Xianfeng Gu, Steven J. Gortler
Surface geometry is often modeled with irregular triangle meshes. The process of remeshing refers to approximating such geometry using a mesh with (semi)-regular connectivity, which has advantages...
Abstract Silhouette Clipping (2009)
Pedro V. Sander, Xianfeng Gu, Steven J. Gortler, John Snyder
Approximating detailed models with coarse, texture-mapped meshes results in polygonal silhouettes. To eliminate this artifact, we introduce silhouette clipping, a framework for efficiently clipping...
Steven J. Gortler, Radek Grzeszczuk, Richard Szeliski, Michael F. Cohen
This paper discusses a new method for capturing the complete appearanceof both synthetic and real world objects and scenes, representing this information, and then using this representation to render...
Abstract Scene Optimized Shadow Mapping (2008)
Hamilton Y. Chong, Steven J. Gortler, Hamilton Y. Chong, Steven J. Gortler, Harvard Univeristy
Shadow mapping possesses an aliasing issue that is difficult to control. Recently a number of techniques, beginning with Perspective Shadow Maps have been proposed to choose the best possible 4 by 4...
CHARACTERIZING GENERIC GLOBAL RIGIDITY (2008)
Steven J. Gortler, Alexander D. Healy, P. Thurston
Abstract. A d-dimensional framework is a graph and a map from its vertices to E d. Such a framework is globally rigid if it is the only framework in E d with the same graph and edge lengths, up to...
Wavelet Radiosity, Steven J. Gortler, Peter Schröder, Michael F. Cohen, Pat Hanrahan
Radiosity methods have been shown to be an effective means to solve the global illumination problem in Lambertian diffuse environments. These methods approximate the radiosity integral equation by...
Reparameterized Light Fields, Aaron Isaksen, Leonard Mcmillan, Steven J. Gortler
This research further develops the light field and lumigraph imagebased rendering methods and extends their utility. We present alternate parameterizations that permit 1) interactive rendering of...
3D Deformation Using Moving Least Squares (2008)
Yuanchen Zhu, Steven J. Gortler
Figure 1: Deformation results using our method. Point handles are inside the mesh and marked as red dots. (Models courtesy of Cyberware.) We present a 3d deformation method based on Moving Least...
Reparameterized Light Fields, Aaron Isaksen, Leonard Mcmillan, Steven J. Gortler
This research further develops the light field and lumigraph imagebased rendering methods and extends their utility. We present alternate parameterizations that permit 1) interactive rendering of...
Visual Comput (2006) DOI 10.1007/s00371-006-0073-8 ORIGINAL ARTICLE (2008)
Guillermo D. Cañas, Steven J. Gortler, G. D. Cañas, S. J. Gortler
In this paper we describe a novel remeshing algorithm that produces flexible remeshes of reasonable approximation quality at interactive rates. Due to its speed, it may can be applied to dynamically...
Abstract Geometry Images (2008)
Xianfeng Gu, Steven J. Gortler
Surface geometry is often modeled with irregular triangle meshes. The process of remeshing refers to approximating such geometry using a mesh with (semi)-regular connectivity, which has advantages...
Zicheng Liu, Steven J. Gortler, Michael F. Cohen
Specifying the motion of an animated linked figure such that it achieves given tasks (e.g., throwing a ball into a basket) and performs the tasks in a realistic fashion (e.g., gracefully, and...
© The Eurographics Association 2002. (2008)
Signal-specialized Parametrization, Pedro V. S, Steven J. Gortler, John Snyder
To reduce memory requirements for texture mapping a model, we build a surface parametrization specialized to its signal (such as color or normal). Intuitively, we want to allocate more texture...
Wavelet Radiosity, Steven J. Gortler, Peter Schröder, Michael F. Cohen, Pat Hanrahan
Radiosity methods have been shown to be an effective means to solve the global illumination problem in Lambertian diffuse environments. These methods approximate the radiosity integral equation by...
Abstract Polyhedral Geometry and the Two-Plane Parameterization (2008)
Xianfeng Gu, Steven J. Gortler, Michael F. Cohen
Recently the light-field and lumigraph systems have been proposed as general methods of representing the visual information present in a scene. These methods represent this information as a 4D...
Signal-Specialized Parameterization for Piecewise Linear Reconstruction (2007)
R. Scopigno, D. Zorin, Geetika Tewari, John Snyder, Pedro V. S, Steven J. Gortler
We propose a metric for surface parameterization specialized to its signal that can be used to create more efficient, high-quality texture maps. Derived from Taylor expansion of signal error, our...
Signal-Specialized Parameterization for Piecewise Linear Reconstruction (2007)
R. Scopigno, D. Zorin, Geetika Tewari, John Snyder, Pedro V. S, Steven J. Gortler
We propose a metric for surface parameterization specialized to its signal that can be used to create more efficient, high-quality texture maps. Derived from Taylor expansion of signal error, our...
Reparameterized Light Fields, Aaron Isaksen, Leonard Mcmillan, Steven J. Gortler
This research further develops the light field and lumigraph imagebased rendering methods and extends their utility. We present alternate parameterizations that permit 1) interactive rendering of...
1 Creating and Rendering Image-Based Visual Hulls (2007)
Chris Buehler, Wojciech Matusik, Leonard Mcmillan, Steven J. Gortler
In this paper, we present efficient algorithms for creating and rendering image-based visual hulls. These algorithms are motivated by our desire to render real-time views of dynamic, real-world...
Abstract Geometry Images (2007)
Xianfeng Gu, Steven J. Gortler
Surface geometry is often modeled with irregular triangle meshes. The process of remeshing refers to approximating such geometry using a mesh with (semi)-regular connectivity, which has advantages...
Eurographics Symposium on Rendering (2004) (2007)
H. W. Jensen, Jensen Keller Editors, Hamilton Y. Chong, Steven J. Gortler
Shadow mapping is a very useful tool for generating shadows in many real-time rendering settings and is even used in some off-line renderers. One of the difficulties when using a shadow map is...
Danil Kirsanov, Steven J. Gortler
In this paper, we apply the ideas from combinatorial optimization to find globally optimal solutions to continuous variational problems. At the heart of our method is an algorithm to solve for...
Characterizing Generic Global Rigidity (2007)
Gortler, Steven J., Healy, Alexander D., Thurston, Dylan P.
A d-dimensional framework is a graph and a map from its vertices to d-dimensional Euclidean space. Such a framework is globally rigid if it is the only framework in the same dimension with the same...
On asymptotically optimal meshes by coordinate transformation (2006)
Guillermo D. Cañas, Steven J. Gortler
Summary. We study the problem of constructing asymptotically optimal meshes with respect to the gradient error of a given input function. We provide simpler proofs of previously known results and...
Meshing genus-1 point clouds using discrete one-forms. Computers and Graphics (2006)
Geetika Tewari, Craig Gotsman, Steven J. Gortler
We present an algorithm to mesh point clouds sampled from a closed manifold surface of genus 1. The method relies on a doubly-periodic global parameterization of the point cloud to the plane, so no...
On asymptotically optimal meshes by coordinate transformation (2006)
Guillermo D. Cañas, Steven J. Gortler
Summary. We study the problem of constructing asymptotically optimal meshes with respect to the gradient error of a given input function. We provide simpler proofs of previously known results and...
Meshing genus-1 point clouds using discrete one-forms. Computers and Graphics (2006)
Geetika Tewari, Craig Gotsman, Steven J. Gortler
We present an algorithm to mesh point clouds sampled from a closed manifold surface of genus 1. The method relies on a doubly periodic global parameterization of the point cloud to the plane, so no...
Fast Exact And Approximated Geodesic Paths On Meshes (2004)
Danil Kirsanov, Steven J. Gortler
In this paper, we develop simple and numerically stable family of algorithms for computing geodesic paths on meshes. The exact version of the algorithm is based on the interval propagation idea...
Minimal surfaces for stereo (2002)
Chris Buehler, Steven J. Gortler, Michael F. Cohen, Leonard Mcmillan
Abstract. Determining shape from stereo has often been posed as a global minimization problem. Once formulated, the minimization problems are then solved with a variety of algorithmic approaches....
Minimal surfaces for stereo (2002)
Chris Buehler, Steven J. Gortler, Michael F. Cohen, Leonard Mcmillan
Abstract. Determining shape from stereo has often been posed as a global minimization problem. Once formulated, the minimization problems are then solved with a variety of algorithmic approaches....
Texture mapping progressive meshes (2001)
Pedro V. Sander, John Snyder, Steven J. Gortler
Given an arbitrary mesh, we present a method to construct a progressive mesh (PM) such that all meshes in the PM sequence share a common texture parametrization. Our method considers two important...
Texture mapping progressive meshes (2001)
Pedro V. Sander, John Snyder, Steven J. Gortler
Given an arbitrary mesh, we present a method to construct a progressive mesh (PM) such that all meshes in the PM sequence share a common texture parametrization. Our method considers two important...
Quantum versus classical learnability (2001)
Rocco Servedio, Rocco A. Servedio, Steven J. Gortler
This paper studies fundamental questions in computational learning theory from a quantum computation perspective. We consider quantum versions of two well-studied classical learning models:...
Quantum versus classical learnability (2001)
Rocco A. Servedio, Steven J. Gortler
Motivated by recent work on quantum black-box query complexity, we consider quantum versions of two wellstudied models of learning Boolean functions: Angluin's model of exact learning from...
Quantum versus Classical Learnability (2001)
Rocco A. Servedio, Steven J. Gortler
This paper studies fundamental questions in computational learning theory from a quantum computation perspective. We consider quantum versions of two well-studied classical learning models:...
Texture mapping progressive meshes (2001)
Pedro V. Sander, John Snyder, Steven J. Gortler
Given an arbitrary mesh, we present a method to construct a progressive mesh (PM) such that all meshes in the PM sequence share a common texture parametrization. Our method considers two important...
Quantum versus Classical Learnability (2000)
Servedio, Rocco A., Gortler, Steven J.
We consider quantum versions of two well-studied classical learning models: Angluin's model of exact learning from membership queries and Valiant's Probably Approximately Correct (PAC) model of...
Image-based visual hulls (2000)
In this paper, we describe an efficient image-based approach to computing and shading visual hulls from silhouette image data. Our algorithm takes advantage of epipolar geometry and incremental...
Pedro Sander, Xianfeng Gu, Steven J. Gortler, Hugues Hoppe, John Snyder
Approximating detailed models with coarse, texture-mapped meshes results in polygonal silhouettes. To eliminate this artifact, we introduce silhouette clipping, a framework for efficiently clipping...
Pedro Sander Xianfeng, Pedro V. Sander, Xianfeng Gu, Steven J. Gortler, John Snyder
Approximating detailed models with coarse, texture-mapped meshes results in polygonal silhouettes. To eliminate this artifact, we introduce silhouette clipping, a framework for efficiently clipping...
Creating and rendering image-based visual hulls (1999)
Chris Buehler, Wojciech Matusik, Leonard Mcmillan, Steven J. Gortler
In this paper, we present efficient algorithms for creating and rendering image-based visual hulls. These algorithms are motivated by our desire to render real-time views of dynamic, real-world...
Xianfeng Gu, Steven J. Gortler, Leonard Mcmillan, Benedict J. Brown, Abraham D. Stone
Recent image-based rendering techniques have shown success in approximating detailed models using sampled images over coarser meshes. One limitation of these techniques is that the coarseness of the...
Xianfeng Gu, Steven J. Gortler, Hugues Hoppe, Leonard McMillan, Benedict J. Brown, Abraham D. Stone
Recent image-based rendering techniques have shown success in approximating detailed models using sampled images over coarser meshes. One limitation of these techniques is that the coarseness of the...
Xianfeng Gu, Steven J. Gortler, Leonard Mcmillan, Benedict J. Brown, Abraham D. Stone
Recent image-based rendering techniques have shown success in approximating detailed models using sampled images over coarser meshes. One limitation of these techniques is that the coarseness of the...
Xianfeng Gu, Steven J. Gortler, Leonard Mcmillan, Benedict J. Brown, Abraham D. Stone
Recent image-based rendering techniques have shown success in approximating detailed models using sampled images over coarser meshes. One limitation of these techniques is that the coarseness of the...
Steven J. Gortler, Michael F. Cohen, Li-wei He
In this paper we present an e cient image based rendering system that renders multiple frames per second on a PC. Our method performs warping from an intermediate representation called a layered...
Steven J. Gortler, Michael F. Cohen, Li-wei He
In this paper we present an e cient image based rendering system that renders multiple frames per second on a PC. Our method performs warping from an intermediate representation called a layered...
Polyhedral Geometry and the Two-Plane Parameterization (1997)
Xianfeng Gu, Steven J. Gortler, Michael F. Cohen
Recently the light-field and lumigraph systems have been proposed as general methods of representing the visual information present in a scene. These methods represent this information as a 4D...
Time Critical Lumigraph Rendering (1997)
Peter-pike Sloan, Michael F. Cohen, Steven J. Gortler
It was illustrated in 1996 that the light leaving the convex hull of an object (or entering a convex region of empty space) can be fully characterized by a 4D function over the space of rays crossing...
Rendering Layered Depth Images (1997)
Steven J. Gortler, Li-wei He, Michael F. Cohen
In this paper we present an efficient image based rendering system that renders multiple frames per second on a PC. Our method performs warping from an intermediate representation called a layered...
Steven J. Gortler, Radek Grzeszczuk
This paper discusses a new method for capturing the complete appearanceof both synthetic and real world objects and scenes,representing this information, and then using this representation to render...
Steven J. Gortler, Radek Grzeszczuk, Richard Szeliski, Michael F. Cohen
This paper discusses a new method for capturing the complete appearanceof both synthetic and real world objects and scenes, representing this information, and then using this representation to render...
Steven Gortler Radek, Steven J. Gortler, Radek Grzeszczuk, Richard Szeliski, Michael F. Cohen
This paper discusses a new method for capturing the complete appearanceof both synthetic and real world objects and scenes, representing this information, and then using this representation to render...
Steven J. Gortler, Radek Grzeszczuk
This paper discusses a new method for capturing the complete appearanceof both synthetic and real world objects and scenes,representing this information, and then using this representation to render...
Steven Gortler Microsoft, Steven J. Gortler, Radek Grzeszczuk
This paper discusses a new method for capturing the complete appearanceof both synthetic and real world objects and scenes, representing this information, and then using this representation to render...
Hierarchical and Variational Geometric Modeling with Wavelets (1995)
Steven J. Gortler, Steven J. Gortler, Michael F. Cohen, Michael F. Cohen
This paper discusses how wavelet techniques may be applied to a variety of geometric modeling tools. In particular, wavelet decompositions are shown to be useful for hierarchical control point or...
Wavelet Methods For Computer Graphics (1995)
This thesis discusses how a wavelet basis can be used in the context of two computer graphics applications, realistic rendering and geometric modeling, to produce more efficient and flexible...
F.: Hierarchical spacetime control of linked figures (1994)
Zicheng Liu, Steven J. Gortler, Michael F. Cohen
Specifying the motion of an animated linked figure such that it achieves given tasks (e.g., throwing a ball into a basket) and performs the tasks in a realistic fashion (e.g., gracefully, and...
Wavelet Projections for Radiosity (1994)
Peter Schröder, Steven J. Gortler, Michael F. Cohen, Pat Hanrahan
One important goal of image synthesis research is to accelerate the process of obtaining realistic images using the radiosity method. Two important concepts recently introduced are the general...
Variational Modeling with Wavelets (1994)
Steven J. Gortler, Michael F. Cohen
In many geometric modeling paradigms the user sculpts a curve or surface by dragging around some type of control points (eg. Bezier or B-spline). A more intuitive modeling interface allows the user...
Hierarchical Spacetime Control (1994)
Zicheng Liu, Steven J. Gortler, Michael F. Cohen
Specifying the motion of an animated linked figure such that it achieves given tasks (e.g., throwing a ball into a basket) and performs the tasks in a realistic fashion (e.g., gracefully, and...
Wavelet Radiosity, Peter Schröder, Steven J. Gortler, Michael F. Cohen, Pat Hanrahan
Radiosity methods have been shown to be an effective means to solve the global illumination problem in Lambertian diffuse environments. These methods approximate the radiosity integral equation by...