| E.Tosun, Y.Gingold, J.Reisman, D.Zorin Abstract Many common objects have highly reflective metallic or painted finishes. Their appearance is primarily defined by the distortion the curved shape of the surface introduces in the reflections of surrounding objects. Reflection lines are commonly used for surface interrogation, as they capture many essential aspects of reflection distortion directly, and clearly show surface imperfections that may be hard to see with conventional lighting. In this paper, we propose the use of functionals based on reflection lines for mesh optimization and editing. We describe a simple and efficient discretization of such functionals based on screen-space surface parameterization, and we demonstrate how such discrete functionals can be used for several types of surface editing operations. ![]() |
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| E.Tosun, D.Zorin I worked on the extension of the manifold-based surfaces of Ying and Zorin [YZ04] to surfaces that have piecewise smooth boundaries (including convex and concave corners). Additionally, we modified the method to construct surfaces with prescribed smoothness using tensor product B-splines as local descriptions of the surface per chart. This construction also supports surfaces with piecewise smooth boundaries. Furthermore, we showed that these manifold-based constructions yield surfaces that are at least 2-flexible everywhere. |
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| As a final project in my physically-based simulation class, I implemented an algorithm of my college advisor Ileana Streinu. Although the emphasis of the class was on dynamic simulation, my project was an implementation of a kinetic simulation. The algorithm is for convexifying polygons based on a concept called pseudo triangulations. The details of the algorithm can be found at Ileana Streinu's website. My implementation involved glui as well as opengl and glut for user controls and petsc for non-linear solvers. More details and code can be provided upon request. | ![]() |