computer graphics; digital shape modeling; computer animation; human-computer interfaces for an
Takayama Kenshi, Jacobson Alec, Kavan Ladislav, Sorkine-Hornung Olga (2014), A Simple Method for Correcting Facet Orientations in Polygon Meshes Based on Ray Casting, in
Journal of Computer Graphics Techniques (JCGT), 3(4), 53-63.
Tarini Marco, Panozzo Daniele, Sorkine-Hornung Olga (2014), Accurate and Efficient Lighting for Skinned Models, in
Computer Graphics Forum, 33(2), 421-428.
Takayama Kenshi, Jacobson Alec, Kavan Ladislav, Sorkine-Hornung Olga (2014),
Consistently Orienting Facets in Polygon Meshes by Minimizing the Dirichlet Energy of Generalized Winding Numbers.
Bermano Amit, Bradley Derek, Zünd Thabo Beeler Fabio, Nowrouzezahrai Derek, Baran Ilya, Sorkine-Hornung Olga, Pfister Hanspeter, Sumner Robert, Bickel Bernd, Gross Markus (2014), Facial Performance Enhancement using Dynamic Shape Space Analysis, in
ACM Transactions on Graphics, 33(2), 13.
Günther David, Jacobson Alec, Reininghaus Jan, Seidel Hans-Peter, Sorkine-Hornung Olga, Weinkauf Tino (2014), Fast and Memory-Efficient Topological Denoising of 2D and 3D Scalar Fields, in
IEEE Transactions on Visualization and Computer Graphics (Proceedings of IEEE SciVis 2014), 20(12), 2585-2594.
Sýkora Daniel, Kavan Ladislav, Čadík Martin, Jamriška Ondrej, Jacobson Alec, Whited Brian, Simmons Maryann, Sorkine-Hornung Olga (2014), Ink-and-Ray: Bas-Relief Meshes for Adding Global Illumination Effects to Hand-Drawn Characters, in
ACM Transactions on Graphics, 33(2), 16.
Jacobson Alec, Panozzo Daniele, Glauser Oliver, Pradalier Cédric, Hilliges Otmar, Sorkine-Horning Olga (2014), Tangible and Modular Input Device for Character Articulation, in
ACM Transactions on Graphics (proceedings of ACM SIGGRAPH), 33(4), 82.
Marcias Giorgio, Pietroni Nico, Panozzo Daniele, Puppo Enrico, Sorkine-Hornung Olga (2013), Animation-Aware Quadrangulation, in
Computer Graphics Forum, 32(5), 167-175.
Sacht Leonardo, Jacobson Alec, Panozzo Daniele, Schüller Christian, Sorkine-Hornung Olga (2013), Consistent Volumetric Discretizations Inside Self-Intersecting Surfaces, in
Computer Graphics Forum, 32(5), 147-156.
Jacobson Alec, Kavan Ladislav, Sorkine-Hornung Olga (2013), Robust Inside-Outside Segmentation using Generalized Winding Numbers, in
ACM Transactions on Graphics, 32(4), 33.
Takayama Kenshi, Panozzo Daniele, Sorkine-Hornung Alexander, Sorkine-Hornung Olga (2013), Sketch-Based Generation and Editing of Quad Meshes, in
ACM Transactions on Graphics, 32(4), 97.
Panozzo Daniele, Baran Ilya, Diamanti Olga, Sorkine-Hornung Olga (2013), Weighted Averages on Surfaces, in
ACM Transactions on Graphics, 32(4), 60.
Jacobson Alec, Sorkine Olga (2012),
A Cotangent Laplacian for Images as Surfaces, (757), (757).
Jacobson Alec, Baran Ilya, Kavan Ladislav, Popovic Jovan, Sorkine Olga (2012), Fast Automatic Skinning Transformations, in
ACM Transactions on Graphics (proceedings of ACM SIGGRAPH), 30(4), 77.
Jacobson Alec, Weinkauf Tino, Sorkine Olga (2012), Smooth Shape-Aware Functions with Controlled Extrema, in
Computer Graphics Forum (proceedings of EUROGRAPHICS/ACM SIGGRAPH Symposium on Geometry Processing), 31(5), 1577-1586.
Jacobson Alec, Sorkine Olga (2011), Stretchable and Twistable Bones for Skeletal Shape Deformation, in
ACM Transactions on Graphics (proceedings of ACM SIGGRAPH ASIA), 30(6), 165.
Developing methods for interactive shape design, deformation and animation is one of the core tasks of computer graphics and geometric modeling research. Digital geometric models are used in many areas, such as: engineering design and product prototyping, medical simulation and planning, architecture, special effects in films, virtual reality and games. Recent advances in 3D scanning technology enable to obtain 3D geometric data of real-world objects easily and cheaply, such that it becomes available not only to academics and professionals but the general public as well (e.g., commercial products like Microsoft's Kinect). Once a digital representation of a shape is obtained, most applications require its modification (editing, deformation, animation) to suit the application's goals. Designers and artists may want to explore various shape deformations to reach the final aesthetic and functionality, prosthetics prototypes need to be adjusted to the particular patient's geometry, and digital characters are brought to life by animators. However, designing and animating shapes on a computer significantly differs from manipulation of actual physical objects. Most tools for digital shape editing require professional training and time-consuming, tedious work. They typically have a complex user interface and demand visual artistic skills and substantial technical knowledge to operate. Research in geometric modeling and animation has seen significant progress in developing better algorithms and interfaces, yet current techniques remain to be either heavily dependent on user skills for providing proper input or not fast enough for realtime manipulation of complex digital shapes. The goal of this project is to develop novel algorithms and user interfaces for shape deformation and animation that are simple and intuitive to use, automate difficult parts of the process and are fast enough for handling high-resolution digital shapes in real time. On the algorithmic side, we wish to explore shape deformation mechanisms that use fast and parallelizable formulations such as linear blending of transformations. The biggest challenge here is to design appropriate in influence functions that spread the action that the user applies to a control handle (pulling, rotation, etc.) to the rest of the shape. Traditionally such influence functions have been created in a tedious and involved manual procedure by "painting" them onto the surface of the shape. We aim to design a fully automatic algorithm that produces effective blending weights that adhere to the shape's features, and complement them with high-quality, smooth and intuitive deformation methods. On the interface side, our goal is two-fold: first, we wish to unify the various types of control handle mechanisms proposed so far, such as point-, region- and cage-based manipulation, as well as internal skeletons. Most current methods are optimized for one particular type of control handle. We wish to take advantage of all types of handles in one coherent framework, since each type is useful in different modeling tasks for different parts of a shape. Secondly, we plan to develop an affordable and versatile physical interface that enables posing and manipulating digital objects by interacting with an actual physical representation. This physical interface can be thought of as a "Lego" set of controls of the modeling system which can be combined and connected to form arbitrary topological configurations. The user will then be able to deform and pose this physical representation, and the system will translate the actions onto the digital shape. Such interface frees the user from the necessity to mentally map the 2D projected image on the screen to 3D, provides a tangible object to interact with and should be accessible to both professionals and casual users.