Hugues Hoppe - Homepage

Web Name: Hugues Hoppe - Homepage

WebSite: http://hhoppe.com

ID:143108

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Description:

Automated video looping with progressive dynamism. Tool to extract a 5-second looping video from a non-looping input video. Also a viewer application to enable both interactive control over the level of dynamism of the output video, as well as manual editing of which regions are animated or static. Demo (v1.0 2013-11-21; v2.0 2014-03-28) Freeform vector graphics. Interactive authoring system that builds on thin-plate splines to enable a richer class of vector graphics. The user sketches a variety of curves and points to intuitively control color interpolation within the resulting image. (This demo runs best on a fast multicore CPU.) Demo (v1.0 2011-10-03) Random-access vector graphics. Antialiased vector graphics rendered on arbitrary surfaces or under arbitrary deformations. We create a coarse lattice in which each cell contains a variable-length encoding of the graphics primitives that overlap it. These cell-specialized encodings are interpreted at runtime within a pixel shader. Demo (v1.0 2008-06-13; v1.1 2014-09-02 bug fixes) Rendering of terrains using geometry clipmaps. Terrain rendering using a set of nested regular grids. The terrain is either incrementally decompressed from a compact in-memory representation or synthesized on the fly as a user navigates within an infinite landscape. Demo (v1.0 2006-03-28) In Advances in Multiresolution for Geometric Modelling, N.Dodgson, M. Floater, M. Sabin (eds.), Springer-Verlag, 27-46. Concise shape description exploiting 2D image compression techniques. web page paper ... Efficient minimization of new quadric metric for simplifying meshes with appearance attributes. Hugues Hoppe, Steve Marschner. Microsoft Research Technical Report MSR-TR-2000-64, June 2000. Fast solution of quadric metric exploiting its sub-block structure. web page paper ... Smooth view-dependent level-of-detail control and its application to terrain rendering. Hugues Hoppe. IEEE Visualization 1998 Conference, 35-42. Visually smooth adaptation of mesh refinement using cascaded temporal geomorphs. web page paper GitHub ... Automating image/video morphing and looping. Interactive 3D Graphics and Games (I3D) 2015. talk (396 MB) Poisson surface reconstruction and its applications. Symposium on Solid and Physical Modeling 2008. talk Geometry images: Sampling surfaces on regular grids. Symposium on Geometry Processing 2004. talk Irregular to completely regular meshing in computer graphics. International Meshing Roundtable 2002. talk Technical papers chair, SIGGRAPH 2011. Editor-in-chief, ACM Transactions on Graphics, 2009-2011. Associate editor, ACM Transactions on Graphics, 2003-2008. Editorial board, Foundations and Trends in Computer Graphics and Vision, 2004-present. Founding co-chair, Symposium on Geometry Processing 2003. Co-chair, Eurographics 2004. SIGGRAPH papers advisory group, 2014-2019. Papers advisory board, SIGGRAPH 2010, 2012, 2014. Papers advisory board, SIGGRAPH Asia 2011, 2015. Papers area coordinator, SIGGRAPH, 2007, 2008. Papers sort, SIGGRAPH Asia, 2014. Papers committee, SIGGRAPH, 1998, 1999, 2002, 2004, 2005, 2007, 2008, 2010, 2013, 2015. Papers committee, SIGGRAPH Asia, 2009, 2010. Papers committee, Symposium on Interactive 3D Graphics, 1999. Papers committee, Symposium on Interactive 3D Graphics and Games, 2007, 2008, 2009. Papers committee, Graphics Interface, 1999. Papers committee, IEEE Visualization, 1999, 2002. Papers committee, Eurographics, 2000, 2001, 2014, 2015. Papers committee, Shape Modeling International, 2004, 2009. Papers committee, Symposium on Geometry Processing, 2004, 2005, 2006, 2007, 2008, 2009. Papers committee, Pacific Graphics, 2006. Papers committee, SIAM Conference on Geometric and Physical Modeling, 2013. Organizing committee, SIAM Conference on Geometric Design 1999. Papers committee, Symposium on 3D Data Processing, Visualization and Transmission, 2008. Technical sketches jury, SIGGRAPH 2000.

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Homepage of Hugues Hoppe, Computer Graphics Researcher

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