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Bounce Maps: An Improved Restitution Model for Real-Time Rigid-Body Impact ACM SIGGRAPH 2017 We present a novel method to enrich standard rigid-body impact models with a spatially varying coefficient of restitution map, or Bounce Map. Even state-of-the art methods in computer graphics assume that for a single rigid body, post- and pre-impact dynamics are related with a single global, constant, nam
1Stanford University 2Max Planck Institute for Informatics 3Microsoft Research Abstract Real-time, high-quality, 3D scanning of large-scale scenes is key to mixed reality and robotic applications. However, scalability brings challenges of drift in pose estimation, introducing significant errors in the accumulated model. Approaches often require hours of offline processing to globally correct model
graphics.stanford.edu/~dk
graphics.stanford.edu/~niessner
1 Technical University of Munich 2 Max Planck Institute for Informatics 3 University of Erlangen-Nuremberg Abstract We present a method for the real-time transfer of facial expressions from an actor in a source video to an actor in a target video, thus enabling the ad-hoc control of the facial expressions of the target actor. The novelty of our approach lies in the transfer and photo-realistic re-
graphics.stanford.edu/~seander
By Sean Eron Anderson seander@cs.stanford.edu Individually, the code snippets here are in the public domain (unless otherwise noted) — feel free to use them however you please. The aggregate collection and descriptions are © 1997-2005 Sean Eron Anderson. The code and descriptions are distributed in the hope that they will be useful, but WITHOUT ANY WARRANTY and without even the implied warranty of
ACM SIGGRAPH 2012 and ACM Transactions on Graphics 31 (4), Article 28 Abstract Interactive, task-guided character controllers must be agile and responsive to user input, while retaining the flexibility to be read- ily 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 progr
Animated demonstration of our system. We propose to attach a gaze tracker to a standard display (a). With the knowledge of the user's gaze fixations, our system can synthesize several cues we experience when looking at very bright or dark objects. A demonstration of our system can be seen in (b). In the animation, the red dot indicates a sequence of user gaze fixations; please view the animation t
graphics.stanford.edu/~levoy
Marc Levoy List of publications This web page contains links to all my papers back to 1990, and selected ones beyond that. The list is sorted by topic, and then in reverse chronological order within each topic. A complete list may be found in my CV. For some of the older papers, PDFs have been created from optical scans of the original publications. The entries for some papers include links to sof
The world is awash with increasing amounts of data, and we must keep afloat with our relatively constant perceptual and cognitive abilities. Visualization provides one means of combating information overload, as a well-designed visual encoding can supplant cognitive calculations with simpler perceptual inferences and improve comprehension, memory, and decision making. Furthermore, visual represent
Efficient Inference in Fully Connected CRFs with Gaussian Edge Potentials Philipp Krähenbühl Computer Science Department Stanford University philkr@cs.stanford.edu Vladlen Koltun Computer Science Department Stanford University vladlen@cs.stanford.edu Abstract Most state-of-the-art techniques for multi-class image segmentation and labeling use conditional random fields defined over pixels or imag
graphics.stanford.edu/~mdfisher
GPUView is a tool I developed with Steve Pronovost while an intern at Microsoft. Its purpose is to investigate the performance interaction between the graphics applications on your computer, the Windows graphics kernel, the graphics driver, the video cards, and the CPU cores. It gives a very different view than standard profilers such as IceCap or Vtune, and graphics API profilers such as PIX. It
This is a program that plays Starcraft 2 (SC2) by intercepting, understanding, and reacting to the D3D9 API stream, then sending keyboard and mouse commands back to SC2. It uses the D3D9 API Interceptor project. It is not at all like AIs made in the SC2 editor using the built in scripting language, or projects like BWAPI (which is for the original Starcraft only) that work by attaching to the addr
What's inside a digital camera? This is a cutaway view of the Canon Digital Rebel 1000D. Here's a more instructive diagram, showing the main optical paths. We'll take apart a camera in class. Most photography books talk about depth of field and depth of focus, but few of them give a formula for it. Here it is. N is the F-number, f is focal length, C is pixel size, and U is distance to the scene. W
The Kinect is an attachment for the Xbox 360 that combines four microphones, a standard RGB camera, a depth camera, and a motorized tilt. Although none of these individually are new, previously depth sensors have cost over $5000, and the comparatively cheap $150 pricetag for the Kinect makes it highly accessible to hobbyist and academics. This has spurred a lot of work into creating functional dri
graphics.stanford.edu/~niloy
Abstract: To them, I said, the truth would be literally nothing but the shadows of the images. - Plato, The Republic 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 pr
Niloy J. Mitra, Hung-Kuo Chu, Tong-Yee Lee, Lior Wolf, Hezy Yeshurun, Daniel Cohen-Or ACM SIGGRAPH ASIA 2009 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 t
The camera runs Linux, and its metering, focusing, demosaicing, denoising, white balancing, and other processing is programmable. Click here for our SIGGRAPH 2010 paper, which describes our previous camers - the F2. News flashes: 3/15/12 - The FCam API is now available on the Nokia N9 Linux-based smartphone. See below for details. Marc Levoy has retired from Stanford University to lead a team at G
Efficient Variants of the ICP Algorithm Szymon Rusinkiewicz Marc Levoy Presented at the Third International Conference on 3D Digital Imaging and Modeling (3DIM 2001) Abstract The ICP (Iterative Closest Point) algorithm is widely used for geometric alignment of three-dimensional models when an initial estimate of the relative pose is known. Many variants of ICP have been proposed, affecting all pha
Abstract Cartographers have long used flow maps to show the movement of objects from one location to another, such as the number of people in a migration, the amount of goods being traded, or the number of packets in a network. The advantage of flow maps is that they reduce visual clutter by merging edges. Most flow maps are drawn by hand and there are few computer algorithms available. We present
Fourier Slice Photography Ren NgStanford University In ACM Transactions on Graphics, July 2005 (Proceedings of SIGGRAPH) Abstract This paper contributes to the theory of photograph formation from light fields. The main result is a theorem that, in the Fourier domain, a photograph formed by a full lens aperture is a 2D slice in the 4D light field. Photographs focused at different depths correspond
A screenshot of Scanalyze running on a Windows platform. Several range images of the head of Michelangelo's David are visible. Each range image represents one SD file (see below for a description of our file formats). A scrollable list of these files is visible in the upper-right corner of the screen. The range images are displayed as shaded surfaces, and all but one of them have already been alig
Homan Igehy, Stanford University Appears in the Computer Graphics (SIGGRAPH '99 Proceedings) Abstract: Antialiasing of ray traced images is typically performed by super-sampling the image plane. While this type of filtering works well for many algorithms, it is much more efficient to perform filtering locally on a surface for algorithms such as texture mapping. In order to perform this type of fil
Note added 4/21/20 by Marc Levoy: Except for links to People > Faculty, this web site has become outdated. Most links to Research projects, Courses in graphics, Technical publications, Slides from talks, Software packages, Data archives, and Cool Demos still function and might be useful. However, links to people other than faculty, infrastructure, and opportunities for students are likely broken o
graphics.stanford.edu/~fedkiw
Ron Fedkiw Canon Professor Stanford Computer Science Ph.D. Applied Mathematics, UCLA LEFT PHOTO: circa 2005; RIGHT PHOTO: circa 2017 Computer Science Department Stanford University Gates Computer Science Bldg., Room 310 Stanford, CA 94305-9020 fedkiw@cs.stanford.edu CS205L: Continuous Mathematical Methods with an Emphasis on Machine Learning A survey of numerical approaches to the continuous mathe
graphics.stanford.edu/~naemura
XHTML文書の作成 XHTML1.1とCSS2を利用したWebページを作成する上で工夫した点をまとめておく. XHTMLやCSSそのものについては,“Academic HTML”や“Web KANZAKI”が参考になる. XHTMLのチェックは,“HTML Validator”や“Another HTML-lint gateway”が便利. XHTMLファイル 新規文書を作成する際に使うテンプレートを示す. 基本方針は以下の通り. 各ファイルで重複する部分は,可能な限り分離してSSI(Server Side Include)で読み込むようにする. 具体的には,コピーライトやメニューなどの部分を共通化する. ただし,各ページ単体でもXHTML文書としての体裁を満たすように配慮する. これにより,HTTPサーバを介さずにローカルディスクのファイルとして直接開くことが可能になる. テンプレート
Light Field Photography with a Hand-Held Plenoptic Camera Ren Ng, Stanford University Marc Levoy, Stanford University Mathieu Br�dif, Stanford University Gene Duval, Duval Design Mark Horowitz, Stanford University Pat Hanrahan, Stanford University Stanford University Computer Science Tech Report CSTR 2005-02 April, 2005 Our prototype in use. Photographs digitally refocused at different depths, com
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