Cem Yuksel
University of Utah
Network
Latest external collaboration on country level. Dive into details by clicking on the dots.
Publication
Featured researches published by Cem Yuksel.
international conference on computer graphics and interactive techniques | 2007
Cem Yuksel; Donald H. House; John Keyser
We present a new method for the real-time simulation of fluid surface waves and their interactions with floating objects. The method is based on the new concept of wave particles, which offers a simple, fast, and unconditionally stable approach to wave simulation. We show how graphics hardware can be used to convert wave particles to a height field surface, which is warped horizontally to account for local wave-induced flow. The method is appropriate for most fluid simulation situations that do not involve significant global flow. It is demonstrated to work well in constrained areas, including wave reflections off of boundaries, and in unconstrained areas, such as an ocean surface. Interactions with floating objects are easily integrated by including wave forces on the objects and wave generation due to object motion. Theoretical foundations and implementation details are provided, and experiments demonstrate that we achieve plausible realism. Timing studies show that the method is scalable to allow simulation of wave interaction with several hundreds of objects at real-time rates.
ACM Transactions on Graphics | 2010
Cem Yuksel; John Keyser; Donald H. House
The coloring of 3D models using 2D or 3D texture mapping has well-known intrinsic problems, such as mapping discontinuities and limitations to model editing after coloring. Workarounds for these problems often require adopting very complex approaches. Here we propose a new technique, called mesh colors, for associating color data directly with a polygonal mesh. The approach eliminates problems deriving from using a map from texture space to model space. Mesh colors is an extension of vertex colors where, in addition to keeping color values on each vertex, they are also kept on edges and faces. Like texture mapping, the approach allows higher texture resolution than model resolution, but at the same time it guarantees one-to-one correspondence between the model surface and the color data, and eliminates discontinuities. We show that mesh colors integrate well with the current graphics pipeline and can be used to generate very high-quality textures.
international conference on computer graphics and interactive techniques | 2008
Arno Zinke; Cem Yuksel; Andreas Weber; John Keyser
When rendering light colored hair, multiple fiber scattering is essential for the right perception of the overall hair color. In this context, we present a novel technique to efficiently approximate multiple fiber scattering for a full head of human hair or a similar fiber based geometry. In contrast to previous ad-hoc approaches, our method relies on the physically accurate concept of the Bidirectional Scattering Distribution Functions and gives physically plausible results with no need for parameter tweaking. We show that complex scattering effects can be approximated very well by using aggressive simplifications based on this theoretical model. When compared to unbiased Monte-Carlo path tracing, our approximations preserve photo-realism in most settings but with rendering times at least two-orders of magnitude lower. Time and space complexity are much lower compared to photon mapping-based techniques and we can even achieve realistic results in real-time on a standard PC with consumer graphics hardware.
Computer Graphics Forum | 2008
Cem Yuksel; John Keyser
We present a new method for rapidly computing shadows from semi‐transparent objects like hair. Our deep opacity maps method extends the concept of opacity shadow maps by using a depth map to obtain a per pixel distribution of opacity layers. This approach eliminates the layering artifacts of opacity shadow maps and requires far fewer layers to achieve high quality shadow computation. Furthermore, it is faster than the density clustering technique, and produces less noise with comparable shadow quality. We provide qualitative comparisons to these previous methods and give performance results. Our algorithm is easy to implement, faster, and more memory efficient, enabling us to generate high quality hair shadows in real‐time using graphics hardware on a standard PC.
international conference on computer graphics and interactive techniques | 2009
Cem Yuksel; Scott Schaefer; John Keyser
Despite the visual importance of hair and the attention paid to hair modeling in the graphics research, modeling realistic hair still remains a very challenging task that can be performed by very few artists. In this paper we present hair meshes, a new method for modeling hair that aims to bring hair modeling as close as possible to modeling polygonal surfaces. This new approach provides artists with direct control of the overall shape of the hair, giving them the ability to model the exact hair shape they desire. We use the hair mesh structure for modeling the hair volume with topological constraints that allow us to automatically and uniquely trace the path of individual hair strands through this volume. We also define a set of topological operations for creating hair meshes that maintain these constraints. Furthermore, we provide a method for hiding the volumetric structure of the hair mesh from the end user, thus allowing artists to concentrate on manipulating the outer surface of the hair as a polygonal surface. We explain and show examples of how hair meshes can be used to generate individual hair strands for a wide variety of realistic hair styles.
Computer-aided Design | 2011
Cem Yuksel; Scott Schaefer; John Keyser
The behavior of Catmull-Rom curves heavily depends on the choice of parameter values at the control points. We analyze a class of parameterizations ranging from uniform to chordal parameterization and show that, within this class, curves with centripetal parameterization contain properties that no other curves in this family possess. Researchers have previously indicated that centripetal parameterization produces visually favorable curves compared to uniform and chordal parameterizations. However, the mathematical reasons behind this behavior have been ambiguous. In this paper we prove that, for cubic Catmull-Rom curves, centripetal parameterization is the only parameterization in this family that guarantees that the curves do not form cusps or self-intersections within curve segments. Furthermore, we provide a formulation that bounds the distance of the curve to the control polygon and explain how globally intersection-free Catmull-Rom curves can be generated using these properties. Finally, we discuss two example applications of Catmull-Rom curves and show how the choice of parameterization makes a significant difference in each of these applications.
IEEE Transactions on Visualization and Computer Graphics | 2006
Zeki Melek; David Mayerich; Cem Yuksel; John Keyser
Thread-like structures are becoming more common in modern volumetric data sets as our ability to image vascular and neural tissue at higher resolutions improves. The thread-like structures of neurons and micro-vessels pose a unique problem in visualization since they tend to be densely packed in small volumes of tissue. This makes it difficult for an observer to interpret useful patterns from the data or trace individual fibers. In this paper we describe several methods for dealing with large amounts of thread-like data, such as data sets collected using knife-edge scanning microscopy (KESM) and serial block-face scanning electron microscopy (SBF-SEM). These methods allow us to collect volumetric data from embedded samples of whole-brain tissue. The neuronal and microvascular data that we acquire consists of thin, branching structures extending over very large regions. Traditional visualization schemes are not sufficient to make sense of the large, dense, complex structures encountered. In this paper, we address three methods to allow a user to explore a fiber network effectively. We describe interactive techniques for rendering large sets of neurons using self-orienting surfaces implemented on the GPU. We also present techniques for rendering fiber networks in a way that provides useful information about flow and orientation. Third, a global illumination framework is used to create high-quality visualizations that emphasize the underlying fiber structure. Implementation details, performance, and advantages and disadvantages of each approach are discussed
Computer Graphics Forum | 2015
Cem Yuksel
In this paper we describe sample elimination for generating Poisson disk sample sets with a desired size. We introduce a greedy sample elimination algorithm that assigns a weight to each sample in a given set and eliminates the ones with greater weights in order to pick a subset of a desired size with Poisson disk property without having to specify a Poisson disk radius. This new algorithm is simple, computationally efficient, and it can work in any sampling domain, producing sample sets with more pronounced blue noise characteristics than dart throwing. Most importantly, it allows unbiased progressive (adaptive) sampling and it scales better to high dimensions than previous methods. However, it cannot guarantee maximal coverage. We provide a statistical analysis of our algorithm in 2D and higher dimensions as well as results from our tests with different example applications.
international conference on computer graphics and interactive techniques | 2010
Cem Yuksel; Sarah Tariq
Hair rendering and simulation have always been challenging tasks, especially in real-time. Due to their high computational demands, they have been vastly omitted in real-time applications and studied by a relatively small group of graphics researchers and programmers. With recent advancements in both graphics hardware and software methods, real-time hair rendering and simulation are now possible with reasonable performance and quality. However, achieving acceptable levels of performance and quality requires specific expertise and experience in real-time hair rendering. The aim of this course is to bring the accumulated knowledge in research and technology demos to real world software such as video games and other commercial or research oriented real-time applications. We begin with explaining the fundamental techniques for real-time hair rendering and then present alternative approaches along with tips and tricks to achieve better performance and/or quality. We also provide an overview of various hair simulation techniques and present implementation details of the most efficient techniques suitable for real-time applications. Moreover, we provide example source codes as a part of our lecture notes.
solid and physical modeling | 2009
Cem Yuksel; Scott Schaefer; John Keyser
The behavior of Catmull-Rom curves heavily depends on the choice of parameter values at the control points. We analyze a class of parameterizations ranging from uniform to chordal parameterization and show that, within this class, curves with centripetal parameterization contain properties that no other curves in this family possess. Researchers have previously indicated that centripetal parameterization produces visually favorable curves compared to uniform and chordal parameterizations. However, the mathematical reasons behind this behavior have been ambiguous. In this paper we prove that, for cubic Catmull-Rom curves, centripetal parameterization is the only parameterization in this family that guarantees that the curves do not form cusps or self-intersections within curve segments. Furthermore, we provide a formulation that bounds the distance of the curve to the control polygon and explain how globally intersection-free Catmull-Rom curves can be generated using these properties.