@article{1814, abstract = {We present an efficient wavefront tracking algorithm for animating bodies of water that interact with their environment. Our contributions include: a novel wavefront tracking technique that enables dispersion, refraction, reflection, and diffraction in the same simulation; a unique multivalued function interpolation method that enables our simulations to elegantly sidestep the Nyquist limit; a dispersion approximation for efficiently amplifying the number of simulated waves by several orders of magnitude; and additional extensions that allow for time-dependent effects and interactive artistic editing of the resulting animation. Our contributions combine to give us multitudes more wave details than similar algorithms, while maintaining high frame rates and allowing close camera zooms.}, author = {Jeschke, Stefan and Wojtan, Christopher J}, journal = {ACM Transactions on Graphics}, number = {3}, publisher = {ACM}, title = {{Water wave animation via wavefront parameter interpolation}}, doi = {10.1145/2714572}, volume = {34}, year = {2015}, } @inproceedings{1633, abstract = {We present a method for simulating brittle fracture under the assumptions of quasi-static linear elastic fracture mechanics (LEFM). Using the boundary element method (BEM) and Lagrangian crack-fronts, we produce highly detailed fracture surfaces. The computational cost of the BEM is alleviated by using a low-resolution mesh and interpolating the resulting stress intensity factors when propagating the high-resolution crack-front. Our system produces physics-based fracture surfaces with high spatial and temporal resolution, taking spatial variation of material toughness and/or strength into account. It also allows for crack initiation to be handled separately from crack propagation, which is not only more reasonable from a physics perspective, but can also be used to control the simulation. Separating the resolution of the crack-front from the resolution of the computational mesh increases the efficiency and therefore the amount of visual detail on the resulting fracture surfaces. The BEM also allows us to re-use previously computed blocks of the system matrix.}, author = {Hahn, David and Wojtan, Christopher J}, location = {Los Angeles, CA, United States}, number = {4}, publisher = {ACM}, title = {{High-resolution brittle fracture simulation with boundary elements}}, doi = {10.1145/2766896}, volume = {34}, year = {2015}, } @article{1629, 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.}, author = {Guerrero, Paul and Jeschke, Stefan and Wimmer, Michael and Wonka, Peter}, journal = {ACM Transactions on Graphics}, number = {2}, publisher = {ACM}, title = {{Edit propagation using geometric relationship functions}}, doi = {10.1145/2591010}, volume = {33}, year = {2014}, } @article{1854, abstract = {In this paper, we present a method for non-rigid, partial shape matching in vector graphics. Given a user-specified query region in a 2D shape, similar regions are found, even if they are non-linearly distorted. Furthermore, a non-linear mapping is established between the query regions and these matches, which allows the automatic transfer of editing operations such as texturing. This is achieved by a two-step approach. First, pointwise correspondences between the query region and the whole shape are established. The transformation parameters of these correspondences are registered in an appropriate transformation space. For transformations between similar regions, these parameters form surfaces in transformation space, which are extracted in the second step of our method. The extracted regions may be related to the query region by a non-rigid transform, enabling non-rigid shape matching. In this paper, we present a method for non-rigid, partial shape matching in vector graphics. Given a user-specified query region in a 2D shape, similar regions are found, even if they are non-linearly distorted. Furthermore, a non-linear mapping is established between the query regions and these matches, which allows the automatic transfer of editing operations such as texturing. This is achieved by a two-step approach. First, pointwise correspondences between the query region and the whole shape are established. The transformation parameters of these correspondences are registered in an appropriate transformation space. For transformations between similar regions, these parameters form surfaces in transformation space, which are extracted in the second step of our method. The extracted regions may be related to the query region by a non-rigid transform, enabling non-rigid shape matching.}, author = {Guerrero, Paul and Auzinger, Thomas and Wimmer, Michael and Jeschke, Stefan}, journal = {Computer Graphics Forum}, number = {1}, pages = {239 -- 252}, publisher = {Wiley}, title = {{Partial shape matching using transformation parameter similarity}}, doi = {10.1111/cgf.12509}, volume = {34}, year = {2014}, } @article{1906, abstract = {In this paper, we introduce a novel scene representation for the visualization of large-scale point clouds accompanied by a set of high-resolution photographs. Many real-world applications deal with very densely sampled point-cloud data, which are augmented with photographs that often reveal lighting variations and inaccuracies in registration. Consequently, the high-quality representation of the captured data, i.e., both point clouds and photographs together, is a challenging and time-consuming task. We propose a two-phase approach, in which the first (preprocessing) phase generates multiple overlapping surface patches and handles the problem of seamless texture generation locally for each patch. The second phase stitches these patches at render-time to produce a high-quality visualization of the data. As a result of the proposed localization of the global texturing problem, our algorithm is more than an order of magnitude faster than equivalent mesh-based texturing techniques. Furthermore, since our preprocessing phase requires only a minor fraction of the whole data set at once, we provide maximum flexibility when dealing with growing data sets.}, author = {Arikan, Murat and Preiner, Reinhold and Scheiblauer, Claus and Jeschke, Stefan and Wimmer, Michael}, journal = {IEEE Transactions on Visualization and Computer Graphics}, number = {9}, pages = {1280 -- 1292}, publisher = {IEEE}, title = {{Large-scale point-cloud visualization through localized textured surface reconstruction}}, doi = {10.1109/TVCG.2014.2312011}, volume = {20}, year = {2014}, }