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- research-articleOctober 2019
RadHAR: Human Activity Recognition from Point Clouds Generated through a Millimeter-wave Radar
mmNets '19: Proceedings of the 3rd ACM Workshop on Millimeter-wave Networks and Sensing SystemsPages 51–56https://doi.org/10.1145/3349624.3356768Accurate human activity recognition (HAR) is the key to enable emerging context-aware applications that require an understanding and identification of human behavior, e.g., monitoring disabled or elderly people who live alone. Traditionally, HAR has been ...
- research-articleJuly 2018
Voxel cores: efficient, robust, and provably good approximation of 3D medial axes
ACM Transactions on Graphics (TOG), Volume 37, Issue 4Article No.: 44, Pages 1–13https://doi.org/10.1145/3197517.3201396We present a novel algorithm for computing the medial axes of 3D shapes. We make the observation that the medial axis of a voxel shape can be simply yet faithfully approximated by the interior Voronoi diagram of the boundary vertices, which we call the ...
- short-paperJune 2017
Legorization with multi-height bricks from silhouette-fitted voxelization
CGI '17: Proceedings of the Computer Graphics International ConferenceArticle No.: 40, Pages 1–6https://doi.org/10.1145/3095140.3095180We present a legorization framework that produces a LEGO model from user-specified 3D mesh model. Our framework is composed of two stages: voxelization and legorization. In the voxelization, input 3D mesh is converted to a voxel model. To preserve the ...
- research-articleFebruary 2017Best Paper
Compressing color data for voxelized surface geometry
I3D '17: Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and GamesArticle No.: 13, Pages 1–10https://doi.org/10.1145/3023368.3023381We explore the problem of decoupling color information from geometry in large scenes of voxelized surfaces and of compressing the array of colors without introducing disturbing artifacts. First, we present a novel method for connecting each node in a ...
- research-articleAugust 2015
Grid-free out-of-core voxelization to sparse voxel octrees on GPU
HPG '15: Proceedings of the 7th Conference on High-Performance GraphicsPages 95–103https://doi.org/10.1145/2790060.2790067In this paper, we present the first grid-free, out-of-core GPU voxelization method. Our method combines efficient parallel triangle voxelization on GPU with out-of-core technologies in order to allow the processing of scenes with large triangle counts ...
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- articleMarch 2015
Efficient and effective cage generation by region decomposition
Computer Animation and Virtual Worlds (CAVW), Volume 26, Issue 2Pages 173–184https://doi.org/10.1002/cav.1571Cage-based deformation has become a popular method for shape deformation in computer graphics and animation. To edit a shape first requires a cage to be built to envelop the target model which is a tedious work by manual approaches. In this paper, we ...
- articleSeptember 2014
Out-of-Core Construction of Sparse Voxel Octrees
Computer Graphics Forum (COMGRAFOR), Volume 33, Issue 6Pages 220–227https://doi.org/10.1111/cgf.12345Voxel-based rendering has recently received significant attention due to its potential in the context of efficiently rendering massively large and highly detailed scenes. Unfortunately, few scenes are available in the form of sparse voxel octrees. In ...
- ArticleAugust 2014
CPU-Based Real-Time Surface and Solid Voxelization for Incomplete Point Cloud
ICPR '14: Proceedings of the 2014 22nd International Conference on Pattern RecognitionPages 2757–2762https://doi.org/10.1109/ICPR.2014.475This paper presents a surface and solid voxelization approach for incomplete point cloud datasets. Voxelization stands for a discrete approximation of 3-D objects into a volumetric representation, a process which is commonly employed in computer ...
- research-articleJuly 2013
Imperfect voxelized shadow volumes
SIGGRAPH '13: ACM SIGGRAPH 2013 TalksArticle No.: 18, Page 1https://doi.org/10.1145/2504459.2504482Voxelized shadow volumes (VSVs) [Wyman 2011] are a discretized view-dependent shadow volume representation, but are limited to point or directional lights. We extend them, allowing dynamic volumetric visibility from area lights using imperfect shadow ...
- research-articleJuly 2013
Imperfect voxelized shadow volumes
HPG '13: Proceedings of the 5th High-Performance Graphics ConferencePages 45–52https://doi.org/10.1145/2492045.2492050Voxelized shadow volumes [Wyman 2011] provide a discretized view-dependent representation of shadow volumes, but are limited to point or directional lights. We extend them to allow dynamic volumetric visibility from area light sources using imperfect ...
- research-articleJuly 2013
Out-of-core construction of sparse voxel octrees
HPG '13: Proceedings of the 5th High-Performance Graphics ConferencePages 27–32https://doi.org/10.1145/2492045.2492048Voxel-based rendering has recently received significant attention due to its potential in the context of efficiently rendering massively large and highly detailed scenes. Unfortunately, few or no scenes are available in the form of sparse voxel octrees. ...
- research-articleJuly 2013
Geodesic voxel binding for production character meshes
SCA '13: Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer AnimationPages 173–180https://doi.org/10.1145/2485895.2485919We propose a fully automatic method for specifying influence weights for closed-form skinning methods, such as linear blend skinning. Our method is designed to work with production meshes that may contain non-manifold geometry, be non-watertight, have ...
- research-articleDecember 2012
Real-time rendering of animated hair under dynamic, low-frequency environmental lighting
VRCAI '12: Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in IndustryPages 43–46https://doi.org/10.1145/2407516.2407528We present a fast algorithm for rendering animated hair under a dynamic lighting environment at interactive frame rates. We use spherical harmonics (SH) to represent the environmental lighting. Since SH functions are orthogonal, the environmental light ...
- research-articleMay 2012
Point-tessellated voxelization
Applications such as shape matching, visibility processing, rapid manufacturing, and 360 degree display usually require the generation of a voxel representation from a triangle mesh interactively or in real-time. In this paper, we describe a novel ...
- research-articleDecember 2011
Lightweight Web3D modeling by finding and reusing repeated components
VRCAI '11: Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in IndustryPages 533–540https://doi.org/10.1145/2087756.2087858This paper presents a new method that can largely compress massive models which consist of a wide range of connected components. Its effectiveness relies mainly on the number and the complexity of repeated components being found in the input model. ...
- research-articleAugust 2011
VoxelPipe: a programmable pipeline for 3D voxelization
HPG '11: Proceedings of the ACM SIGGRAPH Symposium on High Performance GraphicsPages 99–106https://doi.org/10.1145/2018323.2018339We present a highly flexible and efficient software pipeline for programmable triangle voxelization. The pipeline, entirely written in CUDA, supports both fully conservative and thin voxelizations, multiple boolean, floating point, vector-typed render ...
- research-articleAugust 2011
Voxelized shadow volumes
HPG '11: Proceedings of the ACM SIGGRAPH Symposium on High Performance GraphicsPages 33–40https://doi.org/10.1145/2018323.2018329Efficient shadowing algorithms have been sought for decades, but most shadow research focuses on quickly identifying shadows on surfaces. This paper introduces a novel algorithm to efficiently sample light visibility at points inside a volume. These ...
- short-paperMay 2011
GPU-based fast volumetric terrain modeling for volumetric GIS
COM.Geo '11: Proceedings of the 2nd International Conference on Computing for Geospatial Research & ApplicationsArticle No.: 28, Pages 1–5https://doi.org/10.1145/1999320.1999348The ability to integrate and process volumetric information has recently become increasingly desirable in traditional Geographic Information Systems (GIS). Volumetric GIS (VGIS) is a new, challenging, and promising field. However, due to the lack of the ...
- research-articleDecember 2010
Interactive voxelized epipolar shadow volumes
SA '10: ACM SIGGRAPH ASIA 2010 SketchesArticle No.: 53, Pages 1–2https://doi.org/10.1145/1899950.1900003Current algorithms for rendering shadows inside participating media hit a bottleneck when computing light visibility throughout the media. These algorithms rely either on sampling along viewing rays, often thrashing memory caches, or slower analytic ...
- research-articleDecember 2010
Fast parallel surface and solid voxelization on GPUs
SIGGRAPH ASIA '10: ACM SIGGRAPH Asia 2010 papersArticle No.: 179, Pages 1–10https://doi.org/10.1145/1866158.1866201This 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 ...