Nathan A. Carr
Adobe Systems
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Featured researches published by Nathan A. Carr.
international conference on computer graphics and interactive techniques | 2012
Ondrej Stava; Juraj Vanek; Bedrich Benes; Nathan A. Carr; Radomír Měch
The use of 3D printing has rapidly expanded in the past couple of years. It is now possible to produce 3D-printed objects with exceptionally high fidelity and precision. However, although the quality of 3D printing has improved, both the time to print and the material costs have remained high. Moreover, there is no guarantee that a printed model is structurally sound. The printed product often does not survive cleaning, transportation, or handling, or it may even collapse under its own weight. We present a system that addresses this issue by providing automatic detection and correction of the problematic cases. The structural problems are detected by combining a lightweight structural analysis solver with 3D medial axis approximations. After areas with high structural stress are found, the model is corrected by combining three approaches: hollowing, thickening, and strut insertion. Both detection and correction steps are repeated until the problems have been eliminated. Our process is designed to create a model that is visually similar to the original model but possessing greater structural integrity.
symposium on geometry processing | 2006
Nathan A. Carr; Jared Hoberock; Keenan Crane; John Hart
Many mesh parameterization algorithms have focused on minimizing distortion and utilizing texture area, but few have addressed issues related to processing a signal on the mesh surface. We present an algorithm which partitions a mesh into rectangular charts while preserving a one-to-one texel correspondence across chart boundaries. This mapping permits any computation on the mesh surface which is typically carried out on a regular grid, and prevents seams by ensuring resolution continuity along the boundary. These features are also useful for traditional texture applications such as surface painting where continuity is important. Distortion is comparable to other parameterization schemes, and the rectangular charts yield efficient packing into a texture atlas. We apply this parameterization to texture synthesis, fluid simulation, mesh processing and storage, and locating geodesics.
Computer Graphics Forum | 2014
Juraj Vanek; J. A. Garcia Galicia; Bedrich Benes; R. Mźch; Nathan A. Carr; O. Stava; Gavin S. P. Miller
We propose an optimization framework for 3D printing that seeks to save printing time and the support material required to print 3D shapes. Three‐dimensional printing technology is rapidly maturing and may revolutionize how we manufacture objects. The total cost of printing, however, is governed by numerous factors which include not only the price of the printer but also the amount of material and time to fabricate the shape. Our PackMerger framework converts the input 3D watertight mesh into a shell by hollowing its inner parts. The shell is then divided into segments. The location of splits is controlled based on several parameters, including the size of the connection areas or volume of each segment. The pieces are then tightly packed using optimization. The optimization attempts to minimize the amount of support material and the bounding box volume of the packed segments while keeping the number of segments minimal. The final packed configuration can be printed with substantial time and material savings, while also allowing printing of objects that would not fit into the printer volume. We have tested our system on three different printers and it shows a reduction of 5–30% of the printing time while simultaneously saving 15–65% of the support material. The optimization time was approximately 1 min. Once the segments are printed, they need to be assembled.
ACM Transactions on Graphics | 2014
Kevin Karsch; Kalyan Sunkavalli; Sunil Hadap; Nathan A. Carr; Hailin Jin; Rafael Fonte; Michael Sittig; David A. Forsyth
We present a user-friendly image editing system that supports a drag-and-drop object insertion (where the user merely drags objects into the image, and the system automatically places them in 3D and relights them appropriately), postprocess illumination editing, and depth-of-field manipulation. Underlying our system is a fully automatic technique for recovering a comprehensive 3D scene model (geometry, illumination, diffuse albedo, and camera parameters) from a single, low dynamic range photograph. This is made possible by two novel contributions: an illumination inference algorithm that recovers a full lighting model of the scene (including light sources that are not directly visible in the photograph), and a depth estimation algorithm that combines data-driven depth transfer with geometric reasoning about the scene layout. A user study shows that our system produces perceptually convincing results, and achieves the same level of realism as techniques that require significant user interaction.
Computers & Graphics | 2011
Cody Robson; Ron Maharik; Alla Sheffer; Nathan A. Carr
Modeling of realistic garments is essential for creating believable virtual environments. Sketch-based modeling of garments presents an appealing, easy to use alternative to the established modeling approaches which are time consuming and require significant tailoring expertise. Unfortunately, the results created using existing sketch-based methods lack realism. Driven by human perception of garment sketches, we propose a context-aware garment sketch interpretation based on a set of observations about key factors that affect the shape of garments. Based on this analysis we develop a geometric method for sketch-based modeling of garments which obtains more realistic results than previous techniques. We demonstrate the effectiveness of our method on a variety of inputs and validate our approach via a user study where viewers were asked to compare the believability of our outputs versus previous ones.
international conference on computational science | 2006
Kyle Hegeman; Nathan A. Carr; Gavin S. P. Miller
Large scale particle-based fluid simulation is important to both the scientific and computer graphics communities. In this paper, we explore the effectiveness of implementing smoothed particle hydrodynamics on the streaming architecture of a GPU. A dynamic quadtree structure is proposed to accelerate the computation of inter-particle forces. Our method readily extends to higher dimensions without undue increase in memory or computation costs. We show that a GPU implementation runs nearly an order of magnitude faster than our CPU version for large problem sizes.
Computer Graphics Forum | 2014
Tim Reiner; Nathan A. Carr; Radomír Měch; Ondřej Št'ava; Carsten Dachsbacher; Gavin S. P. Miller
In this work we detail a method that leverages the two color heads of recent low‐end fused deposition modeling (FDM) 3D printers to produce continuous tone imagery. The challenge behind producing such two‐tone imagery is how to finely interleave the two colors while minimizing the switching between print heads, making each color printed span as long and continuous as possible to avoid artifacts associated with printing short segments. The key insight behind our work is that by applying small geometric offsets, tone can be varied without the need to switch color print heads within a single layer. We can now effectively print (two‐tone) texture mapped models capturing both geometric and color information in our output 3D prints.
international conference on computer graphics and interactive techniques | 2011
Ron Maharik; Mikhail Bessmeltsev; Alla Sheffer; Ariel Shamir; Nathan A. Carr
We present an algorithm for creating digital micrography images, or micrograms, a special type of calligrams created from minuscule text. These attractive text-art works successfully combine beautiful images with readable meaningful text. Traditional micrograms are created by highly skilled artists and involve a huge amount of tedious manual work. We aim to simplify this process by providing a computerized digital micrography design tool. The main challenge in creating digital micrograms is designing textual layouts that simultaneously convey the input image, are readable and appealing. To generate such layout we use the streamlines of singularity free, low curvature, smooth vector fields, especially designed for our needs. The vector fields are computed using a new approach which controls field properties via a priori boundary condition design that balances the different requirements we aim to satisfy. The optimal boundary conditions are computed using a graph-cut approach balancing local and global design considerations. The generated layouts are further processed to obtain the final micrograms. Our method automatically generates engaging, readable micrograms starting from a vector image and an input text while providing a variety of optional high-level controls to the user.
sketch based interfaces and modeling | 2008
Pushkar P. Joshi; Nathan A. Carr
We describe a new system for the interactive enhancement of 2D art with 3D geometry. Repoussé creates a 3D shape by inflating the surface that interpolates the input curves. By using the mean curvature stored at boundary vertices as a degree of freedom, we are able to control the inflated surface intuitively and efficiently using a single linear system. Repoussé handles both smooth and sharp position constraints. Position constraint vertices can also have curvature constraints for controlling the inflation of the local surface. We show the applications of our system in font design, stroke design, photo enhancement and freeform 3D shape design.
ACM Transactions on Graphics | 2014
Bochang Moon; Nathan A. Carr; Sung-Eui Yoon
Monte Carlo ray tracing is considered one of the most effective techniques for rendering photo-realistic imagery, but requires a large number of ray samples to produce converged or even visually pleasing images. We develop a novel image-plane adaptive sampling and reconstruction method based on local regression theory. A novel local space estimation process is proposed for employing the local regression, by robustly addressing noisy high-dimensional features. Given the local regression on estimated local space, we provide a novel two-step optimization process for selecting bandwidths of features locally in a data-driven way. Local weighted regression is then applied using the computed bandwidths to produce a smooth image reconstruction with well-preserved details. We derive an error analysis to guide our adaptive sampling process at the local space. We demonstrate that our method produces more accurate and visually pleasing results over the state-of-the-art techniques across a wide range of rendering effects. Our method also allows users to employ an arbitrary set of features, including noisy features, and robustly computes a subset of them by ignoring noisy features and decorrelating them for higher quality.