Showing posts with label Imaging. Show all posts
Showing posts with label Imaging. Show all posts

02 July 2014

SIGGRAPH 2014 TECHNICAL PAPERS PREVIEW

The SIGGRAPH 2014 Technical Papers program is the premier international forum for disseminating new scholarly work in computer graphics and interactive techniques. In anticipation of the upcoming conference, SIGGRAPH’s 41st annual, the program preview trailer is available on the official ACM SIGGRAPH YouTube Channel (www.youtube.com/ACMSIGGRAPH).

Submissions to the Technical Papers program are received from around the globe and feature high quality, never-before-seen scholarly work. Submitters are held to extremely high standards in order to qualify.

“The quality of this year’s Technical Papers content was superb,” said Adam Finkelstein, SIGGRAPH 2014 Technical Papers Chair. “Not only did we receive outstanding work in the traditional areas of modeling, rendering, animation, and imaging, but we also noticed two emerging fields in design/fabrication and learning.”

SIGGRAPH accepted 127 technical papers (out of 550 submissions) for this year’s showcase, an acceptance rate of 25 percent (one percent higher than 2013). As is tradition, the papers were chosen by a committee made up of academia and industry experts.

The 2014 Technical Papers program also includes presentations for 46 papers published this year in the journal ACM Transactions on Graphics (TOG). SIGGRAPH 2014 takes place 10-14 August 2014 at the Vancouver Convention Centre in Vancouver, Canada.

Highlights From the SIGGRAPH 2014 Technical Papers Program:



Pixie Dust: Graphics Generated by Levitate and Animated Objects in Computational Acoustic-Potential Field
Authors: Yoichi Ochiai, Jun Rekimoto, The University of Tokyo; Takayuki Hoshi, Nagoya Institute of Technology

To generate graphics using levitated small objects, this method expands the acoustic manipulation method by changing the distribution of the acoustic-potential field. The approach makes available many expressions (for example, expression by materials and nondigital appearance), and the expressions are levitated in mid-air.

Floating Scale Surface Reconstruction
Authors: Simon Fuhrmann, Michael Goesele, Technische Universität Darmstadt


Introducing a novel, virtually parameter-free method for surface reconstruction from oriented, scale-enabled point samples. The approach constructs an implicit function as the sum of compactly supported basis functions. The final surface is extracted as the zero-level set of the implicit function.

PushPull++
Authors: Markus Lipp, Pascal Müller, Esri; Peter Wonka, King Abdullah University of Science and Technology


Introducing the novel 3D modeling tool PushPull++. which enables rapid modeling and adjustment of arbitrary meshes with slanted surfaces. PushPull++ reduces the required clicks for common modeling tasks up to an order of magnitude compared to leading commercial tools.

Intrinsic Images in the Wild
Authors: Sean Bell, Kavita Bala, Noah Snavely, Cornell University


Introducing a large-scale, public dataset for intrinsic image decompositions of indoor scenes (Intrinsic Images in the Wild) with crowdsourced annotations of pairwise comparisons of material properties. The approach develops a dense CRF-based algorithm for intrinsic image decomposition of these images that outperforms state-of-the-art algorithms.

Learning Bicycle Stunts
Authors: Jie Tan, Yuting Gu, Karen Liu, Greg Turk, Georgia Institute of Technology


A general approach to simulation and control of a human character riding a bicycle. The rider not only learns to steer and 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.


24 April 2014

SIGGRAPH 2014 Releases Technical Papers Data & Statistics


Computational Design of Linkage-Based Characters
This year, the Technical Papers program received a total of 505 completed submissions! After committee review, 127 of them have been accepted, accounting for a 25% acceptance rate. In addition, 46 papers, published in ACM Transactions on Graphics during the course of the last year, will be presented at SIGGRAPH 2014.
Adam Finkelstein

“As is SIGGRAPH tradition, the quality of this year’s Technical Papers content was superb,” said Adam Finkelstein, Technical Papers Chair from Princeton University. “Not only did we receive outstanding work in the traditional areas of modeling, rendering, animation, and imaging, but we also noticed two emerging fields in design/fabrication and learning.”  

For a sneak peek at what's to come, see below.

Design and Fabrication
  • Computational Design of Linkage-Based Characters
Authors: Bernhard Thomaszewski, Stelian Coros, Disney Research Zürich; Eitan Grinspun, Columbia University; Vittorio Megaro, ETH Zürich; Markus Gross, Disney Research Zürich, ETH Zürich; Damien Gauge, ETH Zürich

This paper presents a design system for linkage-based mechanical characters. The system allows users to interactively browse different design options, while a continuous optimization step improves motion quality and safeguards against singularities.
  • Interactive Design and Optimization of Free-Formed Free-Flight Model Airplanes
Authors: Nobuyuki Umetani, The University of Tokyo, Autodesk Research; Yuki Koyama, The University of Tokyo; Ryan Schdmit, Autodesk Research; Takeo Igarashi, The University of Tokyo

This paper introduces novel interactive techniques for designing original hand-launched free-flight glider airplanes that can actually fly. Based on a compact aerodynamics model, a user-designed wing configuration is interactively optimized to maximize flight-worthiness.

Learning
  • Self-Refining Games Using Player Analytics
Authors: Matt Stanton, Ben Humberston, Brandon Kase, Carnegie Mellon University; James O'Brien, University of California, Berkeley; Kayvon Fatahalian, Adrien Treuille, Carnegie Mellon University

Data-driven simulation demands good training data. In games, users explore a small subset of the configuration space. In this paper, a precomputed fluid dynamics game uses crowd sourcing to learn user behavior models that predict the most frequently encountered configurations. Precomputation is concentrated around these states, reducing model error and visual artifacts. 
  • Learning Bicycle Stunts
Authors: Jie Tan, Yuting Gu, Karen Liu, and Greg Turk, Georgia Institute of Technology

This paper presents a general approach to simulate and control a human character riding a bicycle. The rider not only learns to steer and 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.

Take Note: You definitely won't want to miss the paper presentations at SIGGRAPH 2014. Occurring from Monday through Thursday, 10-14 August, the 35 paper sessions will highlight a total of 173 technical papers.

31 May 2012

Q&A with the 2012 Technical Papers Chair Hanspeter Pfister from Harvard

Following is a brief conversation with Hanspeter Pfister, the SIGGRAPH 2012 Technical Papers Chair from Harvard University. Pfister is Gordon McKay Professor of Computer Science in the School of Engineering and Applied Sciences. 

His research lies at the intersection of visualization, computer graphics, and computer vision. He received his PhD in computer science in 1996 from the State University of New York at Stony Brook and his MS in Electrical Engineering from the Swiss Federal Institute of Technology in Zurich, Switzerland, in 1991.


Briefly describe your past experiences as a SIGGRAPH volunteer:
I attended my first SIGGRAPH in Chicago in 1992 and got hooked immediately. From 1994 to 1996, I was a student volunteer, hanging out mostly at the International Center and occasionally crimping ethernet cables -- great times! In 2001, I was invited to join the SIGGRAPH Technical Papers Committee for the first time. In 2005, I was jury member of the Sketches program, which I chaired in 2006. And I've been a member of the Papers, Courses, and Sketches Committees for SIGGRAPH and SIGGRAPH Asia numerous times.

What motivated you to serve as this year's Technical Papers Chair?
It is a huge honor to be asked to become Technical Papers Chair, so when Rob Cook -- chair of the Papers Advisory Group -- asked me, I immediately said yes. The main motivation was to give back to the community that has been a big part of my career for many years. And I was looking forward to being a part of (and shaping) the process that selects the highest quality papers for acceptance at SIGGRAPH. 

How exactly is the Jury selected?
Selecting the Technical Papers Committee is the most important thing a Technical Papers Chair does. The first step was to select the Papers Advisory Board, which consisted of Marc Alexa (SIGGRAPH 2013 Chair), Kavita Bala (SIGGRAPH ASIA 2011 Chair), Fredo Durand, Hugues Hoppe (SIGGRAPH 2011 Chair), Holly Rushmeier, and Peter-Pike Sloan (SIGGRAPH ASIA 2012 Chair). They were a tremendous help throughout the process and helped me to select the committee. We had to identify the experts in various communities, balance the areas in which we anticipated submission, find the right mix between experience and fresh blood, and consider term limits to make sure that new members join us each year. It was a daunting, but very exciting task.

How did the Jury process go this year?
Besides a server crash on submission day, it went exceedingly well. The 53 members of the Papers Committee did a tremendous amount of work, as did the hundreds of external reviewers. I had a lot of support from my assistant Angela Anderson from Talley Management, and a host of other people who helped to run the process smoothly and professionally. Overall we accepted 94 papers out of 449 submissions for an acceptance rate of 21%, and referred another 9 papers to the ACM Transactions on Graphics.

Did you notice any trends in the submissions?
In addition to traditional areas such as rendering, surface modeling, image and video processing, fluid simulation, and character animation, we accepted papers in emerging areas such as 3D fabrication, light field displays, real-time sound synthesis, and tactile feedback devices. I am especially excited about papers that stretch the definition of graphics because they help evolve our field and make SIGGRAPH vibrant and exciting.

Did the content for S2012 meet your expectations?
Seeing the huge number of submissions and considering how much work went into them is humbling. I am deeply thankful to all the authors who sent their work to SIGGRAPH 2012, and to all the reviewers and committee members for selecting the best papers this year in computer graphics and interactive techniques. We ended up with a terrific and exciting program with outstanding papers in all of the technical areas.

How can the Technical Papers program make certain that it remains relevant for years to come?
Looking at the creativity and ingenuity of the submissions this year I am not worried about the future. And the great thing about SIGGRAPH is that it is able to reinvent itself. As long as we continue to evolve the definition of computer graphics and interactive techniques and allow for new and fresh ideas to be published we will remain relevant. And I have no doubts that visual and interactive techniques will continue to play a huge role in our everyday lives.

What is your advice to someone considering submitting a future SIGGRAPH technical paper?
Read the FAQ on our web site! Many of the questions I received have been answered there, and the process is described in great detail. And then of course produce some outstanding work that is inspiring, significant, and maybe unexpected. Then spend the effort and time to write a good paper about it. The quality of the writing really matters, and I would suggest you look carefully at some of the great papers from previous years. It does take effort, but I can assure you that every paper is treated with respect and will receive thoughtful, helpful reviews.

Briefly describe one of your more intriguing ongoing projects at Harvard:
I am very excited to work with my neuroscience collaborators at the Harvard Center for Brain Science on reconstructing the detailed neural circuitry of the brain, one of the grand challenges of this century. We are dealing with tera- and soon petabytes of image data from electron microscopy and are working on fully-automated reconstruction techniques that are scalable and efficient. The challenges are tremendous in all areas of computer vision, visualization, graphics systems, and network analysis -- I am having a blast.

What were some of the key things you took away from your 11 years at Mitsubishi Electric Research Laboratories (MERL)?
Work with people who are smarter than you -- at MERL I had the privilege to be surrounded by some of the best researchers and work with some of the best students around the world. Work on practical problems to drive technical innovation -- the other way around is a lot harder. And of course my boss and mentor, Joe Marks, taught me to delegate, delegate, delegate -- a skill that serves me well as a faculty member.

Would you recommend a career in computer science to your daughters and how did you pick their names?
My daughters Lilly (9) and Audrey (6) already monopolize the family iPad and laptop with their games and e-books. They are learning at an early age what makes computers so exciting: the ability to create and simulate anything. I am sure that they will pick up computer science skills in whatever career they choose.

As for how we picked their names: We like old fashioned names and wanted to make sure their names are somewhat unique, so we checked their popularity on Martin Wattenberg's fabulous Baby Name Wizard visualization. Of course the irony is that both names had a huge uptick in popularity since then. I guess we were trend setters.

21 May 2012

SIGGRAPH 2012 Technical Papers Preview

The SIGGRAPH 2012 Technical Papers program is the premier international forum for disseminating new scholarly work in computer graphics and interactive techniques. The 39th International Conference and Exhibition on Computer Graphics and Interactive Techniques, 5–9 August 2012 at the Los Angeles Convention Center, features Technical Papers that detail new advances across many fronts, including 3D display technology, photographic prints for HDR images, textile design, and more.

“This year’s program features papers that propel the field forward as rapidly and vibrantly as possible, while at the same time keeping us well-grounded academically, ensuring that SIGGRAPH remains a breeding ground for significant new areas of research,” said Hanspeter Pfister, SIGGRAPH 2012 Technical Papers Chair from Harvard University.

The papers to be presented were chosen by a distinguished committee of academia and industry experts. Out of 449 submissions, 94 papers were accepted to SIGGRAPH 2012, representing an acceptance rate of 21 percent.

This year’s Technical Papers program also includes conference presentations for 38 papers published this year in the journal ACM Transactions on Graphics (TOG). A complete listing of all selected Technical Papers will be available on the SIGGRAPH 2012 web site in late May.

Highlights from the SIGGRAPH 2012 Technical Papers program:

Tensor Displays: Compressive Light Field Synthesis Using Multilayer Displays with Directional Backlighting
Authors: Gordon Wetzstein, Douglas Lanman, Matthew Hirsch, and Ramesh Raskar, MIT Media Lab
























This paper presents a new display technology for glasses-free stereo viewing. Combining multiple layers of LCD, directional back-lighting, temporal modulation, and a new mathematical formulation allows for greater depths of field, wider fields of view, and a thinner display.

Practical application as suggested by the Technical Papers Chair: Glasses-free stereo display.

Printing Spatially-Varying Reflectance for Reproducing HDR Images
Authors: Yue Dong, Microsoft Research Asia; Xin Tong, Microsoft Research Asia; Fabio Pellacini, Dartmouth College and Sapienza University of Rome; and Baining Guo, Microsoft Research Asia



































When traditional photographs are printed, the range of brightness can be heavily compressed, and the result can look flat. This paper presents a solution for viewing HDR images using a reflective sheet of paper, glossy ink, and a torch light illuminating the paper. With the proposed technique, one can get a better sense of the range of brightness in the scene and adjust it by moving the light or the paper.

Practical application as suggested by the Technical Papers Chair: Printing high-dynamic-range images, keeping brightness fidelity.

Structure-Aware Synthesis for Predictive Woven Fabric Appearance
Authors: Shuang Zhao, Wenzel Jakob, Steve Marschner, and Kavita Bala, Cornell University

















3D scans of real fabrics to design new 3D fabrics for rendering. The fabrics are rendered in a physically based way, which allows textile designers to predict how a given weave pattern would look if it were fabricated, resulting in highly realistic results for textile design, ecommerce, entertainment, and apparel visualization.

Practical application as suggested by the Technical Papers Chair: Designing real fabrics by predicting their appearance.

Precomputed Acceleration Noise for Improved Rigid-Body Sound
Authors: Jeffrey N. Chadwick, Changxi Zheng, and Doug L. James, Cornell University

















Colliding objects produce impact sounds, usually described by modal synthesis. This paper introduces the effect of acceleration in this model, thus allowing for rendering more realistic, crisper collision sounds, or making a sound audible when the modal component only would be inaudible by humans.

Practical application as suggested by the Technical Papers Chair: Improving collision-sound realism in virtual environments.

Design of Self-Supporting Surfaces
Authors: Etienne Vouga, Columbia University/King Abdullah University of Science and Technology; Mathias Höbinger, Evolute/TU Wien, Johannes Wallner, TU Graz/TU Wien; Helmut Pottmann, King Abdullah University of Science and Technology 
















Finding architectural shapes that are self-supporting is a major challenge in masonry. Discrete differential geometry allows the authors to propose a non-linear optimization process approximating a given surface by a self-supporting one. They also produce a quad mesh with planar faces guiding steel/glass constructions.

Practical application as suggested by the Technical Papers Chair: A tool for architects to design constructions that have not been seen before.

Eulerian Video Magnification for Revealing Subtle Changes in the World
Authors: Hao-Yu Wu, Michael Rubinstein, Massachusetts Institute of Technology CSAIL; Eugene Shih, Quanta Research Cambridge, Inc.; Frédo Durand, William Freeman, Massachusetts Institute of Technology, CSAIL,

















Using an Eulerian formulation and signal-processing principles, the authors amplify subtle changes in videos that could not be perceived otherwise.

Practical application as suggested by the Technical Papers Chair: Easier monitoring of adult and infant patients.
 
CrossShade: Shading Concept Sketches Using Cross-Section Curves
Authors: Cloud Shao, University of Toronto; Adrien Bousseau, REVES - INRIA Sophia Antipolis; Alla Sheffer, The University of British Columbia; Karan Singh, University of Toronto



















Cross-section curves are often used by artists to depict man-made objects. This paper exploits perceptual principles to derive a framework for shading these sketches, reconstructing appropriate normals and rendering them in a 3D-like fashion.

Practical application as suggested by the Technical Papers Chair: 3D-like rendering of sketches for improved surface depiction.

What Makes Paris Look Like Paris?
Authors: Carl Doersch, Saurabh Singh, and Abhinav Gupta, Carnegie Mellon University; Josef Sivic, INRIA/ Ecole Normale Sup´erieure, Paris; Alexei A. Efros, Carnegie Mellon University, INRIA/Ecole Normale Sup´erieure, Paris















Particular features (such as windows, lamps, trees) in photographs indicate where the images were captured. Using machine learning techniques and large collections of geotagged images, this technology extracts such elements from photographs and guesses where they were taken.

Practical application as suggested by the Technical Papers Chair: Automatic geolocalization of photographs.

29 April 2011

SIGGRAPH 2011 Technical Papers Advance Preview

The SIGGRAPH Technical Papers program is the premier international forum for disseminating new scholarly work in computer graphics and interactive techniques. SIGGRAPH 2011, 7 –11 August 2011 at the Vancouver Convention Centre, will feature 82 Technical Papers, selected from among 432 submissions.

The papers to be presented were chosen by a distinguished committee of 52 experts from academia and industry. This year’s Technical Papers program also includes conference presentations for 33 papers published this year in the journal ACM Transactions on Graphics (TOG).

“Each year, the SIGGRAPH Technical Papers program evolves to feature the most cutting-edge advances in technology," says Hugues Hoppe, SIGGRAPH 2011 Technical Papers Chair from Microsoft Research. “This year is no different as SIGGRAPH 2011 Technical Papers will provide a look into some of the latest achievements in facial animation, stereo and multi-layered displays, procedural modeling, and rendering.”

In addition to core topics of modeling, animation, rendering, imaging, and human-computer interaction, the Technical Papers program encouraged submissions from areas related to computer graphics, including: computer games, design, vision, scientific and information visualization, audio, and robotics.

Featured highlights from the SIGGRAPH 2011 Technical Papers program:

High-Quality Passive Facial Performance Capture Using Anchor Frames

A new technique for high-quality facial performance capture that leverages the repetitive structure of face motions to automatically locate frames with similar expressions, called anchor frames. High-resolution geometry is reconstructed and temporal motion is propagated in parallel using robust image-space matching between the anchor frames.

Authors: Thabo Beeler, ETH Zürich and Disney Research Zürich; Fabian Hahn, Disney Research Zürich; Derek Bradley, Disney Research Zürich; Bernd Bickel, Disney Research Zürich; Paul Beardsley, Disney Research Zürich; Craig Gotsman, Technion-Israel Institute of Technology; Bob Sumner, Disney Research Zürich; Markus Gross, Disney Research Zürich


Practical application as suggested by the Technical Papers Chair: Highly detailed facial capture using multiple cameras without markers.

Bounded Biharmonic Weights for Real-Time Deformation

Deformation by linear blending dominates practical use as the fastest approach for transforming 2D and 3D shapes. This paper develops "bounded biharmonic weights" that produce smooth and intuitive deformations for any combination of points, bones, and cages of arbitrary topology, making control of deformations simple and flexible.

Authors: Alec Jacobson, New York University; Jovan Popović, Adobe Systems Incorporated; Ilya Baran, Disney Research Zürich; Olga Sorkine, New York University

Practical application as suggested by the Technical Papers Chair: An elegant UI framework that unifies cages, skeletons, and point constraints for 2D and 3D deformations.

Tomographic Image Generation for Attenuation-Based Light Field and High-Dynamic-Range Displays

This method optimizes auto-multiscopic displays composed of compact volumes of light-attenuating material. Inexpensively fabricated by stacking transparencies, the attenuators recreate a light field when illuminated by a backlight. Tomographic optimization resolves inconsistencies between views, leading to brighter, higher-resolution 3D displays with extended depth of field and improved dynamic range.

Authors: Gordon Wetzstein, The University of British Columbia; Douglas Lanman, MIT Media Lab; Wolfgang Heidrich, The University of British Columbia; Ramesh Raskar, MIT Media Lab

Practical application as suggested by the Technical Papers Chair: Exploring displays with more than two depth layers.

A Temporally Quantized Diffusion Model for Rendering Translucent Materials

This new model for subsurface scattering remains accurate for high absorption, supports high-frequency illumination, and can handle very thin materials. It is efficient to evaluate and works well in production.

Authors: Eugene d’Eon, Weta Digital Ltd; Geoffrey Irving, Weta Digital Ltd

Practical application as suggested by the Technical Papers Chair: Amazingly realistic human skin.

Physics-Inspired Upsampling for Cloth Simulation in Games

With this method for learning linear upsampling operators in physically based cloth simulation, coarse meshes are enriched with mid-scale details in minimal time and memory budgets, as required in computer games.

Authors: Ladislav Kavan, Disney Interactive Studios; Daniel Gerszewski, University of Utah; Adam Bargteil, University of Utah; Peter-Pike Sloan, Disney Interactive Studios

Practical application as suggested by the Technical Papers Chair: A practical approach to enhancing cloth animation in real-time games.

Computational Stereo Camera System With Programmable Control Loop

This computational stereo camera system closes the control loop to handle traditionally difficult shots. It is completely programmable, so complex shots can easily be scripted and adjusted depending on the scene and artistic preferences.

Authors: Simon Heinzle, Disney Research Zürich; Pierre Greisen, Disney Research Zürich and ETH Zürich; David Gallup, University of North Carolina; Christine Chen, ETH Zürich; Daniel Saner, ETH Zürich; Aljoscha Smolic, Disney Research Zürich; Andreas Peter Burg, ETH Zürich; Wojciech Matusik, Disney Research Zürich; Markus Gross, ETH Zürich and Disney Research Zürich

Practical application as suggested by the Technical Papers Chair: Stereo camera that uses computer vision processing to help automate interaxial and convergence settings.

Real-Time Eulerian Water Simulation Using a Restricted Tall Cell Grid

A new real-time Eulerian fluid simulation that uses a hybrid grid of regular cubic cells on top of a layer of tall cells above an arbitrary terrain. The method includes a novel multigrid method and several fluid solver modifications, and achieves 30fps in real-world scenarios on a modern GPU.

Authors: Nuttapong Chentanez, NVIDIA Corporation; Matthias Muller, NVIDIA Corporation

Practical application as suggested by the Technical Papers Chair: Realistic fluids rendered in real time.


A complete listing of all the papers presented in this year’s program will be available on the SIGGRAPH 2011 web site in late May. Check back here next week for an interesting interview with Hugues Hoppe.

12 May 2010

SIGGRAPH 2010 Technical Papers Focus on Technology and Advanced Techniques

(Chicago, IL) - The SIGGRAPH 2010 Technical Papers program is the premier international forum for disseminating new scholarly work in computer graphics and interactive techniques. Topics range from a new application for browsing street-level imagery to new advancements in architecture demonstrating that curved surfaces can be just as rigid as traditional designs. A total of 390 submissions were reviewed by a distinguished panel of 49 jurors, and 103 papers were selected for presentation at SIGGRAPH 2010.

"SIGGRAPH 2010 will feature a vibrant field of technical presentations," says Tony DeRose, SIGGRAPH 2010 Technical Papers Chair from Pixar Animation Studios. "We are most excited by the extraordinary breadth of topics as well as the fascinating achievements in many fields from architecture to photography."

Papers cover core topics of computer graphics, such as modeling, animation, rendering, imaging, and human-computer interaction, and also explore related fields of audio, robotics, visualization, and perception. Presenters are from all around the globe?from Bangladesh to Switzerland.

Based upon the popularity of the program at SIGGRAPH 2009, this year?s Technical Papers program is once again expanding to include 33 conference presentations for each paper published this year in the journal ACM Transactions on Graphics (TOG). For the first time in SIGGRAPH?s history, the TOG Papers and the Technical Papers will be combined to create sessions with more coherent themes.

Listed below are a few highlights from the SIGGRAPH 2010 Technical Papers Program:

Street Slide: Browsing Street-Level Imagery
Street Slide is a novel browsing interface for street-level imagery that combines the best aspects of the immersive nature of bubbles with the overview provided by multi-perspective strip panoramas.

Authors:
Johannes Kopf, Microsoft Research Redmond
Billy Chen, Microsoft Corporation
Richard Szeliski, Microsoft Research
Michael F. Cohen, Microsoft Research

Parametric Reshaping of Human Bodies in Images
An easy-to-use image retouching system that allows users to easily reshape a human body in a single image by simply manipulating a small set of sliders corresponding to semantic attributes such as height, weight, and waist girth.

Authors:
Shizhe Zhou, Zhejiang University
Hongbo Fu, City University of Hong Kong
Ligang Liu, Zhejiang University
Daniel Cohen-Or, Tel-Aviv University
Xiaoguang Han, Zhejiang University

Video Tapestries with Continuous Temporal Zoom A novel approach for summarizing video in the form of a multi-scale image that is continuous in both the spatial domain and across the scale dimension: there are no hard borders between moments in time, and one can zoom smoothly into the image to reveal additional temporal details.

Authors:
Connelly Barnes, Princeton University
Dan Goldman, Adobe Systems Incorporated
Eli Shechtman, Adobe Systems Incorporated
Adam Finkelstein, Princeton University

The Frankencamera: An Experimental Platform for Computational Photography
Experimentation in computational photography is hindered by a lack of portable, flexible, and open photographic platforms. This paper presents Frankencamera, an architecture for programmable cameras, and demonstrates sample applications on two hardware implementations, a custom F2 camera and the Nokia N900 smartphone.

Authors:
Andrew Adams, Stanford University
Eino-Ville Talvala, Stanford University
Sung Hee Park, Stanford University
David E. Jacobs, Stanford University
Boris Ajdin, Universitдt Ulm
Natasha Gelfand, Nokia Research Center Palo Alto
Jennifer Dolson, Stanford University
Daniel Vaquero, University of California, Santa Barbara J
ongmin Baek, Stanford University
Marius Tico, Nokia Research Center Palo Alto
Hendrik P. A. Lensch, Universitдt Ulm
Wojciech Matusik, Disney Research Zьrich
Kari Pulli, Nokia Research Center Palo Alto
Mark Horowitz, Stanford University
Marc Levoy, Stanford University

Multi-Scale Image Harmonization
Compositing images that differ significantly in appearance often produces unrealistic results. This framework matches the visual appearance of images, including contrast, texture, noise, and blur, by manipulating their pyramid representations and blends them with alpha-based and seamless boundary constraints to produce highly realistic composites with minimal user interaction.

Authors:
Kalyan Sunkavalli, Harvard University
Micah K. Johnson, Massachusetts Institute of Technology
Wojciech Matusik, Disney Research
Hanspeter Pfister, Harvard University

OptiX: A General Purpose Ray Tracing Engine This paper presents the design and implementation of the OptiX engine, a programmable architecture for interactive parallel ray tracing. By exposing a small set of programmable operations for ray generation, material shading, object intersection, and scene traversal, OptiX enables a diverse set of rendering and non-rendering algorithms.

Authors:
Steven Parker, NVIDIA Corporation
James Bigler, NVIDIA Corporation
Andreas Dietrich, NVIDIA Corporation
Heiko Friedrich, NVIDIA Corporation
Jared Hoberock, NVIDIA Corporation
David Luebke, NVIDIA Corporation
David McAllister, NVIDIA Corporation
Morgan McGuire, NVIDIA Corporation
R. Keith Morley, NVIDIA Corporation
Austin Robison, NVIDIA Corporation
Martin Stich, NVIDIA Corporation

A complete listing of all the papers presented in this year?s program will be available in late May at: http://www.siggraph.org/s2010/for_attendees/technical_papers

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About SIGGRAPH 2010
SIGGRAPH 2010 will bring approximately 25,000 computer graphics and interactive technology professionals from six continents to Los Angeles, California, USA for the industry's most respected technical and creative programs focusing on research, science, art, animation, music, gaming, interactivity, education, and the web from Sunday, 25 July through Thursday, 29 July 2010 at the Los Angeles Convention Center. SIGGRAPH 2010 includes a three-day exhibition of products and services from the computer graphics and interactive marketplace from 27-29 July 2010. More than 200 international exhibiting companies are expected. More details are available at http://www.siggraph.org/s2010

About ACM SIGGRAPH
The ACM Special Interest Group on Computer Graphics and Interactive Techniques www.siggraph.org is an interdisciplinary community interested in research, technology, and applications in computer graphics and interactive techniques. Members include researchers, developers and users from the technical, academic, business, and art communities. ACM SIGGRAPH enriches the computer graphics and interactive techniques community year-round through its conferences, global network of professional and student chapters, publications, and educational activities.

About ACM
ACM, the Association for Computing Machinery http://www.acm.org, is the world's largest educational and scientific computing society, uniting educators, researchers and professionals to inspire dialogue, share resources and address the field's challenges. ACM strengthens the computing profession's collective voice through strong leadership, promotion of the highest standards, and recognition of technical excellence. ACM supports the professional growth of its members by providing opportunities for life-long learning, career development, and professional networking.