proven effective in high-resolution
                 and large-scale simulations, which benefit from
                 bit-level memory saving. However, identifying a
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "51",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2022:ECI,
  author =       "Xuan Li and Minchen Li and Chenfanfu Jiang",
  title =        "Energetically consistent inelasticity for optimization
                 time integration",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "52:1--52:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530072",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530072",
  abstract =     "In this paper, we propose Energetically Consistent
                 Inelasticity (ECI), a new formulation for modeling and
                 discretizing finite strain \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "52",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sawhney:2022:GFM,
  author =       "Rohan Sawhney and Dario Seyb and Wojciech Jarosz and
                 Keenan Crane",
  title =        "Grid-free {Monte Carlo} for {PDEs} with spatially
                 varying coefficients",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "53:1--53:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530134",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530134",
  abstract =     "Partial differential equations (PDEs) with spatially
                 varying coefficients arise throughout science and
                 engineering, modeling rich heterogeneous \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "53",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bunge:2022:VQS,
  author =       "Astrid Bunge and Philipp Herholz and Olga
                 Sorkine-Hornung and Mario Botsch and Michael Kazhdan",
  title =        "Variational quadratic shape functions for polygons and
                 polyhedra",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "54:1--54:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530137",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530137",
  abstract =     "Solving partial differential equations (PDEs) on
                 geometric domains is an important component of computer
                 graphics, geometry processing, and many other fields.
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "54",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ruckert:2022:NNA,
  author =       "Darius R{\"u}ckert and Yuanhao Wang and Rui Li and
                 Ramzi Idoughi and Wolfgang Heidrich",
  title =        "{NeAT}: neural adaptive tomography",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "55:1--55:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530121",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530121",
  abstract =     "In this paper, we present Neural Adaptive Tomography
                 (NeAT), the first adaptive, hierarchical neural
                 rendering pipeline for tomography. Through a \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "55",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kuang:2022:NNR,
  author =       "Zhengfei Kuang and Kyle Olszewski and Menglei Chai and
                 Zeng Huang and Panos Achlioptas and Sergey Tulyakov",
  title =        "{NeROIC}: neural rendering of objects from online
                 image collections",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "56:1--56:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530177",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530177",
  abstract =     "We present a novel method to acquire object
                 representations from online image collections,
                 capturing high-quality geometry and material properties
                 of \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "56",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Takayama:2022:CIT,
  author =       "Kenshi Takayama",
  title =        "Compatible intrinsic triangulations",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "57:1--57:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530175",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530175",
  abstract =     "Finding distortion-minimizing homeomorphisms between
                 surfaces of arbitrary genus is a fundamental task in
                 computer graphics and geometry \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "57",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2022:CSI,
  author =       "Mo Li and Qing Fang and Wenqing Ouyang and Ligang Liu
                 and Xiao-Ming Fu",
  title =        "Computing sparse integer-constrained cones for
                 conformal parameterizations",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "58:1--58:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530118",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530118",
  abstract =     "We propose a novel method to generate sparse
                 integer-constrained cone singularities with low
                 distortion constraints for conformal parameterizations.
                 Inspired by \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "58",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shen:2022:WCF,
  author =       "Hanxiao Shen and Leyi Zhu and Ryan Capouellez and
                 Daniele Panozzo and Marcel Campen and Denis Zorin",
  title =        "Which cross fields can be quadrangulated?: global
                 parameterization from prescribed holonomy signatures",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "59:1--59:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530187",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530187",
  abstract =     "We describe a method for the generation of seamless
                 surface parametrizations with guaranteed local
                 injectivity and full control over holonomy. Previous
                 methods \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "59",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bruckler:2022:VPQ,
  author =       "Hendrik Br{\"u}ckler and David Bommes and Marcel
                 Campen",
  title =        "Volume parametrization quantization for hexahedral
                 meshing",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "60:1--60:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530123",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530123",
  abstract =     "Developments in the field of parametrization-based
                 quad mesh generation on surfaces have been impactful
                 over the past decade. In this \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "60",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2022:SOM,
  author =       "Xuwen Chen and Xingyu Ni and Bo Zhu and Bin Wang and
                 Baoquan Chen",
  title =        "Simulation and optimization of magnetoelastic thin
                 shells",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "61:1--61:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530142",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530142",
  abstract =     "Magnetoelastic thin shells exhibit great potential in
                 realizing versatile functionalities through a broad
                 range of combination of material stiffness, remnant
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "61",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rodriguez:2022:TSM,
  author =       "Alejandro Rodr{\'\i}guez and Gabriel Cirio",
  title =        "True seams: modeling seams in digital garments",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "62:1--62:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530128",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530128",
  abstract =     "Seams play a fundamental role in the way a garment
                 looks, fits, feels and behaves. Seams can have very
                 different shapes and mechanical properties depending
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "62",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2022:GBM,
  author =       "Botao Wu and Zhendong Wang and Huamin Wang",
  title =        "A {GPU}-based multilevel additive {Schwarz}
                 preconditioner for cloth and deformable body
                 simulation",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "63:1--63:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530085",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530085",
  abstract =     "In this paper, we wish to push the limit of real-time
                 cloth and deformable body simulation to a higher level
                 with 50K to 500K vertices, based on the \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "63",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hsu:2022:GTS,
  author =       "Jerry Hsu and Nghia Truong and Cem Yuksel and Kui Wu",
  title =        "A general two-stage initialization for sag-free
                 deformable simulations",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "64:1--64:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530165",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530165",
  abstract =     "Initializing simulations of deformable objects
                 involves setting the rest state of all internal forces
                 at the rest shape of the object. However, often times
                 the rest \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "64",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sperl:2022:EYL,
  author =       "Georg Sperl and Rosa M. S{\'a}nchez-Banderas and
                 Manwen Li and Chris Wojtan and Miguel A. Otaduy",
  title =        "Estimation of yarn-level simulation models for
                 production fabrics",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "65:1--65:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530167",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530167",
  abstract =     "This paper introduces a methodology for
                 inverse-modeling of yarn-level mechanics of cloth,
                 based on the mechanical response of fabrics in the real
                 world. We \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "65",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2022:UNB,
  author =       "Yunuo Chen and Minchen Li and Lei Lan and Hao Su and
                 Yin Yang and Chenfanfu Jiang",
  title =        "A unified {Newton} barrier method for multibody
                 dynamics",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "66:1--66:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530076",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530076",
  abstract =     "We present a simulation framework for multibody
                 dynamics via a universal variational integration. Our
                 method naturally supports mixed rigid-deformables
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "66",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lan:2022:ABD,
  author =       "Lei Lan and Danny M. Kaufman and Minchen Li and
                 Chenfanfu Jiang and Yin Yang",
  title =        "Affine body dynamics: fast, stable and
                 intersection-free simulation of stiff materials",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "67:1--67:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530064",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530064",
  abstract =     "Simulating stiff materials in applications where
                 deformations are either not significant or else can
                 safely be ignored is a fundamental task across fields.
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "67",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Madan:2022:FES,
  author =       "Abhishek Madan and David I. W. Levin",
  title =        "Fast evaluation of smooth distance constraints on
                 co-dimensional geometry",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "68:1--68:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530093",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530093",
  abstract =     "We present a new method for computing a smooth minimum
                 distance function based on the LogSumExp function for
                 point clouds, edge meshes, triangle meshes, and
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "68",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lan:2022:PFP,
  author =       "Lei Lan and Guanqun Ma and Yin Yang and Changxi Zheng
                 and Minchen Li and Chenfanfu Jiang",
  title =        "Penetration-free projective dynamics on the {GPU}",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "69:1--69:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530069",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530069",
  abstract =     "We present a GPU algorithm for deformable simulation.
                 Our method offers good computational efficiency and
                 penetration-free guarantee at the same time, \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "69",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Romero:2022:CCD,
  author =       "Cristian Romero and Dan Casas and Maurizio M.
                 Chiaramonte and Miguel A. Otaduy",
  title =        "Contact-centric deformation learning",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "70:1--70:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530182",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530182",
  abstract =     "We propose a novel method to machine-learn highly
                 detailed, nonlinear contact deformations for real-time
                 dynamic simulation. We depart from \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "70",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mercier-Aubin:2022:ARE,
  author =       "Alexandre Mercier-Aubin and Paul G. Kry and Alexandre
                 Winter and David I. W. Levin",
  title =        "Adaptive rigidification of elastic solids",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "71:1--71:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530124",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530124",
  abstract =     "We present a method for reducing the computational
                 cost of elastic solid simulation by treating connected
                 sets of non-deforming elements as rigid \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "71",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Harkonen:2022:DRC,
  author =       "Erik H{\"a}rk{\"o}nen and Miika Aittala and Tuomas
                 Kynk{\"a}{\"a}nniemi and Samuli Laine and Timo Aila and
                 Jaakko Lehtinen",
  title =        "Disentangling random and cyclic effects in time-lapse
                 sequences",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "72:1--72:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530170",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530170",
  abstract =     "Time-lapse image sequences offer visually compelling
                 insights into dynamic processes that are too slow to
                 observe in real time. However, playing a long
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "72",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2022:RGR,
  author =       "Sheng-Yu Wang and David Bau and Jun-Yan Zhu",
  title =        "Rewriting geometric rules of a {GAN}",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "73:1--73:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530065",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530065",
  abstract =     "Deep generative models make visual content creation
                 more accessible to novice users by automating the
                 synthesis of diverse, realistic content based on a
                 collected \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "73",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2022:AAS,
  author =       "Difan Liu and Sandesh Shetty and Tobias Hinz and
                 Matthew Fisher and Richard Zhang and Taesung Park and
                 Evangelos Kalogerakis",
  title =        "{ASSET}: autoregressive semantic scene editing with
                 transformers at high resolutions",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "74:1--74:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530172",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530172",
  abstract =     "We present ASSET, a neural architecture for
                 automatically modifying an input high-resolution image
                 according to a user's edits on its semantic
                 segmentation \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "74",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lin:2022:GRI,
  author =       "Daqi Lin and Markus Kettunen and Benedikt Bitterli and
                 Jacopo Pantaleoni and Cem Yuksel and Chris Wyman",
  title =        "Generalized resampled importance sampling: foundations
                 of {ReSTIR}",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "75:1--75:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530158",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530158",
  abstract =     "As scenes become ever more complex and real-time
                 applications embrace ray tracing, path sampling
                 algorithms that maximize quality at low sample counts
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "75",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fouladi:2022:RLL,
  author =       "Sadjad Fouladi and Brennan Shacklett and Fait Poms and
                 Arjun Arora and Alex Ozdemir and Deepti Raghavan and
                 Pat Hanrahan and Kayvon Fatahalian and Keith Winstein",
  title =        "{R2E2}: low-latency path tracing of terabyte-scale
                 scenes using thousands of cloud {CPUs}",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "76:1--76:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530171",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530171",
  abstract =     "In this paper we explore the viability of path tracing
                 massive scenes using a ``supercomputer'' constructed
                 on-the-fly from thousands of small, \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "76",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Su:2022:SSB,
  author =       "Fujia Su and Sheng Li and Guoping Wang",
  title =        "{SPCBPT}: subspace-based probabilistic connections for
                 bidirectional path tracing",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "77:1--77:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530183",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530183",
  abstract =     "Bidirectional path tracing (BDPT) can be accelerated
                 by selecting appropriate light sub-paths for
                 connection. However, existing algorithms need to
                 perform \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "77",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2022:MRN,
  author =       "Seung-Wook Kim and Jaehyung Doh and Junghyun Han",
  title =        "Modeling and rendering non-euclidean spaces
                 approximated with concatenated polytopes",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "78:1--78:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530186",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530186",
  abstract =     "A non-Euclidean space is characterized as a manifold
                 with a specific structure that violates Euclid's
                 postulates. This paper proposes to approximate a
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "78",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Salaun:2022:RBM,
  author =       "Corentin Sala{\"u}n and Adrien Gruson and Binh-Son Hua
                 and Toshiya Hachisuka and Gurprit Singh",
  title =        "Regression-based {Monte Carlo} integration",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "79:1--79:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530095",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530095",
  abstract =     "Monte Carlo integration is typically interpreted as an
                 estimator of the expected value using stochastic
                 samples. There exists an alternative interpretation in
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "79",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Grittmann:2022:EAM,
  author =       "Pascal Grittmann and {\"O}mercan Yazici and Iliyan
                 Georgiev and Philipp Slusallek",
  title =        "Efficiency-aware multiple importance sampling for
                 bidirectional rendering algorithms",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "80:1--80:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530126",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530126",
  abstract =     "Multiple importance sampling (MIS) is an indispensable
                 tool in light-transport simulation. It enables robust
                 Monte Carlo integration by combining samples \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "80",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rath:2022:EEA,
  author =       "Alexander Rath and Pascal Grittmann and Sebastian
                 Herholz and Philippe Weier and Philipp Slusallek",
  title =        "{EARS}: efficiency-aware {Russian} roulette and
                 splitting",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "81:1--81:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530168",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530168",
  abstract =     "Russian roulette and splitting are widely used
                 techniques to increase the efficiency of Monte Carlo
                 estimators. But, despite their popularity, there is
                 little work on \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "81",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{TOG-126230047,
  author =       "Mostafa Morsy Abdelkader Morsy and Alan Brunton and
                 Philipp Urban",
  title =        "Shape dithering for {$3$D} printing",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "82:1--82:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530129",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530129",
  abstract =     "We present an efficient, purely geometric,
                 algorithmic, and parameter free approach to improve
                 surface quality and accuracy in voxel-controlled 3D
                 printing by \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "82",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhi:2022:SSA,
  author =       "Tiancheng Zhi and Bowei Chen and Ivaylo Boyadzhiev and
                 Sing Bing Kang and Martial Hebert and Srinivasa G.
                 Narasimhan",
  title =        "Semantically supervised appearance decomposition for
                 virtual staging from a single panorama",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "83:1--83:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530148",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530148",
  abstract =     "We describe a novel approach to decompose a single
                 panorama of an empty indoor environment into four
                 appearance components: specular, direct \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "83",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Paulin:2022:MMS,
  author =       "Lo{\"\i}s Paulin and Nicolas Bonneel and David
                 Coeurjolly and Jean-Claude Iehl and Alexander Keller
                 and Victor Ostromoukhov",
  title =        "{MatBuilder}: mastering sampling uniformity over
                 projections",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "84:1--84:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530063",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530063",
  abstract =     "Many applications ranging from quasi-Monte Carlo
                 integration over optimal control to neural networks
                 benefit from high-dimensional, highly uniform
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "84",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Brodt:2022:SEC,
  author =       "Kirill Brodt and Mikhail Bessmeltsev",
  title =        "{Sketch2Pose}: estimating a {$3$D} character pose from
                 a bitmap sketch",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "85:1--85:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530106",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530106",
  abstract =     "Artists frequently capture character poses via raster
                 sketches, then use these drawings as a reference while
                 posing a 3D character in a specialized 3D software ---
                 a \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "85",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vinker:2022:CSA,
  author =       "Yael Vinker and Ehsan Pajouheshgar and Jessica Y. Bo
                 and Roman Christian Bachmann and Amit Haim Bermano and
                 Daniel Cohen-Or and Amir Zamir and Ariel Shamir",
  title =        "{CLIPasso}: semantically-aware object sketching",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "86:1--86:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530068",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530068",
  abstract =     "Abstraction is at the heart of sketching due to the
                 simple and minimal nature of line drawings. Abstraction
                 entails identifying the essential visual properties of
                 an \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "86",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yin:2022:DVP,
  author =       "Jerry Yin and Chenxi Liu and Rebecca Lin and Nicholas
                 Vining and Helge Rhodin and Alla Sheffer",
  title =        "Detecting viewer-perceived intended vector sketch
                 connectivity",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "87:1--87:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530097",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530097",
  abstract =     "Many sketch processing applications target precise
                 vector drawings with accurately specified stroke
                 intersections, yet free-form artist drawn sketches are
                 typically \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "87",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yu:2022:PSS,
  author =       "Emilie Yu and Rahul Arora and J. Andreas B{\ae}rentzen
                 and Karan Singh and Adrien Bousseau",
  title =        "Piecewise-smooth surface fitting onto unstructured
                 {$3$D} sketches",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "88:1--88:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530100",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530100",
  abstract =     "We propose a method to transform unstructured 3D
                 sketches into piecewise smooth surfaces that preserve
                 sketched geometric features. Immersive 3D \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "88",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2022:RDA,
  author =       "Joon Hyub Lee and Hanbit Kim and Seok-Hyung Bae",
  title =        "Rapid design of articulated objects",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "89:1--89:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530092",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530092",
  abstract =     "Designing articulated objects is challenging because,
                 unlike with static objects, it requires complex
                 decisions to be made regarding the form, parts, rig,
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "89",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jeon:2022:DOS,
  author =       "Sang-Bin Jeon and Soon-Uk Kwon and June-Young Hwang
                 and Yong-Hun Cho and Hayeon Kim and Jinhyung Park and
                 In-Kwon Lee",
  title =        "Dynamic optimal space partitioning for redirected
                 walking in multi-user environment",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "90:1--90:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530113",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530113",
  abstract =     "In multi-user Redirected Walking (RDW), the space
                 subdivision method divides a shared physical space into
                 sub-spaces and allocates a sub-space to each user.
                 While \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "90",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2022:IAR,
  author =       "Changyang Li and Wanwan Li and Haikun Huang and
                 Lap-Fai Yu",
  title =        "Interactive augmented reality storytelling guided by
                 scene semantics",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "91:1--91:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530061",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530061",
  abstract =     "We present a novel interactive augmented reality (AR)
                 storytelling approach guided by indoor scene semantics.
                 Our approach automatically populates virtual \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "91",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sun:2022:WSF,
  author =       "Jiahui Sun and Wenming Wu and Ligang Liu and Wenjie
                 Min and Gaofeng Zhang and Liping Zheng",
  title =        "{WallPlan}: synthesizing floorplans by learning to
                 generate wall graphs",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "92:1--92:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530135",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530135",
  abstract =     "Floorplan generation has drawn widespread interest in
                 the community. Recent learning-based methods for
                 generating realistic floorplans have made significant
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "92",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2022:FPF,
  author =       "Changjian Li and Hao Pan and Adrien Bousseau and Niloy
                 J. Mitra",
  title =        "{Free2CAD}: parsing freehand drawings into {CAD}
                 commands",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "93:1--93:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530133",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530133",
  abstract =     "CAD modeling, despite being the industry-standard,
                 remains restricted to usage by skilled practitioners
                 due to two key barriers. First, the user must be able
                 to \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "93",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Peng:2022:ALS,
  author =       "Xue Bin Peng and Yunrong Guo and Lina Halper and
                 Sergey Levine and Sanja Fidler",
  title =        "{ASE}: large-scale reusable adversarial skill
                 embeddings for physically simulated characters",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "94:1--94:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530110",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530110",
  abstract =     "The incredible feats of athleticism demonstrated by
                 humans are made possible in part by a vast repertoire
                 of general-purpose motor skills, acquired \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "94",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yang:2022:LUC,
  author =       "Zeshi Yang and Kangkang Yin and Libin Liu",
  title =        "Learning to use chopsticks in diverse gripping
                 styles",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "95:1--95:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530057",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530057",
  abstract =     "Learning dexterous manipulation skills is a
                 long-standing challenge in computer graphics and
                 robotics, especially when the task involves complex and
                 delicate \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "95",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Won:2022:PBC,
  author =       "Jungdam Won and Deepak Gopinath and Jessica Hodgins",
  title =        "Physics-based character controllers using conditional
                 {VAEs}",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "96:1--96:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530067",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530067",
  abstract =     "High-quality motion capture datasets are now publicly
                 available, and researchers have used them to create
                 kinematics-based controllers that can generate
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "96",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{She:2022:LHD,
  author =       "Qijin She and Ruizhen Hu and Juzhan Xu and Min Liu and
                 Kai Xu and Hui Huang",
  title =        "Learning high-{DOF} reaching-and-grasping via dynamic
                 representation of gripper-object interaction",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "97:1--97:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530091",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530091",
  abstract =     "We approach the problem of high-DOF
                 reaching-and-grasping via learning joint planning of
                 grasp and motion with deep reinforcement learning. To
                 resolve \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "97",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2022:SNI,
  author =       "Xiuchao Wu and Jiamin Xu and Zihan Zhu and Hujun Bao
                 and Qixing Huang and James Tompkin and Weiwei Xu",
  title =        "Scalable neural indoor scene rendering",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "98:1--98:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530153",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530153",
  abstract =     "We propose a scalable neural scene reconstruction and
                 rendering method to support distributed training and
                 interactive rendering of large indoor scenes.
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "98",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ruckert:2022:AAD,
  author =       "Darius R{\"u}ckert and Linus Franke and Marc
                 Stamminger",
  title =        "{ADOP}: approximate differentiable one-pixel point
                 rendering",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "99:1--99:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530122",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530122",
  abstract =     "In this paper we present ADOP, a novel point-based,
                 differentiable neural rendering pipeline. Like other
                 neural renderers, our system takes as input calibrated
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "99",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jang:2022:ESR,
  author =       "Hyeonjoong Jang and Andr{\'e}as Meuleman and Dahyun
                 Kang and Donggun Kim and Christian Richardt and Min H.
                 Kim",
  title =        "Egocentric scene reconstruction from an
                 omnidirectional video",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "100:1--100:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530074",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530074",
  abstract =     "Omnidirectional videos capture environmental scenes
                 effectively, but they have rarely been used for
                 geometry reconstruction. In this work, we \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "100",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yang:2022:NRR,
  author =       "Bangbang Yang and Yinda Zhang and Yijin Li and
                 Zhaopeng Cui and Sean Fanello and Hujun Bao and Guofeng
                 Zhang",
  title =        "Neural rendering in a room: amodal {$3$D}
                 understanding and free-viewpoint rendering for the
                 closed scene composed of pre-captured objects",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "101:1--101:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530163",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530163",
  abstract =     "We, as human beings, can understand and picture a
                 familiar scene from arbitrary viewpoints given a single
                 image, whereas this is still a grand challenge for
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "101",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Muller:2022:ING,
  author =       "Thomas M{\"u}ller and Alex Evans and Christoph Schied
                 and Alexander Keller",
  title =        "Instant neural graphics primitives with a
                 multiresolution hash encoding",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "102:1--102:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530127",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530127",
  abstract =     "Neural graphics primitives, parameterized by fully
                 connected neural networks, can be costly to train and
                 evaluate. We reduce this cost with a versatile new
                 input \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "102",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2022:DOG,
  author =       "Peng-Shuai Wang and Yang Liu and Xin Tong",
  title =        "Dual octree graph networks for learning adaptive
                 volumetric shape representations",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "103:1--103:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530087",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530087",
  abstract =     "We present an adaptive deep representation of
                 volumetric fields of 3D shapes and an efficient
                 approach to learn this deep representation for
                 high-quality 3D \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "103",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2022:NDC,
  author =       "Zhiqin Chen and Andrea Tagliasacchi and Thomas
                 Funkhouser and Hao Zhang",
  title =        "Neural dual contouring",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "104:1--104:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530108",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530108",
  abstract =     "We introduce neural dual contouring (NDC), a new
                 data-driven approach to mesh reconstruction based on
                 dual contouring (DC). Like traditional DC, it
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "104",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wiersma:2022:DAO,
  author =       "Ruben Wiersma and Ahmad Nasikun and Elmar Eisemann and
                 Klaus Hildebrandt",
  title =        "{DeltaConv}: anisotropic operators for geometric deep
                 learning on point clouds",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "105:1--105:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530166",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530166",
  abstract =     "Learning from 3D point-cloud data has rapidly gained
                 momentum, motivated by the success of deep learning on
                 images and the increased availability of 3D data. In
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "105",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hertz:2022:SEI,
  author =       "Amir Hertz and Or Perel and Raja Giryes and Olga
                 Sorkine-Hornung and Daniel Cohen-Or",
  title =        "{SPAGHETTI}: editing implicit shapes through part
                 aware generation",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "106:1--106:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530084",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530084",
  abstract =     "Neural implicit fields are quickly emerging as an
                 attractive representation for learning based
                 techniques. However, adopting them for 3D shape
                 modeling and editing \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "106",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sharp:2022:SDG,
  author =       "Nicholas Sharp and Alec Jacobson",
  title =        "Spelunking the deep: guaranteed queries on general
                 neural implicit surfaces via range analysis",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "107:1--107:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530155",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530155",
  abstract =     "Neural implicit representations, which encode a
                 surface as the level set of a neural network applied to
                 spatial coordinates, have proven to be remarkably
                 effective \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "107",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Matveev:2022:DDE,
  author =       "Albert Matveev and Ruslan Rakhimov and Alexey Artemov
                 and Gleb Bobrovskikh and Vage Egiazarian and Emil
                 Bogomolov and Daniele Panozzo and Denis Zorin and
                 Evgeny Burnaev",
  title =        "{DEF}: deep estimation of sharp geometric features in
                 {$3$D} shapes",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "108:1--108:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530140",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530140",
  abstract =     "We propose Deep Estimators of Features (DEFs), a
                 learning-based framework for predicting sharp geometric
                 features in sampled 3D shapes. Differently \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "108",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aigerman:2022:NJF,
  author =       "Noam Aigerman and Kunal Gupta and Vladimir G. Kim and
                 Siddhartha Chaudhuri and Jun Saito and Thibault
                 Groueix",
  title =        "Neural {Jacobian} fields: learning intrinsic mappings
                 of arbitrary meshes",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "109:1--109:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530141",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530141",
  abstract =     "This paper introduces a framework designed to
                 accurately predict piecewise linear mappings of
                 arbitrary meshes via a neural network, enabling
                 training and \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "109",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2022:JNP,
  author =       "Yujie Wang and Praneeth Chakravarthula and Qi Sun and
                 Baoquan Chen",
  title =        "Joint neural phase retrieval and compression for
                 energy- and computation-efficient holography on the
                 edge",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "110:1--110:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530070",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530070",
  abstract =     "Recent deep learning approaches have shown remarkable
                 promise to enable high fidelity holographic displays.
                 However, lightweight wearable display devices cannot
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "110",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2022:AHI,
  author =       "Dongyeon Kim and Seung-Woo Nam and Byounghyo Lee and
                 Jong-Mo Seo and Byoungho Lee",
  title =        "Accommodative holography: improving accommodation
                 response for perceptually realistic holographic
                 displays",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "111:1--111:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530147",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530147",
  abstract =     "Holographic displays have gained unprecedented
                 attention as next-generation virtual and augmented
                 reality applications with recent achievements in the
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "111",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Piovarci:2022:CLC,
  author =       "Michal Piovar{\v{c}}i and Michael Foshey and Jie Xu
                 and Timmothy Erps and Vahid Babaei and Piotr Didyk and
                 Szymon Rusinkiewicz and Wojciech Matusik and Bernd
                 Bickel",
  title =        "Closed-loop control of direct ink writing via
                 reinforcement learning",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "112:1--112:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530144",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530144",
  abstract =     "Enabling additive manufacturing to employ a wide range
                 of novel, functional materials can be a major boost to
                 this technology. However, making such materials
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "112",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nabizadeh:2022:CF,
  author =       "Mohammad Sina Nabizadeh and Stephanie Wang and Ravi
                 Ramamoorthi and Albert Chern",
  title =        "Covector fluids",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "113:1--113:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530120",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530120",
  abstract =     "The animation of delicate vortical structures of gas
                 and liquids has been of great interest in computer
                 graphics. However, common velocity-based fluid solvers
                 can \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "113",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2022:EKS,
  author =       "Wei Li and Yihui Ma and Xiaopei Liu and Mathieu
                 Desbrun",
  title =        "Efficient kinetic simulation of two-phase flows",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "114:1--114:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530132",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530132",
  abstract =     "Real-life multiphase flows exhibit a number of complex
                 and visually appealing behaviors, involving bubbling,
                 wetting, splashing, and glugging. However, most
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "114",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tao:2022:VPP,
  author =       "Michael Tao and Christopher Batty and Mirela Ben-Chen
                 and Eugene Fiume and David I. W. Levin",
  title =        "{VEMPIC}: particle-in-polyhedron fluid simulation for
                 intricate solid boundaries",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "115:1--115:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530138",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530138",
  abstract =     "The comprehensive visual modeling of fluid motion has
                 historically been a challenging task, due in no small
                 part to the difficulties inherent in geometries that
                 are \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "115",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xiong:2022:CMF,
  author =       "Shiying Xiong and Zhecheng Wang and Mengdi Wang and Bo
                 Zhu",
  title =        "A {Clebsch} method for free-surface vortical flow
                 simulation",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "116:1--116:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530150",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530150",
  abstract =     "We propose a novel Clebsch method to simulate the
                 free-surface vortical flow. At the center of our
                 approach lies a level-set method enhanced by a
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "116",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wretborn:2022:GBW,
  author =       "Joel Wretborn and Sean Flynn and Alexey Stomakhin",
  title =        "Guided bubbles and wet foam for realistic whitewater
                 simulation",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "117:1--117:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530059",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530059",
  abstract =     "We present a method for enhancing fluid simulations
                 with realistic bubble and foam detail. We treat bubbles
                 as discrete air particles, two-way coupled with a
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "117",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Qu:2022:PPC,
  author =       "Ziyin Qu and Minchen Li and Fernando {De Goes} and
                 Chenfanfu Jiang",
  title =        "The power particle-in-cell method",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "118:1--118:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530066",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530066",
  abstract =     "This paper introduces a new weighting scheme for
                 particle-grid transfers that generates hybrid
                 Lagrangian/Eulerian fluid simulations with uniform
                 particle \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "118",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chu:2022:PIN,
  author =       "Mengyu Chu and Lingjie Liu and Quan Zheng and Erik
                 Franz and Hans-Peter Seidel and Christian Theobalt and
                 Rhaleb Zayer",
  title =        "Physics informed neural fields for smoke
                 reconstruction with sparse data",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "119:1--119:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530169",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530169",
  abstract =     "High-fidelity reconstruction of dynamic fluids from
                 sparse multiview RGB videos remains a formidable
                 challenge, due to the complexity of the underlying
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "119",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2022:NNR,
  author =       "Yuwei Li and Longwen Zhang and Zesong Qiu and
                 Yingwenqi Jiang and Nianyi Li and Yuexin Ma and Yuyao
                 Zhang and Lan Xu and Jingyi Yu",
  title =        "{NIMBLE}: a non-rigid hand model with bones and
                 muscles",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "120:1--120:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530079",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530079",
  abstract =     "Emerging Metaverse applications demand reliable,
                 accurate, and photorealistic reproductions of human
                 hands to perform sophisticated operations as if in
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "120",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jin:2022:NLB,
  author =       "Xutong Jin and Sheng Li and Guoping Wang and Dinesh
                 Manocha",
  title =        "{NeuralSound}: learning-based modal sound synthesis
                 with acoustic transfer",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "121:1--121:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530184",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530184",
  abstract =     "We present a novel learning-based modal sound
                 synthesis approach that includes a mixed vibration
                 solver for modal analysis and a radiation network for
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "121",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yang:2022:INR,
  author =       "Lingchen Yang and Byungsoo Kim and Gaspard Zoss and
                 Baran G{\"o}zc{\"u} and Markus Gross and Barbara
                 Solenthaler",
  title =        "Implicit neural representation for physics-driven
                 actuated soft bodies",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "122:1--122:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530156",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530156",
  abstract =     "Active soft bodies can affect their shape through an
                 internal actuation mechanism that induces a
                 deformation. Similar to recent work, this paper
                 utilizes a \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "122",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yan:2022:EEB,
  author =       "Kai Yan and Christoph Lassner and Brian Budge and Zhao
                 Dong and Shuang Zhao",
  title =        "Efficient estimation of boundary integrals for
                 path-space differentiable rendering",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "123:1--123:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530080",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530080",
  abstract =     "Boundary integrals are unique to physics-based
                 differentiable rendering and crucial for
                 differentiating with respect to object geometry. Under
                 the differential \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "123",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jakob:2022:DJJ,
  author =       "Wenzel Jakob and S{\'e}bastien Speierer and Nicolas
                 Roussel and Delio Vicini",
  title =        "{DR.JIT}: a just-in-time compiler for differentiable
                 rendering",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "124:1--124:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530099",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530099",
  abstract =     "DR.JIT is a new just-in-time compiler for physically
                 based rendering and its derivative. DR.JIT expedites
                 research on these topics in two ways: first, it traces
                 high-level \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "124",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vicini:2022:DSD,
  author =       "Delio Vicini and S{\'e}bastien Speierer and Wenzel
                 Jakob",
  title =        "Differentiable signed distance function rendering",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "125:1--125:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530139",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530139",
  abstract =     "Physically-based differentiable rendering has recently
                 emerged as an attractive new technique for solving
                 inverse problems that recover complete 3D scene
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "125",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Teh:2022:ANR,
  author =       "Arjun Teh and Matthew O{\textquotesingle}Toole and
                 Ioannis Gkioulekas",
  title =        "Adjoint nonlinear ray tracing",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "126:1--126:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530077",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530077",
  abstract =     "Reconstructing and designing media with
                 continuously-varying refractive index fields remains a
                 challenging problem in computer graphics. A core
                 difficulty in trying \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "126",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Portaneri:2022:AWO,
  author =       "C{\'e}dric Portaneri and Mael Rouxel-Labb{\'e} and
                 Michael Hemmer and David Cohen-Steiner and Pierre
                 Alliez",
  title =        "Alpha wrapping with an offset",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "127:1--127:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530152",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530152",
  abstract =     "Given an input 3D geometry such as a triangle soup or
                 a point set, we address the problem of generating a
                 watertight and orientable surface triangle mesh
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "127",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hou:2022:IPS,
  author =       "Fei Hou and Chiyu Wang and Wencheng Wang and Hong Qin
                 and Chen Qian and Ying He",
  title =        "Iterative {Poisson} surface reconstruction ({iPSR})
                 for unoriented points",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "128:1--128:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530096",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530096",
  abstract =     "Poisson surface reconstruction (PSR) remains a popular
                 technique for reconstructing watertight surfaces from
                 3D point samples thanks to its efficiency, simplicity,
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "128",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guo:2022:CCR,
  author =       "Haoxiang Guo and Shilin Liu and Hao Pan and Yang Liu
                 and Xin Tong and Baining Guo",
  title =        "{ComplexGen}: {CAD} reconstruction by {B}-rep chain
                 complex generation",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "129:1--129:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530078",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530078",
  abstract =     "We view the reconstruction of CAD models in the
                 boundary representation (B-Rep) as the detection of
                 geometric primitives of different orders, i.e.,
                 vertices, \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "129",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mercier:2022:MLD,
  author =       "Corentin Mercier and Thibault Lescoat and Pierre
                 Roussillon and Tamy Boubekeur and Jean-Marc Thiery",
  title =        "Moving level-of-detail surfaces",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "130:1--130:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530151",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530151",
  abstract =     "We present a simple, fast, and smooth scheme to
                 approximate Algebraic Point Set Surfaces using
                 non-compact kernels, which is particularly suited for
                 filtering \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "130",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hu:2022:PSM,
  author =       "Ruizhen Hu and Xiangyu Su and Xiangkai Chen and Oliver
                 {Van Kaick} and Hui Huang",
  title =        "Photo-to-shape material transfer for diverse
                 structures",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "131:1--131:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530088",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530088",
  abstract =     "We introduce a method for assigning photorealistic
                 relightable materials to 3D shapes in an automatic
                 manner. Our method takes as input a photo exemplar of
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "131",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Steinberg:2022:TPP,
  author =       "Shlomi Steinberg and Pradeep Sen and Ling-Qi Yan",
  title =        "Towards practical physical-optics rendering",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "132:1--132:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530119",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530119",
  abstract =     "Physical light transport (PLT) algorithms can
                 represent the wave nature of light globally in a scene,
                 and are consistent with Maxwell's theory of
                 electromagnetism. As \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "132",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hwang:2022:SEP,
  author =       "Inseung Hwang and Daniel S. Jeon and Adolfo Mu{\~n}oz
                 and Diego Gutierrez and Xin Tong and Min H. Kim",
  title =        "Sparse ellipsometry: portable acquisition of
                 polarimetric {SVBRDF} and shape with unstructured flash
                 photography",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "133:1--133:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530075",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530075",
  abstract =     "Ellipsometry techniques allow to measure polarization
                 information of materials, requiring precise rotations
                 of optical components with different \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "133",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2022:PFM,
  author =       "Beibei Wang and Wenhua Jin and Jiahui Fan and Jian
                 Yang and Nicolas Holzschuch and Ling-Qi Yan",
  title =        "Position-free multiple-bounce computations for {Smith}
                 microfacet {BSDFs}",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "134:1--134:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530112",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530112",
  abstract =     "Bidirectional Scattering Distribution Functions
                 (BSDFs) encode how a material reflects or transmits the
                 incoming light. The most commonly used model is the
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "134",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yang:2022:ADP,
  author =       "Yuting Yang and Connelly Barnes and Andrew Adams and
                 Adam Finkelstein",
  title =        "A $ \delta $:autodiff for discontinuous programs ---
                 applied to shaders",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "135:1--135:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530125",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530125",
  abstract =     "Over the last decade, automatic differentiation (AD)
                 has profoundly impacted graphics and vision
                 applications --- both broadly via deep learning and
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "135",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Starke:2022:DPA,
  author =       "Sebastian Starke and Ian Mason and Taku Komura",
  title =        "{DeepPhase}: periodic autoencoders for learning motion
                 phase manifolds",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "136:1--136:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530178",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530178",
  abstract =     "Learning the spatial-temporal structure of body
                 movements is a fundamental problem for character motion
                 synthesis. In this work, we propose a novel neural
                 network \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "136",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tang:2022:RTC,
  author =       "Xiangjun Tang and He Wang and Bo Hu and Xu Gong and
                 Ruifan Yi and Qilong Kou and Xiaogang Jin",
  title =        "Real-time controllable motion transition for
                 characters",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "137:1--137:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530090",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530090",
  abstract =     "Real-time in-between motion generation is universally
                 required in games and highly desirable in existing
                 animation pipelines. Its core challenge lies in the
                 need to \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "137",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2022:GNM,
  author =       "Peizhuo Li and Kfir Aberman and Zihan Zhang and Rana
                 Hanocka and Olga Sorkine-Hornung",
  title =        "{GANimator}: neural motion synthesis from a single
                 sequence",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "138:1--138:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530157",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530157",
  abstract =     "We present GANimator, a generative model that learns
                 to synthesize novel motions from a single, short motion
                 sequence. GANimator generates motions that resemble the
                 core \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "138",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{DeGoes:2022:CAT,
  author =       "Fernando {De Goes} and William Sheffler and Kurt
                 Fleischer",
  title =        "Character articulation through profile curves",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "139:1--139:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530060",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530060",
  abstract =     "Computer animation relies heavily on rigging setups
                 that articulate character surfaces through a broad
                 range of poses. Although many deformation strategies
                 have \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "139",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Men:2022:DND,
  author =       "Yifang Men and Yuan Yao and Miaomiao Cui and Zhouhui
                 Lian and Xuansong Xie",
  title =        "{DCT-net}: domain-calibrated translation for portrait
                 stylization",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "140:1--140:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530159",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530159",
  abstract =     "This paper introduces DCT-Net, a novel image
                 translation architecture for few-shot portrait
                 stylization. Given limited style exemplars (~100), the
                 new \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "140",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gal:2022:SNC,
  author =       "Rinon Gal and Or Patashnik and Haggai Maron and Amit
                 H. Bermano and Gal Chechik and Daniel Cohen-Or",
  title =        "{StyleGAN-NADA}: {CLIP}-guided domain adaptation of
                 image generators",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "141:1--141:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530164",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530164",
  abstract =     "Can a generative model be trained to produce images
                 from a specific domain, guided only by a text prompt,
                 without seeing any image? In other words: can an
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "141",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nguyen-Phuoc:2022:SSN,
  author =       "Thu Nguyen-Phuoc and Feng Liu and Lei Xiao",
  title =        "{SNeRF}: stylized neural implicit representations for
                 {$3$D} scenes",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "142:1--142:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530107",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530107",
  abstract =     "This paper presents a stylized novel view synthesis
                 method. Applying state-of-the-art stylization methods
                 to novel views frame by frame often causes jittering
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "142",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tariq:2022:NBE,
  author =       "Taimoor Tariq and Cara Tursun and Piotr Didyk",
  title =        "Noise-based enhancement for foveated rendering",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "143:1--143:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530101",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530101",
  abstract =     "Human visual sensitivity to spatial details declines
                 towards the periphery. Novel image synthesis
                 techniques, so-called foveated rendering, exploit this
                 observation \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "143",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Duinkharjav:2022:IFI,
  author =       "Budmonde Duinkharjav and Praneeth Chakravarthula and
                 Rachel Brown and Anjul Patney and Qi Sun",
  title =        "Image features influence reaction time: a learned
                 probabilistic perceptual model for saccade latency",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "144:1--144:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530055",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530055",
  abstract =     "We aim to ask and answer an essential question `` how
                 quickly do we react after observing a displayed visual
                 target?'' To this end, we present psychophysical
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "144",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mantiuk:2022:SUM,
  author =       "Rafa{\l} K. Mantiuk and Maliha Ashraf and Alexandre
                 Chapiro",
  title =        "{stelaCSF}: a unified model of contrast sensitivity as
                 the function of spatio-temporal frequency,
                 eccentricity, luminance and area",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "145:1--145:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530115",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530115",
  abstract =     "A contrast sensitivity function, or CSF, is a
                 cornerstone of many visual models. It explains whether
                 a contrast pattern is visible to the human eye. The
                 existing \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "145",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wolski:2022:DSI,
  author =       "Krzysztof Wolski and Fangcheng Zhong and Karol
                 Myszkowski and Rafa{\l} K. Mantiuk",
  title =        "Dark stereo: improving depth perception under low
                 luminance",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "146:1--146:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530136",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530136",
  abstract =     "It is often desirable or unavoidable to display
                 Virtual Reality (VR) or stereoscopic content at low
                 brightness. For example, a dimmer display reduces the
                 flicker \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "146",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lang:2022:PLG,
  author =       "Johannes Lang and Miguel A. Nacenta",
  title =        "Perception of letter glyph parameters for
                 {InfoTypography}",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "147:1--147:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530111",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530111",
  abstract =     "The advent of variable font technologies---where
                 typographic parameters such as weight, x-height and
                 slant are easily adjusted across a range---enables
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "147",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lai:2022:FDU,
  author =       "Wei-Sheng Lai and Yichang Shih and Lun-Cheng Chu and
                 Xiaotong Wu and Sung-Fang Tsai and Michael Krainin and
                 Deqing Sun and Chia-Kai Liang",
  title =        "Face deblurring using dual camera fusion on mobile
                 phones",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "148:1--148:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530131",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530131",
  abstract =     "Motion blur of fast-moving subjects is a longstanding
                 problem in photography and very common on mobile phones
                 due to limited light collection efficiency, \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "148",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kodnongbua:2022:CDP,
  author =       "Milin Kodnongbua and Ian Good and Yu Lou and Jeffrey
                 Lipton and Adriana Schulz",
  title =        "Computational design of passive grippers",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "149:1--149:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530162",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530162",
  abstract =     "This work proposes a novel generative design tool for
                 passive grippers---robot end effectors that have no
                 additional actuation and instead leverage the existing
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "149",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2022:CDH,
  author =       "Rulin Chen and Ziqi Wang and Peng Song and Bernd
                 Bickel",
  title =        "Computational design of high-level interlocking
                 puzzles",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "150:1--150:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530071",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530071",
  abstract =     "Interlocking puzzles are intriguing geometric games
                 where the puzzle pieces are held together based on
                 their geometric arrangement, preventing the \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "150",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ansari:2022:MIN,
  author =       "Navid Ansari and Hans-Peter Seidel and Vahid Babaei",
  title =        "Mixed integer neural inverse design",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "151:1--151:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530083",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530083",
  abstract =     "In computational design and fabrication, neural
                 networks are becoming important surrogates for bulky
                 forward simulations. A long-standing, intertwined
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "151",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ren:2022:UME,
  author =       "Yingying Ren and Uday Kusupati and Julian Panetta and
                 Florin Isvoranu and Davide Pellis and Tian Chen and
                 Mark Pauly",
  title =        "Umbrella meshes: elastic mechanisms for freeform shape
                 deployment",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "152:1--152:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530089",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530089",
  abstract =     "We present a computational inverse design framework
                 for a new class of volumetric deployable structures
                 that have compact rest states and deploy into
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "152",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Padilla:2022:FBP,
  author =       "Marcel Padilla and Oliver Gross and Felix Kn{\"o}ppel
                 and Albert Chern and Ulrich Pinkall and Peter
                 Schr{\"o}der",
  title =        "Filament based plasma",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "153:1--153:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530102",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530102",
  abstract =     "Simulation of stellar atmospheres, such as that of our
                 own sun, is a common task in CGI for scientific
                 visualization, movies and games. A fibrous volumetric
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "153",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Deng:2022:MEL,
  author =       "Yitong Deng and Mengdi Wang and Xiangxin Kong and
                 Shiying Xiong and Zangyueyang Xian and Bo Zhu",
  title =        "A moving {Eulerian--Lagrangian} particle method for
                 thin film and foam simulation",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "154:1--154:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530174",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530174",
  abstract =     "We present the Moving Eulerian--Lagrangian Particles
                 (MELP), a novel mesh-free method for simulating
                 incompressible fluid on thin films and foams. Employing
                 a \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "154",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Palubicki:2022:ECR,
  author =       "Wojtek Pa{\l}ubicki and Mi{\l}osz Makowski and
                 Weronika Gajda and Torsten H{\"a}drich and Dominik L.
                 Michels and S{\"o}ren Pirk",
  title =        "Ecoclimates: climate-response modeling of vegetation",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "155:1--155:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530146",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530146",
  abstract =     "One of the greatest challenges to mankind is
                 understanding the underlying principles of climate
                 change. Over the last years, the role of forests in
                 climate change has \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "155",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Goel:2022:UMW,
  author =       "Purvi Goel and Doug L. James",
  title =        "Unified many-worlds browsing of arbitrary
                 physics-based animations",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "156:1--156:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530082",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530082",
  abstract =     "Manually tuning physics-based animation parameters to
                 explore a simulation outcome space or achieve desired
                 motion outcomes can be notoriously tedious. This
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "156",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pietroni:2022:CPM,
  author =       "Nico Pietroni and Corentin Dumery and Raphael Falque
                 and Mark Liu and Teresa Vidal-Calleja and Olga
                 Sorkine-Hornung",
  title =        "Computational pattern making from {$3$D} garment
                 models",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "157:1--157:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530145",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530145",
  abstract =     "We propose a method for computing a sewing pattern of
                 a given 3D garment model. Our algorithm segments an
                 input 3D garment shape into patches and \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "157",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Korosteleva:2022:NRS,
  author =       "Maria Korosteleva and Sung-Hee Lee",
  title =        "{NeuralTailor}: reconstructing sewing pattern
                 structures from {$3$D} point clouds of garments",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "158:1--158:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530179",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530179",
  abstract =     "The fields of SocialVR, performance capture, and
                 virtual try-on are often faced with a need to
                 faithfully reproduce real garments in the virtual
                 world. One critical task \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "158",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tu:2022:CVT,
  author =       "Peihan Tu and Li-Yi Wei and Matthias Zwicker",
  title =        "Clustered vector textures",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "159:1--159:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530062",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530062",
  abstract =     "Repetitive vector patterns are common in a variety of
                 applications but can be challenging and tedious to
                 create. Existing automatic synthesis methods \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "159",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Araujo:2022:LUP,
  author =       "Chrystiano Ara{\'u}jo and Nicholas Vining and Enrique
                 Rosales and Giorgio Gori and Alla Sheffer",
  title =        "As-locally-uniform-as-possible reshaping of vector
                 clip-art",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "160:1--160:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530098",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530098",
  abstract =     "Vector clip-art images consist of regions bounded by a
                 network of vector curves. Users often wish to reshape,
                 or rescale, existing clip-art images by \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "160",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hong:2022:AZS,
  author =       "Fangzhou Hong and Mingyuan Zhang and Liang Pan and
                 Zhongang Cai and Lei Yang and Ziwei Liu",
  title =        "{AvatarCLIP}: zero-shot text-driven generation and
                 animation of {$3$D} avatars",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "161:1--161:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530094",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530094",
  abstract =     "3D avatar creation plays a crucial role in the digital
                 age. However, the whole production process is
                 prohibitively time-consuming and labor-intensive. To
                 democratize \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "161",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jiang:2022:TTD,
  author =       "Yuming Jiang and Shuai Yang and Haonan Qiu and Wayne
                 Wu and Chen Change Loy and Ziwei Liu",
  title =        "{Text2Human}: text-driven controllable human image
                 generation",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "162:1--162:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530104",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530104",
  abstract =     "Generating high-quality and diverse human images is an
                 important yet challenging task in vision and graphics.
                 However, existing generative models often fall short
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "162",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cao:2022:AVA,
  author =       "Chen Cao and Tomas Simon and Jin Kyu Kim and Gabe
                 Schwartz and Michael Zollhoefer and Shun-Suke Saito and
                 Stephen Lombardi and Shih-En Wei and Danielle Belko and
                 Shoou-I Yu and Yaser Sheikh and Jason Saragih",
  title =        "Authentic volumetric avatars from a phone scan",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "163:1--163:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530143",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530143",
  abstract =     "Creating photorealistic avatars of existing people
                 currently requires extensive person-specific data
                 capture, which is usually only accessible to the VFX
                 industry and \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "163",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Luo:2022:AAN,
  author =       "Haimin Luo and Teng Xu and Yuheng Jiang and Chenglin
                 Zhou and Qiwei Qiu and Yingliang Zhang and Wei Yang and
                 Lan Xu and Jingyi Yu",
  title =        "Artemis: articulated neural pets with appearance and
                 motion synthesis",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "164:1--164:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530086",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530086",
  abstract =     "We, humans, are entering into a virtual era and indeed
                 want to bring animals to the virtual world as well for
                 companion. Yet, computer-generated (CGI) furry
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "164",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Winberg:2022:FHT,
  author =       "Sebastian Winberg and Gaspard Zoss and Prashanth
                 Chandran and Paulo Gotardo and Derek Bradley",
  title =        "Facial hair tracking for high fidelity performance
                 capture",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "165:1--165:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530116",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530116",
  abstract =     "Facial hair is a largely overlooked topic in facial
                 performance capture. Most production pipelines in the
                 entertainment industry do not have a way to
                 automatically \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "165",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2022:EHR,
  author =       "Gengyan Li and Abhimitra Meka and Franziska Mueller
                 and Marcel C. Buehler and Otmar Hilliges and Thabo
                 Beeler",
  title =        "{EyeNeRF}: a hybrid representation for photorealistic
                 synthesis, animation and relighting of human eyes",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "166:1--166:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530130",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530130",
  abstract =     "A unique challenge in creating high-quality animatable
                 and relightable 3D avatars of real people is modeling
                 human eyes, particularly in conjunction with the
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "166",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2022:DSB,
  author =       "Feng-Lin Liu and Shu-Yu Chen and Yu-Kun Lai and
                 Chunpeng Li and Yue-Ren Jiang and Hongbo Fu and Lin
                 Gao",
  title =        "{DeepFaceVideoEditing}: sketch-based deep editing of
                 face videos",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "167:1--167:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530056",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530056",
  abstract =     "Sketches, which are simple and concise, have been used
                 in recent deep image synthesis methods to allow
                 intuitive generation and editing of facial images.
                 However, \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "167",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chandran:2022:LAC,
  author =       "Prashanth Chandran and Lo{\"\i}c Ciccone and Markus
                 Gross and Derek Bradley",
  title =        "Local anatomically-constrained facial performance
                 retargeting",
  journal =      j-TOG,
  volume =       "41",
  number =       "4",
  pages =        "168:1--168:??",
  month =        jul,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3528223.3530114",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:03:05 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528223.3530114",
  abstract =     "Generating realistic facial animation for CG
                 characters and digital doubles is one of the hardest
                 tasks in animation. A typical production workflow
                 involves \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "168",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cao:2022:EBS,
  author =       "Yadi Cao and Yunuo Chen and Minchen Li and Yin Yang
                 and Xinxin Zhang and Mridul Aanjaneya and Chenfanfu
                 Jiang",
  title =        "An Efficient {B}-Spline {Lagrangian\slash Eulerian}
                 Method for Compressible Flow, Shock Waves, and
                 Fracturing Solids",
  journal =      j-TOG,
  volume =       "41",
  number =       "5",
  pages =        "169:1--169:??",
  month =        oct,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3519595",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 07:58:40 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3519595",
  abstract =     "This study presents a new method for modeling the
                 interaction between compressible flow, shock waves, and
                 deformable structures, emphasizing destructive
                 dynamics. Extending advances in time-splitting
                 compressible flow and the Material Point Methods (MPM),
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "169",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Stutz:2022:SFF,
  author =       "Florian Cyril Stutz and Tim Felle Olsen and Jeroen
                 Peter Groen and Tuan Nguyen Trung and Niels Aage and
                 Ole Sigmund and Justin Solomon and Jakob Andreas
                 B{\ae}rentzen",
  title =        "Synthesis of Frame Field-Aligned Multi-Laminar
                 Structures",
  journal =      j-TOG,
  volume =       "41",
  number =       "5",
  pages =        "170:1--170:??",
  month =        oct,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3516522",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 07:58:40 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3516522",
  abstract =     "In the field of topology optimization, the
                 homogenization approach has been revived as an
                 important alternative to the established, density-based
                 methods. Homogenization can represent microstructures
                 at length scales decoupled from the resolution of the
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "170",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Diolatzis:2022:AEN,
  author =       "Stavros Diolatzis and Julien Philip and George
                 Drettakis",
  title =        "Active Exploration for Neural Global Illumination of
                 Variable Scenes",
  journal =      j-TOG,
  volume =       "41",
  number =       "5",
  pages =        "171:1--171:??",
  month =        oct,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3522735",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 07:58:40 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3522735",
  abstract =     "Neural rendering algorithms introduce a fundamentally
                 new approach for photorealistic rendering, typically by
                 learning a neural representation of illumination on
                 large numbers of ground truth images. When training for
                 a given variable scene, such as \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "171",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ma:2022:SFD,
  author =       "Karima Ma and Michael Gharbi and Andrew Adams and
                 Shoaib Kamil and Tzu-Mao Li and Connelly Barnes and
                 Jonathan Ragan-Kelley",
  title =        "Searching for Fast Demosaicking Algorithms",
  journal =      j-TOG,
  volume =       "41",
  number =       "5",
  pages =        "172:1--172:??",
  month =        oct,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3508461",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 07:58:40 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3508461",
  abstract =     "We present a method to automatically synthesize
                 efficient, high-quality demosaicking algorithms, across
                 a range of computational budgets, given a loss function
                 and training data. It performs a multi-objective,
                 discrete-continuous optimization which \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "172",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Paneva:2022:OOT,
  author =       "Viktorija Paneva and Arthur Fleig and Diego
                 Mart{\'\i}Nez Plasencia and Timm Faulwasser and
                 J{\"o}rg M{\"u}ller",
  title =        "{OptiTrap}: Optimal Trap Trajectories for Acoustic
                 Levitation Displays",
  journal =      j-TOG,
  volume =       "41",
  number =       "5",
  pages =        "173:1--173:??",
  month =        oct,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3517746",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 07:58:40 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3517746",
  abstract =     "Acoustic levitation has recently demonstrated the
                 ability to create volumetric content by trapping and
                 quickly moving particles along reference paths to
                 reveal shapes in mid-air. However, the problem of
                 specifying physically feasible trap trajectories to
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "173",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2022:CMC,
  author =       "Kang Wu and Renjie Chen and Xiao-Ming Fu and Ligang
                 Liu",
  title =        "Computational Mirror Cup and Saucer Art",
  journal =      j-TOG,
  volume =       "41",
  number =       "5",
  pages =        "174:1--174:??",
  month =        oct,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3517120",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 07:58:40 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3517120",
  abstract =     "In the mirror cup and saucer art created by artists
                 Yul Cho and Sang-Ha Cho, part of the saucer is directly
                 visible to the viewer, while the other part of the
                 saucer is occluded and can only be seen as a reflection
                 through a mirror cup. Thus, viewers see \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "174",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Herholz:2022:SSC,
  author =       "Philipp Herholz and Xuan Tang and Teseo Schneider and
                 Shoaib Kamil and Daniele Panozzo and Olga
                 Sorkine-Hornung",
  title =        "Sparsity-Specific Code Optimization using Expression
                 Trees",
  journal =      j-TOG,
  volume =       "41",
  number =       "5",
  pages =        "175:1--175:??",
  month =        oct,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3520484",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 07:58:40 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3520484",
  abstract =     "We introduce a code generator that converts
                 unoptimized C++ code operating on sparse data into
                 vectorized and parallel CPU or GPU kernels. Our
                 approach unrolls the computation into a massive
                 expression graph, performs redundant expression
                 elimination, \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "175",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nielsen:2022:PBC,
  author =       "Michael B. Nielsen and Morten Bojsen-Hansen and
                 Konstantinos Stamatelos and Robert Bridson",
  title =        "Physics-Based Combustion Simulation",
  journal =      j-TOG,
  volume =       "41",
  number =       "5",
  pages =        "176:1--176:??",
  month =        oct,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3526213",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 07:58:40 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3526213",
  abstract =     "We propose a physics-based combustion simulation
                 method for computer graphics that extends the
                 mathematical models of previous efforts to
                 automatically capture more realistic flames as well as
                 temperature and soot distributions. Our method includes
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "176",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fan:2022:SBF,
  author =       "Linxu Fan and Floyd M. Chitalu and Taku Komura",
  title =        "Simulating Brittle Fracture with Material Points",
  journal =      j-TOG,
  volume =       "41",
  number =       "5",
  pages =        "177:1--177:??",
  month =        oct,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3522573",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 07:58:40 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3522573",
  abstract =     "Large-scale topological changes play a key role in
                 capturing the fine debris of fracturing virtual brittle
                 material. Real-world, tough brittle fractures have
                 dynamic branching behaviour but numerical simulation of
                 this phenomena is notoriously \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "177",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chakravarthula:2022:HFH,
  author =       "Praneeth Chakravarthula and Ethan Tseng and Henry
                 Fuchs and Felix Heide",
  title =        "{Hogel}-Free Holography",
  journal =      j-TOG,
  volume =       "41",
  number =       "5",
  pages =        "178:1--178:??",
  month =        oct,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3516428",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 07:58:40 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3516428",
  abstract =     "Holography is a promising avenue for high-quality
                 displays without requiring bulky, complex optical
                 systems. While recent work has demonstrated accurate
                 hologram generation of 2D scenes, high-quality
                 holographic projections of 3D scenes has been out of
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "178",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kafri:2022:SDS,
  author =       "Omer Kafri and Or Patashnik and Yuval Alaluf and
                 Daniel Cohen-Or",
  title =        "{StyleFusion}: Disentangling Spatial Segments in
                 {StyleGAN}-Generated Images",
  journal =      j-TOG,
  volume =       "41",
  number =       "5",
  pages =        "179:1--179:??",
  month =        oct,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3527168",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 07:58:40 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3527168",
  abstract =     "We present StyleFusion, a new mapping architecture for
                 StyleGAN, which takes as input a number of latent codes
                 and fuses them into a single style code. Inserting the
                 resulting style code into a pre-trained StyleGAN
                 generator results in a single harmonized. \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "179",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2022:RDT,
  author =       "Pengfei Wang and Zixiong Wang and Shiqing Xin and
                 Xifeng Gao and Wenping Wang and Changhe Tu",
  title =        "Restricted {Delaunay} Triangulation for Explicit
                 Surface Reconstruction",
  journal =      j-TOG,
  volume =       "41",
  number =       "5",
  pages =        "180:1--180:??",
  month =        oct,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3533768",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 07:58:40 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3533768",
  abstract =     "The task of explicit surface reconstruction is to
                 generate a surface mesh by interpolating a given point
                 cloud. Explicit surface reconstruction is necessary
                 when the point cloud is required to appear exactly on
                 the surface. However, for a non-perfect \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "180",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tongbuasirilai:2022:SNP,
  author =       "Tanaboon Tongbuasirilai and Jonas Unger and Christine
                 Guillemot and Ehsan Miandji",
  title =        "A Sparse Non-parametric {BRDF} Model",
  journal =      j-TOG,
  volume =       "41",
  number =       "5",
  pages =        "181:1--181:??",
  month =        oct,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3533427",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 07:58:40 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3533427",
  abstract =     "This paper presents a novel sparse non-parametric
                 Bidirectional Reflectance Distribution Function (BRDF)
                 model derived using a machine learning approach to
                 represent the space of possible BRDFs using a set of
                 multidimensional sub-spaces, or dictionaries.
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "181",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2022:LVC,
  author =       "Seyoung Lee and Jiye Lee and Jehee Lee",
  title =        "Learning Virtual Chimeras by Dynamic Motion
                 Reassembly",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "182:1--182:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555489",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555489",
  abstract =     "The Chimera is a mythological hybrid creature composed
                 of different animal parts. The chimera's movements are
                 highly dependent on the spatial and \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "182",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yao:2022:CMB,
  author =       "Heyuan Yao and Zhenhua Song and Baoquan Chen and Libin
                 Liu",
  title =        "{ControlVAE}: Model-Based Learning of Generative
                 Controllers for Physics-Based Characters",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "183:1--183:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555434",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555434",
  abstract =     "In this paper, we introduce ControlVAE, a novel
                 model-based framework for learning generative motion
                 control policies based on variational autoencoders
                 (VAE). \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "183",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Qin:2022:MBT,
  author =       "Jia Qin and Youyi Zheng and Kun Zhou",
  title =        "Motion In-Betweening via Two-Stage Transformers",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "184:1--184:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555454",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555454",
  abstract =     "We present a deep learning-based framework to
                 synthesize motion in-betweening in a two-stage manner.
                 Given some context frames and a target \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "184",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xin:2022:SEC,
  author =       "Shiqing Xin and Pengfei Wang and Rui Xu and Dongming
                 Yan and Shuangmin Chen and Wenping Wang and Caiming
                 Zhang and Changhe Tu",
  title =        "{SurfaceVoronoi}: Efficiently Computing {Voronoi}
                 Diagrams Over Mesh Surfaces with Arbitrary Distance
                 Solvers",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "185:1--185:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555453",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555453",
  abstract =     "In this paper, we propose to compute Voronoi diagrams
                 over mesh surfaces driven by an arbitrary geodesic
                 distance solver, assuming that the input is a
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "185",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jones:2022:SSR,
  author =       "R. Kenny Jones and Aalia Habib and Daniel Ritchie",
  title =        "{SHRED}: {$3$D} Shape Region Decomposition with
                 Learned Local Operations",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "186:1--186:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555440",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555440",
  abstract =     "We present SHRED, a method for 3D SHape REgion
                 Decomposition. SHRED takes a 3D point cloud as input
                 and uses learned local operations to produce a
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "186",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2022:PCG,
  author =       "Tianxin Huang and Jiangning Zhang and Jun Chen and
                 Zhonggan Ding and Ying Tai and Zhenyu Zhang and
                 Chengjie Wang and Yong Liu",
  title =        "{3QNet}: {$3$D} Point Cloud Geometry Quantization
                 Compression Network",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "187:1--187:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555481",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555481",
  abstract =     "Since the development of 3D applications, the point
                 cloud, as a spatial description easily acquired by
                 sensors, has been widely used in multiple areas such as
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "187",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2022:CMA,
  author =       "Ningna Wang and Bin Wang and Wenping Wang and Xiaohu
                 Guo",
  title =        "Computing Medial Axis Transform with Feature
                 Preservation via Restricted Power Diagram",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "188:1--188:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555465",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555465",
  abstract =     "We propose a novel framework for computing the medial
                 axis transform of 3D shapes while preserving their
                 medial features via restricted power diagram (RPD).
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "188",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xing:2022:DRU,
  author =       "Jiankai Xing and Fujun Luan and Ling-Qi Yan and Xuejun
                 Hu and Houde Qian and Kun Xu",
  title =        "Differentiable Rendering Using {RGBXY} Derivatives and
                 Optimal Transport",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "189:1--189:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555479",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555479",
  abstract =     "Traditional differentiable rendering approaches are
                 usually hard to converge in inverse rendering
                 optimizations, especially when initial and target
                 object \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "189",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pidhorskyi:2022:DFA,
  author =       "Stanislav Pidhorskyi and Timur Bagautdinov and Shugao
                 Ma and Jason Saragih and Gabriel Schwartz and Yaser
                 Sheikh and Tomas Simon",
  title =        "Depth of Field Aware Differentiable Rendering",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "190:1--190:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555521",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555521",
  abstract =     "Cameras with a finite aperture diameter exhibit
                 defocus for scene elements that are not at the focus
                 distance, and have only a limited depth of field within
                 which \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "190",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yu:2022:EDP,
  author =       "Zihan Yu and Cheng Zhang and Derek Nowrouzezahrai and
                 Zhao Dong and Shuang Zhao",
  title =        "Efficient Differentiation of Pixel Reconstruction
                 Filters for Path-Space Differentiable Rendering",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "191:1--191:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555500",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555500",
  abstract =     "Pixel reconstruction filters play an important role in
                 physics-based rendering and have been thoroughly
                 studied. In physics-based differentiable rendering,
                 however, \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "191",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2022:SSC,
  author =       "Lvmin Zhang and Tien-Tsin Wong and Yuxin Liu",
  title =        "{Sprite}-from-Sprite: Cartoon Animation Decomposition
                 with Self-supervised {Sprite} Estimation",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "192:1--192:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555439",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555439",
  abstract =     "We present an approach to decompose cartoon animation
                 videos into a set of ``sprites'' --- the basic units of
                 digital cartoons that depict the contents \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "192",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2022:MYO,
  author =       "Zongwei Wu and Liangyu Chai and Nanxuan Zhao and
                 Bailin Deng and Yongtuo Liu and Qiang Wen and Junle
                 Wang and Shengfeng He",
  title =        "Make Your Own Sprites: Aliasing-Aware and
                 Cell-Controllable Pixelization",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "193:1--193:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555482",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555482",
  abstract =     "Pixel art is a unique art style with the appearance of
                 low resolution images. In this paper, we propose a
                 data-driven pixelization method that can produce sharp
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "193",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2022:PGS,
  author =       "Dawon Lee and Jung Eun Yoo and Kyungmin Cho and Bumki
                 Kim and Gyeonghun Im and Junyong Noh",
  title =        "{PopStage}: The Generation of Stage Cross-Editing
                 Video Based on Spatio-Temporal Matching",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "194:1--194:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555467",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555467",
  abstract =     "StageMix is a mixed video that is created by
                 concatenating the segments from various performance
                 videos of an identical song in a visually smooth manner
                 by \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "194",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2022:TZS,
  author =       "Zhaoxi Chen and Guangcong Wang and Ziwei Liu",
  title =        "{Text2Light}: Zero-Shot Text-Driven {HDR} Panorama
                 Generation",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "195:1--195:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555447",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555447",
  abstract =     "High-quality HDRIs (High Dynamic Range Images),
                 typically HDR panoramas, are one of the most popular
                 ways to create photorealistic lighting and \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "195",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Halimi:2022:PBC,
  author =       "Oshri Halimi and Tuur Stuyck and Donglai Xiang and
                 Timur Bagautdinov and He Wen and Ron Kimmel and Takaaki
                 Shiratori and Chenglei Wu and Yaser Sheikh and Fabian
                 Prada",
  title =        "Pattern-Based Cloth Registration and Sparse-View
                 Animation",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "196:1--196:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555448",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555448",
  abstract =     "We propose a novel multi-view camera pipeline for the
                 reconstruction and registration of dynamic clothing.
                 Our proposed method relies on a \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "196",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2022:LRD,
  author =       "Yilin Liu and Liqiang Lin and Yue Hu and Ke Xie and
                 Chi-Wing Fu and Hao Zhang and Hui Huang",
  title =        "Learning Reconstructability for Drone Aerial Path
                 Planning",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "197:1--197:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555433",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555433",
  abstract =     "We introduce the first learning-based
                 reconstructability predictor to improve view and path
                 planning for large-scale 3D urban scene acquisition
                 using unmanned \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "197",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guo:2022:ACA,
  author =       "Junfu Guo and Changhao Li and Xi Xia and Ruizhen Hu
                 and Ligang Liu",
  title =        "Asynchronous Collaborative Autoscanning with Mode
                 Switching for Multi-Robot Scene Reconstruction",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "198:1--198:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555483",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555483",
  abstract =     "When conducting autonomous scanning for the online
                 reconstruction of unknown indoor environments, robots
                 have to be competent at exploring scene structure and
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "198",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Iser:2022:ASM,
  author =       "Tom{\'a}{\v{s}} Iser and Tobias Rittig and Emilie
                 Nogu{\'e} and Thomas Klaus Nindel and Alexander
                 Wilkie",
  title =        "Affordable Spectral Measurements of Translucent
                 Materials",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "199:1--199:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555499",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555499",
  abstract =     "We present a spectral measurement approach for the
                 bulk optical properties of translucent materials using
                 only low-cost components. We focus on the \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "199",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gao:2022:RPS,
  author =       "Xuan Gao and Chenglai Zhong and Jun Xiang and Yang
                 Hong and Yudong Guo and Juyong Zhang",
  title =        "Reconstructing Personalized Semantic Facial {NeRF}
                 Models from Monocular Video",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "200:1--200:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555501",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555501",
  abstract =     "We present a novel semantic model for human head
                 defined with neural radiance field. The 3D-consistent
                 head model consist of a set of disentangled and
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "200",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kopanas:2022:NPC,
  author =       "Georgios Kopanas and Thomas Leimk{\"u}hler and Gilles
                 Rainer and Cl{\'e}ment Jambon and George Drettakis",
  title =        "Neural Point Catacaustics for Novel-View Synthesis of
                 Reflections",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "201:1--201:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555497",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555497",
  abstract =     "View-dependent effects such as reflections pose a
                 substantial challenge for image-based and neural
                 rendering algorithms. Above all, curved reflectors are
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "201",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guo:2022:ELP,
  author =       "Jie Guo and Zijing Zong and Yadong Song and Xihao Fu
                 and Chengzhi Tao and Yanwen Guo and Ling-Qi Yan",
  title =        "Efficient Light Probes for Real-Time Global
                 Illumination",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "202:1--202:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555452",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555452",
  abstract =     "Reproducing physically-based global illumination (GI)
                 effects has been a long-standing demand for many
                 real-time graphical applications. In pursuit \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "202",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yang:2022:VCH,
  author =       "Shuai Yang and Liming Jiang and Ziwei Liu and Chen
                 Change Loy",
  title =        "{VToonify}: Controllable High-Resolution Portrait
                 Video Style Transfer",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "203:1--203:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555437",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555437",
  abstract =     "Generating high-quality artistic portrait videos is an
                 important and desirable task in computer graphics and
                 vision. Although a series of successful portrait image
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "203",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xia:2022:DIC,
  author =       "Menghan Xia and Wenbo Hu and Tien-Tsin Wong and Jue
                 Wang",
  title =        "Disentangled Image Colorization via Global Anchors",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "204:1--204:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555432",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555432",
  abstract =     "Colorization is multimodal by nature and challenges
                 existing frameworks to achieve colorful and
                 structurally consistent results. Even the sophisticated
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "204",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2022:UUF,
  author =       "Zhitong Huang and Nanxuan Zhao and Jing Liao",
  title =        "{UniColor}: a Unified Framework for Multi-Modal
                 Colorization with Transformer",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "205:1--205:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555471",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555471",
  abstract =     "We propose the first unified framework UniColor to
                 support colorization in multiple modalities, including
                 both unconditional and conditional ones, such as
                 stroke, \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "205",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nitzan:2022:MPG,
  author =       "Yotam Nitzan and Kfir Aberman and Qiurui He and Orly
                 Liba and Michal Yarom and Yossi Gandelsman and Inbar
                 Mosseri and Yael Pritch and Daniel Cohen-Or",
  title =        "{MyStyle}: a Personalized Generative Prior",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "206:1--206:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555436",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555436",
  abstract =     "We introduce MyStyle, a personalized deep generative
                 prior trained with a few shots of an individual.
                 MyStyle allows to reconstruct, enhance and edit images
                 of a \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "206",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ashtari:2022:RBS,
  author =       "Amirsaman Ashtari and Chang Wook Seo and Cholmin Kang
                 and Sihun Cha and Junyong Noh",
  title =        "Reference Based Sketch Extraction via Attention
                 Mechanism",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "207:1--207:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555504",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555504",
  abstract =     "We propose a model that extracts a sketch from a
                 colorized image in such a way that the extracted sketch
                 has a line style similar to a given reference sketch
                 while \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "207",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2022:VDN,
  author =       "Longwen Zhang and Chuxiao Zeng and Qixuan Zhang and
                 Hongyang Lin and Ruixiang Cao and Wei Yang and Lan Xu
                 and Jingyi Yu",
  title =        "Video-Driven Neural Physically-Based Facial Asset for
                 Production",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "208:1--208:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555445",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555445",
  abstract =     "Production-level workflows for producing convincing 3D
                 dynamic human faces have long relied on an assortment
                 of labor-intensive tools for geometry and \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "208",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ao:2022:RGR,
  author =       "Tenglong Ao and Qingzhe Gao and Yuke Lou and Baoquan
                 Chen and Libin Liu",
  title =        "Rhythmic Gesticulator: Rhythm-Aware Co-Speech Gesture
                 Synthesis with Hierarchical Neural Embeddings",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "209:1--209:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555435",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555435",
  abstract =     "Automatic synthesis of realistic co-speech gestures is
                 an increasingly important yet challenging task in
                 artificial embodied agent creation. Previous systems
                 mainly \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "209",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Duinkharjav:2022:CPG,
  author =       "Budmonde Duinkharjav and Kenneth Chen and Abhishek
                 Tyagi and Jiayi He and Yuhao Zhu and Qi Sun",
  title =        "Color-Perception-Guided Display Power Reduction for
                 Virtual Reality",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "210:1--210:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555473",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555473",
  abstract =     "Battery life is an increasingly urgent challenge for
                 today's untethered VR and AR devices. However, the
                 power efficiency of head-mounted displays is \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "210",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Freiwald:2022:CLR,
  author =       "Jann Philipp Freiwald and Susanne Schmidt and Bernhard
                 E. Riecke and Frank Steinicke",
  title =        "The Continuity of Locomotion: Rethinking Conventions
                 for Locomotion and its Visualization in Shared Virtual
                 Reality Spaces",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "211:1--211:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555522",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555522",
  abstract =     "Natural interaction between multiple users within a
                 shared virtual environment (VE) relies on each other's
                 awareness of the current position of the interaction
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "211",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chakravarthula:2022:PAH,
  author =       "Praneeth Chakravarthula and Seung-Hwan Baek and
                 Florian Schiffers and Ethan Tseng and Grace Kuo and
                 Andrew Maimone and Nathan Matsuda and Oliver Cossairt
                 and Douglas Lanman and Felix Heide",
  title =        "Pupil-Aware Holography",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "212:1--212:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555508",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555508",
  abstract =     "Holographic displays promise to deliver unprecedented
                 display capabilities in augmented reality applications,
                 featuring a wide field of view, wide color \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "212",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Qiu:2022:SSC,
  author =       "Zesong Qiu and Yuwei Li and Dongming He and Qixuan
                 Zhang and Longwen Zhang and Yinghao Zhang and Jingya
                 Wang and Lan Xu and Xudong Wang and Yuyao Zhang and
                 Jingyi Yu",
  title =        "{SCULPTOR}: Skeleton-Consistent Face Creation Using a
                 Learned Parametric Generator",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "213:1--213:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555462",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555462",
  abstract =     "Recent years have seen growing interest in 3D human
                 face modeling due to its wide applications in digital
                 human, character generation and animation. Existing
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "213",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2022:RFA,
  author =       "Shichen Liu and Yunxuan Cai and Haiwei Chen and Yichao
                 Zhou and Yajie Zhao",
  title =        "Rapid Face Asset Acquisition with Recurrent Feature
                 Alignment",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "214:1--214:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555509",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555509",
  abstract =     "We present Recurrent Feature Alignment (ReFA), an
                 end-to-end neural network for the very rapid creation
                 of production-grade face assets from multi-view
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "214",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wolski:2022:GMP,
  author =       "Krzysztof Wolski and Laura Trutoiu and Zhao Dong and
                 Zhengyang Shen and Kevin Mackenzie and Alexandre
                 Chapiro",
  title =        "Geo-Metric: a Perceptual Dataset of Distortions on
                 Faces",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "215:1--215:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555475",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555475",
  abstract =     "In this work we take a novel perception-centered
                 approach to quantify distortions on 3D geometry of
                 faces, to which humans are particularly sensitive. We
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "215",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2022:LDC,
  author =       "Hyomin Kim and Hyeonseo Nam and Jungeon Kim and Jaesik
                 Park and Seungyong Lee",
  title =        "{LaplacianFusion}: Detailed {$3$D} Clothed-Human Body
                 Reconstruction",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "216:1--216:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555511",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555511",
  abstract =     "We propose LaplacianFusion, a novel approach that
                 reconstructs detailed and controllable 3D clothed-human
                 body shapes from an input depth or 3D point \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "216",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2022:IPM,
  author =       "Congyi Zhang and Mohamed Elgharib and Gereon Fox and
                 Min Gu and Christian Theobalt and Wenping Wang",
  title =        "An Implicit Parametric Morphable Dental Model",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "217:1--217:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555469",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555469",
  abstract =     "3D Morphable models of the human body capture
                 variations among subjects and are useful in
                 reconstruction and editing applications. Current dental
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "217",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2022:PSC,
  author =       "Jiayi Eris Zhang and J{\'e}r{\'e}mie Dumas and Yun
                 (Raymond) Fei and Alec Jacobson and Doug L. James and
                 Danny M. Kaufman",
  title =        "Progressive Simulation for Cloth Quasistatics",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "218:1--218:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555510",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555510",
  abstract =     "The trade-off between speed and fidelity in cloth
                 simulation is a fundamental computational problem in
                 computer graphics and computational design. Coarse
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "218",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2022:MGD,
  author =       "Meng Zhang and Duygu Ceylan and Niloy J. Mitra",
  title =        "Motion Guided Deep Dynamic {$3$D} Garments",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "219:1--219:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555485",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555485",
  abstract =     "Realistic dynamic garments on animated characters have
                 many AR/VR applications. While authoring such dynamic
                 garment geometry is still a challenging \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "219",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bertiche:2022:NCS,
  author =       "Hugo Bertiche and Meysam Madadi and Sergio Escalera",
  title =        "Neural Cloth Simulation",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "220:1--220:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555491",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555491",
  abstract =     "We present a general framework for the garment
                 animation problem through unsupervised deep learning
                 inspired in physically based simulation. \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "220",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Feng:2022:LBB,
  author =       "Xudong Feng and Wenchao Huang and Weiwei Xu and Huamin
                 Wang",
  title =        "Learning-Based Bending Stiffness Parameter Estimation
                 by a Drape Tester",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "221:1--221:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555464",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555464",
  abstract =     "Real-world fabrics often possess complicated
                 nonlinear, anisotropic bending stiffness properties.
                 Measuring the physical parameters of such properties
                 for \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "221",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xiang:2022:DAD,
  author =       "Donglai Xiang and Timur Bagautdinov and Tuur Stuyck
                 and Fabian Prada and Javier Romero and Weipeng Xu and
                 Shunsuke Saito and Jingfan Guo and Breannan Smith and
                 Takaaki Shiratori and Yaser Sheikh and Jessica Hodgins
                 and Chenglei Wu",
  title =        "Dressing Avatars: Deep Photorealistic Appearance for
                 Physically Simulated Clothing",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "222:1--222:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555456",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555456",
  abstract =     "Despite recent progress in developing animatable
                 full-body avatars, realistic modeling of clothing ---
                 one of the core aspects of human self-expression
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "222",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Balbao:2022:BIH,
  author =       "Arthur E. Balb{\~a}o and Marcelo Walter",
  title =        "A Biologically Inspired Hair Aging Model",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "223:1--223:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555444",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555444",
  abstract =     "Hair rendering has been a focal point of attention in
                 computer graphics for the last couple of decades.
                 However, there have been few contributions to the
                 modeling \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "223",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2022:LGS,
  author =       "Rundi Wu and Changxi Zheng",
  title =        "Learning to Generate {$3$D} Shapes from a Single
                 Example",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "224:1--224:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555480",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555480",
  abstract =     "Existing generative models for 3D shapes are typically
                 trained on a large 3D dataset, often of a specific
                 object category. In this paper, we investigate the deep
                 generative \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "224",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cheng:2022:EPG,
  author =       "Yingjie Cheng and Peng Song and Yukun Lu and Wen Jie
                 Jeremy Chew and Ligang Liu",
  title =        "Exact {$3$D} Path Generation via {$3$D} Cam-Linkage
                 Mechanisms",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "225:1--225:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555431",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555431",
  abstract =     "Exact 3D path generation is a fundamental problem of
                 designing a mechanism to make a point exactly move
                 along a prescribed 3D path, driven by a single
                 actuator. \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "225",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2022:NGC,
  author =       "Yusen Wang and Zongcheng Li and Yu Jiang and Kaixuan
                 Zhou and Tuo Cao and Yanping Fu and Chunxia Xiao",
  title =        "{NeuralRoom}: Geometry-Constrained Neural Implicit
                 Surfaces for Indoor Scene Reconstruction",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "226:1--226:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555514",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555514",
  abstract =     "We present a novel neural surface reconstruction
                 method called NeuralRoom for reconstructing room-sized
                 indoor scenes directly from a set of 2D images.
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "226",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sellan:2022:SPS,
  author =       "Silvia Sell{\'a}n and Alec Jacobson",
  title =        "Stochastic {Poisson} Surface Reconstruction",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "227:1--227:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555441",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555441",
  abstract =     "We introduce a statistical extension of the classic
                 Poisson Surface Reconstruction algorithm for recovering
                 shapes from 3D point clouds. Instead of outputting
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "227",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2022:RRF,
  author =       "Rui Xu and Zixiong Wang and Zhiyang Dou and Chen Zong
                 and Shiqing Xin and Mingyan Jiang and Tao Ju and
                 Changhe Tu",
  title =        "{RFEPS}: Reconstructing Feature-Line Equipped
                 Polygonal Surface",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "228:1--228:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555443",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555443",
  abstract =     "Feature lines are important geometric cues in
                 characterizing the structure of a CAD model. Despite
                 great progress in both explicit reconstruction and
                 implicit \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "228",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2022:NGS,
  author =       "Jiahui Huang and Hao-Xiang Chen and Shi-Min Hu",
  title =        "A Neural {Galerkin} Solver for Accurate Surface
                 Reconstruction",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "229:1--229:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555457",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555457",
  abstract =     "To reconstruct meshes from the widely-available 3D
                 point cloud data, implicit shape representation is
                 among the primary choices as an intermediate form due
                 to its \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "229",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lamb:2022:DLJ,
  author =       "Nikolas Lamb and Sean Banerjee and Natasha Kholgade
                 Banerjee",
  title =        "{DeepJoin}: Learning a Joint Occupancy, Signed
                 Distance, and Normal Field Function for Shape Repair",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "230:1--230:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555470",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555470",
  abstract =     "We introduce DeepJoin, an automated approach to
                 generate high-resolution repairs for fractured shapes
                 using deep neural networks. Existing approaches to
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "230",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yeh:2022:LRP,
  author =       "Yu-Ying Yeh and Koki Nagano and Sameh Khamis and Jan
                 Kautz and Ming-Yu Liu and Ting-Chun Wang",
  title =        "Learning to Relight Portrait Images via a Virtual
                 Light Stage and Synthetic-to-Real Adaptation",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "231:1--231:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555442",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555442",
  abstract =     "Given a portrait image of a person and an environment
                 map of the target lighting, portrait relighting aims to
                 re-illuminate the person in the image as if the
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "231",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zheng:2022:LHP,
  author =       "Shaokun Zheng and Zhiqian Zhou and Xin Chen and Difei
                 Yan and Chuyan Zhang and Yuefeng Geng and Yan Gu and
                 Kun Xu",
  title =        "{LuisaRender}: a High-Performance Rendering Framework
                 with Layered and Unified Interfaces on Stream
                 Architectures",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "232:1--232:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555463",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555463",
  abstract =     "The advancements in hardware have drawn more attention
                 than ever to high-quality offline rendering with modern
                 stream processors, both in the industry \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "232",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hladky:2022:QQB,
  author =       "Jozef Hladky and Michael Stengel and Nicholas Vining
                 and Bernhard Kerbl and Hans-Peter Seidel and Markus
                 Steinberger",
  title =        "{QuadStream}: a Quad-Based Scene Streaming
                 Architecture for Novel Viewpoint Reconstruction",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "233:1--233:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555524",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555524",
  abstract =     "Streaming rendered 3D content over a network to a thin
                 client device, such as a phone or a VR/AR headset,
                 brings high-fidelity graphics to platforms \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "233",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rao:2022:ISA,
  author =       "Chaolin Rao and Huangjie Yu and Haochuan Wan and
                 Jindong Zhou and Yueyang Zheng and Minye Wu and Yu Ma
                 and Anpei Chen and Binzhe Yuan and Pingqiang Zhou and
                 Xin Lou and Jingyi Yu",
  title =        "{ICARUS}: a Specialized Architecture for Neural
                 Radiance Fields Rendering",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "234:1--234:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555505",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555505",
  abstract =     "The practical deployment of Neural Radiance Fields
                 (NeRF) in rendering applications faces several
                 challenges, with the most critical one being low
                 rendering speed on even \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "234",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhao:2022:HPM,
  author =       "Fuqiang Zhao and Yuheng Jiang and Kaixin Yao and
                 Jiakai Zhang and Liao Wang and Haizhao Dai and Yuhui
                 Zhong and Yingliang Zhang and Minye Wu and Lan Xu and
                 Jingyi Yu",
  title =        "Human Performance Modeling and Rendering via Neural
                 Animated Mesh",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "235:1--235:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555451",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555451",
  abstract =     "We have recently seen tremendous progress in the
                 neural advances for photo-real human modeling and
                 rendering. However, it's still challenging to integrate
                 them into \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "235",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ma:2022:NPD,
  author =       "Li Ma and Xiaoyu Li and Jing Liao and Xuan Wang and Qi
                 Zhang and Jue Wang and Pedro V. Sander",
  title =        "Neural Parameterization for Dynamic Human Head
                 Editing",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "236:1--236:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555494",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555494",
  abstract =     "Implicit radiance functions emerged as a powerful
                 scene representation for reconstructing and rendering
                 photo-realistic views of a 3D scene. These \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "236",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zoss:2022:PRF,
  author =       "Gaspard Zoss and Prashanth Chandran and Eftychios
                 Sifakis and Markus Gross and Paulo Gotardo and Derek
                 Bradley",
  title =        "Production-Ready Face Re-Aging for Visual Effects",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "237:1--237:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555520",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555520",
  abstract =     "Photorealistic digital re-aging of faces in video is
                 becoming increasingly common in entertainment and
                 advertising. But the predominant 2D painting workflow
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "237",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tseng:2022:NPF,
  author =       "Ethan Tseng and Yuxuan Zhang and Lars Jebe and Xuaner
                 Zhang and Zhihao Xia and Yifei Fan and Felix Heide and
                 Jiawen Chen",
  title =        "Neural Photo-Finishing",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "238:1--238:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555526",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555526",
  abstract =     "Image processing pipelines are ubiquitous and we rely
                 on them either directly, by filtering or adjusting an
                 image post-capture, or indirectly, as image signal
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "238",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2022:FTO,
  author =       "Yifei Li and Tao Du and Sangeetha Grama Srinivasan and
                 Kui Wu and Bo Zhu and Eftychios Sifakis and Wojciech
                 Matusik",
  title =        "Fluidic Topology Optimization with an Anisotropic
                 Mixture Model",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "239:1--239:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555429",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555429",
  abstract =     "Fluidic devices are crucial components in many
                 industrial applications involving fluid mechanics.
                 Computational design of a high-performance fluidic
                 system faces \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "239",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rioux-Lavoie:2022:MCM,
  author =       "Damien Rioux-Lavoie and Ryusuke Sugimoto and T{\"u}may
                 {\"O}zdemir and Naoharu H. Shimada and Christopher
                 Batty and Derek Nowrouzezahrai and Toshiya Hachisuka",
  title =        "A {Monte Carlo} Method for Fluid Simulation",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "240:1--240:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555450",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555450",
  abstract =     "We present a novel Monte Carlo-based fluid simulation
                 approach capable of pointwise and stochastic estimation
                 of fluid motion. Drawing on the Feynman--Kac \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "240",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ishida:2022:HDF,
  author =       "Sadashige Ishida and Chris Wojtan and Albert Chern",
  title =        "Hidden Degrees of Freedom in Implicit Vortex
                 Filaments",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "241:1--241:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555459",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555459",
  abstract =     "This paper presents a new representation of curve
                 dynamics, with applications to vortex filaments in
                 fluid dynamics. Instead of representing these filaments
                 with \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "241",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{TOG-147190061,
  author =       "Jos{\'e} Antonio Fern{\'a}ndez-Fern{\'a}ndez and Lukas
                 Westhofen and Fabian L{\"o}schner and Stefan Rhys Jeske
                 and Andreas Longva and Jan Bender",
  title =        "Fast Octree Neighborhood Search for {SPH}
                 Simulations",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "242:1--242:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555523",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555523",
  abstract =     "We present a new octree-based neighborhood search
                 method for SPH simulation. A speedup of up to 1.9x is
                 observed in comparison to \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "242",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chang:2022:CFB,
  author =       "Jumyung Chang and Ruben Partono and Vinicius C.
                 Azevedo and Christopher Batty",
  title =        "Curl-Flow: Boundary-Respecting Pointwise
                 Incompressible Velocity Interpolation for Grid-Based
                 Fluids",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "243:1--243:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555498",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555498",
  abstract =     "We propose to augment standard grid-based fluid
                 solvers with pointwise divergence-free velocity
                 interpolation, thereby ensuring exact incompressibility
                 down to the \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "243",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xing:2022:PBS,
  author =       "Jingrui Xing and Liangwang Ruan and Bin Wang and Bo
                 Zhu and Baoquan Chen",
  title =        "Position-Based Surface Tension Flow",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "244:1--244:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555476",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555476",
  abstract =     "This paper presents a novel approach to simulating
                 surface tension flow within a position-based dynamics
                 (PBD) framework. We enhance the conventional PBD
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "244",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fischer:2022:MML,
  author =       "Michael Fischer and Tobias Ritschel",
  title =        "Metappearance: Meta-Learning for Visual Appearance
                 Reproduction",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "245:1--245:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555458",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555458",
  abstract =     "There currently exist two main approaches to
                 reproducing visual appearance using Machine Learning
                 (ML): The first is training models that generalize over
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "245",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gauthier:2022:MNN,
  author =       "Alban Gauthier and Robin Faury and J{\'e}r{\'e}my
                 Levallois and Th{\'e}o Thonat and Jean-Marc Thiery and
                 Tamy Boubekeur",
  title =        "{MIPNet}: Neural Normal-to-Anisotropic-Roughness {MIP}
                 Mapping",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "246:1--246:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555487",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555487",
  abstract =     "We present MIPNet, a novel approach for SVBRDF
                 mipmapping which preserves material appearance under
                 varying view distances and lighting conditions.
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "246",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Riso:2022:BBO,
  author =       "Marzia Riso and Giacomo Nazzaro and Enrico Puppo and
                 Alec Jacobson and Qingnan Zhou and Fabio Pellacini",
  title =        "{BoolSurf}: {Boolean} Operations on Surfaces",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "247:1--247:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555466",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555466",
  abstract =     "We port Boolean set operations between 2D shapes to
                 surfaces of any genus, with any number of open
                 boundaries. We combine shapes bounded by sets of freely
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "247",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cherchi:2022:IRM,
  author =       "Gianmarco Cherchi and Fabio Pellacini and Marco Attene
                 and Marco Livesu",
  title =        "Interactive and Robust Mesh Booleans",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "248:1--248:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555460",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555460",
  abstract =     "Boolean operations are among the most used paradigms
                 to create and edit digital shapes. Despite being
                 conceptually simple, the computation of mesh Booleans
                 is \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "248",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2022:HLB,
  author =       "Pengfei Xu and Yifan Li and Zhijin Yang and Weiran Shi
                 and Hongbo Fu and Hui Huang",
  title =        "Hierarchical Layout Blending with Recursive Optimal
                 Correspondence",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "249:1--249:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555446",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555446",
  abstract =     "We present a novel method for blending hierarchical
                 layouts with semantic labels. The core of our method is
                 a hierarchical structure correspondence \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "249",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nuvoli:2022:SBA,
  author =       "Stefano Nuvoli and Nico Pietroni and Paolo Cignoni and
                 Riccardo Scateni and Marco Tarini",
  title =        "{SkinMixer}: Blending {$3$D} Animated Models",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "250:1--250:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555503",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555503",
  abstract =     "We propose a novel technique to compose new 3D
                 animated models, such as videogame characters, by
                 combining pieces from existing ones. Our method works
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "250",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jiang:2022:DSU,
  author =       "Zhongshi Jiang and Jiacheng Dai and Yixin Hu and
                 Yunfan Zhou and Jeremie Dumas and Qingnan Zhou and
                 Gurkirat Singh Bajwa and Denis Zorin and Daniele
                 Panozzo and Teseo Schneider",
  title =        "Declarative Specification for Unstructured Mesh
                 Editing Algorithms",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "251:1--251:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555513",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555513",
  abstract =     "We introduce a novel approach to describe mesh
                 generation, mesh adaptation, and geometric modeling
                 algorithms relying on changing mesh connectivity using
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "251",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yu:2022:MCE,
  author =       "Chang Yu and Yi Xu and Ye Kuang and Yuanming Hu and
                 Tiantian Liu",
  title =        "{MeshTaichi}: a Compiler for Efficient Mesh-Based
                 Operations",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "252:1--252:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555430",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555430",
  abstract =     "Meshes are an indispensable representation in many
                 graphics applications because they provide conformal
                 spatial discretizations. However, mesh-based operations
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "252",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fargion:2022:GIF,
  author =       "Guy Fargion and Ofir Weber",
  title =        "Globally Injective Flattening via a Reduced Harmonic
                 Subspace",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "253:1--253:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555449",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555449",
  abstract =     "We present a highly efficient-and-robust method for
                 free-boundary flattening of disk-like triangle meshes
                 in a globally injective manner. We show that by
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "253",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Boksebeld:2022:HOD,
  author =       "Iwan Boksebeld and Amir Vaxman",
  title =        "High-Order Directional Fields",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "254:1--254:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555455",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555455",
  abstract =     "We introduce a framework for representing face-based
                 directional fields of an arbitrary piecewise-polynomial
                 order. Our framework is based on a primal-dual
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "254",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Takahashi:2022:EMO,
  author =       "Tetsuya Takahashi and Christopher Batty",
  title =        "{ElastoMonolith}: a Monolithic Optimization-Based
                 Liquid Solver for Contact-Aware Elastic-Solid
                 Coupling",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "255:1--255:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555474",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555474",
  abstract =     "Simultaneous coupling of diverse physical systems
                 poses significant computational challenges in terms of
                 speed, quality, and stability. Rather than treating all
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "255",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2022:HHS,
  author =       "Jinyuan Liu and Mengdi Wang and Fan Feng and Annie
                 Tang and Qiqin Le and Bo Zhu",
  title =        "Hydrophobic and Hydrophilic Solid-Fluid Interaction",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "256:1--256:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555478",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555478",
  abstract =     "We propose a novel solid-fluid coupling method to
                 capture the subtle hydrophobic and hydrophilic
                 interactions between liquid, solid, and air at their
                 multi-phase \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "256",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aurand:2022:ENS,
  author =       "Joshua Aurand and Raphael Ortiz and Silvia Nauer and
                 Vinicius C. Azevedo",
  title =        "Efficient Neural Style Transfer for Volumetric
                 Simulations",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "257:1--257:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555517",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555517",
  abstract =     "Artistically controlling fluids has always been a
                 challenging task. Recently, volumetric Neural Style
                 Transfer (NST) techniques have been used to
                 artistically \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "257",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Son:2022:DHT,
  author =       "Sanghyun Son and Yi-Ling Qiao and Jason Sewall and
                 Ming C. Lin",
  title =        "Differentiable Hybrid Traffic Simulation",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "258:1--258:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555492",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555492",
  abstract =     "We introduce a novel differentiable hybrid traffic
                 simulator, which simulates traffic using a hybrid model
                 of both macroscopic and microscopic models and can be
                 directly \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "258",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Salehi:2022:DAS,
  author =       "Farnood Salehi and Marco Manzi and Gerhard Roethlin
                 and Romann Weber and Christopher Schroers and Marios
                 Papas",
  title =        "Deep Adaptive Sampling and Reconstruction Using
                 Analytic Distributions",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "259:1--259:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555515",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555515",
  abstract =     "We propose an adaptive sampling and reconstruction
                 method for offline Monte Carlo rendering. Our method
                 produces sampling maps constrained by a \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "259",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ahmed:2022:GBN,
  author =       "Abdalla G. M. Ahmed and Jing Ren and Peter Wonka",
  title =        "{Gaussian} Blue Noise",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "260:1--260:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555519",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555519",
  abstract =     "Among the various approaches for producing point
                 distributions with blue noise spectrum, we argue for an
                 optimization framework using Gaussian kernels. We show
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "260",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Salaun:2022:SMC,
  author =       "Corentin Sala{\"u}n and Iliyan Georgiev and Hans-Peter
                 Seidel and Gurprit Singh",
  title =        "Scalable Multi-Class Sampling via Filtered Sliced
                 Optimal Transport",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "261:1--261:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555484",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555484",
  abstract =     "We propose a multi-class point optimization
                 formulation based on continuous Wasserstein
                 barycenters. Our formulation is designed to handle
                 hundreds to \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "261",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gu:2022:NJS,
  author =       "Jeongmin Gu and Jose A. Iglesias-Guitian and Bochang
                 Moon",
  title =        "Neural {James--Stein} Combiner for Unbiased and Biased
                 Renderings",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "262:1--262:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555496",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555496",
  abstract =     "Unbiased rendering algorithms such as path tracing
                 produce accurate images given a huge number of samples,
                 but in practice, the techniques often leave visually
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "262",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Miki:2022:IET,
  author =       "Masaaki Miki and Toby Mitchell",
  title =        "Interactive Exploration of Tension-Compression Mixed
                 Shells",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "263:1--263:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555438",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555438",
  abstract =     "Achieving a pure-compression stress state is
                 considered central to the form-finding of shell
                 structures. However, the pure-compression assumption
                 restricts \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "263",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xiao:2022:DHD,
  author =       "Chufeng Xiao and Wanchao Su and Jing Liao and Zhouhui
                 Lian and Yi-Zhe Song and Hongbo Fu",
  title =        "{DifferSketching}: How Differently Do People Sketch
                 {$3$D} Objects?",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "264:1--264:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555493",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555493",
  abstract =     "Multiple sketch datasets have been proposed to
                 understand how people draw 3D objects. However, such
                 datasets are often of small scale and cover a small set
                 of \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "264",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhou:2022:LAT,
  author =       "Xilong Zhou and Nima Khademi Kalantari",
  title =        "Look-Ahead Training with Learned Reflectance Loss for
                 Single-Image {SVBRDF} Estimation",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "266:1--266:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555495",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555495",
  abstract =     "In this paper, we propose a novel optimization-based
                 method to estimate the reflectance properties of a near
                 planar surface from a single input image. \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "266",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

%%% [08-Mar-2023] articleno 265 is absent from journal Web site
@Article{Moroto:2022:CTM,
  author =       "Yuji Moroto and Nobuyuki Umetani",
  title =        "Constant Time Median Filter Using {$2$D} Wavelet
                 Matrix",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "267:1--267:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555512",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555512",
  abstract =     "The median filter is a simple yet powerful noise
                 reduction technique that is extensively applied in
                 image, signal, and speech processing. It can
                 effectively \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "267",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2022:FAI,
  author =       "Yunxiang Zhang and Benjamin Liang and Boyuan Chen and
                 Paul M. Torrens and S. Farokh Atashzar and Dahua Lin
                 and Qi Sun",
  title =        "Force-Aware Interface via Electromyography for Natural
                 {VR\slash AR} Interaction",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "268:1--268:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555461",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555461",
  abstract =     "While tremendous advances in visual and auditory
                 realism have been made for virtual and augmented
                 reality (VR/AR), introducing a plausible sense of
                 physicality \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "268",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shugrina:2022:NBE,
  author =       "Maria Shugrina and Chin-Ying Li and Sanja Fidler",
  title =        "Neural Brushstroke Engine: Learning a Latent Style
                 Space of Interactive Drawing Tools",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "269:1--269:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555472",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555472",
  abstract =     "We propose Neural Brushstroke Engine, the first method
                 to apply deep generative models to learn a distribution
                 of interactive drawing tools. Our conditional
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "269",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sun:2022:IID,
  author =       "Jingxiang Sun and Xuan Wang and Yichun Shi and Lizhen
                 Wang and Jue Wang and Yebin Liu",
  title =        "{IDE-$3$D}: Interactive Disentangled Editing for
                 High-Resolution {$3$D}-Aware Portrait Synthesis",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "270:1--270:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555506",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555506",
  abstract =     "Existing 3D-aware facial generation methods face a
                 dilemma in quality versus editability: they either
                 generate editable results in low resolution, or
                 high-quality ones \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "270",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2022:NFL,
  author =       "Zhaoyang Huang and Xiaokun Pan and Weihong Pan and
                 Weikang Bian and Yan Xu and Ka Chun Cheung and Guofeng
                 Zhang and Hongsheng Li",
  title =        "{NeuralMarker}: a Framework for Learning General
                 Marker Correspondence",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "271:1--271:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555468",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555468",
  abstract =     "We tackle the problem of estimating correspondences
                 from a general marker, such as a movie poster, to an
                 image that captures such a marker. \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "271",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2022:DSI,
  author =       "Ying Wang and Jasper Verheul and Sang-Hoon Yeo and
                 Nima Khademi Kalantari and Shinjiro Sueda",
  title =        "Differentiable Simulation of Inertial Musculotendons",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "272:1--272:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555490",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555490",
  abstract =     "We propose a simple and practical approach for
                 incorporating the effects of muscle inertia, which has
                 been ignored by previous musculoskeletal simulators in
                 both \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "272",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zheng:2022:SHA,
  author =       "Mianlun Zheng and Bohan Wang and Jingtao Huang and
                 Jernej Barbi{\v{c}}",
  title =        "Simulation of Hand Anatomy Using Medical Imaging",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "273:1--273:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555486",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555486",
  abstract =     "Precision modeling of the hand internal
                 musculoskeletal anatomy has been largely limited to
                 individual poses, and has not been connected into
                 continuous \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "273",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Panetta:2022:SRI,
  author =       "Julian Panetta and Haleh Mohammadian and Emiliano Luci
                 and Vahid Babaei",
  title =        "Shape from Release: Inverse Design and Fabrication of
                 Controlled Release Structures",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "274:1--274:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555518",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555518",
  abstract =     "Objects with different shapes can dissolve in
                 significantly different ways inside a solution.
                 Predicting different shapes' dissolution dynamics is an
                 important problem \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "274",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lin:2022:IAE,
  author =       "Huancheng Lin and Floyd M. Chitalu and Taku Komura",
  title =        "Isotropic {ARAP} Energy Using {Cauchy--Green}
                 Invariants",
  journal =      j-TOG,
  volume =       "41",
  number =       "6",
  pages =        "275:1--275:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550454.3555507",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Wed Mar 8 08:04:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550454.3555507",
  abstract =     "Isotropic As-Rigid-As-Possible (ARAP) energy has been
                 popular for shape editing, mesh parametrisation and
                 soft-body simulation for almost two decades. \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "275",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yang:2023:DNL,
  author =       "Jie Yang and Kaichun Mo and Yu-Kun Lai and Leonidas J.
                 Guibas and Lin Gao",
  title =        "{DSG-Net}: Learning Disentangled Structure and
                 Geometry for {$3$D} Shape Generation",
  journal =      j-TOG,
  volume =       "42",
  number =       "1",
  pages =        "1:1--1:??",
  month =        feb,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3526212",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Mar 10 08:23:29 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3526212",
  abstract =     "3D shape generation is a fundamental operation in
                 computer graphics. While significant progress has been
                 made, especially with recent deep generative models, it
                 remains a challenge to synthesize high-quality shapes
                 with rich geometric details and complex \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "1",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2023:DDC,
  author =       "Yifei Li and Tao Du and Kui Wu and Jie Xu and Wojciech
                 Matusik",
  title =        "{DiffCloth}: Differentiable Cloth Simulation with Dry
                 Frictional Contact",
  journal =      j-TOG,
  volume =       "42",
  number =       "1",
  pages =        "2:1--2:??",
  month =        feb,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3527660",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Mar 10 08:23:29 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3527660",
  abstract =     "Cloth simulation has wide applications in computer
                 animation, garment design, and robot-assisted dressing.
                 This work presents a differentiable cloth simulator
                 whose additional gradient information facilitates
                 cloth-related applications. Our differentiable
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "2",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Baek:2023:CWF,
  author =       "Seung-Hwan Baek and Noah Walsh and Ilya Chugunov and
                 Zheng Shi and Felix Heide",
  title =        "Centimeter-wave Free-space Neural Time-of-Flight
                 Imaging",
  journal =      j-TOG,
  volume =       "42",
  number =       "1",
  pages =        "3:1--3:??",
  month =        feb,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3522671",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Mar 10 08:23:29 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3522671",
  abstract =     "Depth sensors have emerged as a cornerstone sensor
                 modality with diverse applications in personal
                 hand-held devices, robotics, scientific imaging,
                 autonomous vehicles, and more. In particular,
                 correlation Time-of-Flight (ToF) sensors have found
                 widespread \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "3",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jiang:2023:NII,
  author =       "Weiwei Jiang and Difeng Yu and Chaofan Wang and Zhanna
                 Sarsenbayeva and Niels van Berkel and Jorge Goncalves
                 and Vassilis Kostakos",
  title =        "Near-infrared Imaging for Information Embedding and
                 Extraction with Layered Structures",
  journal =      j-TOG,
  volume =       "42",
  number =       "1",
  pages =        "4:1--4:??",
  month =        feb,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3533426",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Mar 10 08:23:29 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3533426",
  abstract =     "Non-invasive inspection and imaging techniques are
                 used to acquire non-visible information embedded in
                 samples. Typical applications include medical imaging,
                 defect evaluation, and electronics testing. However,
                 existing methods have specific limitations, \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "4",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2023:CAO,
  author =       "Chenxi Liu and Pierre B{\'e}nard and Aaron Hertzmann
                 and Shayan Hoshyari",
  title =        "{ConTesse}: Accurate Occluding Contours for
                 Subdivision Surfaces",
  journal =      j-TOG,
  volume =       "42",
  number =       "1",
  pages =        "5:1--5:??",
  month =        feb,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3544778",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Mar 10 08:23:29 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3544778",
  abstract =     "This article proposes a method for computing the
                 visible occluding contours of subdivision surfaces. The
                 article first introduces new theory for contour
                 visibility of smooth surfaces. Necessary and sufficient
                 conditions are introduced for when a sampled \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "5",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Roich:2023:PTL,
  author =       "Daniel Roich and Ron Mokady and Amit H. Bermano and
                 Daniel Cohen-Or",
  title =        "Pivotal Tuning for Latent-based Editing of Real
                 Images",
  journal =      j-TOG,
  volume =       "42",
  number =       "1",
  pages =        "6:1--6:??",
  month =        feb,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3544777",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Mar 10 08:23:29 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3544777",
  abstract =     "Recently, numerous facial editing techniques have been
                 proposed that leverage the generative power of a
                 pretrained StyleGAN. To successfully edit an image this
                 way, one must first project (or invert) the image into
                 the pretrained generator's domain. As it \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "6",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Aizenman:2023:SEM,
  author =       "Avi M. Aizenman and George A. Koulieris and Agostino
                 Gibaldi and Vibhor Sehgal and Dennis M. Levi and Martin
                 S. Banks",
  title =        "The Statistics of Eye Movements and Binocular
                 Disparities during {VR} Gaming: Implications for
                 Headset Design",
  journal =      j-TOG,
  volume =       "42",
  number =       "1",
  pages =        "7:1--7:??",
  month =        feb,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3549529",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Mar 10 08:23:29 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3549529",
  abstract =     "The human visual system evolved in environments with
                 statistical regularities. Binocular vision is adapted
                 to these such that depth perception and eye movements
                 are more precise, faster, and performed comfortably in
                 environments consistent with the \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "7",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2023:SLM,
  author =       "Beibei Wang and Wenhua Jin and Milos Hasan and Ling-Qi
                 Yan",
  title =        "{SpongeCake}: a Layered Microflake Surface Appearance
                 Model",
  journal =      j-TOG,
  volume =       "42",
  number =       "1",
  pages =        "8:1--8:??",
  month =        feb,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3546940",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Mar 10 08:23:29 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3546940",
  abstract =     "In this article, we propose SpongeCake: A layered BSDF
                 model where each layer is a volumetric scattering
                 medium, defined using microflake or other phase
                 functions. We omit any reflecting and refracting
                 interfaces between the layers. The first advantage of
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "8",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hu:2023:DFH,
  author =       "Yunpu Hu and Leo Miyashita and Masatoshi Ishikawa",
  title =        "Differential Frequency Heterodyne Time-of-Flight
                 Imaging for Instantaneous Depth and Velocity
                 Estimation",
  journal =      j-TOG,
  volume =       "42",
  number =       "1",
  pages =        "9:1--9:??",
  month =        feb,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3546939",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Mar 10 08:23:29 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3546939",
  abstract =     "In this study, we discuss the imaging of depth and
                 velocity using heterodyne-mode time-of-flight (ToF)
                 cameras. In particular, Doppler ToF (D-ToF) imaging
                 utilizes heterodyne modulation to measure the velocity
                 from the Doppler frequency shift, which \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "9",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sellan:2023:BGF,
  author =       "Silvia Sell{\'a}n and Jack Luong and Leticia {Mattos
                 Da Silva} and Aravind Ramakrishnan and Yuchuan Yang and
                 Alec Jacobson",
  title =        "Breaking Good: Fracture Modes for Realtime
                 Destruction",
  journal =      j-TOG,
  volume =       "42",
  number =       "1",
  pages =        "10:1--10:??",
  month =        feb,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3549540",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Mar 10 08:23:29 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3549540",
  abstract =     "Drawing a direct analogy with the well-studied
                 vibration or elastic modes, we introduce an object's
                 fracture modes, which constitute its preferred or most
                 natural ways of breaking. We formulate a sparsified
                 eigenvalue problem, which we solve iteratively
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "10",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gan:2023:HHI,
  author =       "Ji Gan and Weiqiang Wang and Jiaxu Leng and Xinbo
                 Gao",
  title =        "{HiGAN+}: Handwriting Imitation {GAN} with
                 Disentangled Representations",
  journal =      j-TOG,
  volume =       "42",
  number =       "1",
  pages =        "11:1--11:??",
  month =        feb,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3550070",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Mar 10 08:23:29 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3550070",
  abstract =     "Humans remain far better than machines at learning,
                 where humans require fewer examples to learn new
                 concepts and can use those concepts in richer ways.
                 Take handwriting as an example, after learning from
                 very limited handwriting scripts, a person can
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "11",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jia:2023:SCR,
  author =       "Xiaohong Jia and Falai Chen and Shanshan Yao",
  title =        "Singularity Computation for Rational Parametric
                 Surfaces Using Moving Planes",
  journal =      j-TOG,
  volume =       "42",
  number =       "1",
  pages =        "12:1--12:??",
  month =        feb,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3551387",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Mar 10 08:23:29 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3551387",
  abstract =     "Singularity computation is a fundamental problem in
                 Computer Graphics and Computer Aided Geometric Design,
                 since it is closely related to topology determination,
                 intersection, mesh generation, rendering, simulation,
                 and modeling of curves and surfaces. In \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "12",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bernardin:2023:CBS,
  author =       "Antonin Bernardin and Eulalie Coevoet and Paul Kry and
                 Sheldon Andrews and Christian Duriez and Maud Marchal",
  title =        "Constraint-based Simulation of Passive Suction Cups",
  journal =      j-TOG,
  volume =       "42",
  number =       "1",
  pages =        "13:1--13:??",
  month =        feb,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3551889",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Fri Mar 10 08:23:29 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3551889",
  abstract =     "In this paper, we propose a physics-based model of
                 suction phenomenon to achieve simulation of deformable
                 objects like suction cups. Our model uses a
                 constraint-based formulation to simulate the variations
                 of pressure inside suction cups. The respective
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "13",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lin:2023:SRP,
  author =       "Siyou Lin and Dong Xiao and Zuoqiang Shi and Bin
                 Wang",
  title =        "Surface Reconstruction from Point Clouds without
                 Normals by Parametrizing the {Gauss} Formula",
  journal =      j-TOG,
  volume =       "42",
  number =       "2",
  pages =        "14:1--14:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3554730",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Apr 17 11:56:36 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3554730",
  abstract =     "We propose Parametric Gauss Reconstruction (PGR) for
                 surface reconstruction from point clouds without
                 normals. Our insight builds on the Gauss formula in
                 potential theory, which represents the indicator
                 function of a region as an integral over its \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "14",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ren:2023:VCF,
  author =       "Bo Ren and Xiaohan Ye and Zherong Pan and Taiyuan
                 Zhang",
  title =        "Versatile Control of Fluid-directed Solid Objects
                 Using Multi-task Reinforcement Learning",
  journal =      j-TOG,
  volume =       "42",
  number =       "2",
  pages =        "15:1--15:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3554731",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Apr 17 11:56:36 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3554731",
  abstract =     "We propose a learning-based controller for
                 high-dimensional dynamic systems with coupled fluid and
                 solid objects. The dynamic behaviors of such systems
                 can vary across different simulators and the control
                 tasks subject to changing requirements from users.
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "15",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pietroni:2023:HMG,
  author =       "Nico Pietroni and Marcel Campen and Alla Sheffer and
                 Gianmarco Cherchi and David Bommes and Xifeng Gao and
                 Riccardo Scateni and Franck Ledoux and Jean Remacle and
                 Marco Livesu",
  title =        "Hex-Mesh Generation and Processing: a Survey",
  journal =      j-TOG,
  volume =       "42",
  number =       "2",
  pages =        "16:1--16:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3554920",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Apr 17 11:56:36 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3554920",
  abstract =     "In this article, we provide a detailed survey of
                 techniques for hexahedral mesh generation. We cover the
                 whole spectrum of alternative approaches to mesh
                 generation, as well as post-processing algorithms for
                 connectivity editing and mesh optimization. For
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "16",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sahillioglu:2023:APR,
  author =       "Yusuf Sahillioglu and Devin Horsman",
  title =        "Augmented Paths and Reodesics for Topologically-Stable
                 Matching",
  journal =      j-TOG,
  volume =       "42",
  number =       "2",
  pages =        "17:1--17:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3554978",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Apr 17 11:56:36 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3554978",
  abstract =     "We propose a fully-automatic method that computes from
                 scratch point-to-point dense correspondences between
                 isometric shapes under topological noise. While relying
                 on pairwise distance preservation constraints is common
                 and generally sufficient to handle \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "17",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ouyang:2023:ISD,
  author =       "Peichang Ouyang and Krzysztof Gdawiec and Alain
                 Nicolas and David Bailey and Kwok Wai Chung",
  title =        "Interlocking Spiral Drawings Inspired by {M. C.
                 Escher}'s Print Whirlpools",
  journal =      j-TOG,
  volume =       "42",
  number =       "2",
  pages =        "18:1--18:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3560711",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Apr 17 11:56:36 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3560711",
  abstract =     "Whirlpools, by the Dutch graphic artist M. C. Escher,
                 is a woodcut print in which fish interlock as a double
                 spiral tessellation. Inspired by this print, in this
                 article we extend the idea and present a general method
                 to create Escher-like interlocking spiral drawings of N
                 whirlpools. To this end, we first introduce an
                 algorithm for constructing regular spiral tiling T.
                 Then, we design a suitable spiral tiling T and use N
                 copies of T to compose an interlocking spiral tiling K
                 of N whirlpools. To create Escher-like drawings similar
                 to the print, we next specify realization details of
                 using wallpaper templates to decorate K. To enhance the
                 aesthetic appeal, we propose several measures to
                 minimize motif overlaps of the spiral drawings.
                 Technologically, we develop algorithms for generating
                 Escher-like drawings that can be implemented using
                 shaders. The method established is thus able to
                 generate a great variety of exotic Escher-like
                 interlocking spiral drawings.",
  acknowledgement = ack-nhfb,
  articleno =    "18",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jiang:2023:PPP,
  author =       "Caigui Jiang and Cheng Wang and Xavier Tellier and
                 Johannes Wallner and Helmut Pottmann",
  title =        "Planar Panels and Planar Supporting Beams in
                 Architectural Structures",
  journal =      j-TOG,
  volume =       "42",
  number =       "2",
  pages =        "19:1--19:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3561050",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Apr 17 11:56:36 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3561050",
  abstract =     "In this article, we investigate geometric properties
                 and modeling capabilities of quad meshes with planar
                 faces whose mesh polylines enjoy the additional
                 property of being contained in a single plane. This
                 planarity is a major benefit in architectural
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "19",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tursun:2023:PVM,
  author =       "Cara Tursun and Piotr Didyk",
  title =        "Perceptual Visibility Model for Temporal Contrast
                 Changes in Periphery",
  journal =      j-TOG,
  volume =       "42",
  number =       "2",
  pages =        "20:1--20:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3564241",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Apr 17 11:56:36 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3564241",
  abstract =     "Modeling perception is critical for many applications
                 and developments in computer graphics to optimize and
                 evaluate content generation techniques. Most of the
                 work to date has focused on central (foveal) vision.
                 However, this is insufficient for novel \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "20",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Duenser:2023:NCM,
  author =       "Simon Duenser and Bernhard Thomaszewski and Roi
                 Poranne and Stelian Coros",
  title =        "Nonlinear Compliant Modes for Large-deformation
                 Analysis of Flexible Structures",
  journal =      j-TOG,
  volume =       "42",
  number =       "2",
  pages =        "21:1--21:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3568952",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Apr 17 11:56:36 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3568952",
  abstract =     "Many flexible structures are characterized by a small
                 number of compliant modes, i.e., large-deformation
                 paths that can be traversed with little mechanical
                 effort, whereas resistance to other deformations is
                 much stiffer. Predicting the compliant modes \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "21",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Qiu:2023:SDG,
  author =       "Yuxing Qiu and Samuel Temple Reeve and Minchen Li and
                 Yin Yang and Stuart Ryan Slattery and Chenfanfu Jiang",
  title =        "A Sparse Distributed Gigascale Resolution Material
                 Point Method",
  journal =      j-TOG,
  volume =       "42",
  number =       "2",
  pages =        "22:1--22:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3570160",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Apr 17 11:56:36 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3570160",
  abstract =     "In this article, we present a four-layer distributed
                 simulation system and its adaptation to the Material
                 Point Method (MPM). The system is built upon a
                 performance portable C++ programming model targeting
                 major High-Performance-Computing (HPC) platforms.
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "22",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bako:2023:DAP,
  author =       "Steve Bako and Pradeep Sen and Anton Kaplanyan",
  title =        "Deep Appearance Prefiltering",
  journal =      j-TOG,
  volume =       "42",
  number =       "2",
  pages =        "23:1--23:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3570327",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Apr 17 11:56:36 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3570327",
  abstract =     "Physically based rendering of complex scenes can be
                 prohibitively costly with a potentially unbounded and
                 uneven distribution of complexity across the rendered
                 image. The goal of an ideal level of detail (LoD)
                 method is to make rendering costs independent.
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "23",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Montano-Murillo:2023:OLL,
  author =       "Roberto Montano-Murillo and Ryuji Hirayama and Diego
                 Martinez Plasencia",
  title =        "{OpenMPD}: a Low-Level Presentation Engine for
                 Multimodal Particle-Based Displays",
  journal =      j-TOG,
  volume =       "42",
  number =       "2",
  pages =        "24:1--24:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3572896",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Mon Apr 17 11:56:36 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3572896",
  abstract =     "Phased arrays of transducers have been quickly
                 evolving in terms of software and hardware with
                 applications in haptics (acoustic vibrations), display
                 (levitation), and audio. Most recently, Multimodal
                 Particle-based Displays (MPDs) have even demonstrated
                 \ldots{}",
  acknowledgement = ack-nhfb,
  articleno =    "24",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Abulnaga:2023:SVM,
  author =       "S. Mazdak Abulnaga and Oded Stein and Polina Golland
                 and Justin Solomon",
  title =        "Symmetric Volume Maps: Order-invariant Volumetric Mesh
                 Correspondence with Free Boundary",
  journal =      j-TOG,
  volume =       "42",
  number =       "3",
  pages =        "25:1--25:??",
  month =        jun,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3572897",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 1 13:22:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3572897",
  abstract =     "Although shape correspondence is a central problem in
                 geometry processing, most methods for this task apply
                 only to two-dimensional surfaces. The neglected task of
                 volumetric correspondence-a natural extension relevant
                 to shapes extracted from simulation, \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "25",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhong:2023:CPE,
  author =       "Fanchao Zhong and Yonglai Xu and Haisen Zhao and Lin
                 Lu",
  title =        "As-Continuous-As-Possible Extrusion-Based Fabrication
                 of Surface Models",
  journal =      j-TOG,
  volume =       "42",
  number =       "3",
  pages =        "26:1--26:??",
  month =        jun,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3575859",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 1 13:22:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3575859",
  abstract =     "In this study, we propose a computational framework
                 for optimizing the continuity of the toolpath in
                 fabricating surface models on an extrusion-based 3D
                 printer. Toolpath continuity is a critical issue that
                 influences both the quality and the efficiency
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "26",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Adkins:2023:HID,
  author =       "Alex Adkins and Aline Normoyle and Lorraine Lin and Yu
                 Sun and Yuting Ye and Massimiliano {Di Luca} and Sophie
                 J{\"o}rg",
  title =        "How Important are Detailed Hand Motions for
                 Communication for a Virtual Character Through the Lens
                 of Charades?",
  journal =      j-TOG,
  volume =       "42",
  number =       "3",
  pages =        "27:1--27:??",
  month =        jun,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3578575",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 1 13:22:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3578575",
  abstract =     "Detailed hand motions play an important role in
                 face-to-face communication to emphasize points,
                 describe objects, clarify concepts, or replace words
                 altogether. While shared virtual reality (VR) spaces
                 are becoming more popular, these spaces do not, in
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "27",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ren:2023:DDD,
  author =       "Haocheng Ren and Hangming Fan and Rui Wang and Yuchi
                 Huo and Rui Tang and Lei Wang and Hujun Bao",
  title =        "Data-driven Digital Lighting Design for Residential
                 Indoor Spaces",
  journal =      j-TOG,
  volume =       "42",
  number =       "3",
  pages =        "28:1--28:??",
  month =        jun,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3582001",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 1 13:22:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3582001",
  abstract =     "Conventionally, interior lighting design is
                 technically complex yet challenging and requires
                 professional knowledge and aesthetic disciplines of
                 designers. This article presents a new digital lighting
                 design framework for virtual interior scenes, which
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "28",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Poya:2023:GOS,
  author =       "Roman Poya and Rogelio Ortigosa and Theodore Kim",
  title =        "Geometric Optimisation Via Spectral Shifting",
  journal =      j-TOG,
  volume =       "42",
  number =       "3",
  pages =        "29:1--29:??",
  month =        jun,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3585003",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 1 13:22:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3585003",
  abstract =     "We present a geometric optimisation framework that can
                 recover fold-over free maps from non-injective initial
                 states using popular flip-preventing distortion
                 energies. Since flip-preventing energies are infinite
                 for folded configurations, we propose a new \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "29",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2023:PCA,
  author =       "Zhansheng Li and Yangyang Xu and Nanxuan Zhao and Yang
                 Zhou and Yongtuo Liu and Dahua Lin and Shengfeng He",
  title =        "Parsing-Conditioned Anime Translation: a New Dataset
                 and Method",
  journal =      j-TOG,
  volume =       "42",
  number =       "3",
  pages =        "30:1--30:??",
  month =        jun,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3585002",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 1 13:22:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3585002",
  abstract =     "Anime is an abstract art form that is substantially
                 different from the human portrait, leading to a
                 challenging misaligned image translation problem that
                 is beyond the capability of existing methods. This can
                 be boiled down to a highly ambiguous \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "30",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nehme:2023:TMQ,
  author =       "Yana Nehm{\'e} and Johanna Delanoy and Florent Dupont
                 and Jean-Philippe Farrugia and Patrick {Le Callet} and
                 Guillaume Lavou{\'e}",
  title =        "Textured Mesh Quality Assessment: Large-scale Dataset
                 and Deep Learning-based Quality Metric",
  journal =      j-TOG,
  volume =       "42",
  number =       "3",
  pages =        "31:1--31:??",
  month =        jun,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592786",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 1 13:22:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592786",
  abstract =     "Over the past decade, three-dimensional (3D) graphics
                 have become highly detailed to mimic the real world,
                 exploding their size and complexity. Certain
                 applications and device constraints necessitate their
                 simplification and/or lossy compression, which
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "31",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Smith:2023:MAC,
  author =       "Harrison Jesse Smith and Qingyuan Zheng and Yifei Li
                 and Somya Jain and Jessica K. Hodgins",
  title =        "A Method for Animating Children's Drawings of the
                 Human Figure",
  journal =      j-TOG,
  volume =       "42",
  number =       "3",
  pages =        "32:1--32:??",
  month =        jun,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592788",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 1 13:22:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592788",
  abstract =     "Children's drawings have a wonderful inventiveness,
                 creativity, and variety to them. We present a system
                 that automatically animates children's drawings of the
                 human figure, is robust to the variance inherent in
                 these depictions, and is simple and \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "32",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guo:2023:UHR,
  author =       "Jie Guo and Shuichang Lai and Qinghao Tu and Chengzhi
                 Tao and Changqing Zou and Yanwen Guo",
  title =        "Ultra-High Resolution {SVBRDF} Recovery from a Single
                 Image",
  journal =      j-TOG,
  volume =       "42",
  number =       "3",
  pages =        "33:1--33:??",
  month =        jun,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3593798",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 1 13:22:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3593798",
  abstract =     "Existing convolutional neural networks have achieved
                 great success in recovering Spatially Varying
                 Bidirectional Surface Reflectance Distribution Function
                 (SVBRDF) maps from a single image. However, they mainly
                 focus on handling low-resolution (e.g., 256 $ \times $.
                 \ldots{})",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "33",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2023:SCH,
  author =       "Zhengqin Li and Li Yu and Mikhail Okunev and Manmohan
                 Chandraker and Zhao Dong",
  title =        "Spatiotemporally Consistent {HDR} Indoor Lighting
                 Estimation",
  journal =      j-TOG,
  volume =       "42",
  number =       "3",
  pages =        "34:1--34:??",
  month =        jun,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3595921",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 1 13:22:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3595921",
  abstract =     "We propose a physically motivated deep learning
                 framework to solve a general version of the challenging
                 indoor lighting estimation problem. Given a single LDR
                 image with a depth map, our method predicts spatially
                 consistent lighting at any given image \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "34",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jiang:2023:NID,
  author =       "Kaiwen Jiang and Shu-Yu Chen and Hongbo Fu and Lin
                 Gao",
  title =        "{NeRFFaceLighting}: Implicit and Disentangled Face
                 Lighting Representation Leveraging Generative Prior in
                 Neural Radiance Fields",
  journal =      j-TOG,
  volume =       "42",
  number =       "3",
  pages =        "35:1--35:??",
  month =        jun,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3597300",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jul 1 13:22:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3597300",
  abstract =     "3D-aware portrait lighting control is an emerging and
                 promising domain, thanks to the recent advance of
                 generative adversarial networks and neural radiance
                 fields. Existing solutions typically try to decouple
                 the lighting from the geometry and appearance
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "35",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Feng:2023:WND,
  author =       "Nicole Feng and Mark Gillespie and Keenan Crane",
  title =        "Winding Numbers on Discrete Surfaces",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "36:1--36:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592401",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592401",
  abstract =     "In the plane, the winding number is the number of
                 times a curve wraps around a given point. Winding
                 numbers are a basic component of geometric algorithms
                 such as point-in-polygon tests, and their
                 generalization to data with noise or topological errors
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "36",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shen:2023:FIE,
  author =       "Tianchang Shen and Jacob Munkberg and Jon Hasselgren
                 and Kangxue Yin and Zian Wang and Wenzheng Chen and Zan
                 Gojcic and Sanja Fidler and Nicholas Sharp and Jun
                 Gao",
  title =        "Flexible Isosurface Extraction for Gradient-Based Mesh
                 Optimization",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "37:1--37:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592430",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592430",
  abstract =     "This work considers gradient-based mesh optimization,
                 where we iteratively optimize for a 3D surface mesh by
                 representing it as the isosurface of a scalar field, an
                 increasingly common paradigm in applications including
                 photogrammetry, generative \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "37",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cheng:2023:TDA,
  author =       "Jin-San Cheng and Bingwei Zhang and Yikun Xiao and
                 Ming Li",
  title =        "Topology driven approximation to rational
                 surface-surface intersection via interval algebraic
                 topology analysis",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "38:1--38:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592452",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592452",
  abstract =     "Computing the intersection between two parametric
                 surfaces (SSI) is one of the most fundamental problems
                 in geometric and solid modeling. Maintaining the SSI
                 topology is critical to its computation robustness. We
                 propose a topology-driven hybrid \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "38",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xia:2023:PWO,
  author =       "Mengqi Xia and Bruce Walter and Christophe Hery and
                 Olivier Maury and Eric Michielssen and Steve
                 Marschner",
  title =        "A Practical Wave Optics Reflection Model for Hair and
                 Fur",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "39:1--39:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592446",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592446",
  abstract =     "Traditional fiber scattering models, based on ray
                 optics, are missing some important visual aspects of
                 fiber appearance. Previous work [Xia et al. 2020] on
                 wave scattering from ideal extrusions demonstrated that
                 diffraction produces strong forward \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "39",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2023:ADS,
  author =       "Seunghwan Lee and Yifeng Jiang and C. Karen Liu",
  title =        "Anatomically Detailed Simulation of Human Torso",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "40:1--40:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592425",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592425",
  abstract =     "Many existing digital human models approximate the
                 human skeletal system using rigid bodies connected by
                 rotational joints. While the simplification is
                 considered acceptable for legs and arms, it
                 significantly lacks fidelity to model rich torso
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "40",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2023:HLP,
  author =       "Longwen Zhang and Zijun Zhao and Xinzhou Cong and
                 Qixuan Zhang and Shuqi Gu and Yuchong Gao and Rui Zheng
                 and Wei Yang and Lan Xu and Jingyi Yu",
  title =        "{HACK}: Learning a Parametric Head and Neck Model for
                 High-fidelity Animation",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "41:1--41:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592093",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592093",
  abstract =     "Significant advancements have been made in developing
                 parametric models for digital humans, with various
                 approaches concentrating on parts such as the human
                 body, hand, or face. Nevertheless, connectors such as
                 the neck have been overlooked in these \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "41",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ao:2023:GGD,
  author =       "Tenglong Ao and Zeyi Zhang and Libin Liu",
  title =        "{GestureDiffuCLIP}: Gesture Diffusion Model with
                 {CLIP} Latents",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "42:1--42:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592097",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592097",
  abstract =     "The automatic generation of stylized co-speech
                 gestures has recently received increasing attention.
                 Previous systems typically allow style control via
                 predefined text labels or example motion clips, which
                 are often not flexible enough to convey user \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "42",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pang:2023:BSG,
  author =       "Kunkun Pang and Dafei Qin and Yingruo Fan and Julian
                 Habekost and Takaaki Shiratori and Junichi Yamagishi
                 and Taku Komura",
  title =        "{BodyFormer}: Semantics-guided {$3$D} Body Gesture
                 Synthesis with Transformer",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "43:1--43:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592456",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592456",
  abstract =     "Automatic gesture synthesis from speech is a topic
                 that has attracted researchers for applications in
                 remote communication, video games and Metaverse.
                 Learning the mapping between speech and 3D full-body
                 gestures is difficult due to the stochastic \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "43",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Alexanderson:2023:LDA,
  author =       "Simon Alexanderson and Rajmund Nagy and Jonas Beskow
                 and Gustav Eje Henter",
  title =        "Listen, Denoise, Action! Audio-Driven Motion Synthesis
                 with Diffusion Models",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "44:1--44:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592458",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592458",
  abstract =     "Diffusion models have experienced a surge of interest
                 as highly expressive yet efficiently trainable
                 probabilistic models. We show that these models are an
                 excellent fit for synthesising human motion that
                 co-occurs with audio, e.g., dancing and co-. \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "44",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lakshmipathy:2023:CEA,
  author =       "Arjun Sriram Lakshmipathy and Nicole Feng and Yu Xi
                 Lee and Moshe Mahler and Nancy Pollard",
  title =        "{Contact Edit}: Artist Tools for Intuitive Modeling of
                 Hand-Object Interactions",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "45:1--45:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592117",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592117",
  abstract =     "Posing high-contact interactions is challenging and
                 time-consuming, with hand-object interactions being
                 especially difficult due to the large number of degrees
                 of freedom (DOF) of the hand and the fact that humans
                 are experts at judging hand poses. \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "45",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sun:2023:EIV,
  author =       "Jiatian Sun and Longxiulin Deng and Triantafyllos
                 Afouras and Andrew Owens and Abe Davis",
  title =        "Eventfulness for Interactive Video Alignment",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "46:1--46:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592118",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592118",
  abstract =     "Humans are remarkably sensitive to the alignment of
                 visual events with other stimuli, which makes
                 synchronization one of the hardest tasks in video
                 editing. A key observation of our work is that most of
                 the alignment we do involves salient localizable
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "46",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gu:2023:FRV,
  author =       "Zeqi Gu and Wenqi Xian and Noah Snavely and Abe
                 Davis",
  title =        "{FactorMatte}: Redefining Video Matting for
                 Re-Composition Tasks",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "47:1--47:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592423",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592423",
  abstract =     "We propose Factor Matting, an alternative formulation
                 of the video matting problem in terms of counterfactual
                 video synthesis that is better suited for
                 re-composition tasks. The goal of factor matting is to
                 separate the contents of a video into \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "47",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tabellion:2023:CLE,
  author =       "Eric Tabellion and Nikhil Karnad and Noa Glaser and
                 Ben Weiss and David E. Jacobs and Yael Pritch",
  title =        "Computational Long Exposure Mobile Photography",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "48:1--48:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592124",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592124",
  abstract =     "Long exposure photography produces stunning imagery,
                 representing moving elements in a scene with
                 motion-blur. It is generally employed in two
                 modalities, producing either a foreground or a
                 background blur effect. Foreground blur images are
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "48",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jones:2023:SDA,
  author =       "R. Kenny Jones and Paul Guerrero and Niloy J. Mitra
                 and Daniel Ritchie",
  title =        "{ShapeCoder}: Discovering Abstractions for Visual
                 Programs from Unstructured Primitives",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "49:1--49:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592416",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592416",
  abstract =     "We introduce ShapeCoder, the first system capable of
                 taking a dataset of shapes, represented with
                 unstructured primitives, and jointly discovering (i)
                 useful abstraction functions and (ii) programs that use
                 these abstractions to explain the input \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "49",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Deschaintre:2023:VLF,
  author =       "Valentin Deschaintre and Julia Guerrero-Viu and Diego
                 Gutierrez and Tamy Boubekeur and Belen Masia",
  title =        "The Visual Language of Fabrics",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "50:1--50:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592391",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592391",
  abstract =     "We introduce text2fabric, a novel dataset that links
                 free-text descriptions to various fabric materials. The
                 dataset comprises 15,000 natural language descriptions
                 associated to 3,000 corresponding images of fabric
                 materials. Traditionally, material \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "50",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2023:ALS,
  author =       "Jingwei Huang and Shanshan Zhang and Bo Duan and
                 Yanfeng Zhang and Xiaoyang Guo and Mingwei Sun and Li
                 Yi",
  title =        "{ArrangementNet}: Learning Scene Arrangements for
                 Vectorized Indoor Scene Modeling",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "51:1--51:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592122",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592122",
  abstract =     "We present a novel vectorized indoor modeling approach
                 that converts point clouds into building information
                 models (BIM) with concise and semantically segmented
                 polygonal meshes. Existing methods detect planar shapes
                 and connect them to complete the \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "51",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pandey:2023:JIV,
  author =       "Karran Pandey and Fanny Chevalier and Karan Singh",
  title =        "{Juxtaform}: interactive visual summarization for
                 exploratory shape design",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "52:1--52:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592436",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592436",
  abstract =     "We present juxtaform, a novel approach to the
                 interactive summarization of large shape collections
                 for conceptual shape design. We conduct a formative
                 study to ascertain design goals for creative shape
                 exploration tools. Motivated by a mathematical
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "52",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2023:PEP,
  author =       "Xingchang Huang and Tobias Ritschel and Hans-Peter
                 Seidel and Pooran Memari and Gurprit Singh",
  title =        "{Patternshop}: Editing Point Patterns by Image
                 Manipulation",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "53:1--53:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592418",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592418",
  abstract =     "Point patterns are characterized by their density and
                 correlation. While spatial variation of density is
                 well-understood, analysis and synthesis of
                 spatially-varying correlation is an open challenge. No
                 tools are available to intuitively edit such \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "53",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yu:2023:VHD,
  author =       "Emilie Yu and Kevin Blackburn-Matzen and Cuong Nguyen
                 and Oliver Wang and Rubaiat Habib Kazi and Adrien
                 Bousseau",
  title =        "{VideoDoodles}: Hand-Drawn Animations on Videos with
                 Scene-Aware Canvases",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "54:1--54:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592413",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592413",
  abstract =     "We present an interactive system to ease the creation
                 of so-called video doodles --- videos on which artists
                 insert hand-drawn animations for entertainment or
                 educational purposes. Video doodles are challenging to
                 create because to be convincing, the \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "54",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2023:SPD,
  author =       "Chenxi Liu and Toshiki Aoki and Mikhail Bessmeltsev
                 and Alla Sheffer",
  title =        "{StripMaker}: Perception-driven Learned Vector Sketch
                 Consolidation",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "55:1--55:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592130",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592130",
  abstract =     "Artist sketches often use multiple overdrawn strokes
                 to depict a single intended curve. Humans effortlessly
                 mentally consolidate such sketches by detecting groups
                 of overdrawn strokes and replacing them with the
                 corresponding intended curves. While \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "55",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Seo:2023:SSR,
  author =       "Chang Wook Seo and Amirsaman Ashtari and Junyong Noh",
  title =        "Semi-supervised reference-based sketch extraction
                 using a contrastive learning framework",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "56:1--56:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592392",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592392",
  abstract =     "Sketches reflect the drawing style of individual
                 artists; therefore, it is important to consider their
                 unique styles when extracting sketches from color
                 images for various applications. Unfortunately, most
                 existing sketch extraction methods are \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "56",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Qin:2023:SLM,
  author =       "Yingsi Qin and Wei-Yu Chen and Matthew O'Toole and
                 Aswin C. Sankaranarayanan",
  title =        "Split-{Lohmann} Multifocal Displays",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "57:1--57:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592110",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592110",
  abstract =     "This work provides the design of a multifocal display
                 that can create a dense stack of focal planes in a
                 single shot. We achieve this using a novel
                 computational lens that provides spatial selectivity in
                 its focal length, i.e, the lens appears to have
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "57",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chae:2023:EEH,
  author =       "Minseok Chae and Kiseung Bang and Dongheon Yoo and
                 Yoonchan Jeong",
  title =        "{{\'E}}tendue Expansion in Holographic Near Eye
                 Displays through Sparse Eye-box Generation Using Lens
                 Array Eyepiece",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "58:1--58:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592441",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592441",
  abstract =     "In this paper, we present a novel method the
                 {\'e}tendue expansion of near-eye holographic displays
                 through the generation of a sparse eye-box.
                 Conventional holographic near-eye displays have
                 suffered from narrow field of view or narrow eye-box
                 due to the \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "58",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2023:RCF,
  author =       "Bosheng Li and Jonathan Klein and Dominik L. Michels
                 and Bedrich Benes and S{\"o}ren Pirk and Wojtek
                 Pa{\l}ubicki",
  title =        "{Rhizomorph}: The Coordinated Function of Shoots and
                 Roots",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "59:1--59:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592145",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592145",
  abstract =     "Computer graphics has dedicated a considerable amount
                 of effort to generating realistic models of trees and
                 plants. Many existing methods leverage procedural
                 modeling algorithms --- that often consider biological
                 findings --- to generate branching \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "59",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Merrell:2023:EBP,
  author =       "Paul Merrell",
  title =        "Example-Based Procedural Modeling Using Graph
                 Grammars",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "60:1--60:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592119",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592119",
  abstract =     "We present a method for automatically generating
                 polygonal shapes from an example using a graph grammar.
                 Most procedural modeling techniques use grammars with
                 manually created rules, but our method can create them
                 automatically from an example. Our \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "60",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cordonnier:2023:FTG,
  author =       "Guillaume Cordonnier and Guillaume Jouvet and Adrien
                 Peytavie and Jean Braun and Marie-Paule Cani and
                 Bedrich Benes and Eric Galin and Eric Gu{\'e}rin and
                 James Gain",
  title =        "Forming Terrains by Glacial Erosion",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "61:1--61:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592422",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592422",
  abstract =     "We introduce the first solution for simulating the
                 formation and evolution of glaciers, together with
                 their attendant erosive effects, for periods covering
                 the combination of glacial and inter-glacial cycles.
                 Our efficient solution includes both a \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "61",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nicolet:2023:RCV,
  author =       "Baptiste Nicolet and Fabrice Rousselle and Jan Novak
                 and Alexander Keller and Wenzel Jakob and Thomas
                 M{\"u}ller",
  title =        "Recursive Control Variates for Inverse Rendering",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "62:1--62:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592139",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592139",
  abstract =     "We present a method for reducing errors---variance and
                 bias---in physically based differentiable rendering
                 (PBDR). Typical applications of PBDR repeatedly render
                 a scene as part of an optimization loop involving
                 gradient descent. The actual change \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "62",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2023:FGR,
  author =       "Kaixuan Zhang and Jingxian Wang and Daizong Tian and
                 Thrasyvoulos N. Pappas",
  title =        "Film Grain Rendering and Parameter Estimation",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "63:1--63:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592127",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592127",
  abstract =     "We propose a realistic film grain rendering algorithm
                 based on statistics derived analytically from a
                 physics-based Boolean model that Newson et al. adopted
                 for Monte Carlo simulations of film grain. We also
                 propose formulas for estimation of the \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "63",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hua:2023:RCM,
  author =       "Qingqin Hua and Pascal Grittmann and Philipp
                 Slusallek",
  title =        "Revisiting controlled mixture sampling for rendering
                 applications",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "64:1--64:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592435",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592435",
  abstract =     "Monte Carlo rendering makes heavy use of mixture
                 sampling and multiple importance sampling (MIS).
                 Previous work has shown that control variates can be
                 used to make such mixtures more efficient and more
                 robust. However, the existing approaches failed
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "64",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shen:2023:SBR,
  author =       "Pengfei Shen and Ruizeng Li and Beibei Wang and Ligang
                 Liu",
  title =        "Scratch-based Reflection Art via Differentiable
                 Rendering",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "65:1--65:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592142",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592142",
  abstract =     "The 3D visual optical arts create fascinating special
                 effects by carefully designing interactions between
                 objects and light sources. One of the essential types
                 is 3D reflection art, which aims to create reflectors
                 that can display different images \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "65",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rmaileh:2023:MFG,
  author =       "Lubna Abu Rmaileh and Alan Brunton",
  title =        "Meso-Facets for Goniochromatic {$3$D} Printing",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "66:1--66:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592137",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592137",
  abstract =     "Goniochromatic materials and objects appear to have
                 different colors depending on viewing direction. This
                 occurs in nature, such as in wood or minerals, and in
                 human-made objects such as metal and effect pigments.
                 In this paper, we propose algorithms \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "66",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Piovarci:2023:SSC,
  author =       "Michal Piovarci and Alexandre Chapiro and Bernd
                 Bickel",
  title =        "Skin-Screen: a Computational Fabrication Framework for
                 Color Tattoos",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "67:1--67:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592432",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592432",
  abstract =     "Tattoos are a highly popular medium, with both
                 artistic and medical applications. Although the
                 mechanical process of tattoo application has evolved
                 historically, the results are reliant on the artisanal
                 skill of the artist. This can be especially \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "67",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chermain:2023:ODC,
  author =       "Xavier Chermain and C{\'e}dric Zanni and Jon{\`a}s
                 Mart{\'{\i}}nez and Pierre-Alexandre Hugron and Sylvain
                 Lefebvre",
  title =        "Orientable Dense Cyclic Infill for Anisotropic
                 Appearance Fabrication",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "68:1--68:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592412",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592412",
  abstract =     "We present a method to 3D print surfaces exhibiting a
                 prescribed varying field of anisotropic appearance
                 using only standard fused filament fabrication
                 printers. This enables the fabrication of patterns
                 triggering reflections similar to that of \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "68",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Myronova:2023:DOS,
  author =       "Mariia Myronova and William Neveu and Mikhail
                 Bessmeltsev",
  title =        "Differential Operators on Sketches via Alpha
                 Contours",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "69:1--69:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592420",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592420",
  abstract =     "A vector sketch is a popular and natural geometry
                 representation depicting a 2D shape. When viewed from
                 afar, the disconnected vector strokes of a sketch and
                 the empty space around them visually merge into
                 positive space and negative space, \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "69",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Heistermann:2023:MDF,
  author =       "Martin Heistermann and Jethro Warnett and David
                 Bommes",
  title =        "Min-Deviation-Flow in Bi-directed Graphs for {T}-Mesh
                 Quantization",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "70:1--70:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592437",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592437",
  abstract =     "Subdividing non-conforming T-mesh layouts into
                 conforming quadrangular meshes is a core component of
                 state-of-the-art (re-)meshing methods. Typically, the
                 required constrained assignment of integer lengths to
                 T-Mesh edges is left to generic branch-and-. \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "70",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Finnendahl:2023:EEE,
  author =       "Ugo Finnendahl and Dimitrios Bogiokas and Pablo Robles
                 Cervantes and Marc Alexa",
  title =        "Efficient Embeddings in Exact Arithmetic",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "71:1--71:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592445",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592445",
  abstract =     "We provide a set of tools for generating planar
                 embeddings of triangulated topological spheres. The
                 algorithms make use of Schnyder labelings and
                 realizers. A new representation of the realizer based
                 on dual trees leads to a simple linear time \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "71",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2023:CWF,
  author =       "Zhen Chen and Danny Kaufman and M{\'e}lina Skouras and
                 Etienne Vouga",
  title =        "Complex Wrinkle Field Evolution",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "72:1--72:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592397",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592397",
  abstract =     "We propose a new approach for representing wrinkles,
                 designed to capture complex and detailed wrinkle
                 behavior on coarse triangle meshes, called Complex
                 Wrinkle Fields. Complex Wrinkle Fields consist of an
                 almost-everywhere-unit complex-valued phase \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "72",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vidulis:2023:CEM,
  author =       "Michele Vidulis and Yingying Ren and Julian Panetta
                 and Eitan Grinspun and Mark Pauly",
  title =        "Computational Exploration of Multistable Elastic
                 Knots",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "73:1--73:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592399",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592399",
  abstract =     "We present an algorithmic approach to discover, study,
                 and design multistable elastic knots. Elastic knots are
                 physical realizations of closed curves embedded in
                 3-space. When endowed with the material thickness and
                 bending resistance of a physical \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "73",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hsu:2023:SFI,
  author =       "Jerry Hsu and Tongtong Wang and Zherong Pan and Xifeng
                 Gao and Cem Yuksel and Kui Wu",
  title =        "Sag-Free Initialization for Strand-Based Hybrid Hair
                 Simulation",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "74:1--74:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592143",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592143",
  abstract =     "Lagrangian/Eulerian hybrid strand-based hair
                 simulation techniques have quickly become a popular
                 approach in VFX and real-time graphics applications.
                 With Lagrangian hair dynamics, the inter-hair contacts
                 are resolved in the Eulerian grid using the \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "74",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shen:2023:CHF,
  author =       "Yuefan Shen and Shunsuke Saito and Ziyan Wang and
                 Olivier Maury and Chenglei Wu and Jessica Hodgins and
                 Youyi Zheng and Giljoo Nam",
  title =        "{CT2Hair}: High-Fidelity {$3$D} Hair Modeling using
                 Computed Tomography",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "75:1--75:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592106",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592106",
  abstract =     "We introduce CT2Hair, a fully automatic framework for
                 creating high-fidelity 3D hair models that are suitable
                 for use in downstream graphics applications. Our
                 approach utilizes real-world hair wigs as input, and is
                 able to reconstruct hair strands for \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "75",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yi:2023:ERT,
  author =       "Xinyu Yi and Yuxiao Zhou and Marc Habermann and
                 Vladislav Golyanik and Shaohua Pan and Christian
                 Theobalt and Feng Xu",
  title =        "{EgoLocate}: Real-time Motion Capture, Localization,
                 and Mapping with Sparse Body-mounted Sensors",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "76:1--76:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592099",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592099",
  abstract =     "Human and environment sensing are two important topics
                 in Computer Vision and Graphics. Human motion is often
                 captured by inertial sensors, while the environment is
                 mostly reconstructed using cameras. We integrate the
                 two techniques together in \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "76",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Krajancich:2023:TAA,
  author =       "Brooke Krajancich and Petr Kellnhofer and Gordon
                 Wetzstein",
  title =        "Towards Attention-aware Foveated Rendering",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "77:1--77:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592406",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592406",
  abstract =     "Foveated graphics is a promising approach to solving
                 the bandwidth challenges of immersive virtual and
                 augmented reality displays by exploiting the falloff in
                 spatial acuity in the periphery of the visual field.
                 However, the perceptual models used in \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "77",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Weier:2023:NPC,
  author =       "Philippe Weier and Tobias Zirr and Anton Kaplanyan and
                 Ling-Qi Yan and Philipp Slusallek",
  title =        "Neural Prefiltering for Correlation-Aware Levels of
                 Detail",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "78:1--78:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592443",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592443",
  abstract =     "We introduce a practical general-purpose neural
                 appearance filtering pipeline for physically-based
                 rendering. We tackle the previously difficult challenge
                 of aggregating visibility across many levels of detail
                 from local information only, without \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "78",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bati:2023:CCC,
  author =       "M{\'e}gane Bati and St{\'e}phane Blanco and Christophe
                 Coustet and Vincent Eymet and Vincent Forest and
                 Richard Fournier and Jacques Gautrais and Nicolas
                 Mellado and Mathias Paulin and Benjamin Piaud",
  title =        "Coupling Conduction, Convection and Radiative Transfer
                 in a Single Path-Space: Application to Infrared
                 Rendering",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "79:1--79:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592121",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592121",
  abstract =     "In the past decades, Monte Carlo methods have shown
                 their ability to solve PDEs, independently of the
                 dimensionality of the integration domain and for
                 different use-cases (e.g. light transport, geometry
                 processing, physics simulation). Specifically,
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "79",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sawhney:2023:WSG,
  author =       "Rohan Sawhney and Bailey Miller and Ioannis Gkioulekas
                 and Keenan Crane",
  title =        "{Walk on Stars}: a Grid-Free {Monte Carlo} Method for
                 {PDEs} with {Neumann} Boundary Conditions",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "80:1--80:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592398",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592398",
  abstract =     "Grid-free Monte Carlo methods based on the walk on
                 spheres (WoS) algorithm solve fundamental partial
                 differential equations (PDEs) like the Poisson equation
                 without discretizing the problem domain or
                 approximating functions in a finite basis. Such
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "80",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sugimoto:2023:PWB,
  author =       "Ryusuke Sugimoto and Terry Chen and Yiti Jiang and
                 Christopher Batty and Toshiya Hachisuka",
  title =        "A Practical Walk-on-Boundary Method for Boundary Value
                 Problems",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "81:1--81:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592109",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592109",
  abstract =     "We introduce the walk-on-boundary (WoB) method for
                 solving boundary value problems to computer graphics.
                 WoB is a grid-free Monte Carlo solver for certain
                 classes of second order partial differential equations.
                 A similar Monte Carlo solver, the walk-. \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "81",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Miller:2023:BVC,
  author =       "Bailey Miller and Rohan Sawhney and Keenan Crane and
                 Ioannis Gkioulekas",
  title =        "Boundary Value Caching for Walk on Spheres",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "82:1--82:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592400",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592400",
  abstract =     "Grid-free Monte Carlo methods such as walk on spheres
                 can be used to solve elliptic partial differential
                 equations without mesh generation or global solves.
                 However, such methods independently estimate the
                 solution at every point, and hence do not \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "82",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jeschke:2023:GSW,
  author =       "Stefan Jeschke and Chris Wojtan",
  title =        "Generalizing Shallow Water Simulations with Dispersive
                 Surface Waves",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "83:1--83:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592098",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592098",
  abstract =     "This paper introduces a novel method for simulating
                 large bodies of water as a height field. At the start
                 of each time step, we partition the waves into a bulk
                 flow (which approximately satisfies the assumptions of
                 the shallow water equations) and \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "83",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tang:2023:BCC,
  author =       "Pengbin Tang and Stelian Coros and Bernhard
                 Thomaszewski",
  title =        "Beyond {Chainmail}: Computational Modeling of Discrete
                 Interlocking Materials",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "84:1--84:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592112",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592112",
  abstract =     "We present a method for computational modeling,
                 mechanical characterization, and macro-scale simulation
                 of discrete interlocking materials (DIM)---3D-printed
                 chainmail fabrics made of quasi-rigid interlocking
                 elements. Unlike conventional elastic \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "84",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Voglreiter:2023:TRO,
  author =       "Philip Voglreiter and Bernhard Kerbl and Alexander
                 Weinrauch and Joerg Hermann Mueller and Thomas Neff and
                 Markus Steinberger and Dieter Schmalstieg",
  title =        "Trim Regions for Online Computation of From-Region
                 Potentially Visible Sets",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "85:1--85:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592434",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592434",
  abstract =     "Visibility computation is a key element in computer
                 graphics applications. More specifically, a from-region
                 potentially visible set (PVS) is an established tool in
                 rendering acceleration, but its high computational cost
                 means a from-region PVS is \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "85",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2023:PVH,
  author =       "Janghun Kim and Sungkil Lee",
  title =        "Potentially Visible Hidden-Volume Rendering for
                 Multi-View Warping",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "86:1--86:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592108",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592108",
  abstract =     "This paper presents the model and rendering algorithm
                 of Potentially Visible Hidden Volumes (PVHVs) for
                 multi-view image warping. PVHVs are 3D volumes that are
                 occluded at a known source view, but potentially
                 visible at novel views. Given a bound of \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "86",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Weinrauch:2023:EBM,
  author =       "Alexander Weinrauch and Wolfgang Tatzgern and Pascal
                 Stadlbauer and Alexis Crickx and Jozef Hladky and Arno
                 Coomans and Martin Winter and Joerg H. Mueller and
                 Markus Steinberger",
  title =        "Effect-based Multi-viewer Caching for Cloud-native
                 Rendering",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "87:1--87:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592431",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592431",
  abstract =     "With cloud computing becoming ubiquitous, it appears
                 as virtually everything can be offered as-a-service.
                 However, real-time rendering in the cloud forms a
                 notable exception, where the cloud adoption stops at
                 running individual game instances in \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "87",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vaidyanathan:2023:RAN,
  author =       "Karthik Vaidyanathan and Marco Salvi and Bartlomiej
                 Wronski and Tomas Akenine-Moller and Pontus Ebelin and
                 Aaron Lefohn",
  title =        "Random-Access Neural Compression of Material
                 Textures",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "88:1--88:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592407",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592407",
  abstract =     "The continuous advancement of photorealism in
                 rendering is accompanied by a growth in texture data
                 and, consequently, increasing storage and memory
                 demands. To address this issue, we propose a novel
                 neural compression technique specifically designed
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "88",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Reiser:2023:MME,
  author =       "Christian Reiser and Rick Szeliski and Dor Verbin and
                 Pratul Srinivasan and Ben Mildenhall and Andreas Geiger
                 and Jon Barron and Peter Hedman",
  title =        "{MERF}: Memory-Efficient Radiance Fields for Real-time
                 View Synthesis in Unbounded Scenes",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "89:1--89:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592426",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592426",
  abstract =     "Neural radiance fields enable state-of-the-art
                 photorealistic view synthesis. However, existing
                 radiance field representations are either too
                 compute-intensive for real-time rendering or require
                 too much memory to scale to large scenes. We present a
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "89",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shacklett:2023:EDO,
  author =       "Brennan Shacklett and Luc Guy Rosenzweig and Zhiqiang
                 Xie and Bidipta Sarkar and Andrew Szot and Erik Wijmans
                 and Vladlen Koltun and Dhruv Batra and Kayvon
                 Fatahalian",
  title =        "An Extensible, Data-Oriented Architecture for
                 High-Performance, Many-World Simulation",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "90:1--90:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592427",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592427",
  abstract =     "Training AI agents to perform complex tasks in
                 simulated worlds requires millions to billions of steps
                 of experience. To achieve high performance, today's
                 fastest simulators for training AI agents adopt the
                 idea of batch simulation: using a single \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "90",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zheng:2023:LAS,
  author =       "Xin-Yang Zheng and Hao Pan and Peng-Shuai Wang and Xin
                 Tong and Yang Liu and Heung-Yeung Shum",
  title =        "Locally Attentional {SDF} Diffusion for Controllable
                 {$3$D} Shape Generation",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "91:1--91:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592103",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592103",
  abstract =     "Although the recent rapid evolution of 3D generative
                 neural networks greatly improves 3D shape generation,
                 it is still not convenient for ordinary users to create
                 3D shapes and control the local geometry of generated
                 shapes. To address these \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "91",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2023:SSR,
  author =       "Biao Zhang and Jiapeng Tang and Matthias Nie{\ss}ner
                 and Peter Wonka",
  title =        "{$3$DShape2VecSet}: a {$3$D} Shape Representation for
                 Neural Fields and Generative Diffusion Models",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "92:1--92:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592442",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592442",
  abstract =     "We introduce 3DShape2VecSet, a novel shape
                 representation for neural fields designed for
                 generative diffusion models. Our shape representation
                 can encode 3D shapes given as surface models or point
                 clouds, and represents them as neural fields. The
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "92",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2023:CML,
  author =       "Pei Xu and Xiumin Shang and Victor Zordan and Ioannis
                 Karamouzas",
  title =        "Composite Motion Learning with Task Control",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "93:1--93:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592447",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592447",
  abstract =     "We present a deep learning method for composite and
                 task-driven motion control for physically simulated
                 characters. In contrast to existing data-driven
                 approaches using reinforcement learning that imitate
                 full-body motions, we learn decoupled motions
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "93",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2023:EBM,
  author =       "Weiyu Li and Xuelin Chen and Peizhuo Li and Olga
                 Sorkine-Hornung and Baoquan Chen",
  title =        "Example-based Motion Synthesis via Generative Motion
                 Matching",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "94:1--94:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592395",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592395",
  abstract =     "We present GenMM, a generative model that ``mines'' as
                 many diverse motions as possible from a single or few
                 example sequences. In stark contrast to existing
                 data-driven methods, which typically require long
                 offline training time, are prone to visual \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "94",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2023:LPS,
  author =       "Haotian Zhang and Ye Yuan and Viktor Makoviychuk and
                 Yunrong Guo and Sanja Fidler and Xue Bin Peng and
                 Kayvon Fatahalian",
  title =        "Learning Physically Simulated Tennis Skills from
                 Broadcast Videos",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "95:1--95:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592408",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592408",
  abstract =     "We present a system that learns diverse, physically
                 simulated tennis skills from large-scale demonstrations
                 of tennis play harvested from broadcast videos. Our
                 approach is built upon hierarchical models, combining a
                 low-level imitation policy and a \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "95",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Grandia:2023:DDO,
  author =       "Ruben Grandia and Farbod Farshidian and Espen Knoop
                 and Christian Schumacher and Marco Hutter and Moritz
                 B{\"a}cher",
  title =        "{DOC}: Differentiable Optimal Control for Retargeting
                 Motions onto Legged Robots",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "96:1--96:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592454",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592454",
  abstract =     "Legged robots are designed to perform highly dynamic
                 motions. However, it remains challenging for users to
                 retarget expressive motions onto these complex systems.
                 In this paper, we present a Differentiable Optimal
                 Control (DOC) framework that \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "96",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Du:2023:IVE,
  author =       "Zheng-Jun Du and Liang-Fu Kang and Jianchao Tan and
                 Yotam Gingold and Kun Xu",
  title =        "Image vectorization and editing via linear gradient
                 layer decomposition",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "97:1--97:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592128",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592128",
  abstract =     "A key advantage of vector graphics over raster
                 graphics is their editability. For example, linear
                 gradients define a spatially varying color fill with a
                 few intuitive parameters, which are ubiquitously
                 supported in standard vector graphics formats and
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "97",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chao:2023:CPA,
  author =       "Cheng-Kang Ted Chao and Jason Klein and Jianchao Tan
                 and Jose Echevarria and Yotam Gingold",
  title =        "{ColorfulCurves}: Palette-Aware Lightness Control and
                 Color Editing via Sparse Optimization",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "98:1--98:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592405",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592405",
  abstract =     "Color editing in images often consists of two main
                 tasks: changing hue and saturation, and editing
                 lightness or tone curves. State-of-the-art
                 palette-based recoloring approaches entangle these two
                 tasks. A user's only lightness control is changing the
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "98",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ma:2023:SPC,
  author =       "Sizhuo Ma and Varun Sundar and Paul Mos and Claudio
                 Bruschini and Edoardo Charbon and Mohit Gupta",
  title =        "Seeing Photons in Color",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "99:1--99:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592438",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592438",
  abstract =     "Megapixel single-photon avalanche diode (SPAD) arrays
                 have been developed recently, opening up the
                 possibility of deploying SPADs as generalpurpose
                 passive cameras for photography and computer vision.
                 However, most previous work on SPADs has been
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "99",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Song:2023:GLU,
  author =       "Shuangbing Song and Fan Zhong and Tianju Wang and
                 Xueying Qin and Changhe Tu",
  title =        "Guided Linear Upsampling",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "100:1--100:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592453",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592453",
  abstract =     "Guided upsampling is an effective approach for
                 accelerating high-resolution image processing. In this
                 paper, we propose a simple yet effective guided
                 upsampling method. Each pixel in the high-resolution
                 image is represented as a linear interpolation
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "100",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2023:LBP,
  author =       "Zhenwei Wang and Nanxuan Zhao and Gerhard Hancke and
                 Rynson W. H. Lau",
  title =        "Language-based Photo Color Adjustment for Graphic
                 Designs",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "101:1--101:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592111",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592111",
  abstract =     "Adjusting the photo color to associate with some
                 design elements is an essential way for a graphic
                 design to effectively deliver its message and make it
                 aesthetically pleasing. However, existing tools and
                 previous works face a dilemma between the ease
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "101",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Maestre:2023:DSP,
  author =       "Juan Sebastian Montes Maestre and Yinwei Du and Ronan
                 Hinchet and Stelian Coros and Bernhard Thomaszewski",
  title =        "Differentiable Stripe Patterns for Inverse Design of
                 Structured Surfaces",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "102:1--102:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592114",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592114",
  abstract =     "Stripe patterns are ubiquitous in nature and everyday
                 life. While the synthesis of these patterns has been
                 thoroughly studied in the literature, their potential
                 to control the mechanics of structured materials
                 remains largely unexplored. In this work, \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "102",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2023:DSS,
  author =       "Daoming Liu and Davide Pellis and Yu-Chou Chiang and
                 Florian Rist and Johannes Wallner and Helmut Pottmann",
  title =        "Deployable strip structures",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "103:1--103:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592393",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592393",
  abstract =     "We introduce the new concept of C-mesh to capture
                 kinetic structures that can be deployed from a
                 collapsed state. Quadrilateral C-meshes enjoy rich
                 geometry and surprising relations with differential
                 geometry: A structure that collapses onto a flat
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "103",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jones:2023:BRM,
  author =       "Benjamin Jones and James Noeckel and Milin Kodnongbua
                 and Ilya Baran and Adriana Schulz",
  title =        "B-rep Matching for Collaborating Across {CAD}
                 Systems",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "104:1--104:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592125",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592125",
  abstract =     "Large Computer-Aided Design (CAD) projects usually
                 require collaboration across many different CAD systems
                 as well as applications that interoperate with them for
                 manufacturing, visualization, or simulation. A
                 fundamental barrier to such \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "104",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lai:2023:PDP,
  author =       "Zeqiang Lai and Kaixuan Wei and Ying Fu and Philipp
                 H{\"a}rtel and Felix Heide",
  title =        "{$ \Delta $}-Prox: Differentiable Proximal Algorithm
                 Modeling for Large-Scale Optimization",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "105:1--105:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592144",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592144",
  abstract =     "Tasks across diverse application domains can be posed
                 as large-scale optimization problems, these include
                 graphics, vision, machine learning, imaging, health,
                 scheduling, planning, and energy system forecasting.
                 Independently of the application domain,. \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "105",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Benchekroun:2023:FCD,
  author =       "Otman Benchekroun and Jiayi Eris Zhang and Siddartha
                 Chaudhuri and Eitan Grinspun and Yi Zhou and Alec
                 Jacobson",
  title =        "Fast Complementary Dynamics via Skinning Eigenmodes",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "106:1--106:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592404",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592404",
  abstract =     "We propose a reduced-space elastodynamic solver that
                 is well suited for augmenting rigged character
                 animations with secondary motion. At the core of our
                 method is a novel deformation subspace based on Linear
                 Blend Skinning that overcomes many of the \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "106",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gross:2023:MSC,
  author =       "Oliver Gross and Yousuf Soliman and Marcel Padilla and
                 Felix Kn{\"o}ppel and Ulrich Pinkall and Peter
                 Schr{\"o}der",
  title =        "Motion from Shape Change",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "107:1--107:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592417",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592417",
  abstract =     "We consider motion effected by shape change. Such
                 motions are ubiquitous in nature and the human made
                 environment, ranging from single cells to platform
                 divers and jellyfish. The shapes may be immersed in
                 various media ranging from the very viscous to
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "107",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lan:2023:SOS,
  author =       "Lei Lan and Minchen Li and Chenfanfu Jiang and Huamin
                 Wang and Yin Yang",
  title =        "Second-order Stencil Descent for Interior-point
                 Hyperelasticity",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "108:1--108:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592104",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592104",
  abstract =     "In this paper, we present a GPU algorithm for finite
                 element hyperelastic simulation. We show that the
                 interior-point method, known to be effective for robust
                 collision resolution, can be coupled with non-Newton
                 procedures and be massively sped up on \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "108",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yu:2023:FWR,
  author =       "Yunchen Yu and Mengqi Xia and Bruce Walter and Eric
                 Michielssen and Steve Marschner",
  title =        "A Full-Wave Reference Simulator for Computing Surface
                 Reflectance",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "109:1--109:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592414",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592414",
  abstract =     "Computing light reflection from rough surfaces is an
                 important topic in computer graphics. Reflection models
                 developed based on geometric optics fail to capture
                 wave effects such as diffraction and interference,
                 while existing models based on physical \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "109",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2023:PTF,
  author =       "Qing Zhang and Hao Jiang and Yongwei Nie and Wei-Shi
                 Zheng",
  title =        "Pyramid Texture Filtering",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "110:1--110:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592120",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592120",
  abstract =     "We present a simple but effective technique to smooth
                 out textures while preserving the prominent structures.
                 Our method is built upon a key observation---the
                 coarsest level in a Gaussian pyramid often naturally
                 eliminates textures and summarizes the \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "110",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2023:GCN,
  author =       "Rui Xu and Zhiyang Dou and Ningna Wang and Shiqing Xin
                 and Shuangmin Chen and Mingyan Jiang and Xiaohu Guo and
                 Wenping Wang and Changhe Tu",
  title =        "Globally Consistent Normal Orientation for Point
                 Clouds by Regularizing the Winding-Number Field",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "111:1--111:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592129",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592129",
  abstract =     "Estimating normals with globally consistent
                 orientations for a raw point cloud has many downstream
                 geometry processing applications. Despite tremendous
                 efforts in the past decades, it remains challenging to
                 deal with an unoriented point cloud with \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "111",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2023:LMF,
  author =       "Heng Liu and David Bommes",
  title =        "Locally Meshable Frame Fields",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "112:1--112:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592457",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592457",
  abstract =     "The main robustness issue of state-of-the-art frame
                 field based hexahedral mesh generation algorithms
                 originates from non-meshable topological
                 configurations, which do not admit the construction of
                 an integer-grid map but frequently occur in smooth
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "112",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Reed:2023:NVR,
  author =       "Albert Reed and Juhyeon Kim and Thomas Blanford and
                 Adithya Pediredla and Daniel Brown and Suren
                 Jayasuriya",
  title =        "Neural Volumetric Reconstruction for Coherent
                 Synthetic Aperture Sonar",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "113:1--113:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592141",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592141",
  abstract =     "Synthetic aperture sonar (SAS) measures a scene from
                 multiple views in order to increase the resolution of
                 reconstructed imagery. Image reconstruction methods for
                 SAS coherently combine measurements to focus acoustic
                 energy onto the scene. However, \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "113",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2023:NNG,
  author =       "Yuan Liu and Peng Wang and Cheng Lin and Xiaoxiao Long
                 and Jiepeng Wang and Lingjie Liu and Taku Komura and
                 Wenping Wang",
  title =        "{NeRO}: Neural Geometry and {BRDF} Reconstruction of
                 Reflective Objects from Multiview Images",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "114:1--114:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592134",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592134",
  abstract =     "We present a neural rendering-based method called NeRO
                 for reconstructing the geometry and the BRDF of
                 reflective objects from multiview images captured in an
                 unknown environment. Multiview reconstruction of
                 reflective objects is extremely challenging \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "114",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2023:MSS,
  author =       "Rulin Chen and Pengyun Qiu and Peng Song and Bailin
                 Deng and Ziqi Wang and Ying He",
  title =        "Masonry {Shell} Structures with Discrete Equivalence
                 Classes",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "115:1--115:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592095",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592095",
  abstract =     "This paper proposes a method to model masonry shell
                 structures where the shell elements fall into a set of
                 discrete equivalence classes. Such shell structure can
                 reduce the fabrication cost and simplify the physical
                 construction due to reuse of a few \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "115",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Barda:2023:GDS,
  author =       "Amir Barda and Guy Tevet and Adriana Schulz and Amit
                 Haim Bermano",
  title =        "Generative Design of Sheet Metal Structures",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "116:1--116:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592444",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592444",
  abstract =     "Sheet Metal (SM) fabrication is perhaps one of the
                 most common metalworking technique. Despite its
                 prevalence, SM design is manual and costly, with
                 rigorous practices that restrict the search space,
                 yielding suboptimal results. In contrast, we \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "116",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Narumi:2023:IPS,
  author =       "Koya Narumi and Kazuki Koyama and Kai Suto and Yuta
                 Noma and Hiroki Sato and Tomohiro Tachi and Masaaki
                 Sugimoto and Takeo Igarashi and Yoshihiro Kawahara",
  title =        "Inkjet {$4$D} Print: Self-folding Tessellated Origami
                 Objects by Inkjet {UV} Printing",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "117:1--117:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592409",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592409",
  abstract =     "We propose Inkjet 4D Print, a self-folding fabrication
                 method of 3D origami tessellations by printing 2D
                 patterns on both sides of a heat-shrinkable base sheet,
                 using a commercialized inkjet ultraviolet (UV) printer.
                 Compared to the previous folding-. \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "117",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2023:SSU,
  author =       "Hsueh-Ti Derek Liu and Mark Gillespie and Benjamin
                 Chislett and Nicholas Sharp and Alec Jacobson and
                 Keenan Crane",
  title =        "Surface Simplification using Intrinsic Error Metrics",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "118:1--118:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592403",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592403",
  abstract =     "This paper describes a method for fast simplification
                 of surface meshes. Whereas past methods focus on visual
                 appearance, our goal is to solve equations on the
                 surface. Hence, rather than approximate the extrinsic
                 geometry, we construct a coarse \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "118",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2023:RLP,
  author =       "Zhen Chen and Zherong Pan and Kui Wu and Etienne Vouga
                 and Xifeng Gao",
  title =        "Robust Low-Poly Meshing for General {$3$D} Models",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "119:1--119:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592396",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592396",
  abstract =     "We propose a robust re-meshing approach that can
                 automatically generate visual-preserving low-poly
                 meshes for any high-poly models found in the wild. Our
                 method can be seamlessly integrated into current
                 mesh-based 3D asset production pipelines. Given
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "119",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhao:2023:EPD,
  author =       "Zheng-Yu Zhao and Mo Li and Zheng Zhang and Qing Fang
                 and Ligang Liu and Xiao-Ming Fu",
  title =        "Evolutionary Piecewise Developable Approximations",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "120:1--120:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592140",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592140",
  abstract =     "We propose a novel method to compute high-quality
                 piecewise developable approximations for triangular
                 meshes. Central to our approach is an evolutionary
                 genetic algorithm for optimizing the combinatorial and
                 discontinuous fitness function, including \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "120",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Maggiordomo:2023:MMC,
  author =       "Andrea Maggiordomo and Henry Moreton and Marco
                 Tarini",
  title =        "Micro-Mesh Construction",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "121:1--121:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592440",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592440",
  abstract =     "Micro-meshes ($ \mu $-meshes) are a new structured
                 graphics primitive supporting a large increase in
                 geometric fidelity, without commensurate memory and
                 run-time processing costs, consisting of a base mesh
                 enriched by a displacement map. A new generation of
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "121",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xie:2023:CPS,
  author =       "Tianyi Xie and Minchen Li and Yin Yang and Chenfanfu
                 Jiang",
  title =        "A Contact Proxy Splitting Method for {Lagrangian}
                 Solid-Fluid Coupling",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "122:1--122:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592115",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592115",
  abstract =     "We present a robust and efficient method for
                 simulating Lagrangian solid-fluid coupling based on a
                 new operator splitting strategy. We use variational
                 formulations to approximate fluid properties and
                 solid-fluid interactions, and introduce a unified
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "122",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2023:FSC,
  author =       "Wei Li and Mathieu Desbrun",
  title =        "Fluid-Solid Coupling in Kinetic Two-Phase Flow
                 Simulation",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "123:1--123:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592138",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592138",
  abstract =     "Real-life flows exhibit complex and visually appealing
                 behaviors such as bubbling, splashing, glugging and
                 wetting that simulation techniques in graphics have
                 attempted to capture for years. While early approaches
                 were not capable of reproducing \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "123",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Panuelos:2023:PPM,
  author =       "Jonathan Panuelos and Ryan Goldade and Eitan Grinspun
                 and David Levin and Christopher Batty",
  title =        "{PolyStokes}: a Polynomial Model Reduction Method for
                 Viscous Fluid Simulation",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "124:1--124:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592146",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592146",
  abstract =     "Standard liquid simulators apply operator splitting to
                 independently solve for pressure and viscous stresses,
                 a decoupling that induces incorrect free surface
                 boundary conditions. Such methods are unable to
                 simulate fluid phenomena reliant on the \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "124",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lyu:2023:BVW,
  author =       "Chaoyang Lyu and Kai Bai and Yiheng Wu and Mathieu
                 Desbrun and Changxi Zheng and Xiaopei Liu",
  title =        "Building a Virtual Weakly-Compressible Wind Tunnel
                 Testing Facility",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "125:1--125:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592394",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592394",
  abstract =     "Virtual wind tunnel testing is a key ingredient in the
                 engineering design process for the automotive and
                 aeronautical industries as well as for urban planning:
                 through visualization and analysis of the simulation
                 data, it helps optimize lift and drag \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "125",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yin:2023:FC,
  author =       "Hang Yin and Mohammad Sina Nabizadeh and Baichuan Wu
                 and Stephanie Wang and Albert Chern",
  title =        "Fluid Cohomology",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "126:1--126:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592402",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592402",
  abstract =     "The vorticity-streamfunction formulation for
                 incompressible inviscid fluids is the basis for many
                 fluid simulation methods in computer graphics,
                 including vortex methods, streamfunction solvers,
                 spectral methods, and Monte Carlo methods. We point out
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "126",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xue:2023:IWS,
  author =       "Kangrui Xue and Ryan M. Aronson and Jui-Hsien Wang and
                 Timothy R. Langlois and Doug L. James",
  title =        "Improved Water Sound Synthesis using Coupled Bubbles",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "127:1--127:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592424",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592424",
  abstract =     "We introduce a practical framework for synthesizing
                 bubble-based water sounds that captures the rich
                 inter-bubble coupling effects responsible for
                 low-frequency acoustic emissions from bubble clouds. We
                 propose coupled-bubble oscillator models with
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "127",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Valevski:2023:UTD,
  author =       "Dani Valevski and Matan Kalman and Eyal Molad and Eyal
                 Segalis and Yossi Matias and Yaniv Leviathan",
  title =        "{UniTune}: Text-Driven Image Editing by Fine Tuning a
                 Diffusion Model on a Single Image",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "128:1--128:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592451",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592451",
  abstract =     "Text-driven image generation methods have shown
                 impressive results recently, allowing casual users to
                 generate high quality images by providing textual
                 descriptions. However, similar capabilities for editing
                 existing images are still out of reach. \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "128",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hinderink:2023:GML,
  author =       "Steffen Hinderink and Marcel Campen",
  title =        "Galaxy Maps: Localized Foliations for Bijective
                 Volumetric Mapping",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "129:1--129:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592410",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592410",
  abstract =     "A method is presented to compute volumetric maps and
                 parametrizations of objects over 3D domains. As a key
                 feature, continuity and bijectivity are ensured by
                 construction. Arbitrary objects of ball topology,
                 represented as tetrahedral meshes, are \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "129",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2023:VQH,
  author =       "Yu Wang and Minghao Guo and Justin Solomon",
  title =        "Variational quasi-harmonic maps for computing
                 diffeomorphisms",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "130:1--130:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592105",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592105",
  abstract =     "Computation of injective (or inversion-free) maps is a
                 key task in geometry processing, physical simulation,
                 and shape optimization. Despite being a longstanding
                 problem, it remains challenging due to its highly
                 nonconvex and combinatoric nature. We \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "130",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nigolian:2023:ECP,
  author =       "Valentin Z{\'e}non Nigolian and Marcel Campen and
                 David Bommes",
  title =        "Expansion Cones: a Progressive Volumetric Mapping
                 Framework",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "131:1--131:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592421",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592421",
  abstract =     "Volumetric mapping is a ubiquitous and difficult
                 problem in Geometry Processing and has been the subject
                 of research in numerous and various directions. While
                 several methods show encouraging results, the field
                 still lacks a general approach with \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "131",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cao:2023:ULR,
  author =       "Dongliang Cao and Paul Roetzer and Florian Bernard",
  title =        "Unsupervised Learning of Robust Spectral Shape
                 Matching",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "132:1--132:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592107",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592107",
  abstract =     "We propose a novel learning-based approach for robust
                 3D shape matching. Our method builds upon deep
                 functional maps and can be trained in a fully
                 unsupervised manner. Previous deep functional map
                 methods mainly focus on predicting optimised \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "132",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xiong:2023:EET,
  author =       "Ruicheng Xiong and Yang Lu and Cong Chen and Jiaming
                 Zhu and Yajun Zeng and Ligang Liu",
  title =        "{ETER}: Elastic Tessellation for Real-Time
                 Pixel-Accurate Rendering of Large-Scale {NURBS}
                 Models",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "133:1--133:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592419",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592419",
  abstract =     "We present ETER, an elastic tessellation framework for
                 rendering large-scale NURBS models with pixel-accurate
                 and crack-free quality at real-time frame rates. We
                 propose a highly parallel adaptive tessellation
                 algorithm to achieve pixel accuracy, \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "133",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jazar:2023:TSI,
  author =       "Kavosh Jazar and Paul G. Kry",
  title =        "Temporal Set Inversion for Animated Implicits",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "134:1--134:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592448",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592448",
  abstract =     "We exploit the temporal coherence of closed-form
                 animated implicit surfaces by locally re-evaluating an
                 octree-like discretization of the implicit field only
                 as and where is necessary to rigorously maintain a
                 global error invariant over time, thereby \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "134",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Trevithick:2023:RTR,
  author =       "Alex Trevithick and Matthew Chan and Michael Stengel
                 and Eric Chan and Chao Liu and Zhiding Yu and Sameh
                 Khamis and Manmohan Chandraker and Ravi Ramamoorthi and
                 Koki Nagano",
  title =        "Real-Time Radiance Fields for Single-Image Portrait
                 View Synthesis",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "135:1--135:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592460",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592460",
  abstract =     "We present a one-shot method to infer and render a
                 photorealistic 3D representation from a single unposed
                 image (e.g., face portrait) in real-time. Given a
                 single RGB input, our image encoder directly predicts a
                 canonical triplane representation of a \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "135",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2023:GAS,
  author =       "Changyang Li and Lap-Fai Yu",
  title =        "Generating Activity Snippets by Learning Human-Scene
                 Interactions",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "136:1--136:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592096",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592096",
  abstract =     "We present an approach to generate virtual activity
                 snippets, which comprise sequenced keyframes of
                 multi-character, multi-object interaction scenarios in
                 3D environments, by learning from recordings of
                 human-scene interactions. The generation \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "136",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Charalambous:2023:GCC,
  author =       "Panayiotis Charalambous and Julien Pettre and Vassilis
                 Vassiliades and Yiorgos Chrysanthou and Nuria
                 Pelechano",
  title =        "{GREIL-Crowds}: Crowd Simulation with Deep
                 Reinforcement Learning and Examples",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "137:1--137:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592459",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592459",
  abstract =     "Simulating crowds with realistic behaviors is a
                 difficult but very important task for a variety of
                 applications. Quantifying how a person balances between
                 different conflicting criteria such as goal seeking,
                 collision avoidance and moving within a \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "137",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2023:DPG,
  author =       "Longwen Zhang and Qiwei Qiu and Hongyang Lin and
                 Qixuan Zhang and Cheng Shi and Wei Yang and Ye Shi and
                 Sibei Yang and Lan Xu and Jingyi Yu",
  title =        "{DreamFace}: Progressive Generation of Animatable
                 {$3$D} Faces under Text Guidance",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "138:1--138:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592094",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592094",
  abstract =     "Emerging Metaverse applications demand accessible,
                 accurate and easy-to-use tools for 3D digital human
                 creations in order to depict different cultures and
                 societies as if in the physical world. Recent
                 large-scale vision-language advances pave the way
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "138",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kerbl:2023:GSR,
  author =       "Bernhard Kerbl and Georgios Kopanas and Thomas
                 Leimkuehler and George Drettakis",
  title =        "{$3$D} {Gaussian} Splatting for Real-Time Radiance
                 Field Rendering",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "139:1--139:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592433",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592433",
  abstract =     "Radiance Field methods have recently revolutionized
                 novel-view synthesis of scenes captured with multiple
                 photos or videos. However, achieving high visual
                 quality still requires neural networks that are costly
                 to train and render, while recent faster \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "139",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Royo:2023:VMN,
  author =       "Diego Royo and Talha Sultan and Adolfo Mu{\~n}oz and
                 Khadijeh Masumnia-Bisheh and Eric Brandt and Diego
                 Gutierrez and Andreas Velten and Julio Marco",
  title =        "Virtual Mirrors: Non-Line-of-Sight Imaging Beyond the
                 Third Bounce",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "140:1--140:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592429",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592429",
  abstract =     "Non-line-of-sight (NLOS) imaging methods are capable
                 of reconstructing complex scenes that are not visible
                 to an observer using indirect illumination. However,
                 they assume only third-bounce illumination, so they are
                 currently limited to single-corner \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "140",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cui:2023:DIF,
  author =       "Qiaodong Cui and Victor Rong and Desai Chen and
                 Wojciech Matusik",
  title =        "Dense, Interlocking-Free and Scalable Spectral Packing
                 of Generic {$3$D} Objects",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "141:1--141:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592126",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592126",
  abstract =     "Packing 3D objects into a known container is a very
                 common task in many industries such as packaging,
                 transportation, and manufacturing. This important
                 problem is known to be NP-hard and even approximate
                 solutions are challenging. This is due to the
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "141",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Freire:2023:PLY,
  author =       "Marco Freire and Manas Bhargava and Camille Schreck
                 and Pierre-Alexandre Hugron and Bernd Bickel and
                 Sylvain Lefebvre",
  title =        "{PCBend}: Light Up Your {$3$D} Shapes With Foldable
                 Circuit Boards",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "142:1--142:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592411",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592411",
  abstract =     "We propose a computational design approach for
                 covering a surface with individually addressable RGB
                 LEDs, effectively forming a low-resolution surface
                 screen. To achieve a low-cost and scalable approach, we
                 propose creating designs from flat PCB \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "142",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lin:2023:SSM,
  author =       "Jenny Lin and Vidya Narayanan and Yuka Ikarashi and
                 Jonathan Ragan-Kelley and Gilbert Bernstein and James
                 McCann",
  title =        "Semantics and Scheduling for Machine Knitting
                 Compilers",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "143:1--143:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592449",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592449",
  abstract =     "Machine knitting is a well-established fabrication
                 technique for complex soft objects, and both companies
                 and researchers have developed tools for generating
                 machine knitting patterns. However, existing
                 representations for machine knitted objects are
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "143",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2023:TCT,
  author =       "Ziqi Wang and Florian Kennel-Maushart and Yijiang
                 Huang and Bernhard Thomaszewski and Stelian Coros",
  title =        "A Temporal Coherent Topology Optimization Approach for
                 Assembly Planning of Bespoke Frame Structures",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "144:1--144:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592102",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592102",
  abstract =     "We present a computational framework for planning the
                 assembly sequence of bespoke frame structures. Frame
                 structures are one of the most commonly used structural
                 systems in modern architecture, providing resistance to
                 gravitational and external \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "144",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ferguson:2023:TRC,
  author =       "Zachary Ferguson and Teseo Schneider and Danny Kaufman
                 and Daniele Panozzo",
  title =        "In-Timestep Remeshing for Contacting Elastodynamics",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "145:1--145:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592428",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592428",
  abstract =     "We propose In-Timestep Remeshing, a fully coupled,
                 adaptive meshing algorithm for contacting
                 elastodynamics where remeshing steps are tightly
                 integrated, implicitly, within the timestep solve. Our
                 algorithm refines and coarsens the domain \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "145",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2023:SPB,
  author =       "He Chen and Elie Diaz and Cem Yuksel",
  title =        "Shortest Path to Boundary for Self-Intersecting
                 Meshes",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "146:1--146:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592136",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592136",
  abstract =     "We introduce a method for efficiently computing the
                 exact shortest path to the boundary of a mesh from a
                 given internal point in the presence of
                 self-intersections. We provide a formal definition of
                 shortest boundary paths for self-intersecting
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "146",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zong:2023:PFS,
  author =       "Chen Zong and Jiacheng Xu and Jiantao Song and
                 Shuangmin Chen and Shiqing Xin and Wenping Wang and
                 Changhe Tu",
  title =        "{P2M}: a Fast Solver for Querying Distance from Point
                 to Mesh Surface",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "147:1--147:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592439",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592439",
  abstract =     "Most of the existing point-to-mesh distance query
                 solvers, such as Proximity Query Package (PQP), Embree
                 and Fast Closest Point Query (FCPW), are based on
                 bounding volume hierarchy (BVH). The hierarchical
                 organizational structure enables one to \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "147",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chefer:2023:AEA,
  author =       "Hila Chefer and Yuval Alaluf and Yael Vinker and Lior
                 Wolf and Daniel Cohen-Or",
  title =        "Attend-and-Excite: Attention-Based Semantic Guidance
                 for Text-to-Image Diffusion Models",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "148:1--148:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592116",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592116",
  abstract =     "Recent text-to-image generative models have
                 demonstrated an unparalleled ability to generate
                 diverse and creative imagery guided by a target text
                 prompt. While revolutionary, current state-of-the-art
                 diffusion models may still fail in generating
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "148",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Avrahami:2023:BLD,
  author =       "Omri Avrahami and Ohad Fried and Dani Lischinski",
  title =        "Blended Latent Diffusion",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "149:1--149:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592450",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592450",
  abstract =     "The tremendous progress in neural image generation,
                 coupled with the emergence of seemingly omnipotent
                 vision-language models has finally enabled text-based
                 interfaces for creating and editing images. Handling
                 generic images requires a diverse \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "149",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gal:2023:EBD,
  author =       "Rinon Gal and Moab Arar and Yuval Atzmon and Amit H.
                 Bermano and Gal Chechik and Daniel Cohen-Or",
  title =        "Encoder-based Domain Tuning for Fast Personalization
                 of Text-to-Image Models",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "150:1--150:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592133",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592133",
  abstract =     "Text-to-image personalization aims to teach a
                 pre-trained diffusion model to reason about novel, user
                 provided concepts, embedding them into new scenes
                 guided by natural language prompts. However, current
                 personalization approaches struggle with \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "150",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Iluz:2023:WIS,
  author =       "Shir Iluz and Yael Vinker and Amir Hertz and Daniel
                 Berio and Daniel Cohen-Or and Ariel Shamir",
  title =        "Word-As-Image for Semantic Typography",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "151:1--151:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592123",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592123",
  abstract =     "A word-as-image is a semantic typography technique
                 where a word illustration presents a visualization of
                 the meaning of the word, while also preserving its
                 readability. We present a method to create
                 word-as-image illustrations automatically. This task
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "151",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Garces:2023:TMD,
  author =       "Elena Garces and Victor Arellano and Carlos
                 Rodriguez-Pardo and David Pascual-Hernandez and Sergio
                 Suja and Jorge Lopez-Moreno",
  title =        "Towards Material Digitization with a Dual-scale
                 Optical System",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "152:1--152:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592147",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592147",
  abstract =     "Existing devices for measuring material appearance in
                 spatially-varying samples are limited to a single
                 scale, either micro or mesoscopic. This is a practical
                 limitation when the material has a complex multi-scale
                 structure. In this paper, we present \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "152",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2023:EEP,
  author =       "Beichen Li and Liang Shi and Wojciech Matusik",
  title =        "End-to-end Procedural Material Capture with Proxy-Free
                 Mixed-Integer Optimization",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "153:1--153:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592132",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592132",
  abstract =     "Node-graph-based procedural materials are vital to 3D
                 content creation within the computer graphics industry.
                 Leveraging the expressive representation of procedural
                 materials, artists can effortlessly generate diverse
                 appearances by altering the graph \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "153",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sharma:2023:MSS,
  author =       "Prafull Sharma and Julien Philip and Micha{\"e}l
                 Gharbi and Bill Freeman and Fredo Durand and Valentin
                 Deschaintre",
  title =        "Materialistic: Selecting Similar Materials in Images",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "154:1--154:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592390",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592390",
  abstract =     "Separating an image into meaningful underlying
                 components is a crucial first step for both editing and
                 understanding images. We present a method capable of
                 selecting the regions of a photograph exhibiting the
                 same material as an artist-chosen area. \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "154",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2023:OOB,
  author =       "Peng-Shuai Wang",
  title =        "{OctFormer}: Octree-based Transformers for {$3$D}
                 Point Clouds",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "155:1--155:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592131",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592131",
  abstract =     "We propose octree-based transformers, named OctFormer,
                 for 3D point cloud learning. OctFormer can not only
                 serve as a general and effective backbone for 3D point
                 cloud segmentation and object detection but also have
                 linear complexity and is scalable \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "155",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2023:DFL,
  author =       "Anpei Chen and Zexiang Xu and Xinyue Wei and Siyu Tang
                 and Hao Su and Andreas Geiger",
  title =        "Dictionary Fields: Learning a Neural Basis
                 Decomposition",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "156:1--156:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592135",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592135",
  abstract =     "We present Dictionary Fields, a novel neural
                 representation which decomposes a signal into a product
                 of factors, each represented by a classical or neural
                 field representation, operating on transformed input
                 coordinates. More specifically, we \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "156",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Cao:2023:SAR,
  author =       "Hezhi Cao and Xi Xia and Guan Wu and Ruizhen Hu and
                 Ligang Liu",
  title =        "{ScanBot}: Autonomous Reconstruction via Deep
                 Reinforcement Learning",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "157:1--157:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592113",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592113",
  abstract =     "Autoscanning of an unknown environment is the key to
                 many AR/VR and robotic applications. However,
                 autonomous reconstruction with both high efficiency and
                 quality remains a challenging problem. In this work, we
                 propose a reconstruction-oriented \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "157",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zheng:2023:ART,
  author =       "Zerong Zheng and Xiaochen Zhao and Hongwen Zhang and
                 Boning Liu and Yebin Liu",
  title =        "{AvatarReX}: Real-time Expressive Full-body Avatars",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "158:1--158:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592101",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592101",
  abstract =     "We present AvatarReX, a new method for learning
                 NeRF-based full-body avatars from video data. The
                 learnt avatar not only provides expressive control of
                 the body, hands and the face together, but also
                 supports real-time animation and rendering. To this
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "158",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gao:2023:SSB,
  author =       "Lin Gao and Feng-Lin Liu and Shu-Yu Chen and Kaiwen
                 Jiang and Chun-Peng Li and Yu-Kun Lai and Hongbo Fu",
  title =        "{SketchFaceNeRF}: Sketch-based Facial Generation and
                 Editing in Neural Radiance Fields",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "159:1--159:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592100",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592100",
  abstract =     "Realistic 3D facial generation based on Neural
                 Radiance Fields (NeRFs) from 2D sketches benefits
                 various applications. Despite the high realism of
                 free-view rendering results of NeRFs, it is tedious and
                 difficult for artists to achieve detailed 3D \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "159",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Isik:2023:HHF,
  author =       "Mustafa I{\c{s}}{\i}k and Martin R{\"u}nz and Markos
                 Georgopoulos and Taras Khakhulin and Jonathan Starck
                 and Lourdes Agapito and Matthias Nie{\ss}ner",
  title =        "{HumanRF}: High-Fidelity Neural Radiance Fields for
                 Humans in Motion",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "160:1--160:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592415",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592415",
  abstract =     "Representing human performance at high-fidelity is an
                 essential building block in diverse applications, such
                 as film production, computer games or
                 videoconferencing. To close the gap to production-level
                 quality, we introduce HumanRF$^1$, a 4D dynamic
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "160",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kirschstein:2023:NMV,
  author =       "Tobias Kirschstein and Shenhan Qian and Simon
                 Giebenhain and Tim Walter and Matthias Nie{\ss}ner",
  title =        "{NeRSemble}: Multi-view Radiance Field Reconstruction
                 of Human Heads",
  journal =      j-TOG,
  volume =       "42",
  number =       "4",
  pages =        "161:1--161:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592455",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:56:03 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592455",
  abstract =     "We focus on reconstructing high-fidelity radiance
                 fields of human heads, capturing their animations over
                 time, and synthesizing re-renderings from novel
                 viewpoints at arbitrary time steps. To this end, we
                 propose a new multi-view capture setup \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "161",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Schott:2023:LST,
  author =       "Hugo Schott and Axel Paris and Lucie Fournier and Eric
                 Gu{\'e}rin and Eric Galin",
  title =        "Large-scale Terrain Authoring through Interactive
                 Erosion Simulation",
  journal =      j-TOG,
  volume =       "42",
  number =       "5",
  pages =        "162:1--162:??",
  month =        oct,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3592787",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:49:01 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3592787",
  abstract =     "Large-scale terrains are essential in the definition
                 of virtual worlds. Given the diversity of landforms and
                 the geomorphological complexity, there is a need for
                 authoring techniques offering hydrological consistency
                 without sacrificing user control. In \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "162",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zheng:2023:NOO,
  author =       "Chuankun Zheng and Yuchi Huo and Shaohua Mo and Zhihua
                 Zhong and Zhizhen Wu and Wei Hua and Rui Wang and Hujun
                 Bao",
  title =        "{NeLT}: Object-Oriented Neural Light Transfer",
  journal =      j-TOG,
  volume =       "42",
  number =       "5",
  pages =        "163:1--163:??",
  month =        oct,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3596491",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:49:01 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3596491",
  abstract =     "This article presents object-oriented neural light
                 transfer (NeLT), a novel neural representation of the
                 dynamic light transportation between an object and the
                 environment. Our method disentangles the global
                 illumination of a scene into individual objects'.
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "163",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Levi:2023:SPC,
  author =       "Zohar Levi",
  title =        "Seamless Parametrization with Cone and Partial Loop
                 Control",
  journal =      j-TOG,
  volume =       "42",
  number =       "5",
  pages =        "164:1--164:??",
  month =        oct,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3600087",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:49:01 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3600087",
  abstract =     "We present a method for constructing seamless
                 parametrization for surfaces of any genus that can
                 handle any feasible cone configuration with any type of
                 cones. The mapping is guaranteed to be locally
                 injective, which is due to careful construction of a
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "164",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhao:2023:LPR,
  author =       "Hang Zhao and Zherong Pan and Yang Yu and Kai Xu",
  title =        "Learning Physically Realizable Skills for Online
                 Packing of General {$3$D} Shapes",
  journal =      j-TOG,
  volume =       "42",
  number =       "5",
  pages =        "165:1--165:??",
  month =        oct,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3603544",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:49:01 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3603544",
  abstract =     "We study the problem of learning online packing skills
                 for irregular 3D shapes, which is arguably the most
                 challenging setting of bin packing problems. The goal
                 is to consecutively move a sequence of 3D objects with
                 arbitrary shapes into a designated \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "165",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Coiffier:2023:MMF,
  author =       "Guillaume Coiffier and Etienne Corman",
  title =        "The Method of Moving Frames for Surface Global
                 Parametrization",
  journal =      j-TOG,
  volume =       "42",
  number =       "5",
  pages =        "166:1--166:??",
  month =        oct,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3604282",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:49:01 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3604282",
  abstract =     "This article introduces a new representation of
                 surface global parametrization based on Cartan's method
                 of moving frames. We show that a system of structure
                 equations, characterizing the local coordinates changes
                 with respect to a local frame system, \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "166",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2023:FGB,
  author =       "Tianyu Wang and Jiong Chen and Dongping Li and Xiaowei
                 Liu and Huamin Wang and Kun Zhou",
  title =        "Fast {GPU-based} Two-way Continuous Collision
                 Handling",
  journal =      j-TOG,
  volume =       "42",
  number =       "5",
  pages =        "167:1--167:??",
  month =        oct,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3604551",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:49:01 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3604551",
  abstract =     "Step-and-project is a popular method to simulate
                 non-penetrating deformable bodies in physically based
                 animation. The strategy is to first integrate the
                 system in time without considering contacts and then
                 resolve potential intersections, striking a good
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "167",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Makatura:2023:PMU,
  author =       "Liane Makatura and Bohan Wang and Yi-Lu Chen and Bolei
                 Deng and Chris Wojtan and Bernd Bickel and Wojciech
                 Matusik",
  title =        "Procedural Metamaterials: a Unified Procedural Graph
                 for Metamaterial Design",
  journal =      j-TOG,
  volume =       "42",
  number =       "5",
  pages =        "168:1--168:??",
  month =        oct,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3605389",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:49:01 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3605389",
  abstract =     "We introduce a compact, intuitive procedural graph
                 representation for cellular metamaterials, which are
                 small-scale, tileable structures that can be
                 architected to exhibit many useful material properties.
                 Because the structures' ``architectures'' vary
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "168",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2023:UAS,
  author =       "Yuxin Zhang and Fan Tang and Weiming Dong and Haibin
                 Huang and Chongyang Ma and Tong-Yee Lee and Changsheng
                 Xu",
  title =        "A Unified Arbitrary Style Transfer Framework via
                 Adaptive Contrastive Learning",
  journal =      j-TOG,
  volume =       "42",
  number =       "5",
  pages =        "169:1--169:??",
  month =        oct,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3605548",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:49:01 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3605548",
  abstract =     "This work presents Unified Contrastive Arbitrary Style
                 Transfer (UCAST), a novel style representation learning
                 and transfer framework, that can fit in most existing
                 arbitrary image style transfer models, such as
                 CNN-based, ViT-based, and flow-based \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "169",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tang:2023:HRV,
  author =       "Sicong Tang and Guangyuan Wang and Qing Ran and
                 Lingzhi Li and Li Shen and Ping Tan",
  title =        "High-Resolution Volumetric Reconstruction for Clothed
                 Humans",
  journal =      j-TOG,
  volume =       "42",
  number =       "5",
  pages =        "170:1--170:??",
  month =        oct,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3606032",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:49:01 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3606032",
  abstract =     "We present a novel method for reconstructing clothed
                 humans from a sparse set of, e.g., 1-6 RGB images.
                 Despite impressive results from recent works employing
                 deep implicit representation, we revisit the volumetric
                 approach and demonstrate that better \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "170",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hafner:2023:DSK,
  author =       "Christian Hafner and Bernd Bickel",
  title =        "The Design Space of {Kirchhoff} Rods",
  journal =      j-TOG,
  volume =       "42",
  number =       "5",
  pages =        "171:1--171:??",
  month =        oct,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3606033",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:49:01 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3606033",
  abstract =     "The Kirchhoff rod model describes the bending and
                 twisting of slender elastic rods in three dimensions
                 and has been widely studied to enable the prediction of
                 how a rod will deform, given its geometry and boundary
                 conditions. In this work, we study a \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "171",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Baykal:2023:CGS,
  author =       "Ahmet Canberk Baykal and Abdul Basit Anees and Duygu
                 Ceylan and Erkut Erdem and Aykut Erdem and Deniz
                 Yuret",
  title =        "{CLIP}-guided {StyleGAN} Inversion for Text-driven
                 Real Image Editing",
  journal =      j-TOG,
  volume =       "42",
  number =       "5",
  pages =        "172:1--172:??",
  month =        oct,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3610287",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Oct 7 06:49:01 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3610287",
  abstract =     "Researchers have recently begun exploring the use of
                 StyleGAN-based models for real image editing. One
                 particularly interesting application is using natural
                 language descriptions to guide the editing process.
                 Existing approaches for editing images using \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "172",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Becker:2023:CSD,
  author =       "Quentin Becker and Seiichi Suzuki and Yingying Ren and
                 Davide Pellis and Julian Panetta and Mark Pauly",
  title =        "{C}-Shells: Deployable Gridshells with Curved Beams",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "173:1--173:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618366",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618366",
  abstract =     "We introduce a computational pipeline for simulating
                 and designing C-shells, a new class of
                 planar-to-spatial deployable linkage structures. A
                 C-shell is composed \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "173",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wen:2023:KLS,
  author =       "Jiahao Wen and Jernej Barbic",
  title =        "{Kirchhoff--Love} Shells with Arbitrary Hyperelastic
                 Materials",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "174:1--174:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618405",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618405",
  abstract =     "Kirchhoff--Love shells are commonly used in many
                 branches of engineering, including in computer
                 graphics, but have so far been simulated only under
                 limited \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "174",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2023:SDB,
  author =       "Zhendong Wang and Yin Yang and Huamin Wang",
  title =        "Stable Discrete Bending by Analytic Eigensystem and
                 Adaptive Orthotropic Geometric Stiffness",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "175:1--175:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618372",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618372",
  abstract =     "In this paper, we address two limitations of dihedral
                 angle based discrete bending (DAB) models, i.e. the
                 indefiniteness of their energy Hessian and their
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "175",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2023:PSQ,
  author =       "Jiayi Eris Zhang and J{\'e}r{\'e}mie Dumas and Fei,
                 Yun (Raymond) and Alec Jacobson and Doug L. James and
                 Danny M. Kaufman",
  title =        "Progressive Shell Qasistatics for Unstructured
                 Meshes",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "176:1--176:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618388",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618388",
  abstract =     "Thin shell structures exhibit complex behaviors
                 critical for modeling and design across wide-ranging
                 applications. Capturing their mechanical response
                 requires \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "176",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2023:APA,
  author =       "Pei Xu and Kaixiang Xie and Sheldon Andrews and Paul
                 G. Kry and Michael Neff and Morgan Mcguire and Ioannis
                 Karamouzas and Victor Zordan",
  title =        "{AdaptNet}: Policy Adaptation for Physics-Based
                 Character Control",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "177:1--177:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618375",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618375",
  abstract =     "Motivated by humans' ability to adapt skills in the
                 learning of new ones, this paper presents AdaptNet, an
                 approach for modifying the latent space of \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "177",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhu:2023:NCP,
  author =       "Qingxu Zhu and He Zhang and Mengting Lan and Lei Han",
  title =        "Neural Categorical Priors for Physics-Based Character
                 Control",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "178:1--178:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618397",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618397",
  abstract =     "Recent advances in learning reusable motion priors
                 have demonstrated their effectiveness in generating
                 naturalistic behaviors. In this paper, we propose a new
                 learning \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "178",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2023:DDS,
  author =       "Zhehao Li and Qingyu Xu and Xiaohan Ye and Bo Ren and
                 Ligang Liu",
  title =        "{DiffFR}: Differentiable {SPH}-Based Fluid-Rigid
                 Coupling for Rigid Body Control",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "179:1--179:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618318",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618318",
  abstract =     "Differentiable physics simulation has shown its
                 efficacy in inverse design problems. Given the
                 pervasiveness of the diverse interactions between
                 fluids and solids in life, a \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "179",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bruckler:2023:CEC,
  author =       "Hendrik Br{\"u}ckler and Marcel Campen",
  title =        "Collapsing Embedded Cell Complexes for Safer
                 Hexahedral Meshing",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "180:1--180:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618384",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618384",
  abstract =     "We present a set of operators to perform
                 modifications, in particular collapses and splits, in
                 volumetric cell complexes which are discretely embedded
                 in a \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "180",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Diazzi:2023:CDT,
  author =       "Lorenzo Diazzi and Daniele Panozzo and Amir Vaxman and
                 Marco Attene",
  title =        "Constrained {Delaunay} Tetrahedrization: a Robust and
                 Practical Approach",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "181:1--181:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618352",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618352",
  abstract =     "We present a numerically robust algorithm for
                 computing the constrained Delaunay tetrahedrization
                 (CDT) of a piecewise-linear complex, which has a 100\%
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "181",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Khanteimouri:2023:BGB,
  author =       "Payam Khanteimouri and Marcel Campen",
  title =        "{$3$D} {B{\'e}zier} Guarding: Boundary-Conforming
                 Curved Tetrahedral Meshing",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "182:1--182:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618332",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618332",
  abstract =     "We present a method for the generation of higher-order
                 tetrahedral meshes. In contrast to previous methods,
                 the curved tetrahedral elements are guaranteed to be
                 free \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "182",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Inza:2023:DQM,
  author =       "Victor Ceballos Inza and Florian Rist and Johannes
                 Wallner and Helmut Pottmann",
  title =        "Developable Quad Meshes and Contact Element Nets",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "183:1--183:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618355",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618355",
  abstract =     "The property of a surface being developable can be
                 expressed in different equivalent ways, by vanishing
                 Gauss curvature, or by the existence of isometric
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "183",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kilian:2023:MSF,
  author =       "Martin Kilian and Anthony S Ramos Cisneros and
                 Christian M{\"u}ller and Helmut Pottmann",
  title =        "Meshes with Spherical Faces",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "184:1--184:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618345",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618345",
  abstract =     "Discrete surfaces with spherical faces are interesting
                 from a simplified manufacturing viewpoint when compared
                 to other double curved face shapes. Furthermore,
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "184",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2023:CDF,
  author =       "Zhan Zhang and Christopher Brandt and Jean Jouve and
                 Yue Wang and Tian Chen and Mark Pauly and Julian
                 Panetta",
  title =        "Computational Design of Flexible Planar
                 Microstructures",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "185:1--185:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618396",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618396",
  abstract =     "Mechanical metamaterials enable customizing the
                 elastic properties of physical objects by altering
                 their fine-scale structure. A broad gamut of effective
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "185",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2023:NMN,
  author =       "Yue Li and Stelian Coros and Bernhard Thomaszewski",
  title =        "Neural Metamaterial Networks for Nonlinear Material
                 Design",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "186:1--186:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618325",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618325",
  abstract =     "Nonlinear metamaterials with tailored mechanical
                 properties have applications in engineering, medicine,
                 robotics, and beyond. While modeling their \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "186",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jourdan:2023:SMP,
  author =       "David Jourdan and Pierre-Alexandre Hugron and Camille
                 Schreck and Jon{\`a}s Mart{\'\i}nez and Sylvain
                 Lefebvre",
  title =        "Shrink \& Morph: {$3$D}-Printed Self-Shaping Shells
                 Actuated by a Shape Memory Effect",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "187:1--187:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618386",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618386",
  abstract =     "While 3D printing enables the customization and home
                 fabrication of a wide range of shapes, fabricating
                 freeform thin-shells remains challenging. As layers
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "187",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhong:2023:VVS,
  author =       "Fanchao Zhong and Haisen Zhao and Haochen Li and Xin
                 Yan and Jikai Liu and Baoquan Chen and Lin Lu",
  title =        "{VASCO}: Volume and Surface Co-Decomposition for
                 Hybrid Manufacturing",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "188:1--188:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618324",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618324",
  abstract =     "Additive and subtractive hybrid manufacturing (ASHM)
                 involves the alternating use of additive and
                 subtractive manufacturing techniques, which \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "188",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2023:PKS,
  author =       "Mengyun Liu and Xiaopei Liu",
  title =        "A Parametric Kinetic Solver for Simulating
                 Boundary-Dominated Turbulent Flow Phenomena",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "189:1--189:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618313",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618313",
  abstract =     "Boundary layer flow plays a very important role in
                 shaping the entire flow feature near and behind
                 obstacles inside fluids. Thus, boundary treatment
                 methods are \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "189",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2023:HOM,
  author =       "Wei Li and Tongtong Wang and Zherong Pan and Xifeng
                 Gao and Kui Wu and Mathieu Desbrun",
  title =        "High-Order Moment-Encoded Kinetic Simulation of
                 Turbulent Flows",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "190:1--190:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618341",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618341",
  abstract =     "Kinetic solvers for incompressible fluid simulation
                 were designed to run efficiently on massively parallel
                 architectures such as GPUs. While these lattice
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "190",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yan:2023:HDR,
  author =       "Han Yan and Bo Ren",
  title =        "High Density Ratio Multi-Fluid Simulation with
                 Peridynamics",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "191:1--191:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618347",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618347",
  abstract =     "Multiple fluid simulation has raised wide research
                 interest in recent years. Despite the impressive
                 successes of current works, simulation of scenes
                 containing \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "191",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2023:GLG,
  author =       "Xingqiao Li and Xingyu Ni and Bo Zhu and Bin Wang and
                 Baoquan Chen",
  title =        "{GARM-LS}: a Gradient-Augmented Reference-Map Method
                 for Level-Set Fluid Simulation",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "192:1--192:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618377",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618377",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "192",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hamamichi:2023:NNV,
  author =       "Mitsuki Hamamichi and Kentaro Nagasawa and Masato
                 Okada and Ryohei Seto and Yonghao Yue",
  title =        "Non-{Newtonian} {ViRheometry} via Similarity
                 Analysis",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "193:1--193:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618310",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618310",
  abstract =     "We estimate the three Herschel--Bulkley parameters
                 (yield stress $ \sigma_Y $, power-law index $n$, and
                 consistency parameter $ \eta $) for shear-dependent
                 fluid-like materials \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "193",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Maestre:2023:TTO,
  author =       "Juan Montes Maestre and Ronan Hinchet and Stelian
                 Coros and Bernhard Thomaszewski",
  title =        "{ToRoS}: a Topology Optimization Approach for
                 Designing Robotic Skins",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "194:1--194:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618382",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618382",
  abstract =     "Soft robotics offers unique advantages in manipulating
                 fragile or deformable objects, human-robot interaction,
                 and exploring inaccessible terrain. However, \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "194",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Maloisel:2023:ODR,
  author =       "Guirec Maloisel and Christian Schumacher and Espen
                 Knoop and Ruben Grandia and Moritz B{\"a}cher",
  title =        "Optimal Design of Robotic Character Kinematics",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "195:1--195:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618404",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618404",
  abstract =     "The kinematic motion of a robotic character is defined
                 by its mechanical joints and actuators that restrict
                 the relative motion of its rigid components. Designing
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "195",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Haydel:2023:LAL,
  author =       "Jacob Haydel and Cem Yuksel and Larry Seiler",
  title =        "Locally-Adaptive Level-of-Detail for
                 Hardware-Accelerated Ray Tracing",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "196:1--196:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618359",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618359",
  abstract =     "We introduce an adaptive level-of-detail technique for
                 ray tracing triangle meshes that aims to reduce the
                 memory bandwidth used during ray traversal, which
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "196",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2023:OMG,
  author =       "Jiaman Li and Jiajun Wu and C. Karen Liu",
  title =        "Object Motion Guided Human Motion Synthesis",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "197:1--197:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618333",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618333",
  abstract =     "Modeling human behaviors in contextual environments
                 has a wide range of applications in character
                 animation, embodied AI, VR/AR, and robotics. \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "197",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jiang:2023:CKD,
  author =       "Haiyan Jiang and Dongdong Weng and Xiaonuo Dongye and
                 Le Luo and Zhenliang Zhang",
  title =        "Commonsense Knowledge-Driven Joint Reasoning Approach
                 for Object Retrieval in Virtual Reality",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "198:1--198:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618320",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618320",
  abstract =     "National Key Laboratory of General Artificial
                 Intelligence, Beijing Institute for General Artificial
                 Intelligence (BIGAI), China Retrieving out-of-reach
                 objects is \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "198",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Korosteleva:2023:GPP,
  author =       "Maria Korosteleva and Olga Sorkine-Hornung",
  title =        "{GarmentCode}: Programming Parametric Sewing
                 Patterns",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "199:1--199:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618351",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618351",
  abstract =     "Garment modeling is an essential task of the global
                 apparel industry and a core part of digital human
                 modeling. Realistic representation of garments with
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "199",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2023:TGS,
  author =       "Lijuan Liu and Xiangyu Xu and Zhijie Lin and Jiabin
                 Liang and Shuicheng Yan",
  title =        "Towards Garment Sewing Pattern Reconstruction from a
                 Single Image",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "200:1--200:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618319",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618319",
  abstract =     "Garment sewing pattern represents the intrinsic rest
                 shape of a garment, and is the core for many
                 applications like fashion design, virtual try-on, and
                 digital \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "200",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhou:2023:CDL,
  author =       "Mingjun Zhou and Jiahao Ge and Hao Xu and Chi-Wing
                 Fu",
  title =        "Computational Design of {LEGO}{\reg} Sketch Art",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "201:1--201:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618306",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618306",
  abstract =     "This paper presents computational methods to aid the
                 creation of LEGO{\reg} sketch models from simple input
                 images. Beyond conventional LEGO{\reg} mosaics, we
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "201",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nam:2023:DHP,
  author =       "Seung-Woo Nam and Youngjin Kim and Dongyeon Kim and
                 Yoonchan Jeong",
  title =        "Depolarized Holography with Polarization-Multiplexing
                 Metasurface",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "202:1--202:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618395",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618395",
  abstract =     "The evolution of computer-generated holography (CGH)
                 algorithms has prompted significant improvements in the
                 performances of holographic \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "202",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kuo:2023:MH,
  author =       "Grace Kuo and Florian Schiffers and Douglas Lanman and
                 Oliver Cossairt and Nathan Matsuda",
  title =        "Multisource Holography",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "203:1--203:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618380",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618380",
  abstract =     "Holographic displays promise several benefits
                 including high quality 3D imagery, accurate
                 accommodation cues, and compact form-factors. However,
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "203",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bharadwaj:2023:FFL,
  author =       "Shrisha Bharadwaj and Yufeng Zheng and Otmar Hilliges
                 and Michael J. Black and Victoria Fernandez Abrevaya",
  title =        "{FLARE}: Fast Learning of Animatable and Relightable
                 Mesh Avatars",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "204:1--204:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618401",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618401",
  abstract =     "Our goal is to efficiently learn personalized
                 animatable 3D head avatars from videos that are
                 geometrically accurate, realistic, relightable, and
                 compatible with \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "204",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dong:2023:SSR,
  author =       "Zheng Dong and Ke Xu and Yaoan Gao and Qilin Sun and
                 Hujun Bao and Weiwei Xu and Rynson W. H. Lau",
  title =        "{SAILOR}: Synergizing Radiance and Occupancy Fields
                 for Live Human Performance Capture",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "205:1--205:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618370",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618370",
  abstract =     "Immersive user experiences in live VR/AR performances
                 require a fast and accurate free-view rendering of the
                 performers. Existing methods are mainly based
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "205",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nsampi:2023:NFC,
  author =       "Ntumba Elie Nsampi and Adarsh Djeacoumar and
                 Hans-Peter Seidel and Tobias Ritschel and Thomas
                 Leimk{\"u}hler",
  title =        "Neural Field Convolutions by Repeated
                 Differentiation",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "206:1--206:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618340",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618340",
  abstract =     "Neural fields are evolving towards a general-purpose
                 continuous representation for visual computing. Yet,
                 despite their numerous appealing properties, they are
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "206",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Roessle:2023:GLD,
  author =       "Barbara Roessle and Norman M{\"u}ller and Lorenzo
                 Porzi and Samuel Rota Bul{\`o} and Peter Kontschieder
                 and Matthias Niessner",
  title =        "{GANeRF}: Leveraging Discriminators to Optimize Neural
                 Radiance Fields",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "207:1--207:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618402",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618402",
  abstract =     "Neural Radiance Fields (NeRF) have shown impressive
                 novel view synthesis results; nonetheless, even
                 thorough recordings yield imperfections in
                 reconstructions, \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "207",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Park:2023:CCP,
  author =       "Keunhong Park and Philipp Henzler and Ben Mildenhall
                 and Jonathan T. Barron and Ricardo Martin-Brualla",
  title =        "{CamP}: Camera Preconditioning for Neural Radiance
                 Fields",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "208:1--208:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618321",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618321",
  abstract =     "Neural Radiance Fields (NeRF) can be optimized to
                 obtain high-fidelity 3D scene reconstructions of
                 objects and large-scale scenes. However, NeRFs require
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "208",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ma:2023:USS,
  author =       "Weiyin Ma and Xu Wang and Yue Ma",
  title =        "An Unified $ \lambda $-subdivision Scheme for
                 Quadrilateral Meshes with Optimal Curvature Performance
                 in Extraordinary Regions",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "209:1--209:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618400",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618400",
  abstract =     "We propose an unified $\lambda$-subdivision scheme
                 with a continuous family of tuned subdivisions for
                 quadrilateral meshes. Main subdivision stencil
                 parameters of \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "209",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Djuren:2023:KSB,
  author =       "Tobias Djuren and Maximilian Kohlbrenner and Marc
                 Alexa",
  title =        "{K}-Surfaces: {B{\'e}zier}-Splines Interpolating at
                 {Gaussian} Curvature Extrema",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "210:1--210:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618383",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618383",
  abstract =     "K-surfaces are an interactive modeling technique for
                 B{\'e}zier-spline surfaces. Inspired by k -curves by
                 [Yan et al. 2017], each patch provides a single
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "210",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yang:2023:TGB,
  author =       "Jieyin Yang and Xiaohong Jia and Dong-Ming Yan",
  title =        "Topology Guaranteed {B}-Spline Surface\slash Surface
                 Intersection",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "211:1--211:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618349",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618349",
  abstract =     "The surface/surface intersection technique serves as
                 one of the most fundamental functions in modern
                 Computer Aided Design (CAD) systems. Despite the long
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "211",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2023:PSD,
  author =       "Ziyi Zhang and Nicolas Roussel and Wenzel Jakob",
  title =        "Projective Sampling for Differentiable Rendering of
                 Geometry",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "212:1--212:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618385",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618385",
  abstract =     "Discontinuous visibility changes at object boundaries
                 remain a persistent source of difficulty in the area of
                 differentiable rendering. Left untreated, they
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "212",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2023:WAR,
  author =       "Peiyu Xu and Sai Bangaru and Tzu-Mao Li and Shuang
                 Zhao",
  title =        "Warped-Area Reparameterization of Differential Path
                 Integrals",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "213:1--213:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618330",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618330",
  abstract =     "Physics-based differentiable rendering is becoming
                 increasingly crucial for tasks in inverse rendering and
                 machine learning pipelines. To address \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "213",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2023:ASP,
  author =       "Yu-Chen Wang and Chris Wyman and Lifan Wu and Shuang
                 Zhao",
  title =        "Amortizing Samples in Physics-Based Inverse Rendering
                 Using {ReSTIR}",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "214:1--214:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618331",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618331",
  abstract =     "Recently, great progress has been made in
                 physics-based differentiable rendering. Existing
                 differentiable rendering techniques typically focus on
                 static scenes, but \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "214",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bang:2023:AFM,
  author =       "Seungbae Bang and Kirill Serkh and Oded Stein and Alec
                 Jacobson",
  title =        "An Adaptive Fast-Multipole-Accelerated Hybrid Boundary
                 Integral Equation Method for Accurate Diffusion
                 Curves",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "215:1--215:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618374",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/bibnet/subjects/fastmultipole.bib;
                 https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618374",
  abstract =     "In theory, diffusion curves promise complex color
                 gradations for infinite-resolution vector graphics. In
                 practice, existing realizations suffer from poor
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "215",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Paliwal:2023:RVD,
  author =       "Avinash Paliwal and Brandon G. Nguyen and Andrii
                 Tsarov and Nima Khademi Kalantari",
  title =        "{ReShader}: View-Dependent Highlights for Single Image
                 View-Synthesis",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "216:1--216:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618393",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618393",
  abstract =     "In recent years, novel view synthesis from a single
                 image has seen significant progress thanks to the rapid
                 advancements in 3D scene representation and image
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "216",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Belhe:2023:DAN,
  author =       "Yash Belhe and Micha{\"e}l Gharbi and Matthew Fisher
                 and Iliyan Georgiev and Ravi Ramamoorthi and Tzu-Mao
                 Li",
  title =        "Discontinuity-Aware {$2$D} Neural Fields",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "217:1--217:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618379",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618379",
  abstract =     "Neural image representations offer the possibility of
                 high fidelity, compact storage, and
                 resolution-independent accuracy, providing an
                 attractive alternative \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "217",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ahmed:2023:ASD,
  author =       "Abdalla G. M. Ahmed and Mikhail Skopenkov and Markus
                 Hadwiger and Peter Wonka",
  title =        "Analysis and Synthesis of Digital Dyadic Sequences",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "218:1--218:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618308",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618308",
  abstract =     "We explore the space of matrix-generated (0, m,
                 2)-nets and (0, 2)-sequences in base 2, also known as
                 digital dyadic nets and sequences. In computer
                 graphics, \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "218",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dobashi:2023:EVL,
  author =       "Yoshinori Dobashi and Naoto Ishikawa and Kei Iwasaki",
  title =        "Efficient Visualization of Light Pollution for the
                 Night Sky",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "219:1--219:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618337",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618337",
  abstract =     "Artificial light sources make our daily life
                 convenient, but cause a severe problem called light
                 pollution. We propose a novel system for efficient
                 visualization \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "219",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Duinkharjav:2023:SRA,
  author =       "Budmonde Duinkharjav and Benjamin Liang and Anjul
                 Patney and Rachel Brown and Qi Sun",
  title =        "The Shortest Route is Not Always the Fastest:
                 Probability-Modeled Stereoscopic Eye Movement
                 Completion Time in {VR}",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "220:1--220:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618334",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618334",
  abstract =     "Speed and consistency of target-shifting play a
                 crucial role in human ability to perform complex tasks.
                 Shifting our gaze between objects of interest quickly
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "220",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2023:INR,
  author =       "Chao Wang and Ana Serrano and Xingang Pan and
                 Krzysztof Wolski and Bin Chen and Karol Myszkowski and
                 Hans-Peter Seidel and Christian Theobalt and Thomas
                 Leimk{\"u}hler",
  title =        "An Implicit Neural Representation for the Image Stack:
                 Depth, All in Focus, and High Dynamic Range",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "221:1--221:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618367",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618367",
  abstract =     "In everyday photography, physical limitations of
                 camera sensors and lenses frequently lead to a variety
                 of degradations in captured images such as \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "221",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Guo:2023:MML,
  author =       "Jie Guo and Zeru Li and Xueyan He and Beibei Wang and
                 Wenbin Li and Yanwen Guo and Ling-Qi Yan",
  title =        "{MetaLayer}: a Meta-Learned {BSDF} Model for Layered
                 Materials",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "222:1--222:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618365",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618365",
  abstract =     "Reproducing the appearance of arbitrary layered
                 materials has long been a critical challenge in
                 computer graphics, with regard to the demanding
                 requirements of \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "222",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chen:2023:CAR,
  author =       "Huanyu Chen and Danyong Zhao and Jernej Barbic",
  title =        "Capturing Animation-Ready Isotropic Materials Using
                 Systematic Poking",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "223:1--223:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618406",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618406",
  abstract =     "Capturing material properties of real-world elastic
                 solids is both challenging and highly relevant to many
                 applications in computer graphics, robotics and related
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "223",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Le:2023:CGC,
  author =       "Nhat Le and Tuong Do and Khoa Do and Hien Nguyen and
                 Erman Tjiputra and Quang D. Tran and Anh Nguyen",
  title =        "Controllable Group Choreography Using Contrastive
                 Diffusion",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "224:1--224:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618356",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618356",
  abstract =     "Music-driven group choreography poses a considerable
                 challenge but holds significant potential for a wide
                 range of industrial applications. The ability to
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "224",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Duan:2023:BBN,
  author =       "Hao-Bin Duan and Miao Wang and Jin-Chuan Shi and
                 Xu-Chuan Chen and Yan-Pei Cao",
  title =        "{BakedAvatar}: Baking Neural Fields for Real-Time Head
                 Avatar Synthesis",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "225:1--225:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618399",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618399",
  abstract =     "Synthesizing photorealistic 4D human head avatars from
                 videos is essential for VR/AR, telepresence, and video
                 game applications. Although existing Neural Radiance
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "225",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mendiratta:2023:ATD,
  author =       "Mohit Mendiratta and Xingang Pan and Mohamed Elgharib
                 and Kartik Teotia and Mallikarjun B R and Ayush Tewari
                 and Vladislav Golyanik and Adam Kortylewski and
                 Christian Theobalt",
  title =        "{AvatarStudio}: Text-Driven Editing of {$3$D} Dynamic
                 Human Head Avatars",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "226:1--226:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618368",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618368",
  abstract =     "Capturing and editing full-head performances enables
                 the creation of virtual characters with various
                 applications such as extended reality and media
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "226",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xiong:2023:TGA,
  author =       "Weidan Xiong and Hongqian Zhang and Botao Peng and
                 Ziyu Hu and Yongli Wu and Jianwei Guo and Hui Huang",
  title =        "{TwinTex}: Geometry-Aware Texture Generation for
                 Abstracted {$3$D} Architectural Models",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "227:1--227:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618328",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618328",
  abstract =     "Coarse architectural models are often generated at
                 scales ranging from individual buildings to scenes for
                 downstream applications such as Digital Twin \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "227",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Liu:2023:EHE,
  author =       "Zhengzhe Liu and Jingyu Hu and Ka-Hei Hui and Xiaojuan
                 Qi and Daniel Cohen-Or and Chi-Wing Fu",
  title =        "{EXIM}: a Hybrid Explicit-Implicit Representation for
                 Text-Guided {$3$D} Shape Generation",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "228:1--228:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618312",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618312",
  abstract =     "This paper presents a new text-guided technique for
                 generating 3D shapes. The technique leverages a hybrid
                 3D shape representation, namely EXIM, \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "228",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2023:EMG,
  author =       "Sharon Zhang and Jiaju Ma and Jiajun Wu and Daniel
                 Ritchie and Maneesh Agrawala",
  title =        "Editing Motion Graphics Video via Motion Vectorization
                 and Transformation",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "229:1--229:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618316",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618316",
  abstract =     "Motion graphics videos are widely used in Web design,
                 digital advertising, animated logos and film title
                 sequences, to capture a viewer's attention. But editing
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "229",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2023:ITG,
  author =       "Ronghuan Wu and Wanchao Su and Kede Ma and Jing Liao",
  title =        "{IconShop}: Text-Guided Vector Icon Synthesis with
                 Autoregressive Transformers",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "230:1--230:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618364",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618364",
  abstract =     "Scalable Vector Graphics (SVG) is a popular vector
                 image format that offers good support for interactivity
                 and animation. Despite its appealing \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "230",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2023:DOG,
  author =       "Jiaxian Wu and Yue Lin and Dehui Lu",
  title =        "{DR-Occluder}: Generating Occluders Using
                 Differentiable Rendering",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "231:1--231:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618346",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618346",
  abstract =     "The target of the occluder is to use very few faces to
                 maintain similar occlusion properties of the original
                 3D model. In this paper, we present DR-Occluder, a
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "231",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Worchel:2023:DRP,
  author =       "Markus Worchel and Marc Alexa",
  title =        "Differentiable Rendering of Parametric Geometry",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "232:1--232:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618387",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618387",
  abstract =     "We propose an efficient method for differentiable
                 rendering of parametric surfaces and curves, which
                 enables their use in inverse graphics problems. Our
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "232",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lyu:2023:DPI,
  author =       "Linjie Lyu and Ayush Tewari and Marc Habermann and
                 Shunsuke Saito and Michael Zollh{\"o}fer and Thomas
                 Leimk{\"u}hler and Christian Theobalt",
  title =        "Diffusion Posterior Illumination for Ambiguity-Aware
                 Inverse Rendering",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "233:1--233:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618357",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618357",
  abstract =     "Inverse rendering, the process of inferring scene
                 properties from images, is a challenging inverse
                 problem. The task is ill-posed, as many different scene
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "233",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Capouellez:2023:MOP,
  author =       "Ryan Capouellez and Denis Zorin",
  title =        "Metric Optimization in {Penner} Coordinates",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "234:1--234:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618394",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618394",
  abstract =     "Many parametrization and mapping-related problems in
                 geometry processing can be viewed as metric
                 optimization problems, i.e., computing a metric
                 minimizing a \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "234",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2023:ECS,
  author =       "Mo Li and Qing Fang and Zheng Zhang and Ligang Liu and
                 Xiao-Ming Fu",
  title =        "Efficient Cone Singularity Construction for Conformal
                 Parameterizations",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "235:1--235:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618407",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618407",
  abstract =     "We propose an efficient method to construct sparse
                 cone singularities under distortion-bounded constraints
                 for conformal parameterizations. Central to our
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "235",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Pang:2023:LGE,
  author =       "Bo Pang and Zhongtian Zheng and Guoping Wang and
                 Peng-Shuai Wang",
  title =        "Learning the Geodesic Embedding with Graph Neural
                 Networks",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "236:1--236:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618317",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618317",
  abstract =     "We present GEGNN, a learning-based method for
                 computing the approximate geodesic distance between two
                 arbitrary points on discrete polyhedra \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "236",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Upadhyay:2023:EDM,
  author =       "Rishi Upadhyay and Howard Zhang and Yunhao Ba and
                 Ethan Yang and Blake Gella and Sicheng Jiang and Alex
                 Wong and Achuta Kadambi",
  title =        "Enhancing Diffusion Models with {$3$D} Perspective
                 Geometry Constraints",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "237:1--237:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618389",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618389",
  abstract =     "While perspective is a well-studied topic in art, it
                 is generally taken for granted in images. However, for
                 the recent wave of high-quality image synthesis
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "237",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jiang:2023:LLI,
  author =       "Hai Jiang and Ao Luo and Haoqiang Fan and Songchen Han
                 and Shuaicheng Liu",
  title =        "Low-Light Image Enhancement with Wavelet-Based
                 Diffusion Models",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "238:1--238:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618373",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618373",
  abstract =     "Diffusion models have achieved promising results in
                 image restoration tasks, yet suffer from
                 time-consuming, excessive computational resource
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "238",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Paris:2023:ASM,
  author =       "Axel Paris and Eric Gu{\'e}rin and Pauline Collon and
                 Eric Galin",
  title =        "Authoring and Simulating Meandering Rivers",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "239:1--239:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618350",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618350",
  abstract =     "We present a method for interactively authoring and
                 simulating meandering river networks. Starting from a
                 terrain with an initial low-resolution network
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "239",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Qu:2023:PPH,
  author =       "Ziyin Qu and Minchen Li and Yin Yang and Chenfanfu
                 Jiang and Fernando {De Goes}",
  title =        "Power Plastics: a Hybrid {Lagrangian\slash Eulerian}
                 Solver for Mesoscale Inelastic Flows",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "240:1--240:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618344",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618344",
  abstract =     "We present a novel hybrid Lagrangian/Eulerian method
                 for simulating inelastic flows that generates
                 high-quality particle distributions with adaptive
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "240",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Vinker:2023:CDV,
  author =       "Yael Vinker and Andrey Voynov and Daniel Cohen-Or and
                 Ariel Shamir",
  title =        "Concept Decomposition for Visual Exploration and
                 Inspiration",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "241:1--241:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618315",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618315",
  abstract =     "A creative idea is often born from transforming,
                 combining, and modifying ideas from existing visual
                 examples capturing various concepts. \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "241",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yang:2023:GGA,
  author =       "Haitao Yang and Bo Sun and Liyan Chen and Amy Pavel
                 and Qixing Huang",
  title =        "{GeoLatent}: a Geometric Approach to Latent Space
                 Design for Deformable Shape Generators",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "242:1--242:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618371",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618371",
  abstract =     "We study how to optimize the latent space of neural
                 shape generators that map latent codes to 3D deformable
                 shapes. The key focus is to look at a deformable
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "242",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Alaluf:2023:NST,
  author =       "Yuval Alaluf and Elad Richardson and Gal Metzer and
                 Daniel Cohen-Or",
  title =        "A Neural Space-Time Representation for Text-to-Image
                 Personalization",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "243:1--243:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618322",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618322",
  abstract =     "A key aspect of text-to-image personalization methods
                 is the manner in which the target concept is
                 represented within the generative process. This
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "243",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhang:2023:PPS,
  author =       "Yuxin Zhang and Weiming Dong and Fan Tang and Nisha
                 Huang and Haibin Huang and Chongyang Ma and Tong-Yee
                 Lee and Oliver Deussen and Changsheng Xu",
  title =        "{ProSpect}: Prompt Spectrum for Attribute-Aware
                 Personalization of Diffusion Models",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "244:1--244:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618342",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618342",
  abstract =     "Personalizing generative models offers a way to guide
                 image generation with user-provided references. Current
                 personalization methods can invert an object or
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "244",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hou:2023:RZL,
  author =       "Fei Hou and Xuhui Chen and Wencheng Wang and Hong Qin
                 and Ying He",
  title =        "Robust Zero Level-Set Extraction from Unsigned
                 Distance Fields Based on Double Covering",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "245:1--245:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618314",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618314",
  abstract =     "In this paper, we propose a new method, called
                 DoubleCoverUDF, for extracting the zero level-set from
                 unsigned distance fields (UDFs). DoubleCoverUDF takes a
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "245",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tang:2023:MFM,
  author =       "Yijie Tang and Jiazhao Zhang and Zhinan Yu and He Wang
                 and Kai Xu",
  title =        "{MIPS-Fusion}: Multi-Implicit-Submaps for Scalable and
                 Robust Online Neural {RGB-D} Reconstruction",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "246:1--246:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618363",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618363",
  abstract =     "We introduce MIPS-Fusion, a robust and scalable online
                 RGB-D reconstruction method based on a novel neural
                 implicit representation --- \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "246",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2023:CMI,
  author =       "Dohae Lee and Hyun Kang and In-Kwon Lee",
  title =        "{ClothCombo}: Modeling Inter-Cloth Interaction for
                 Draping Multi-Layered Clothes",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "247:1--247:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618376",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618376",
  abstract =     "We present ClothCombo, a pipeline to drape arbitrary
                 combinations of clothes on 3D human models with varying
                 body shapes and poses. While existing \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "247",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Deng:2023:FSN,
  author =       "Yitong Deng and Hong-Xing Yu and Diyang Zhang and
                 Jiajun Wu and Bo Zhu",
  title =        "Fluid Simulation on Neural Flow Maps",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "248:1--248:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618392",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618392",
  abstract =     "We introduce Neural Flow Maps, a novel simulation
                 method bridging the emerging paradigm of implicit
                 neural representations with fluid simulation based on
                 the \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "248",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chakravarthula:2023:TSN,
  author =       "Praneeth Chakravarthula and Jipeng Sun and Xiao Li and
                 Chenyang Lei and Gene Chou and Mario Bijelic and
                 Johannes Froesch and Arka Majumdar and Felix Heide",
  title =        "Thin On-Sensor Nanophotonic Array Cameras",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "249:1--249:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618398",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618398",
  abstract =     "Today's commodity camera systems rely on compound
                 optics to map light originating from the scene to
                 positions on the sensor where it gets recorded as an
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "249",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yan:2023:IDA,
  author =       "Zihao Yan and Fubao Su and Mingyang Wang and Ruizhen
                 Hu and Hao Zhang and Hui Huang",
  title =        "Interaction-Driven Active {$3$D} Reconstruction with
                 Object Interiors",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "250:1--250:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618327",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618327",
  abstract =     "We introduce an active 3D reconstruction method which
                 integrates visual perception, robot-object interaction,
                 and 3D scanning to recover both the exterior and
                 interior",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "250",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2023:OSC,
  author =       "Changhao Li and Junfu Guo and Ruizhen Hu and Ligang
                 Liu",
  title =        "Online Scene {CAD} Recomposition via Autonomous
                 Scanning",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "251:1--251:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618339",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618339",
  abstract =     "Autonomous surface reconstruction of 3D scenes has
                 been intensely studied in recent years, however, it is
                 still difficult to accurately reconstruct all the
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "251",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Su:2023:SAA,
  author =       "Zejia Su and Qingnan Fan and Xuelin Chen and Oliver
                 {Van Kaick} and Hui Huang and Ruizhen Hu",
  title =        "Scene-Aware Activity Program Generation with Language
                 Guidance",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "252:1--252:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618338",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618338",
  abstract =     "We address the problem of scene-aware activity program
                 generation, which requires decomposing a given activity
                 task into instructions that can be \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "252",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Keller:2023:SST,
  author =       "Marilyn Keller and Keenon Werling and Soyong Shin and
                 Scott Delp and Sergi Pujades and C. Karen Liu and
                 Michael J. Black",
  title =        "From Skin to Skeleton: Towards Biomechanically
                 Accurate {$3$D} Digital Humans",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "253:1--253:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618381",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618381",
  abstract =     "Great progress has been made in estimating 3D human
                 pose and shape from images and video by training neural
                 networks to directly regress the parameters of
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "253",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ma:2023:ODM,
  author =       "Xiaohe Ma and Xianmin Xu and Leyao Zhang and Kun Zhou
                 and Hongzhi Wu",
  title =        "{OpenSVBRDF}: a Database of Measured Spatially-Varying
                 Reflectance",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "254:1--254:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618358",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618358",
  abstract =     "We present the first large-scale database of measured
                 spatially-varying anisotropic reflectance, consisting
                 of 1,000 high-quality near-planar SVBRDFs, spanning 9
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "254",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Dodik:2023:VBC,
  author =       "Ana Dodik and Oded Stein and Vincent Sitzmann and
                 Justin Solomon",
  title =        "Variational Barycentric Coordinates",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "255:1--255:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618403",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618403",
  abstract =     "We propose a variational technique to optimize for
                 generalized barycentric coordinates that offers
                 additional control compared to existing models. Prior
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "255",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2023:RSP,
  author =       "Bolun Wang and Hui Wang and Eike Schling and Helmut
                 Pottmann",
  title =        "Rectifying Strip Patterns",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "256:1--256:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618378",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618378",
  abstract =     "Straight flat strips of inextensible material can be
                 bent into curved strips aligned with arbitrary space
                 curves. The large shape variety of these so-called
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "256",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Fan:2023:MPG,
  author =       "Zhimin Fan and Pengpei Hong and Jie Guo and Changqing
                 Zou and Yanwen Guo and Ling-Qi Yan",
  title =        "Manifold Path Guiding for Importance Sampling Specular
                 Chains",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "257:1--257:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618360",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618360",
  abstract =     "Complex visual effects such as caustics are often
                 produced by light paths containing multiple consecutive
                 specular vertices (dubbed specular chains), which
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "257",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ahmed:2023:AOS,
  author =       "Abdalla G. M. Ahmed and Matt Pharr and Peter Wonka",
  title =        "{ART--Owen} Scrambling",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "258:1--258:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618307",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618307",
  abstract =     "We present a novel algorithm for implementing
                 Owen-scrambling, combining the generation and
                 distribution of the scrambling bits in a single
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "258",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Mahapatra:2023:TGS,
  author =       "Aniruddha Mahapatra and Aliaksandr Siarohin and
                 Hsin-Ying Lee and Sergey Tulyakov and Jun-Yan Zhu",
  title =        "Text-Guided Synthesis of {Eulerian} Cinemagraphs",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "259:1--259:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618326",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618326",
  abstract =     "We introduce Text2Cinemagraph, a fully automated
                 method for creating cinemagraphs from text descriptions
                 --- an especially challenging task when \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "259",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2023:ASE,
  author =       "Zian Wang and Tianchang Shen and Merlin Nimier-David
                 and Nicholas Sharp and Jun Gao and Alexander Keller and
                 Sanja Fidler and Thomas M{\"u}ller and Zan Gojcic",
  title =        "Adaptive Shells for Efficient Neural Radiance Field
                 Rendering",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "260:1--260:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618390",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618390",
  abstract =     "Neural radiance fields achieve unprecedented quality
                 for novel view synthesis, but their volumetric
                 formulation remains expensive, requiring a huge number
                 of \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "260",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2023:SSB,
  author =       "Xiuchao Wu and Jiamin Xu and Xin Zhang and Hujun Bao
                 and Qixing Huang and Yujun Shen and James Tompkin and
                 Weiwei Xu",
  title =        "{ScaNeRF}: Scalable Bundle-Adjusting Neural Radiance
                 Fields for Large-Scale Scene Rendering",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "261:1--261:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618369",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618369",
  abstract =     "High-quality large-scale scene rendering requires a
                 scalable representation and accurate camera poses. This
                 research combines tile-based hybrid neural \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "261",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shimada:2023:DMD,
  author =       "Soshi Shimada and Vladislav Golyanik and Patrick
                 P{\'e}rez and Christian Theobalt",
  title =        "Decaf: Monocular Deformation Capture for Face and Hand
                 Interactions",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "262:1--262:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618329",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618329",
  abstract =     "Existing methods for 3D tracking from monocular RGB
                 videos predominantly consider articulated and rigid
                 objects (e.g., two hands or humans interacting
                 \ldots{})",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "262",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wu:2023:EHZ,
  author =       "Xiaotong Wu and Wei-Sheng Lai and Yichang Shih and
                 Charles Herrmann and Michael Krainin and Deqing Sun and
                 Chia-Kai Liang",
  title =        "Efficient Hybrid Zoom Using Camera Fusion on Mobile
                 Phones",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "263:1--263:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618362",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618362",
  abstract =     "DSLR cameras can achieve multiple zoom levels via
                 shifting lens distances or swapping lens types.
                 However, these techniques are not possible on
                 smart-phone \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "263",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Bangaru:2023:SDF,
  author =       "Sai Praveen Bangaru and Lifan Wu and Tzu-Mao Li and
                 Jacob Munkberg and Gilbert Bernstein and Jonathan
                 Ragan-Kelley and Fr{\'e}do Durand and Aaron Lefohn and
                 Yong He",
  title =        "{SLANG.D}: Fast, Modular and Differentiable Shader
                 Programming",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "264:1--264:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618353",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618353",
  abstract =     "We introduce SLANG.D, an extension to the Slang
                 shading language that incorporates first-class
                 automatic differentiation support. The new shading
                 language allows \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "264",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Rinaldi:2023:NDM,
  author =       "Eduardo Rinaldi and Davide Sforza and Fabio
                 Pellacini",
  title =        "{NodeGit}: Diffing and Merging Node Graphs",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "265:1--265:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618343",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618343",
  abstract =     "The use of version control is pervasive in
                 collaborative software projects. Version control
                 systems are based on two primary operations: diffing
                 two versions to \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "265",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Yang:2023:LBI,
  author =       "Zeshi Yang and Zherong Pan and Manyi Li and Kui Wu and
                 Xifeng Gao",
  title =        "Learning Based {$2$D} Irregular Shape Packing",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "266:1--266:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618348",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618348",
  abstract =     "2D irregular shape packing is a necessary step to
                 arrange UV patches of a 3D model within a texture atlas
                 for memory-efficient appearance rendering in computer
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "266",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Xu:2023:NPV,
  author =       "Juzhan Xu and Minglun Gong and Hao Zhang and Hui Huang
                 and Ruizhen Hu",
  title =        "Neural Packing: from Visual Sensing to Reinforcement
                 Learning",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "267:1--267:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618354",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618354",
  abstract =     "We present a novel learning framework to solve the
                 transport-and-packing (TAP) problem in 3D. It
                 constitutes a full solution pipeline from partial
                 observations \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "267",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Puhachov:2023:RMM,
  author =       "Ivan Puhachov and Cedric Martens and Paul G. Kry and
                 Mikhail Bessmeltsev",
  title =        "Reconstruction of Machine-Made Shapes from Bitmap
                 Sketches",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "268:1--268:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618361",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618361",
  abstract =     "We propose a method of reconstructing 3D machine-made
                 shapes from bitmap sketches by separating an input
                 image into individual patches and jointly optimizing
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "268",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2023:EEM,
  author =       "Chenghong Li and Leyang Jin and Yujian Zheng and
                 Yizhou Yu and Xiaoguang Han",
  title =        "{EMS}: {$3$D} Eyebrow Modeling from Single-View
                 Images",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "269:1--269:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618323",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618323",
  abstract =     "Eyebrows play a critical role in facial expression and
                 appearance. Although the 3D digitization of faces is
                 well explored, less attention has been drawn to 3D
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "269",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhou:2023:GHQ,
  author =       "Yuxiao Zhou and Menglei Chai and Alessandro Pepe and
                 Markus Gross and Thabo Beeler",
  title =        "{GroomGen}: a High-Quality Generative Hair Model Using
                 Hierarchical Latent Representations",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "270:1--270:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618309",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618309",
  abstract =     "Despite recent successes in hair acquisition that fits
                 a high-dimensional hair model to a specific input
                 subject, generative hair models, which establish
                 general \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "270",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2023:DTF,
  author =       "Juhyeon Kim and Wojciech Jarosz and Ioannis Gkioulekas
                 and Adithya Pediredla",
  title =        "{Doppler} Time-of-Flight Rendering",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "271:1--271:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618335",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618335",
  abstract =     "We introduce Doppler time-of-flight (D-ToF) rendering,
                 an extension of ToF rendering for dynamic scenes, with
                 applications in simulating D-ToF \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "271",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Araujo:2023:SPR,
  author =       "Chrystiano Ara{\'u}jo and Nicholas Vining and Silver
                 Burla and Manuel Ruivo {De Oliveira} and Enrique
                 Rosales and Alla Sheffer",
  title =        "Slippage-Preserving Reshaping of Human-Made {$3$D}
                 Content",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "272:1--272:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618391",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618391",
  abstract =     "Artists often need to reshape 3D models of human-made
                 objects by changing the relative proportions or scales
                 of different model parts or elements while \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "272",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Shuai:2023:RCH,
  author =       "Qing Shuai and Zhiyuan Yu and Zhize Zhou and Lixin Fan
                 and Haijun Yang and Can Yang and Xiaowei Zhou",
  title =        "Reconstructing Close Human Interactions from Multiple
                 Views",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "273:1--273:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618336",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618336",
  abstract =     "This paper addresses the challenging task of
                 reconstructing the poses of multiple individuals
                 engaged in close interactions, captured by multiple
                 calibrated \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "273",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Wang:2023:NSH,
  author =       "Zixiong Wang and Yunxiao Zhang and Rui Xu and Fan
                 Zhang and Peng-Shuai Wang and Shuangmin Chen and
                 Shiqing Xin and Wenping Wang and Changhe Tu",
  title =        "Neural-Singular-{Hessian}: Implicit Neural
                 Representation of Unoriented Point Clouds by Enforcing
                 Singular {Hessian}",
  journal =      j-TOG,
  volume =       "42",
  number =       "6",
  pages =        "274:1--274:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3618311",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Dec 16 07:00:24 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3618311",
  abstract =     "Neural implicit representation is a promising approach
                 for reconstructing surfaces from point clouds. Existing
                 methods combine various regularization terms, such
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "274",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Gupta:2024:LCF,
  author =       "Mohit Gupta and Jian Wang and Karl Bayer and Shree K.
                 Nayar",
  title =        "Light Codes for Fast Two-Way Human-Centric Visual
                 Communication",
  journal =      j-TOG,
  volume =       "43",
  number =       "1",
  pages =        "1:1--1:??",
  month =        feb,
  year =         "2024",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3617682",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 15:19:54 MST 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3617682",
  abstract =     "Visual codes, such as QR codes, are widely used in
                 several applications for conveying information to
                 users. However, user interactions based on spatial
                 codes (e.g., displaying codes on phone screens for
                 exchanging contact information) are often tedious,
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "1",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Knodt:2024:JUO,
  author =       "Julian Knodt and Zherong Pan and Kui Wu and Xifeng
                 Gao",
  title =        "Joint {UV} Optimization and Texture Baking",
  journal =      j-TOG,
  volume =       "43",
  number =       "1",
  pages =        "2:1--2:??",
  month =        feb,
  year =         "2024",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3617683",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 15:19:54 MST 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3617683",
  abstract =     "Level of detail has been widely used in interactive
                 computer graphics. In current industrial 3D modeling
                 pipelines, artists rely on commercial software to
                 generate highly detailed models with UV maps and then
                 bake textures for low-poly counterparts. In \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "2",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Uchytil:2024:FBA,
  author =       "Christopher Uchytil and Duane Storti",
  title =        "A Function-Based Approach to Interactive
                 High-Precision Volumetric Design and Fabrication",
  journal =      j-TOG,
  volume =       "43",
  number =       "1",
  pages =        "3:1--3:??",
  month =        feb,
  year =         "2024",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3622934",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 15:19:54 MST 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3622934",
  abstract =     "We present a novel function representation (F-Rep)
                 based geometric modeling kernel tailor-made to support
                 computer aided design (CAD) and fabrication of high
                 resolution volumetric models containing hundreds of
                 billions of voxel grid elements. Our modeling
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "3",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Chu:2024:RTR,
  author =       "Kinfung Chu and Jiawei Huang and Hidemasa Takana and
                 Yoshifumi Kitamura",
  title =        "Real-Time Reconstruction of Fluid Flow under Unknown
                 Disturbance",
  journal =      j-TOG,
  volume =       "43",
  number =       "1",
  pages =        "4:1--4:??",
  month =        feb,
  year =         "2024",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3624011",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 15:19:54 MST 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3624011",
  abstract =     "We present a framework that captures sparse Lagrangian
                 flow information from a volume of real liquid and
                 reconstructs its detailed kinematic information in real
                 time. Our framework can perform flow reconstruction
                 even when the liquid is disturbed by an \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "4",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ponton:2024:SRT,
  author =       "Jose Luis Ponton and Haoran Yun and Andreas Aristidou
                 and Carlos Andujar and Nuria Pelechano",
  title =        "{SparsePoser}: Real-time Full-body Motion
                 Reconstruction from Sparse Data",
  journal =      j-TOG,
  volume =       "43",
  number =       "1",
  pages =        "5:1--5:??",
  month =        feb,
  year =         "2024",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3625264",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 15:19:54 MST 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3625264",
  abstract =     "Accurate and reliable human motion reconstruction is
                 crucial for creating natural interactions of full-body
                 avatars in Virtual Reality (VR) and entertainment
                 applications. As the Metaverse and social applications
                 gain popularity, users are seeking cost-. \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "5",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Zhao:2024:HHF,
  author =       "Xiaochen Zhao and Lizhen Wang and Jingxiang Sun and
                 Hongwen Zhang and Jinli Suo and Yebin Liu",
  title =        "{HAvatar}: High-fidelity Head Avatar via Facial Model
                 Conditioned Neural Radiance Field",
  journal =      j-TOG,
  volume =       "43",
  number =       "1",
  pages =        "6:1--6:??",
  month =        feb,
  year =         "2024",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3626316",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 15:19:54 MST 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3626316",
  abstract =     "The problem of modeling an animatable 3D human head
                 avatar under lightweight setups is of significant
                 importance but has not been well solved. Existing 3D
                 representations either perform well in the realism of
                 portrait images synthesis or the accuracy of \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "6",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Lee:2024:LST,
  author =       "Jae Joong Lee and Bosheng Li and Bedrich Benes",
  title =        "Latent {L}-systems: Transformer-based Tree Generator",
  journal =      j-TOG,
  volume =       "43",
  number =       "1",
  pages =        "7:1--7:??",
  month =        feb,
  year =         "2024",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3627101",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 15:19:54 MST 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3627101",
  abstract =     "We show how a Transformer can encode hierarchical
                 tree-like string structures by introducing a new deep
                 learning-based framework for generating 3D biological
                 tree models represented as Lindenmayer system
                 (L-system) strings. L-systems are string-rewriting
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "7",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Garanzha:2024:QSO,
  author =       "Vladimir Garanzha and Igor Kaporin and Liudmila
                 Kudryavtseva and Francois Protais and Dmitry Sokolov",
  title =        "In the Quest for Scale-optimal Mappings",
  journal =      j-TOG,
  volume =       "43",
  number =       "1",
  pages =        "8:1--8:??",
  month =        feb,
  year =         "2024",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3627102",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 15:19:54 MST 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3627102",
  abstract =     "Optimal mapping is one of the longest-standing
                 problems in computational mathematics. It is natural to
                 measure the relative curve length error under map to
                 assess its quality. The maximum of such error is called
                 the quasi-isometry constant, and its \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "8",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Li:2024:LAS,
  author =       "Pu Li and Weize Quan and Jianwei Guo and Dong-Ming
                 Yan",
  title =        "Layout-aware Single-image Document Flattening",
  journal =      j-TOG,
  volume =       "43",
  number =       "1",
  pages =        "9:1--9:??",
  month =        feb,
  year =         "2024",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3627818",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 15:19:54 MST 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3627818",
  abstract =     "Single image rectification of document deformation is
                 a challenging task. Although some recent deep
                 learning-based methods have attempted to solve this
                 problem, they cannot achieve satisfactory results when
                 dealing with document images with complex \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "9",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sawhney:2024:DRS,
  author =       "Rohan Sawhney and Daqi Lin and Markus Kettunen and
                 Benedikt Bitterli and Ravi Ramamoorthi and Chris Wyman
                 and Matt Pharr",
  title =        "Decorrelating {ReSTIR} Samplers via {MCMC} Mutations",
  journal =      j-TOG,
  volume =       "43",
  number =       "1",
  pages =        "10:1--10:??",
  month =        feb,
  year =         "2024",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3629166",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 15:19:54 MST 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3629166",
  abstract =     "Monte Carlo rendering algorithms often utilize
                 correlations between pixels to improve efficiency and
                 enhance image quality. For real-time applications in
                 particular, repeated reservoir resampling offers a
                 powerful framework to reuse samples both spatially
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "10",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tumanyan:2024:DSA,
  author =       "Narek Tumanyan and Omer Bar-Tal and Shir Amir and Shai
                 Bagon and Tali Dekel",
  title =        "Disentangling Structure and Appearance in {ViT}
                 Feature Space",
  journal =      j-TOG,
  volume =       "43",
  number =       "1",
  pages =        "11:1--11:??",
  month =        feb,
  year =         "2024",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3630096",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 15:19:54 MST 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3630096",
  abstract =     "We present a method for semantically transferring the
                 visual appearance of one natural image to another.
                 Specifically, our goal is to generate an image in which
                 objects in a source structure image are ``painted''
                 with the visual appearance of their \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "11",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Careaga:2024:IID,
  author =       "Chris Careaga and Yagiz Aksoy",
  title =        "Intrinsic Image Decomposition via Ordinal Shading",
  journal =      j-TOG,
  volume =       "43",
  number =       "1",
  pages =        "12:1--12:??",
  month =        feb,
  year =         "2024",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3630750",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 15:19:54 MST 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3630750",
  abstract =     "Intrinsic decomposition is a fundamental mid-level
                 vision problem that plays a crucial role in various
                 inverse rendering and computational photography
                 pipelines. Generating highly accurate intrinsic
                 decompositions is an inherently under-constrained task
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "12",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Jeske:2024:IST,
  author =       "Stefan Rhys Jeske and Lukas Westhofen and Fabian
                 L{\"o}schner and Jos{\'e} Antonio
                 Fern{\'a}ndez-fern{\'a}ndez and Jan Bender",
  title =        "Implicit Surface Tension for {SPH} Fluid Simulation",
  journal =      j-TOG,
  volume =       "43",
  number =       "1",
  pages =        "13:1--13:??",
  month =        feb,
  year =         "2024",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3631936",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Jan 13 15:19:54 MST 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3631936",
  abstract =     "The numerical simulation of surface tension is an
                 active area of research in many different fields of
                 application and has been attempted using a wide range
                 of methods. Our contribution is the derivation and
                 implementation of an implicit cohesion force \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "13",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Ren:2024:DTD,
  author =       "Jing Ren and Aviv Segall and Olga Sorkine-Hornung",
  title =        "Digital Three-dimensional Smocking Design",
  journal =      j-TOG,
  volume =       "43",
  number =       "2",
  pages =        "14:1--14:??",
  month =        apr,
  year =         "2024",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3631945",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Apr 13 05:44:15 MDT 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3631945",
  abstract =     "We develop an optimization-based method to model
                 smocking, a surface embroidery technique that provides
                 decorative geometric texturing while maintaining
                 stretch properties of the fabric. During smocking,
                 multiple pairs of points on the fabric are stitched
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "14",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Sun:2024:HHA,
  author =       "Jia-Mu Sun and Jie Yang and Kaichun Mo and Yu-Kun Lai
                 and Leonidas Guibas and Lin Gao",
  title =        "{Haisor}: Human-aware Indoor Scene Optimization via
                 Deep Reinforcement Learning",
  journal =      j-TOG,
  volume =       "43",
  number =       "2",
  pages =        "15:1--15:??",
  month =        apr,
  year =         "2024",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3632947",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Apr 13 05:44:15 MDT 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3632947",
  abstract =     "3D scene synthesis facilitates and benefits many
                 real-world applications. Most scene generators focus on
                 making indoor scenes plausible via learning from
                 training data and leveraging extra constraints such as
                 adjacency and symmetry. Although the generated
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "15",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Hu:2024:NWD,
  author =       "Jingyu Hu and Ka-Hei Hui and Zhengzhe Liu and Ruihui
                 Li and Chi-Wing Fu",
  title =        "Neural Wavelet-domain Diffusion for {$3$D} Shape
                 Generation, Inversion, and Manipulation",
  journal =      j-TOG,
  volume =       "43",
  number =       "2",
  pages =        "16:1--16:??",
  month =        apr,
  year =         "2024",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3635304",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Apr 13 05:44:15 MDT 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3635304",
  abstract =     "This paper presents a new approach for 3D shape
                 generation, inversion, and manipulation, through a
                 direct generative modeling on a continuous implicit
                 representation in wavelet domain. Specifically, we
                 propose a compact wavelet representation with a pair
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "16",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Menapace:2024:PGM,
  author =       "Willi Menapace and Aliaksandr Siarohin and
                 St{\'e}phane Lathuili{\`e}re and Panos Achlioptas and
                 Vladislav Golyanik and Sergey Tulyakov and Elisa
                 Ricci",
  title =        "Promptable Game Models: Text-guided Game Simulation
                 via Masked Diffusion Models",
  journal =      j-TOG,
  volume =       "43",
  number =       "2",
  pages =        "17:1--17:??",
  month =        apr,
  year =         "2024",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3635705",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Apr 13 05:44:15 MDT 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3635705",
  abstract =     "Neural video game simulators emerged as powerful tools
                 to generate and edit videos. Their idea is to represent
                 games as the evolution of an environment's state driven
                 by the actions of its agents. While such a paradigm
                 enables users to play a game action-. \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "17",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Nagata:2024:CDE,
  author =       "Yuichi Nagata and Shinji Imahori",
  title =        "Creation of Dihedral {Escher}-like Tilings Based on
                 As-Rigid-As-Possible Deformation",
  journal =      j-TOG,
  volume =       "43",
  number =       "2",
  pages =        "18:1--18:??",
  month =        apr,
  year =         "2024",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3638048",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Apr 13 05:44:15 MDT 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3638048",
  abstract =     "An Escher-like tiling is a tiling consisting of one or
                 a few artistic shapes of tile. This article proposes a
                 method for generating Escher-like tilings consisting of
                 two distinct shapes (dihedral Escher-like tilings) that
                 are as similar as possible to the \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "18",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Tu:2024:UMF,
  author =       "Zaili Tu and Chen Li and Zipeng Zhao and Long Liu and
                 Chenhui Wang and Changbo Wang and Hong Qin",
  title =        "A Unified {MPM} Framework Supporting Phase-field
                 Models and Elastic-viscoplastic Phase Transition",
  journal =      j-TOG,
  volume =       "43",
  number =       "2",
  pages =        "19:1--19:??",
  month =        apr,
  year =         "2024",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3638047",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Apr 13 05:44:15 MDT 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3638047",
  abstract =     "Recent years have witnessed the rapid deployment of
                 numerous physics-based modeling and simulation
                 algorithms and techniques for fluids, solids, and their
                 delicate coupling in computer animation. However, it
                 still remains a challenging problem to model \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "19",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Kim:2024:NHR,
  author =       "Doyub Kim and Minjae Lee and Ken Museth",
  title =        "{NeuralVDB}: High-resolution Sparse Volume
                 Representation using Hierarchical Neural Networks",
  journal =      j-TOG,
  volume =       "43",
  number =       "2",
  pages =        "20:1--20:??",
  month =        apr,
  year =         "2024",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3641817",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Apr 13 05:44:15 MDT 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3641817",
  abstract =     "We introduce NeuralVDB, which improves on an existing
                 industry standard for efficient storage of sparse
                 volumetric data, denoted VDB [Museth 2013 ], by
                 leveraging recent advancements in machine learning. Our
                 novel hybrid data structure can reduce the \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "20",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Peytavie:2024:DID,
  author =       "Adrien Peytavie and James Gain and Eric Gu{\'e}rin and
                 Oscar Argudo and Eric Galin",
  title =        "{DeadWood}: Including Disturbance and Decay in the
                 Depiction of Digital Nature",
  journal =      j-TOG,
  volume =       "43",
  number =       "2",
  pages =        "21:1--21:??",
  month =        apr,
  year =         "2024",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3641816",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Apr 13 05:44:15 MDT 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3641816",
  abstract =     "The creation of truly believable simulated natural
                 environments remains an unsolved problem in Computer
                 Graphics. This is, in part, due to a lack of visual
                 variety. In nature, apart from variation due to abiotic
                 and biotic growth factors, a significant \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "21",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Brokman:2024:STV,
  author =       "Jonathan Brokman and Martin Burger and Guy Gilboa",
  title =        "Spectral Total-variation Processing of Shapes-Theory
                 and Applications",
  journal =      j-TOG,
  volume =       "43",
  number =       "2",
  pages =        "22:1--22:??",
  month =        apr,
  year =         "2024",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3641845",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Apr 13 05:44:15 MDT 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3641845",
  abstract =     "We present a comprehensive analysis of total variation
                 (TV) on non-Euclidean domains and its eigenfunctions.
                 We specifically address parameterized surfaces, a
                 natural representation of the shapes used in 3D
                 graphics. Our work sheds new light on the \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "22",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Huang:2024:GFS,
  author =       "Kemeng Huang and Floyd M. Chitalu and Huancheng Lin
                 and Taku Komura",
  title =        "{GIPC}: Fast and Stable {Gauss--Newton} Optimization
                 of {IPC} Barrier Energy",
  journal =      j-TOG,
  volume =       "43",
  number =       "2",
  pages =        "23:1--23:??",
  month =        apr,
  year =         "2024",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3643028",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Apr 13 05:44:15 MDT 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3643028",
  abstract =     "Barrier functions are crucial for maintaining an
                 intersection- and inversion-free simulation trajectory
                 but existing methods, which directly use distance can
                 restrict implementation design and performance. We
                 present an approach to rewriting the barrier \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "23",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}

@Article{Banterle:2024:SSH,
  author =       "Francesco Banterle and Demetris Marnerides and Thomas
                 Bashford-Rogers and Kurt Debattista",
  title =        "Self-supervised High Dynamic Range Imaging: What Can
                 Be Learned from a Single $8$-bit Video?",
  journal =      j-TOG,
  volume =       "43",
  number =       "2",
  pages =        "24:1--24:??",
  month =        apr,
  year =         "2024",
  CODEN =        "ATGRDF",
  DOI =          "https://doi.org/10.1145/3648570",
  ISSN =         "0730-0301 (print), 1557-7368 (electronic)",
  ISSN-L =       "0730-0301",
  bibdate =      "Sat Apr 13 05:44:15 MDT 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tog.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3648570",
  abstract =     "Recently, Deep Learning-based methods for inverse tone
                 mapping standard dynamic range (SDR) images to obtain
                 high dynamic range (HDR) images have become very
                 popular. These methods manage to fill over-exposed
                 areas convincingly both in terms of details \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Graph.",
  articleno =    "24",
  fjournal =     "ACM Transactions on Graphics",
  journal-URL =  "https://dl.acm.org/loi/tog",
}