Valid HTML 4.0! Valid CSS!
%%% -*-BibTeX-*-
%%% ====================================================================
%%% BibTeX-file{
%%%     author          = "Nelson H. F. Beebe",
%%%     version         = "1.163",
%%%     date            = "02 May 2025",
%%%     time            = "07:44:55 MDT",
%%%     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",
%%%     URL             = "https://www.math.utah.edu/~beebe",
%%%     checksum        = "10149 182973 944403 8890179",
%%%     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 1.163, 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 ( 283)
%%%                             1995 (  19)    2010 ( 175)    2025 (  22)
%%%                             1996 (  16)    2011 ( 190)
%%%
%%%                             Article:       4948
%%%
%%%                             Total entries: 4948
%%%
%%%                        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."
%%%     }
%%% ====================================================================
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    "\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 \pkg       \def \pkg       #1{{{\tt #1}}} \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,
                    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