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publications |
mayank singh
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texas a&m university
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Triangle Surfaces with Discrete Equivalence Classes
(bibtex)
Singh M. and Schaefer S.
SIGGRAPH 2010
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.
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Suggestive Hatching (bibtex)
Singh M. and Schaefer S.
Computational Aesthetics 2010
We present a method for drawing lines on an object that depict both the shape and shading of the object. To do
so, we construct a gradient field of the diffuse intensity of the surface to guide a set of adaptively spaced lines.
The shape of these lines reflect the lighting under which the object is being viewed and its shape. When the light
source is placed at the viewer's location, these lines emanate from silhouettes and naturally extend Suggestive
Contours. By using a hierarchical proximity grid, we can also improve the quality of these lines as well as control
their density over the image. We also provide a method for detecting and removing ridge lines in the intensity field,
which lead to artifacts in the line drawings.
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Fast Occlusion Sweeping
(bibtex)
Singh M., Yuksel C., and House D.
International Symposium on Visual Computing (ISVC) 2009
While realistic illumination significantly improves the visual quality
and perception of rendered images, it is often very expensive to compute. In this
paper, we propose a new algorithm for embedding a global ambient occlusion
computation within the fast sweeping algorithm while determining isosurfaces.
With this method we can approximate ambient occlusion for rendering volumetric
data with minimal additional cost over fast sweeping. We compare visualizations
rendered with our algorithm to visualizations computed with only local shading,
and with a ambient occlusion calculation using Monte Carlo sampling method.
We also show how this method can be used for approximating low frequency
shadows and subsurface scattering.
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Line Drawing as a Dynamic Process
(bibtex)
House D. and Singh M.
Pacific Graphics 2007
We introduce a novel mechanism for creating line drawings
from three-dimensional models, which captures the dynamic
nature of the drawing process. The approach takes
into account the interaction between the moving human
hand and the drawing instrument. This is demonstrated as
applied to the specific problem of making silhouette drawings
from polygonal models. A control system drives a pen
by tracking the contour of the polygonal model as projected
onto the drawing surface, thus mimicking hand motion. The
pen is treated as a physically-based object with momentum,
giving the generated lines a smooth hand-drawn quality.
Lines are rendered using a ribbon metaphor, where thickness
is determined by the twist of the ribbon. The twist angle
can be dependent upon various attributes such as perspective
depth, the curvature of the line, and the lighting of the
model. A number of examples are presented, ranging from
tightly controlled drawings to expressive gestural drawings.
Extension of this work as technical report.
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