|
lubyk
0.5
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#include <b2WheelJoint.h>
Inherits b2Joint.
Public Member Functions | |
| void | GetDefinition (b2WheelJointDef *def) const |
| b2Vec2 | GetAnchorA () const |
| Get the anchor point on bodyA in world coordinates. | |
| b2Vec2 | GetAnchorB () const |
| Get the anchor point on bodyB in world coordinates. | |
| b2Vec2 | GetReactionForce (float32 inv_dt) const |
| Get the reaction force on bodyB at the joint anchor in Newtons. | |
| float32 | GetReactionTorque (float32 inv_dt) const |
| Get the reaction torque on bodyB in N*m. | |
| const b2Vec2 & | GetLocalAnchorA () const |
| The local anchor point relative to bodyA's origin. | |
| const b2Vec2 & | GetLocalAnchorB () const |
| The local anchor point relative to bodyB's origin. | |
| const b2Vec2 & | GetLocalAxisA () const |
| The local joint axis relative to bodyA. | |
| float32 | GetJointTranslation () const |
| Get the current joint translation, usually in meters. | |
| float32 | GetJointSpeed () const |
| Get the current joint translation speed, usually in meters per second. | |
| bool | IsMotorEnabled () const |
| Is the joint motor enabled? | |
| void | EnableMotor (bool flag) |
| Enable/disable the joint motor. | |
| void | SetMotorSpeed (float32 speed) |
| Set the motor speed, usually in radians per second. | |
| float32 | GetMotorSpeed () const |
| Get the motor speed, usually in radians per second. | |
| void | SetMaxMotorTorque (float32 torque) |
| Set/Get the maximum motor force, usually in N-m. | |
| float32 | GetMaxMotorTorque () const |
| float32 | GetMotorTorque (float32 inv_dt) const |
| Get the current motor torque given the inverse time step, usually in N-m. | |
| void | SetSpringFrequencyHz (float32 hz) |
| Set/Get the spring frequency in hertz. Setting the frequency to zero disables the spring. | |
| float32 | GetSpringFrequencyHz () const |
| void | SetSpringDampingRatio (float32 ratio) |
| Set/Get the spring damping ratio. | |
| float32 | GetSpringDampingRatio () const |
| void | Dump () |
| Dump to b2Log. | |
Protected Member Functions | |
| b2WheelJoint (const b2WheelJointDef *def) | |
| void | InitVelocityConstraints (const b2SolverData &data) |
| void | SolveVelocityConstraints (const b2SolverData &data) |
| bool | SolvePositionConstraints (const b2SolverData &data) |
Protected Attributes | |
| float32 | m_frequencyHz |
| float32 | m_dampingRatio |
| b2Vec2 | m_localAnchorA |
| b2Vec2 | m_localAnchorB |
| b2Vec2 | m_localXAxisA |
| b2Vec2 | m_localYAxisA |
| float32 | m_impulse |
| float32 | m_motorImpulse |
| float32 | m_springImpulse |
| float32 | m_maxMotorTorque |
| float32 | m_motorSpeed |
| bool | m_enableMotor |
| int32 | m_indexA |
| int32 | m_indexB |
| b2Vec2 | m_localCenterA |
| b2Vec2 | m_localCenterB |
| float32 | m_invMassA |
| float32 | m_invMassB |
| float32 | m_invIA |
| float32 | m_invIB |
| b2Vec2 | m_ax |
| b2Vec2 | m_ay |
| float32 | m_sAx |
| float32 | m_sBx |
| float32 | m_sAy |
| float32 | m_sBy |
| float32 | m_mass |
| float32 | m_motorMass |
| float32 | m_springMass |
| float32 | m_bias |
| float32 | m_gamma |
Friends | |
| class | b2Joint |
A wheel joint. This joint provides two degrees of freedom: translation along an axis fixed in bodyA and rotation in the plane. You can use a joint limit to restrict the range of motion and a joint motor to drive the rotation or to model rotational friction. This joint is designed for vehicle suspensions.
Definition at line 79 of file b2WheelJoint.h.
| b2WheelJoint::b2WheelJoint | ( | const b2WheelJointDef * | def | ) | [protected] |
| void b2WheelJoint::Dump | ( | ) | [virtual] |
Dump to b2Log.
Reimplemented from b2Joint.
| void b2WheelJoint::EnableMotor | ( | bool | flag | ) |
Enable/disable the joint motor.
| b2Vec2 b2WheelJoint::GetAnchorA | ( | ) | const [virtual] |
Get the anchor point on bodyA in world coordinates.
Implements b2Joint.
| b2Vec2 b2WheelJoint::GetAnchorB | ( | ) | const [virtual] |
Get the anchor point on bodyB in world coordinates.
Implements b2Joint.
| void b2WheelJoint::GetDefinition | ( | b2WheelJointDef * | def | ) | const |
| float32 b2WheelJoint::GetJointSpeed | ( | ) | const |
Get the current joint translation speed, usually in meters per second.
| float32 b2WheelJoint::GetJointTranslation | ( | ) | const |
Get the current joint translation, usually in meters.
| const b2Vec2& b2WheelJoint::GetLocalAnchorA | ( | ) | const [inline] |
The local anchor point relative to bodyA's origin.
Definition at line 91 of file b2WheelJoint.h.
References m_localAnchorA.
| const b2Vec2& b2WheelJoint::GetLocalAnchorB | ( | ) | const [inline] |
The local anchor point relative to bodyB's origin.
Definition at line 94 of file b2WheelJoint.h.
References m_localAnchorB.
| const b2Vec2& b2WheelJoint::GetLocalAxisA | ( | ) | const [inline] |
The local joint axis relative to bodyA.
Definition at line 97 of file b2WheelJoint.h.
References m_localXAxisA.
| float32 b2WheelJoint::GetMaxMotorTorque | ( | ) | const [inline] |
Definition at line 188 of file b2WheelJoint.h.
References m_maxMotorTorque.
| float32 b2WheelJoint::GetMotorSpeed | ( | ) | const [inline] |
Get the motor speed, usually in radians per second.
Definition at line 183 of file b2WheelJoint.h.
References m_motorSpeed.
Get the current motor torque given the inverse time step, usually in N-m.
Get the reaction force on bodyB at the joint anchor in Newtons.
Implements b2Joint.
Get the reaction torque on bodyB in N*m.
Implements b2Joint.
| float32 b2WheelJoint::GetSpringDampingRatio | ( | ) | const [inline] |
Definition at line 208 of file b2WheelJoint.h.
References m_dampingRatio.
| float32 b2WheelJoint::GetSpringFrequencyHz | ( | ) | const [inline] |
Definition at line 198 of file b2WheelJoint.h.
References m_frequencyHz.
| void b2WheelJoint::InitVelocityConstraints | ( | const b2SolverData & | data | ) | [protected, virtual] |
Implements b2Joint.
| bool b2WheelJoint::IsMotorEnabled | ( | ) | const |
Is the joint motor enabled?
| void b2WheelJoint::SetMaxMotorTorque | ( | float32 | torque | ) |
Set/Get the maximum motor force, usually in N-m.
| void b2WheelJoint::SetMotorSpeed | ( | float32 | speed | ) |
Set the motor speed, usually in radians per second.
| void b2WheelJoint::SetSpringDampingRatio | ( | float32 | ratio | ) | [inline] |
Set/Get the spring damping ratio.
Definition at line 203 of file b2WheelJoint.h.
References m_dampingRatio.
| void b2WheelJoint::SetSpringFrequencyHz | ( | float32 | hz | ) | [inline] |
Set/Get the spring frequency in hertz. Setting the frequency to zero disables the spring.
Definition at line 193 of file b2WheelJoint.h.
References m_frequencyHz.
| bool b2WheelJoint::SolvePositionConstraints | ( | const b2SolverData & | data | ) | [protected, virtual] |
Implements b2Joint.
| void b2WheelJoint::SolveVelocityConstraints | ( | const b2SolverData & | data | ) | [protected, virtual] |
Implements b2Joint.
friend class b2Joint [friend] |
Definition at line 137 of file b2WheelJoint.h.
b2Vec2 b2WheelJoint::m_ax [protected] |
Definition at line 171 of file b2WheelJoint.h.
b2Vec2 b2WheelJoint::m_ay [protected] |
Definition at line 171 of file b2WheelJoint.h.
float32 b2WheelJoint::m_bias [protected] |
Definition at line 179 of file b2WheelJoint.h.
float32 b2WheelJoint::m_dampingRatio [protected] |
Definition at line 145 of file b2WheelJoint.h.
Referenced by GetSpringDampingRatio(), and SetSpringDampingRatio().
bool b2WheelJoint::m_enableMotor [protected] |
Definition at line 159 of file b2WheelJoint.h.
float32 b2WheelJoint::m_frequencyHz [protected] |
Definition at line 144 of file b2WheelJoint.h.
Referenced by GetSpringFrequencyHz(), and SetSpringFrequencyHz().
float32 b2WheelJoint::m_gamma [protected] |
Definition at line 180 of file b2WheelJoint.h.
float32 b2WheelJoint::m_impulse [protected] |
Definition at line 153 of file b2WheelJoint.h.
int32 b2WheelJoint::m_indexA [protected] |
Definition at line 162 of file b2WheelJoint.h.
int32 b2WheelJoint::m_indexB [protected] |
Definition at line 163 of file b2WheelJoint.h.
float32 b2WheelJoint::m_invIA [protected] |
Definition at line 168 of file b2WheelJoint.h.
float32 b2WheelJoint::m_invIB [protected] |
Definition at line 169 of file b2WheelJoint.h.
float32 b2WheelJoint::m_invMassA [protected] |
Definition at line 166 of file b2WheelJoint.h.
float32 b2WheelJoint::m_invMassB [protected] |
Definition at line 167 of file b2WheelJoint.h.
b2Vec2 b2WheelJoint::m_localAnchorA [protected] |
Definition at line 148 of file b2WheelJoint.h.
Referenced by GetLocalAnchorA().
b2Vec2 b2WheelJoint::m_localAnchorB [protected] |
Definition at line 149 of file b2WheelJoint.h.
Referenced by GetLocalAnchorB().
b2Vec2 b2WheelJoint::m_localCenterA [protected] |
Definition at line 164 of file b2WheelJoint.h.
b2Vec2 b2WheelJoint::m_localCenterB [protected] |
Definition at line 165 of file b2WheelJoint.h.
b2Vec2 b2WheelJoint::m_localXAxisA [protected] |
Definition at line 150 of file b2WheelJoint.h.
Referenced by GetLocalAxisA().
b2Vec2 b2WheelJoint::m_localYAxisA [protected] |
Definition at line 151 of file b2WheelJoint.h.
float32 b2WheelJoint::m_mass [protected] |
Definition at line 175 of file b2WheelJoint.h.
float32 b2WheelJoint::m_maxMotorTorque [protected] |
Definition at line 157 of file b2WheelJoint.h.
Referenced by GetMaxMotorTorque().
float32 b2WheelJoint::m_motorImpulse [protected] |
Definition at line 154 of file b2WheelJoint.h.
float32 b2WheelJoint::m_motorMass [protected] |
Definition at line 176 of file b2WheelJoint.h.
float32 b2WheelJoint::m_motorSpeed [protected] |
Definition at line 158 of file b2WheelJoint.h.
Referenced by GetMotorSpeed().
float32 b2WheelJoint::m_sAx [protected] |
Definition at line 172 of file b2WheelJoint.h.
float32 b2WheelJoint::m_sAy [protected] |
Definition at line 173 of file b2WheelJoint.h.
float32 b2WheelJoint::m_sBx [protected] |
Definition at line 172 of file b2WheelJoint.h.
float32 b2WheelJoint::m_sBy [protected] |
Definition at line 173 of file b2WheelJoint.h.
float32 b2WheelJoint::m_springImpulse [protected] |
Definition at line 155 of file b2WheelJoint.h.
float32 b2WheelJoint::m_springMass [protected] |
Definition at line 177 of file b2WheelJoint.h.


Pizza Builder
Contact Information
Service Method
Delivery
Carryout
Order Timing
Now
Later
Create Your Pizza!
1. Size and Crust
Select the Size
Small
Medium
Large
X-large
Select the Crust
Brooklyn Style
Hand-tossed
2. Cheese
Select the Cheese
Light
Normal
Extra
Double
3. Sauce
Select the Sauce
Tomato
Marinara
BBQ
Garlic Parmesan
Alfredo
Ranch
4. Toppings
Select the Meat
Ham
Beef
Salami
Pepperoni
Italian Sausage
Bacon
Select the Non-Meat
Diced Tomato
Black Olive
Mushroom
Onion
Pineapple
Jalapeno
Spinach
Add To Order
Create Another Pizza?
All Done


{% extends 'base.html' %} {% block title %}- Events Scoreboard{% endblock title %} {% block content %}
Which countries in Europe are buzzing with coding activity? The scoreboard is sorted by the number of listed coding events per population, so don't be surprised to see some of the smaller countries higher up on the list!
is participating with
{{ country.events }} event{% if country.events != 1 %}s{% endif %}


'Alien Resurrection'
A movie review by Walter Frith
One thing you have to give the entire 'Alien' series credit for is the fact that they are all vastly different.  Ridley Scott got the ball rolling in 1979 with 'Alien' and chose a very relaxed and later tension filled pace in which the main characters get eliminated one by one. As a visionary piece of film making it was genuinely original but as a character study and a film of plotting, it was shallow. James Cameron picked things up in 1986 with 'Aliens' and Cameron had two things to his advantage. First, he also wrote the script to it which gave him latitude to invent things at anytime on the set and secondly, he challenged the intellectual aspects of the first film by moving 180 degrees the other way and giving the audience a spectacular roller coaster ride of soldiers creating their own demise by underestimating their enemy. Again, the main characters get eliminated one by one and the few survivors that remain give the film a better ending than the first film. Unfortunately the third film, 'Alien 3' from 1992 had a former music video director (David Fincher) at the helm and the film suffered from dizzying camera work too incoherent for its own good and a feeling of dreadful torment which instead of entertaining the audience, it merely gave them an opportunity to see how the story of Ellen Ripley would come to an end. It had some good moments but for an intended end to a classic film trilogy it was no classic itself. Proof of its failure as an appropriate way to end things is found in a fourth film which tries to redeem the series and end things once and for all.
'Alien Resurrection' is directed by by Jean-Pierre Jeunet and is written by Joss Whedon and I'm sorry to say that it is a major disappointment. It chooses a straight forward formula path in which to tell its story. A covert government operation in space is breeding a new batch of the horrible creatures and little is known about them by this crew who believe they can contain them in chambers for experimental study. The corrupt general in charge (Dan Hedaya) of the space station operation sells out to a band of space travelers who are criminals of a terrorist proportion. Ron Perlman (t.v.'s 'Beauty and the Beast') is the most slimy and potentially dangerous of the band and Winona Ryder is portrayed as one of the gang as well and she is badly casted in a role not suited for her talents.
Sigourney Weaver who played Ripley in the first three films and who died in the third one is cloned here with some DNA from the creatures she battles and her character of the new Ripley this time is unattractive and robotic at best. Her leadership is badly needed in this film and I found her character could have been better written. On the plus side, this film looks great and has the usual computerized special effects which are now standard procedure for movies and the technical aspects all around are impressive but its attempt to redeem itself from the failure of the third film is only mildly successful and its shallow attempt at continuing the story that should have been laid to rest long ago is painfully obvious.
OUT OF 5> * * 1/2
Visit FILM FOLLOW-UP by Walter Frith
http://home.netinc.ca/~wfrith/movies.htm
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


If you have any questions or concerns, please don't hesitate to contact us by pressing the Contact Us button below.
© 2021 Made By Zeerak Asim 😎.


Ash announce new career-spanning album collection and upcoming anniversary tour
The trio have also shared a new video for 'Jack Names the Planets'
Ash have announced that they are to release a new album featuring songs from across their 25 year career.
- Read More: Ash – ‘Islands’ Review
‘Teenage Wildlife: 25 Years of Ash’ will be released on February 14, 2020 and will feature hits including ‘Girl From Mars’, ‘Shining Light’, ‘Buzzkill’ and ‘A Life Less Ordinary’.
A special edition version of the album will also include an eighteen track collection of rarities which features a cover of The Buzzcock’s classic ‘Everybody’s Happy Nowadays’ (the track also included an appearance from Coldplay frontman Chris Martin) and The Undertones’ ‘Teenage Kicks’.
To mark the announcement, the band have also shared a new video for ‘Jack Names The Planets’ which includes a re-mastered audio and footage from across Ash’s career. You can watch the video here:
The release will also see Ash touring the UK next March as part of an extensive UK and European tour.
You can see a full list of the UK dates below and find ticket information here.
FEBRUARY
17 Stylus LEEDS University, UK
18 O2 Academy NEWCASTLE, UK
20 SWG3 TV Studio GLASGOW, UK
21 O2 Ritz MANCHESTER, UK
22 Rock City NOTTINGHAM, UK
24 O2 Academy BRISTOL, UK
25 Pyramids PORTSMOUTH, UK
27 The Roundhouse LONDON, UK
Reviewing Ash’s last album, ‘Islands’, NME’s Mark Beaumont wrote: “These are signs of Ash dove-tailing with the modern alt-rock front-runners, allowing their mature meditations on friendship, betrayal, love and loss to nestle alongside indie’s emotional behemoths.
“Fans of the ferocious young tykes of 1996 can feast on the savage ‘Buzzkill’, a gymnastic display of punk-pop swearing, but sumptuous post-rock epics like finale ‘Incoming Waves’ point to a grander future for Ash. No band is an island, but Ash’s peaks rise as tall as any other.”


--- layout: post title: Some free Rails Tutorial screencasts published: true ---
I've just released some free screencasts on Rails installation, advanced setup, and Sublime Text 2. All three are available on YouTube here:
You can also download all three screencasts as a ZIP file.
I'm especially pleased with the final of the three, which really shows off the power of the excellent (and cross-platform!) Sublime Text 2 editor. Check it out here.


{% extends '_layouts/layout_3-3.html' %} {% block page_title %}Service inclusion request form{serviceName}}{% endblock %} {% block pageTitle %}Service inclusion request form{% endblock %} {% block content %}
Please complete the form below. Where asked do please provide short, but detailed descriptions about aspects of your service and clear understanding of the service you provide.
Contact XXXXX if you have any questions.2
>


Java High Level REST Clientedit
Added in 6.0.0-beta1.
The Java High Level REST Client works on top of the Java Low Level REST client. Its main goal is to expose API specific methods, that accept request objects as an argument and return response objects, so that request marshalling and response un-marshalling is handled by the client itself.
Each API can be called synchronously or asynchronously. The synchronous
methods return a response object, while the asynchronous methods, whose names
end with the async
suffix, require a listener argument that is notified
(on the thread pool managed by the low level client) once a response or an
error is received.
The Java High Level REST Client depends on the Elasticsearch core project.
It accepts the same request arguments as the TransportClient
and returns
the same response objects.


--- layout: default title: AndyMOTE User Guide ---
If you wish to create your own Key icons in the same style as those included with AndyMOTE then here's how to do it using Gimp.
Note: Font used: FreeSans; Bump Map and Environment Map are disabled.
You can, of course, apply the above filter to any icon image to obtain similar style, or simply use any image.
It is recommended that Key icons are 512x512px in size.


Music at JavaJam
The first Friday night each month at JavaJam is a special night. Join us from 8pm to 11pm for some music you don't want to miss.
JANUARY
Melanie morries entertains with her melodic folk style.
CDs are now available
FEBUARY
Tahoe Greg is back from his tour.
New songs.
New Stories
CDs are now available


Form Settings
The form settings dialogue box is used to create the form. Here, you can
build up a table and enter the different form fields as you want. You can
also select the properties each field is to have.
At the top of the window you set how you will deal with the information that
is sent.
- In the Name of form field, you select a name for the form. If you are going
to send the form by e–mail, the name will be shown in the Subject row on the
e-mail message which is sent.
- In the Result from posting field, select what will happen when the visitor
sends in the form. You can select to save it in a database and/or send it by
e-mail. You can also specify that the form be sent to a web address where
you can have a separate application to deal with the information.
- In the Thank you page shown upon response field, you can point to a page
that is to be shown when a visitor submits a response. Create the page on
the Ordinary web page page template and then select the page as a thank you
page.
- The Form can be posted anonymously field should be selected if you want
anyone on your website to be able to send in the form. If it is not checked,
it will be necessary to be logged on in order to reply.
- The Same person can post the form several times field should be selected if
you want the same person (computer) to be able to send the form several
times. If this option is left empty, people will only be able to send in the
form once per computer. This works by placing a cookie on the visitor's
computer.
Build up the form
In the lower part of Form settings you create a table with the buttons under
the table. Add row is always placed at the bottom of the table. Add column
is always placed furthest right in the table. If you select Insert row you
can insert a row above the row that is currently selected. Insert column
gives a column to the left of the column that is selected. Select a row or
column by clicking on an inserted field in the cell. If there are no fields
in the table, you should start by dragging in a field.
Position the various fields by grabbing the field in question at the
right-hand edge and dragging it to the required position in the table. Each
cell in the table can only contain one form field.
When you have dragged a form field into the cell, the settings for the
relevant field type will be opened under the table. Depending on the field
you have selected, you have various settings to make. All fields have the
property CSS class. Here, you can fill in an CSS class which exists in the
CSS file which is used for the website. Contact your system administrator
for more information.
When all the properties for each field have been
completed, the button Save will be shown at the bottom of the window. You
must save each individual field and its settings. If you want to Delete a
field, click on the Delete button under the settings for the field.
Heading
Heading is the field type which is used so that visitors know what they
should enter in each field.
- In the Name field, enter the text which is to be shown to visitors.
Text field
Text field is the field type which gives visitors an input field in the form
of a row in which they can enter text. This is used for short text
information you want the visitor to enter.
- In the Name field, enter a name for the field which enables you to know
which field the visitor has completed. It is easier to use the same or a
similar name to the name you used in the heading field which belongs to the
field.
- In the Width field, enter how wide the field is to be in terms of
characters.
The Value must be entered field should be selected if you do not want
visitors to be able to send in the form without filling in this particular
field.
Text area
Text area is the field type which gives visitors a large area in which to
type in text. You can decide the width of the area in terms of characters
and how many rows the field should have.
- In the Name field, enter a name for the field which enables you to know
which field the visitor has completed. It is easier to use the same or a
similar name to the name you used in the heading field which belongs to the
field.
- In the Width field, enter how wide the field is to be in terms of
characters.
- In the Height field, specify the number of rows that the text area should
have.
- The Value must be entered field should be selected if you do not want
visitors to be able to send in the form without filling in this particular
field.
Select box
The Select box is the field type which gives visitors a pull-down menu in
which they can select one of several alternatives which you have specified.
- In the Name field, enter a name for the field which enables you to know
which field the visitor has completed. It is easier to use the same or a
similar name to the name you used in the heading field which belongs to the
field.
- In the Options field, enter the various options which visitors are to choose
from. Type in the options and separate them by pressing ENTER between each
option.
Radio button
The Radio button is the field type which gives visitors a list of options in
which they can select one of several alternatives which you have specified.
- In the Name field, enter a name for the field which enables you to know
which field the visitor has completed. It is easier to use the same or a
similar name to the name you used in the heading field which belongs to the
field.
- In the Placement field, select whether you want the option to be shown
horizontally or vertically.
- In the Options field, enter the various options which the visitors are to
choose from. Type in the options and separate them by pressing ENTER between
each option.
Checkbox
Checkbox is the field type which gives visitors a list of various options in
which they can select one of several alternatives which you have specified.
- In the Name field, enter a name for the field which enables you to know
which field the visitor has completed. It is easier to use the same or a
similar name to the name you used in the heading field which belongs to the
field.
- In the Placement, select whether you want the option to be shown
horizontally or vertically.
- In the Options field, enter the various options which the visitors are to
choose from. Type in the options and separate them by pressing ENTER between
each option.
When the form is complete and all the fields and their properties have been
saved. Save the entire form by clicking the Save button in the middle of the
Form settings dialog box. Save and publish the page.
The Form data tab
If you chose to save the information in the database in your form, you can
find all the forms which have been submitted under the Form data tab. This
tab is shown next to the Version list when you saved and published you form
page.
Select the Form data tab and a search form will be shown. Here, you can
specify whether you want to search for a specific date and the number of
hits you want per page. If you want to show all contributions, you can click
the Search button directly.
When you have searched for the submitted forms, they will be listed below
the search form. You can browse amongst pages if there are a lot of them and
you can also choose to delete all visible contributions from here. If you want to process the information in Microsoft Excel, click the Export
to Excel. button. The first time you do this, you will be asked whether you
accept the integration between EPiServer and Office; answer YES to this
question and data from your form will be shown in Excel and can be processed
there.
|


Enter the first number :
Enter the second number :
Enter the third number :
Average of the three numbers:


- To create a LAN, perform the following in order:
- Verify you have at a minimum two computers, one switch/router, and two ethernet cables.
- Plug in the ethernet cords to the computer in the ethernet port, then connect the other ends into the router.
- In the command line, (for Unix) type in ipconfig
- File Shared: Unbuntu.iso --Multiple Copies
- User Access: Users connected do not have write permission, but do have execute, and read permissions only.
- Access Privileges: Only those excplicitly connected will have privelages on this content.
- To share the file, perform the following in order:
- Verify you have at a minimum two computers, one switch/router, and two ethernet cables.
- Plug in the ethernet cords to the computer in the ethernet port, then connect the other ends into the router.
- Log into the router and ensure the IP range is set.
- Locate Samba local file and right click.
- Select "open with files."
- Click on the "create" button and now files may be shred over the network.
- Just add the file into the shared folder and wait.
| Performance Results | |
|---|---|
| Transfer Rate | 400 KiB/s |
| Data Size | 4GB |
| Transfer Time | 2 hrs 10 minutes |


{% load bootstrap_tags %} {% url index as index_url %} {% url hero as hero_url %} {% url container as container_url %} {% url fluid as fluid_url %} {% spaceless %}


{% extends "layout.html" %} {% block title %} Home Page {% endblock %} {% block main %}
There is no doubt that movies have a huge impact on us.
Especially on our young generations...
And our goal and wish is that they can be exposed to movies that are morally acceptable and have kind messages for them.
{% endblock %}


Quick Start
Introduction¶
What follows is a detailed tutorial that walks developers through all of the steps involved in creating a customizable Android application using P2UX. Developers should be familiar with the Android Studio integrated development environment and the Java programming language for custom coding.
Terminology
Throughout the P2UX documentation the “developer” refers to you, the reader who is developing an app with P2UX. The “designer” refers to the individual whose principal job is to create the appearance and style of the app and its visual components. “PRL” refers to the P2UX Rendering Library for Android, which controls the creation and workflow of content created for the P2UX platform.
Coding examples and code additions
In the coding examples below and throughout the documentation, changes and additions to be made by the developer are rendered with a blue highlight.
P2UX versus the standard Android Studio environment
P2UX based applications are easy to customize and extend for Android. The P2UX Android rendering library is based on the Android Widget package (android.widget) and other Android primitives. This means that writing custom business logic and integrating custom controls works much the same as it does when writing Android applications using Android Studio. With the P2UX platform, XML Layout files are no longer required for Android development. Instead, applications use P2UX Portable UX Bundles (PUB) either as embedded or dynamically accessed resources. Additionally, P2UX provides hooks to developers that allow them access to all of the components of P2UX as well as the ability to fully customize instances of the application.
Getting Started with P2UX and Android Studio¶
Java
P2UX native rendering libraries for Android can be extended using the Java programming language. The instructions below provide explicit reference to the proper use of Java coding in each applicable step that follows.
Creating a new application¶
From Android Studio environment:
- Start the Android Studio new project wizard either from the Welcome to Android Studio screen by clicking ‘Start a new Android Studio project’ or by selecting File->New->New Project.
- From the new project wizard enter your application name, company domain, and project location.
- In the Target Android Devices window, set the minimum SDK to API 18: Android 4.3 (Jelly Bean).
- In the Add an Activity to Mobile window, select the Empty Activity.
- In the Customize the Activity window, uncheck the ‘Generate Layout File’ option.
P2UX libraries download and PUB hook up¶
The next step in developing your project with P2UX is to include the P2UX libraries (AAR) for Android. The latest libraries can be downloaded from here. After downloading the libraries, make the following changes to hook up the PUB for the application:
- Unzip the library file.
- Create a subdirectory under the root of your project directory, i.e. ‘p2ux’
- Copy P2UXCore.aar and P2UXApp.aar files into the subdirectory, ‘p2ux’.
- Edit the app’s build.gradle (Module: app) to look like this:
apply plugin: 'com.android.application' android { compileSdkVersion 26 buildToolsVersion "26.0.2" defaultConfig { applicationId "com.p2ux.sampleapp" minSdkVersion 18 targetSdkVersion 26 versionCode 1 versionName "1.0" multiDexEnabled true } buildTypes { release { minifyEnabled false proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro' } } } repositories { mavenCentral() flatDir { dirs '../p2ux' } // Replace this directory with the location of P2UX libraries } dependencies { compile fileTree(dir: 'libs', include: ['*.jar']) compile 'com.android.support:appcompat-v7:26.1.0' compile(name: 'P2UXCore', ext: 'aar') compile(name: 'P2UXApp', ext: 'aar') compile 'com.android.support:recyclerview-v7:26.1.0' // If Google Maps are required for your app, add the following 4 Google Play // Services dependencies compile 'com.google.android.gms:play-services-maps:11.6.2' compile 'com.google.android.gms:play-services-ads:11.6.2' compile 'com.google.android.gms:play-services-identity:11.6.2' compile 'com.google.android.gms:play-services-gcm:11.6.2' compile 'com.madgag.spongycastle:core:<IP_ADDRESS>' compile 'com.madgag.spongycastle:prov:<IP_ADDRESS>' }
Moving the app from Builder to Android Studio¶
- App License and Android App Activity class
Android Studio automatically generates an app activity class when you create a project. Unless you rename the file, the app activity file is named MainActivity
.
Edit the MainActivity
file to look like this:
import android.os.Bundle; import com.p2ux.app.P2UXAppCreator; import com.p2ux.app.P2UXAppFragmentActivity; import com.p2ux.app.components.P2UXAppBehavior; import com.p2ux.core.utils.P2UXLog; import java.util.ArrayList; import java.util.HashMap; public class MainActivity extends P2UXAppFragmentActivity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // You can get the app key or license key from builder for your app. This is required to link your builder up to your local app // This is the key generated from Builder for the application. This key is needed to initialize the P2UX rendering framework. String appKey = "xxxxx"; HashMap<String, Object> options = new HashMap<>(); if ((getApplicationInfo().flags & ApplicationInfo.FLAG_DEBUGGABLE) == ApplicationInfo.FLAG_DEBUGGABLE) { options.put(P2UXAppCreator.P2UXAppCreator_Opt_Env, P2UXAppCreator.P2UXAppCreator_Opt_Env_Recent); options.put(P2UXAppCreator.P2UXAppCreator_Opt_LogLevel, P2UXLog.P2UXCoreLogFlagVerbose); } super.setupApp(savedInstanceState, appKey, options, null); } }
Next, retrieve the app’s license. In Builder, to the right of the publish button are further options in a drop-down menu. Select “Get App License” from the menu and a window will pop up with your app’s license. Copy the license. The MainActivity
calls the super.OnCreate() with the mAppKey
. This initializes the PRL with the application information. In this example, options supplied to the savedInstanceState variable use the prototype version of the application when the application is compiled for debugging. To use the production version of the application, remove the section that checks for FLAG_DEBUGGABLE
.
In MainActivity
, replace the “xxxxxx” in the line that reads “mAppKey = “xxxxxx”; with the app’s license you just retrieved from Builder to finalize the initial app setup in P2UX.
Note
At this point the application setup is complete and the app should run successfully.
The PUB and network connectivity¶
The next step in the process requires developer awareness of the default PUB status and access to a network.
By default, the application accesses the PUB dynamically. This means that when the application is first installed, the P2UX rendering library (PRL) will authenticate the application key and then download the PUB before running the application content.
The first run of an application requires network connectivity. Otherwise, P2UX will return an error. The PUB’s default update policy is automatic. This means that the PRL will automatically check for updates each time the application runs. The library will also download any updates that are available, and then notify the user that the application will restart to apply any updates.
Static Assets¶
In some cases, a developer may opt to use only static assets rather than require network access for an app. In this situation, the PUB can be added to the application as a collection of static assets. Additionally, other static assets usable by the app can be added to an Android project. To achieve this, follow these steps:
Note
This feature requires downloading your application PUB from Builder. This feature will be integrated as part of the P2UX Coordinator application for Mac OS
- In Builder, download the published PUB for application
- Steps to download PUB will go here
- Unzip the PUB files and copy the assets into a folder inside your project directory.
- In Android Studio, add the assets folder to the project.
- From the Android project navigator, select the app module folder.
- Right click and select New->Folder->Assets Folder.
- From the
Configure Component
dialog, click Finish. This creates a folder namedassets
under your app main folder. - Rename the folder containing the PUB assets to something more readable such as
phone_pub
. - Move the ‘phone_pub’ folder to the ‘assets’ folder.
In order to incorporate these files into your project, as well as to adjust the resource use settings, you must change the Activity file. Edit the MainActivity
file to look like this:
@Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); String appKey = "xxxxx"; ArrayList<HashMap<String, Object>> resources = new ArrayList<>(); // Set up external resource HashMap<String, Object> phoneRes = new HashMap<>(); phoneRes.put(P2UXAppTypes.P2UXApp_PackageAttrib_FormFactor, 0); phoneRes.put(P2UXAppTypes.P2UXApp_PackageAttrib_Type, P2UXAppTypes.P2UXApp_PackageType_Static); phoneRes.put(P2UXAppTypes.P2UXApp_PackageAttrib_Package, "shellui_phone"); phoneRes.put(P2UXAppTypes.P2UXApp_PackageAttrib_Update, P2UXAppTypes.P2UXApp_PackageUpdate_None); resources.add(phoneRes); super.setupApp(savedInstanceState, appKey, options, null); }
Defining Custom Resource Attributes¶
If desired, the developer can define specific resource attributes for the app.
The resources parameter is an array of objects. Each object in the array defines the PUB usage for a particular form factor (Phone, Tablet, TV) using key value pairs. If the application supports multiple form factors, create an object in the resources array for each form factor.
Customize the resource attributes according to the possibilities below:
| Resource Attribute | Description |
|---|---|
| P2UXApp_PackageAttrib_FormFactor | Defines which form factor the attributes reference. Possible Values: P2UXFormFactor_Phone P2UXFormFactor_Tablet P2UXFormFactor_TV |
| P2UXApp_PackageAttrib_Type | Defines the type of resources for the form factor Possible Values: P2UXApp_PackageType_Static P2UXApp_PackageType_Remote |
| P2UXApp_PackageAttrib_Package | Defines the name of the folder within the application bundle containing assets when the P2UXApp_PackageAttrib_Type is P2UXApp_PackageType_Static. |
| P2UXApp_PackageAttrib_Update | Defines how to update the application assets Possible Values: P2UXApp_PackageUpdate_None P2UXApp_PackageUpdate_Auto P2UXApp_PackageUpdate_Manual |


ok-email
A pure JavaScript (no dependencies) solution to make HTML email inputs self-validating
Usage
- Include ok-email.js anywhere in your page, it runs on load.
- Add CSS class 'js-ok-email' to all email inputs you want validated.
- Optionally include ok-email.css (or its contents) in your styles.
Support
- Tested successfully in FireFox Win/Mac.
- Tested successfully in Chrome Win/Mac.
- Tested successfully in Safari Win/Mac.
- Tested successfully in Internet Explorer 8.
License
Released under MIT license, see included file LICENSE
or http://opensource.org/licenses/MIT


Welcome to BackBoneTREK!
Don't think too hard about your next adventure, because I'll start melting.
Use this form to add a new trip or browse all trips below.
Name
Category
Continent
Weeks
Cost
Name
Category
Continent
Weeks
Cost


President
Natalie is a kind and patient person but will be honest with you even if the truth hurts. The only thing she loves more than video games is food. She is methodical and she does her best in accomplishing her goals.
Vice President
Sara’s enthusiastic demeanor radiates wherever she goes and with whatever she does. She enjoys sharing her creative passions of programming and song writing with others. Learning from others and combining perspectives brings her great joy.
Treasurer
Diana is such a caring and friendly person that it is no surprise that she would like to make software for hospitals. Those who meet Diana are immediately taken by her friendly demeanor. In her free time, she likes to express herself through art by painting beautiful pictures of her favorite Disney characters.
Secretary
Leigh loves reading books, watching horror movies, and listening to pop&rock music. Like many children destined to become computer scientists, when she found something she liked she went full throttle ahead: she once watched the movie "School of Rock” more than 5 times in the same day.


bozotic
`Prev `__
B
`Next `__
--------------
**bozotic**: /boh·zoh´tik/, /boh·zo´tik/, adj.
[from the name of a TV clown even more losing than Ronald McDonald]
Resembling or having the quality of a bozo; that is, clownish,
ludicrously wrong, unintentionally humorous. Compare
`*wonky* <../W/wonky.html>`__, `*demented* <../D/demented.html>`__. Note
that the noun ‘bozo’ occurs in slang, but the mainstream adjectival form
would be ‘bozo-like’ or (in New England) ‘bozoish’.
--------------
+-----------------------------+----------------------------+-------------------------------+
| `Prev `__ | `Up <../B.html>`__ | `Next `__ |
+-----------------------------+----------------------------+-------------------------------+
| boxology | `Home <../index.html>`__ | brain dump |
+-----------------------------+----------------------------+-------------------------------+


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This option determines how the grid data will be sent to the clipboard when cells are selected and Ctrl/Command + C is pressed. Your available options are:
csv
- Data will be stored as a comma separated value stringjson
- Data will be stored as a JSON arrayhtml
- Data will be stored as an HTML table element
(string)
: Defaultcsv
.
{clipboard: 'json'}
Press "Select All", or click and drag inside the grid to select a range of cells. Then press Ctrl/Command + C to copy the selection. Then Paste the selection into a text editor of your choice using Ctrl/Command + V.


Gecode::DFA::DFAI Class Reference
List of all members.Detailed Description
Data stored for a DFA.
Definition at line 49 of file dfa.icc.
Public Member Functions | |
| DFAI * | copy (void) |
| Create a copy. | |
Public Attributes | |
| unsigned int | use_cnt |
| How often is the DFA implementation referred to. | |
| unsigned int | n_states |
| Number of states. | |
| unsigned int | n_trans |
| Number of transitions. | |
| int | final_fst |
| First final state. | |
| int | final_lst |
| Last final state. | |
| Transition | trans [1] |
| The transitions (actual size depends on number of transitions). |
Member Function Documentation
|
|
Create a copy.
|
Member Data Documentation
|
|
How often is the DFA implementation referred to.
|
|
|
Number of states.
|
|
|
Number of transitions.
|
|
|
First final state.
|
|
|
Last final state.
|
|
|
The transitions (actual size depends on number of transitions).
|
The documentation for this class was generated from the following files:
- gecode/int/regular/dfa.icc (Revision: 3512)
- gecode/int/regular/dfa.cc (Revision: 3512)


As web content has evolved, it has become more feature rich. We have gone from simple, static websites, to a myriad of dynamic web applications. Many functions that in the past would have required desktop applications now take place in the browser. If you want an example, look no further than Gmail. Much of this has been done with JavaScript.
What it has done is give websites the power to interact with and accept input from users. While every language has its critics, there is no denying the impact that JavaScript has had on the web.
In addition to its massive impact on the way we interact with web content, new tools have been and continue to be built using JavaScript to expand its capabilities. The Node.js platform has increased the popularity of JavaScript for server-side applications. New libraries such as jQuery have streamlined the way we use JavaScript to interact with objects in the DOM.


We have been serving the Chicago and surrounding areas for over 15 years with experience, hard work and dedication. We work with amusement, vending, phone repair, computer repair and IT companies to supply them with the best quality equipment, service, repair and sales
We have been serving the Chicago and surrounding areas for over 15 years with experience, hard work and dedication. We work with amusement, vending, phone repair, computer repair and IT companies to supply them with the best quality equipment, service, repair and sales


Page maintained by Ke-Sen Huang.
If you have additions or changes, send an e-mail.
Information here is provided with the permission of the ACM
Note that when possible I link to the page containing the link to the actual PDF or PS of the preprint.
I prefer this as it gives some context to the paper and avoids possible copyright problems with direct linking.
Thus you may need to search on the page to find the actual document.
ACM Digital Library:
ACM Transactions on Graphics (TOG) Volume 32, Issue 4 (July 2013) Proceedings of ACM SIGGRAPH 2013
ACM Digital Library (DOI) Link for the paper
Paper Abstract
Author Preprint
Paper Video
Paper Presentation
Paper Images
Paper Data
Demo Program or Source Code
Related Links
Changelog
Color & Compositing
- User-Assisted Image Compositing for Photographic Lighting
-
Ivaylo Boyadzhiev
(Cornell University),
Sylvain Paris
(Adobe Research),
Kavita Bala
(Cornell University)
- Probabilistic Color-by-Numbers: Suggesting Pattern Colorizations Using Factor Graphs
-
Sharon Lin,
Daniel Ritchie,
Matthew Fisher,
Pat Hanrahan
(Stanford University)
- Optimizing Color Consistency in Photo Collections
-
Yoav HaCohen
(Hebrew University of Jerusalem),
Eli Shechtman
(Adobe Research),
Dan Goldman
(Adobe Systems Incorporated),
Dani Lischinski
(Hebrew University of Jerusalem)
- Example-Based Video Color Grading
-
Nicolas Bonneel
(Harvard University),
Kalyan Sunkavalli,
Sylvain Paris
(Adobe Research),
Hanspeter Pfister
(Harvard University)
Faces & Hands
- Online Modeling For Realtime Facial Animation
-
Sofien Bouaziz,
(EPFL),
Yangang Wang,
(Tsinghua University, Beijing and EPFL),
Mark Pauly
(EPFL)
- 3D Shape Regression for Real-time Facial Animation
-
Chen Cao, Yanlin Weng
(Zhejiang University, China),
Stephen Lin
(Microsoft Research Asia),
Kun Zhou
(Zhejiang University, China)
- Realtime Facial Animation with On-the-fly Correctives
-
Hao Li
(Industrial Light & Magic / University of Southern California),
Jihun Yu,
Yuting Ye
(Industrial Light & Magic),
Chris Bregler
(Industrial Light & Magic / New York University)
- Video-based Hand Manipulation Capture Through Composite Motion Control
-
Yangang Wang,
(Tsinghua University, Beijing),
Jianyuan Min
(Texas A&M University),
Jianjie Zhang,
Yebin Liu,
Feng Xu,
Qionghai Dai
(Tsinghua University, Beijing),
Jinxiang Chai
(Texas A&M University)
Geometry & Topology
- An Efficient Computation of Handle and Tunnel Loops via Reeb Graphs
-
Tamal K. Dey,
Fengtao Fan,
Yusu Wang
(Ohio State University)
- Robust Inside-Outside Segmentation using Generalized Winding Numbers
-
Alec Jacobson
(ETH Zurich),
Ladislav Kavan
(University of Pennsylvania),
Olga Sorkine-Hornung
(ETH Zurich)
- Putting Holes in Holey Geometry: Topology Change for Arbitrary Surfaces
-
Gilbert Bernstein,
Chris Wojtan
(Institute of Science and Technology Austria)
- MeshGit: Diffing and merging meshes for polygonal modeling
-
Jonathan D. Denning,
Fabio Pellacini
(Dartmouth College)
Computational Light Capture
- Femto-Photography: Capturing and Visualizing the Propagation of Light
-
Andreas Velten
(MIT Media Lab),
Di Wu
(MIT Media Lab and Tsinghua University, Beijing),
Adrian Jarabo
(University of Zaragoza),
Belen Masia
(MIT Media Lab and University of Zaragoza),
Christopher Barsi
(MIT Media Lab),
Chinmaya Joshi
(Massachusetts Institute of Technology),
Everett Lawson
(MIT Media Lab),
Moungi Bawendi
(Massachusetts Institute of Technology),
Diego Gutierrez
(University of Zaragoza),
Ramesh Raskar
(MIT Media Lab)
- Low-budget Transient Imaging using Photonic Mixer Devices
-
Felix Heide,
Matthias Hullin,
James Gregson,
Wolfgang Heidrich
(University of British Columbia)
- High-Quality Computational Imaging Through Simple Lenses
(TOG Paper)
-
Felix Heide,
Mushfiqur Rouf,
Matthias B. Hullin
(University of British Columbia),
Bjorn Labitzke
(University of Siegen),
Wolfgang Heidrich
(University of British Columbia),
Andreas Kolb
(University of Siegen)
- Compressive Light Field Photography using Overcomplete Dictionaries and Optimized Projections
(
)
(
)
-
Kshitij Marwah
Gordon Wetzstein,
Yosuke Ban,
Ramesh Raskar
(MIT Media Lab)
- A Reconfigurable Camera Add-On for High-Dynamic-Range, Multi-Spectral, Polarization, and Light-Field Imaging
-
Alkhazur Manakov
(Universitat des Saarlandes and Max-Planck-Institut fur Informatik),
John Restrepo
(Universitat des Saarlandes),
Oliver Klehm,
Ramon Hegedus
(Max-Planck-Institut fur Informatik),
Elmar Eisemann
(TU Delft),
Hans-Peter Seidel
(Max-Planck-Institut fur Informatik),
Ivo Ihrke
(Universitat des Saarlandes and Max-Planck-Institut fur Informatik)
Line Drawing
- Handwriting Beautification Using Token Means
-
Larry Zitnick
(Microsoft Research)
- Real-Time Drawing Assistance Through Crowdsourcing
-
Alex Limpaecher,
Nicolas Feltman,
Adrien Treuille
(Carnegie Mellon University),
Michael Cohen
(Microsoft Research)
- Style and Abstraction in Portrait Sketching
-
Itamar Berger,
Ariel Shamir
(Interdisciplinary Center),
Moshe Mahler
(Disney Research Pittsburgh),
Elizabeth Carter
(Carnegie Mellon University),
Jessica Hodgins
(Carnegie Mellon University and Disney Research Pittsburgh)
- Topology-Driven Vectorization of Clean Line Drawings
(TOG Paper)
-
Gioacchino Noris
(ETH Zurich and Disney Research Zurich),
Alexander Sorkine-Hornung,
Robert W. Sumner
(Disney Research Zurich),
Markus Gross
(ETH Zurich and Disney Research Zurich)
- Interpreting Concept Sketches
-
Tianjia Shao
(Tsinghua University, Beijing),
Wilmot Li
(Adobe Research),
Kun Zhou
(Zhejiang University, China),
Weiwei Xu
(Microsoft Research Asia),
Baining Guo
(Microsoft Research Asia),
Niloy J. Mitra
(University College London (UCL))
- Stereoscopic 3D Line Drawing
-
Yongjin Kim
(POSTECH),
Yunjin Lee
(Ajou University),
Henry Kang
(University of Missouri - St. Louis),
Seungyong Lee
(POSTECH)
Rods & Shells
- Super Space Clothoids
-
Romain Casati,
Florence Bertails-Descoubes
(Inria / LJK, Grenoble, France)
- Thin Skin Elastodynamics
-
Duo Li
(University of British Columbia),
Shinjiro Sueda
(Massachusetts Institute of Technology),
Debanga Raj Neog,
Dinesh K. Pai
(University of British Columbia)
- Embedded Thin Shells for Wrinkle Simulation
-
Paul Kry,
Olivier Remillard
(McGill University)
- Folding and Crumpling Adaptive Sheets
-
Rahul Narain,
Tobias Pfaff,
James O'Brien
(University of California at Berkeley)
- Adaptive Fracture Simulation of Multi-Layered Thin Plates
-
Oleksiy Busaryev,
Tamal K. Dey,
Huamin Wang
(Ohio State University)
Perception
- Exposing Photo Manipulation with Inconsistent Shadows
(TOG Paper)
-
Eric Kee
(Dartmouth College),
James O'Brien
(University of California at Berkeley),
Hany Farid
(Dartmouth College)
- Gloss Perception in Painterly and Cartoon Rendering
(TOG Paper)
-
Adrien Bousseau
(REVES/INRIA Sophia-Antipolis),
James P. O Shea
(University of California at Berkeley),
(University of California, Berkeley),
Fredo Durand
(MIT CSAIL),
Ravi Ramamoorthi,
Maneesh Agrawala
(University of California at Berkeley)
- Perception of Perspective Distortions in Image-Based Rendering
-
Peter Vangorp
(REVES/INRIA Sophia-Antipolis / University of Giessen / MPI Informatik),
Christian Richardt
(REVES/INRIA Sophia-Antipolis),
Emily A. Cooper
(University of California, Berkeley),
Gaurav Chaurasia
(REVES/INRIA Sophia-Antipolis),
Martin S. Banks
(University of California, Berkeley),
George Drettakis
(REVES/INRIA Sophia-Antipolis)
- Understanding the Role of Phase Function in Translucent Appearance
(TOG Paper)
-
Ioannis Gkioulekas
(Harvard School of Engineering and Applied Sciences),
Bei Xiao
(Massachusetts Institute of Technology),
Shuang Zhao
(Cornell University),
Edward H. Adelson
(Massachusetts Institute of Technology),
Todd Zickler
(Harvard School of Engineering and Applied Sciences),
Kavita Bala
(Cornell University)
Surfaces & Differential Geometry
- Globally Optimal Direction Fields
-
Felix Knoppe,
Keenan Crane
(California Institute of Technology),
Ulrich Pinkall
(TU Berlin),
Peter Schroder
(California Institute of Technology)
- Geodesics in Heat: A New Approach to Computing Distance Based on Heat Flow
(TOG Paper)
-
Keenan Crane
(California Institute of Technology),
Clarisse Weischedel,
Max Wardetzky
(University of Gottingen)
- Weighted Averages on Surfaces
-
Daniele Panozzo,
(ETH Zurich),
Ilya Baran
(Belmont Technology, Inc.),
Olga Diamanti,
Olga Sorkine-Hornung
(ETH Zurich)
- Robust Fairing via Conformal Curvature Flow
-
Keenan Crane
(California Institute of Technology),
Ulrich Pinkall
(TU Berlin),
Peter Schroder
(California Institute of Technology)
Fluid Grids & Meshes
- Subspace Fluid Re-Simulation
-
Theodore Kim,
John Delaney
(University of California, Santa Barbara)
- Synthesizing Waves From Animated Height Fields
(TOG Paper)
-
Michael Nielsen
(Aarhus University),
Andreas Soderstrom
(Weta Digital),
Robert Bridson
(University of British Columbia)
- A New Grid Structure for Domain Extension
-
Bo Zhu,
Wenlong Lu,
Matthew Cong
(Stanford University),
Byungmoon Kim
(Adobe Research),
Ronald Fedkiw
(Stanford University)
- Simulating Liquids and Solid-Liquid Interactions with Lagrangian Meshes
(TOG Paper)
-
Pascal Clausen,
Martin Wicke,
Jonathan Shewchuk,
James O'Brien
(University of California at Berkeley)
Points
- Edge-Aware Point Set Resampling
(TOG Paper)
-
Hui Huang
(Shenzhen Key Lab of Visual Computing and Visual Analytics/SIAT),
Shihao Wu
(South China University of Technology, China),
Minglun Gong
(Memorial University of Newfoundland),
Daniel Cohen-Or
(Tel-Aviv University, Israel),
Uri Ascher
(University of British Columbia),
Hao (Richard) Zhang
(Simon Fraser University)
- Mesh Denoising Via L0 Minimization
-
Lei He
Scott Schaefer
(Texas A&M University)
- L1-Medial Skeleton of Point Cloud
-
Hui Huang
(VisuCA / SIAT),
Shihao Wu
(SCUT),
Daniel Cohen-Or
(Tel-Aviv University, Israel),
Minglun Gong,
Hao (Richard) Zhang
(Simon Fraser University),
Guiqing Li
(SCUT),
Baoquan Chen
(VisuCA/SIAT)
- Semantic Decomposition and Reconstruction of Residential Scenes from LiDAR Data
-
Hui Lin*,
Jizhou Gao*
(University of Kentucky),
Yu Zhou,
Guiliang Lu
(Nanjing University),
Mao Ye,
Chenxi Zhang
(University of Kentucky),
Ligang Liu
(University of Science and Technology of China),
Ruigang Yang
(University of Kentucky)
(* joint 1st authors)
Image-Based Reconstruction
- Scene Reconstruction From High Spatio-Angular Resolution Light Fields
-
Changil Kim
(ETH Zurich and Disney Research Zurich),
Henning Zimmer
(ETH Zurich),
Yael Pritch,
Alexander Sorkine-Hornung
(Disney Research Zurich),
Markus Gross
(ETH Zurich and Disney Research Zurich)
- Image-Based Reconstruction and Synthesis of Dense Foliage
-
Derek Bradley
(Disney Research Zurich),
Derek Nowrouzezahrai
(University of Montreal),
Paul Beardsley
(Disney Research Zurich)
- Dynamic Hair Manipulation in Images and Videos
-
Menglei Chai
(Zhejiang University, China),
Lvdi Wang
(Microsoft Research Asia),
Yanlin Weng,
Xiaogang Jin,
Kun Zhou
(Zhejiang University, China)
- Structure-Aware Hair Capture
-
Linjie Luo
(Princeton University),
Hao Li
(Industrial Light & Magic),
Szymon Rusinkiewicz
(Princeton University)
Shape Analysis
- Co-Hierarchical Analysis of Shape Structures
-
Oliver van Kaick
(Simon Fraser University),
Kai Xu
(National University of Defense Technology),
Hao Zhang
(Simon Fraser University),
Yanzhen Wang
(National University of Defense Technology),
Shuyang Sun
(Simon Fraser University),
Ariel Shamir
(Interdisciplinary Center),
Daniel Cohen-Or
(Tel Aviv University)
- Learning Part-based Templates from Large Collections of 3D Shapes
-
Vladimir G. Kim
(Princeton University),
Wilmot Li
(Adobe Research),
Niloy J. Mitra
(University College London (UCL)),
Siddhartha Chaudhuri
(Princeton University),
Stephen DiVerdi
(Adobe Research),
Tom Funkhouser
(Princeton University)
- Qualitative Organization of Collections of Shapes via Quartet Analysis
-
Shi-Sheng Huang
(Tsinghua University, Beijing),
Ariel Shamir
(The Interdisciplinary Center),
Chao-Hui Shen
(Tsinghua University, Beijing),
Hao Zhang
(Simon Fraser University),
Alla Sheffer
(University of British Columbia),
Shi-Min Hu
(Tsinghua University, Beijing),
Daniel Cohen-Or
(Tel Aviv University)
- Map-Based Exploration of Intrinsic Shape Differences and Variability
-
Raif Rustamov
(Stanford University),
Maks Ovsjanikov
(Ecole Polytechnique),
Omri Azencot,
Mirela Ben-Chen
(Technion - Israel Institute of Technology),
Frederic Chazal
(INRIA Saclay),
Leonidas Guibas
(Stanford University)
Voxels & Liquids
- VDB: High-Resolution Sparse Volumes With Dynamic Topology
(TOG Paper)
-
Ken Museth
(DreamWorks Animation)
- A Two-Continua Approach to Eulerian Simulation of Water Spray
-
Michael Nielsen,
Ole Osterby
(Aarhus University)
- Liquid Surface Tracking with Error Compensation
-
Morten Bojsen-Hansen,
Chris Wojtan
(Institute of Science and Technology Austria)
- Closest Point Turbulence for Liquid Surfaces
(TOG Paper)
-
Theodore Kim
(University of California, Santa Barbara),
Jerry Tessendorf
(Clemson University),
Nils Thurey
(Scanline VFX)
Data-Driven Animation
- Non-Polynomial Galerkin Projection on Deforming Meshes
-
Matt Stanton,
Yu Sheng
(Carnegie Mellon University),
Martin Wicke
(Otherlab),
Federico Perazzi
(ETH Zurich and Disney Research Zurich),
Amos Yuen,
Srinivasa Narasimhan
Adrien Treuille
(Carnegie Mellon University)
- Near-exhaustive Precomputation of Secondary Cloth Effects
-
Doyub Kim
(Carnegie Mellon University),
Woojong Koh,
Rahul Narain
(University of California at Berkeley),
Kayvon Fatahalian,
Adrien Treuille
(Carnegie Mellon University),
James O'Brien
(University of California at Berkeley)
- Modeling Friction and Air Effects between Cloth and Deformable Bodies
-
Zhili Chen,
Renguo Feng,
Huamin Wang
(Ohio State University)
- Dynamic-Element Textures
-
Chongyang Ma
(University of British Columbia and Tsinghua University, Beijing),
Li-Yi Wei
(University of Hong Kong and Microsoft Research),
Sylvain Lefebvre
(INRIA),
Xin Tong
(Microsoft Research Asia)
Design & Authoring
- Make It Stand: Balancing Shapes for 3D Fabrication
-
Romain Prevost,
Emily Whiting
(ETH Zurich),
Sylvain Lefebvre
(INRIA),
Olga Sorkine-Hornung
(ETH Zurich)
- Computational Design of Actuated Deformable Characters
-
Melina Skouras
(ETH Zurich),
Bernhard Thomaszewski,
Stelian Coros,
Bernd Bickel
(Disney Research Zurich),
Markus Gross
(ETH Zurich and Disney Research Zurich)
- Computational Design of Mechanical Characters
-
Stelian Coros,
Bernhard Thomaszewski,
Gioacchino Noris
(Disney Research Zurich),
Shinjiro Sueda,
Moira Forberg
(Disney Research),
Robert Sumner,
(Disney Research Zurich),
Wojciech Matusik
(Massachusetts Institute of Technology),
Bernd Bickel
(Disney Research Zurich)
- Interactive Authoring of Simulation-Ready Plants
-
Yili Zhao,
Jernej Barbic
(University of Southern California)
- Parsing Sewing Patterns Into 3D Garments
-
Floraine Berthouzoz
(University of California at Berkeley),
Akash Garg,
Danny Kaufman,
Eitan Grinspun
(Columbia University),
Maneesh Agrawala
(University of California at Berkeley)
Video & Warping
- Automated Video Looping with Progressive Dynamism
-
Zicheng Liao
(University of Illinois at Urbana-Champaign),
Neel Joshi,
Hugues Hoppe
(Microsoft Research)
- Bundled Camera Paths for Video Stabilization
-
Shuaicheng Liu
(National University of Singapore),
Lu Yuan
(Microsoft Research Asia),
Ping Tan
(National University of Singapore),
Jian Sun
(Microsoft Research Asia)
- Rectangling Panoramic Images via Warping
-
Kaiming He,
Huiwen Chang,
Jian Sun
(Microsoft Research Asia)
- Phase-based Video Motion Processing
-
Neal Wadhwa,
Michael Rubinstein
(Massachusetts Institute of Technology),
Fredo Durand
(MIT CSAIL),
William T. Freeman
(Massachusetts Institute of Technology)
- Depth Synthesis and Local Warps for Plausible Image-based Navigation
(TOG Paper)
-
Gaurav Chaurasia,
Sylvain Duchene
(REVES/INRIA Sophia-Antipolis),
Olga Sorkine-Hornung
(ETH Zurich),
George Drettakis
(REVES/INRIA Sophia-Antipolis)
Building Structures & Layouts
- Designing Unreinforced Masonry Models
-
Daniele Panozzo,
Philippe Block,
Olga Sorkine-Hornung
(ETH Zurich)
- Computing Self-Supporting Surfaces By Regular Triangulation
-
Yang Liu
(Microsoft Research Asia),
Pan Hao
(University of Hong Kong),
John Snyder
(Microsoft Research),
Wenping Wang
(University of Hong Kong),
Baining Guo
(Microsoft Research Asia)
- On the Equilibrium of Simplicial Masonry Structures
-
Fernando de Goes
(California Institute of Technology),
Pierre Alliez
(Inria Sophia-Antipolis),
Houman Owhadi,
Mathieu Desbrun
(California Institute of Technology)
- Reciprocal Frame Structures Made Easy
-
Peng Song*,
Chi-Wing Fu*,
Prashant Goswami,
Jianmin Zheng
(Nanyang Technological University),
Niloy J. Mitra
(University College London),
Daniel Cohen-Or
(Tel Aviv University).
(* joint 1st authors)
Global Illumination
- Robust Adaptive Photon Tracing using Photon Path Visibility
(TOG Paper)
-
Toshiya Hachisuka
Henrik Wann Jensen
(University of California, San Diego)
- Adaptive Progressive Photon Mapping
(TOG Paper)
-
Anton S. Kaplanyan,
Carsten Dachsbacher
(Karlsruhe Institute of Technology)
- Gradient-Domain Metropolis Light Transport
-
Jaakko Lehtinen
(NVIDIA Research / Aalto University),
Tero Karras,
Samuli Laine
(NVIDIA Research),
Fredo Durand
(MIT CSAIL),
Miika Aittala
(NVIDIA Research / Aalto University),
Timo Aila
(NVIDIA Research)
- Axis-Aligned Filtering for Interactive Physically Based Diffuse Indirect Lighting
-
Soham Uday Mehta,
Brandon Wang
Ravi Ramamoorthi
(University of California at Berkeley),
Fredo Durand
(MIT CSAIL)
Advanced Rendering
- A4: Asynchronous Adaptive Anti-Aliasing Using Shared Memory
-
Rasmus Barringer
(Lund University),
Tomas Akenine-Moller
(Lund University and Intel Corporation)
- High-Resolution Sparse Voxel DAGs
-
Viktor Kampe,
Erik Sintorn,
Ulf Assarsson
(Chalmers University of Technology)
- 5D Covariance Tracing for Efficient Depth of Field and Motion Blur
(TOG Paper)
-
Laurent Belcour
(Grenoble Universite),
Cyril Soler
(INRIA Rhone-Alpes),
Kartic Subr
(University College London),
Nicolas Holzschuch
(INRIA Rhone-Alpes),
Fredo Durand
(MIT CSAIL)
- Spectral Appearance Changes Induced by Light Exposure
(TOG Paper)
-
Bradley Kimmel,
Gladimir V. G. Baranoski,
T. Francis Chen,
Daniel Yim,
Erik Miranda
(University of Waterloo)
Quads & Meshing
- Sketch-Based Generation and Editing of Quad Meshes
-
Kenshi Takayama,
Daniele Panozzo
(ETH Zurich),
Alexander Sorkine-Hornung
(Disney Research Zurich),
Olga Sorkine-Hornung
(ETH Zurich)
- Integer-Grid Maps for Reliable Quad Meshing
-
David Bommes
(Inria Sophia-Antipolis),
Marcel Campen,
Hans-Christian Ebke
(RWTH Aachen University),
Pierre Alliez
(Inria Sophia-Antipolis),
Leif Kobbelt
(RWTH Aachen University)
- Particle-Based Anisotropic Surface Meshing
-
Zichun Zhong,
Xiaohu Guo
(University of Texas at Dallas),
Wenping Wang
(University of Hong Kong),
Bruno Levy
(Inria-Nancy Grand-Est),
Feng Sun
(University of Hong Kong),
Yang Liu
(NVIDIA Corporation),
Weihua Mao
(University of Texas Southwestern Medical Center at Dallas)
- Anisotropic Delaunay Meshes of Surfaces
(TOG Paper)
-
Jean-Daniel Boissonnat
(Inria Sophia-Antipolis),
Kan-Le Shi
(Tsinghua University, Beijing),
Jane Tournois
(GeometryFactory),
Mariette Yvinec
(Inria Sophia-Antipolis)
Water & Snow With Particles
- A Material-Point Method for Snow Simulation
-
Alexey Stomakhin,
Craig Schroeder
(University of California, Los Angeles),
Lawrence Chai
(Walt Disney Animation Studios),
Joseph Teran
(University of California, Los Angeles),
Andrew Selle
(Walt Disney Animation Studios)
- Highly Adaptive Liquid Simulations on Tetrahedral Meshes
-
Ryoichi Ando
(Kyushu Universit),
Nils Thurey
(Scanline VFX),
Chris Wojtan
(Institute of Science and Technology Austria)
- Position-Based Fluids
-
Miles Macklin,
Matthias Mueller Fischer
(NVIDIA)
- Reconstructing Surfaces of Particle-Based Fluids Using Ansotropic Kernels
-
Jihun Yu
(Industrial Light and Magic),
Greg Turk
(Georgia Institute of Technology)
Deformation & Distortion
- Controlled-Distortion Constrained Global Parametrization
-
Ashish Myles,
Denis Zorin
(New York University)
- Injective and Bounded Distortion Mappings in 3D
-
Noam Aigerman,
Yaron Lipman
(Weizmann Institute of Science)
- Subspace Integration With Local Deformations
-
David Harmon,
Denis Zorin
(New York University)
- Planar Shape Interpolation with Bounded Distortion
-
Renjie Chen
(Technion - Israel Institute of Technology),
Ofir Weber,
Daniel Keren
(University of Haifa),
Mirela Ben-Chen
(Technion - Israel Institute of Technology)
Materials
- A Practical Microcylinder Appearance Model for Cloth Rendering
(TOG Paper)
-
Iman Sadeghi,
Oleg Bisker,
Joachim De Deken,
Henrik Wann Jensen
(University of California, San Diego)
- Acquiring Reflectance and Shape From Continuous Spherical Harmonic Illumination
-
Borom Tunwattanapong,
Graham Fyffe,
Paul Graham,
Jay Busch,
Xueming Yu
(USC Institute for Creative Technologies),
Abhijeet Ghosh
(Imperial College London),
Paul Debevec
(USC Institute for Creative Technologies)
- Practical SVBRDF Capture in the Frequency Domain
-
Miika Aittala
(NVIDIA Research / Aalto University),
Tim Weyrich
(University College London),
Jaakko Lehtinen
(NVIDIA Research / Aalto University)
- OpenSurfaces: A Richly Annotated Catalog of Surface Appearance
-
Sean Bell,
Paul Upchurch,
Noah Snavely,
Kavita Bala
(Cornell University)
Surface Reconstruction
- Screened Poisson-Surface Reconstruction
(TOG Paper)
-
Michael Kazhdan
(Johns Hopkins University),
Hugues Hoppe
(Microsoft Research)
- A Benchmark for Surface Reconstruction
(TOG Paper)
-
Matthew Berger
(University of Utah),
Joshua A. Levine
(Clemson University),
Luis Gustavo Nonato
(Universidade de Sao Paulo),
Gabriel Taubin
(Brown University),
Claudio Silva
(Polytechnic Institute of New York University)
- Dense Scene Reconstruction with Points of Interest
-
Qian-Yi Zhou,
Vladlen Koltun
(Stanford University)
- Scalable Real-time Volumetric Surface Reconstruction
-
Jiawen Chen,
Dennis Bautembach,
Shahram Izadi
(Microsoft Research, Cambridge (UK))
Artistic Rendering & Stylization
- Painting by Feature: Texture Boundaries for Example-based Image Creation
-
Michal Lukáč,
Jakub Fišer
(CTU in Prague),
Jean-Charles Bazin
(ETH Zurich),
Ondřej Jamriška
(CTU in Prague),
Alexander Sorkine-Hornung
(Disney Research Zurich),
Daniel Sýkora
(CTU in Prague)
- RealBrush: Painting with Examples of Physical Media
-
Jingwan Lu
(Princeton University),
Connelly Barnes,
Stephen DiVerdi
(Adobe Research),
Adam Finkelstein
(Princeton University)
- Depicting Stylized Materials with Vector Shade Trees
-
Jorge Lopez-Moreno,
Stefan Popov,
Adrien Bousseau
(REVES/INRIA Sophia-Antipolis),
Maneesh Agrawala
(University of California at Berkeley),
George Drettakis
(REVES/INRIA Sophia-Antipolis)
- Stylizing Animation By Example
(
)
(
)
-
Pierre Benard
(Pixar Animation Studios and University of Toronto),
Forrester Cole,
Michael Kass
(Pixar Animation Studios),
Igor Mordatch
(Pixar Animation Studios and University of Washington),
James Hegarty
(Pixar Animation Studios and Stanford University),
Martin Sebastian Senn,
Kurt Fleischer,
Davide Pesare
(Pixar Animation Studios),
Katherine Breeden
(Pixar Animation Studios and Stanford University)
- Opacity Optimization for 3D Line Fields
-
Tobias Gunther,
Christian Rossl,
Holger Theisel
(University of Magdeburg)
Sounds & Solids
- Wave-Based Sound Propagation in Large Open Scenes using an Equivalent Source Formulation
(TOG Paper)
-
Ravish Mehra
(University of North Carolina at Chapel Hill),
Nikunj Raghuvanshi
(Microsoft Research),
Lakulish Antani,
Anish Chandak,
Sean Curtis,
Dinesh Manocha
(University of North Carolina at Chapel Hill)
- Example-Guided Physically Based Modal Sound Synthesis
(TOG Paper)
-
Zhimin Ren,
Hengchin Yeh,
Ming C. Lin
(University of North Carolina at Chapel Hill )
- Eulerian-on-Lagrangian Simulation
-
Ye Fan,
Joshua Litven
(University of British Columbia),
David I.W. Levin
(MIT CSAIL),
Dinesh K. Pai
(University of British Columbia)
- Radial View Based Culling for Continuous Self-Collision Detection of Skeletal Models
-
Sai-Keung Wong,
Wen-Chieh Lin,
Chun-Hung Hung,
Yi-Jheng Huang,
Lii Shing-Yeu
(National Chiao Tung University)
- Real Time Dynamic Fracture with Volumetric Approximate Convex Decompositions
-
Matthias Muller,
Nuttapong Chentanez,
Tae-Yong Kim
(NVIDIA)
Structures, Faces & Building
- Layered Analysis of Irregular Facades via Symmetry Maximization
-
Hao Zhang
(Simon Fraser University),
Kai Xu
(VisuCA/SIAT and National University of Defense Technology),
Wei Jiang
(National University of Defense Technology),
Jinjie Lin
(VisuCA/SIAT),
Daniel Cohen-Or
(Tel Aviv University),
Baoquan Chen
(VisuCA/SIAT)
- Procedural Facade Variations from a Single Layout
(TOG Paper)
-
Fan Bao,
Michael Schwarz,
Peter Wonka
(Arizona State University)
- Generating and Exploring Good Building Layouts
-
Fan Bao
(Arizona State University),
Dong-Ming Yan
(KAUST),
Niloy J. Mitra
(University College London),
Peter Wonka
(Arizona State University)
- Sketch2Scene: Sketch-Based Co-Retrieval and Co-Placement of 3D Models
-
Kun Xu,
Kang Chen
(Tsinghua University, Beijing),
Hongbo Fu
(CIty University of Hong Kong),
Wei-Lun Sun,
Shi-Min Hu
(Tsinghua University, Beijing)
- O-Snap: Optimization-Based Snapping for Modeling Architecture
(TOG Paper)
-
Murat Arikan
(Vienna University of Technology),
Michael Schwarzler
(VRVis Research Center),
Simon Flory,
Michael Wimmer
(Vienna University of Technology),
Stefan Maierhofer
(VRVis Research Center)
Sampling
- Line Segment Sampling with Blue-Noise Properties
-
Xin Sun
(Microsoft Research Asia),
Kun Zhou
(Zhejiang University, China),
Jie Guo,
Guofu Xie
(Chinese Academy of Sciences),
Jingui Pan, Wencheng Wang,
Baining Guo
(Microsoft Research Asia),
- Blue Noise Sampling with Controlled Aliasing
(TOG Paper)
-
Daniel Heck,
Thomas Schlomer,
Oliver Deussen
(University of Konstanz)
- Gap Processing for Adaptive Maximal Poisson-Disk Sampling
(TOG Paper)
-
Dong-Ming Yan
(KAUST),
Peter Wonka
(Arizona State University)
- Fourier Analysis of Stochastic Sampling Strategies for Assessing Bias and Variance in Integration
-
Kartic Subr,
Jan Kautz
(University College London)
Skinning & Deformation
- Two-Layer Sparse Compression of Dense-Weight Blend Skinning
-
Binh H. Le,
Zhigang Deng
(University of Houston)
- Implicit Skinning: Real-Time Skin Deformation with Contact Modeling
-
Rodolphe Vaillant
(IRIT, Universite de Toulouse / University of Victoria),
Loic Barthe
(IRIT, Universite de Toulouse),
Gael Guennebaud
(INRIA),
Marie-Paule Cani
(LJK, Grenoble Universites, INRIA),
Damien Rhomer
(CPE Lyon, INRIA),
Brian Wyvill
(University of Victoria),
Olivier Gourmel,
(Mathias Paulin)
(IRIT, Universite de Toulouse)
- *Cages: A multi-level, multi-cage based system for mesh deformation
(TOG Paper)
-
Francisco Gonzalez,
Teresa Paradinas,
Narcis Coll,
Gustavo Patow
(Universitat de Girona)
- Cubic Mean Value Coordinates
-
Xian-Ying Li
(Tsinghua University, Beijing),
Tao Ju
(Washington University in St. Louis),
Shi-Min Hu
(Tsinghua University, Beijing)
Display Hardware
- Adaptive Image Synthesis for Compressive Displays
-
Felix Heide
(University of British Columbia),
Gordon Wetzstein,
Ramesh Raskar
(MIT Media Lab),
Wolfgang Heidrich
(University of British Columbia)
- Content-adaptive Lenticular Prints
-
James Tompkin
(Max-Planck-Institut fur Informatik),
Simon Heinzle
(Disney Research Zurich),
Jan Kautz
(University College London),
Wojciech Matusik
(Massachusetts Institute of Technology)
- 3D + 2D TV: 3D Displays With no Ghosting for Viewers Without Glasses
-
Steven Scher,
Jing Liu,
Rajan Vaish
(University of California, Santa Cruz),
Prabath Gunawardane
(Google),
James Davis
(University of California, Santa Cruz)
- AIREAL: Interactive Tactile Experiences in Free Air
-
Rajinder Sodhi
(University of Illinois),
Ivan Poupyrev,
Matthew Glisson,
Ali Israr
(Disney Research Pittsburgh)
Precomputed Rendering
- Path-Space Manipulation of Physically-Based Light Transport
-
Thorsten-Walther Schmidt,
Jan Novak,
Johannes Meng,
Anton Kaplanyan,
Tim Reiner
(Karlsruhe Institute of Technology),
Derek Nowrouzezahrai
(University of Montreal),
Carsten Dachsbacher
(Karlsruhe Institute of Technology)
- Interactive Albedo Editing in Path-Traced Volumetric Materials
(TOG Paper)
-
Milos Hasan
(Autodesk Inc.),
Ravi Ramamoorthi
(University of California at Berkeley)
- Global Illumination with Radiance Regression Functions
-
Peiran Ren
(Tsinghua University, Beijing),
Jiaping Wang,
Minmin Gong,
Stephen Lin,
Xin Tong
(Microsoft Research Asia),
Baining Guo
(Microsoft Research Asia and Tsinghua University, Beijing)
- Modular Flux Transfer: Efficient Rendering of High-Resolution Volumes with Repeated Structures
-
Shuang Zhao
(Cornell University),
Milos Hasan,
Ravi Ramamoorthi
(University of California at Berkeley),
Kavita Bala
(Cornell University)
Surface Modeling
- Toric Degenerations of Bezier Patches
(TOG Paper)
-
Luis David Garcia-Puente
(Sam Houston State University),
Frank Sottile
(Texas A&M University),
Chungang Zhu
(Dalian University of Technology)
- A Unified Interpolary Subdivision Scheme for Quadrilateral Meshes
-
Chongyang Deng
(Hangzhou Dianzi University),
Weiyin Ma
(CIty University of Hong Kong)
- A Gradient-Based Implicit Blend
(TOG Paper)
-
Olivier Gourmel,
Loic Barthe
(IRIT, Universite de Toulouse),
Marie-Paule Cani
(LJK, Grenoble Universites, INRIA),
Brian Wyvill
(University of Victoria),
Adrien Bernhardt
University of Grenoble INP-Ensimag and Laboratoire Jean Kuntzmann),
(Mathias Paulin)
(IRIT, Universite de Toulouse),
Herbert Grasberger
(University of Victoria)
3D Printing
- Spec2Fab: A Reducer-Tuner Model for Translating Specifications to 3D Prints
-
Desai Chen,
David Levin,
Pitchaya Sitthi-Amorn,
Piotr Didyk,
Wojciech Matusik
(Massachusetts Institute of Technology)
- OpenFab: A Programmable Pipeline for Multi-Material Fabrication
-
Kiril Vidimce,
Szu-Po Wang,
Jonathan Ragan-Kelley,
Wojciech Matusik
(Massachusetts Institute of Technology)
- Worst-Case Structural Analysis
-
Qingnan Zhou,
Julian Panetta,
Denis Zorin
(New York University)
- InfraStructs: Fabricating Information Inside Physical Objects for Imaging in the Terahertz Region
-
Karl Willis
(Carnegie Mellon University),
Andrew Wilson
(Microsoft Research)
Hardware Rendering
- A Hardware Unit for Fast SAH-optimised BVH Construction
-
Michael Doyle,
Colin Fowler,
Michael Manzke
(Trinity College Dublin)
- Cardinality-Constrained Texture Filtering
-
Josiah Manson,
Scott Schaefer
(Texas A&M University)
- Analytic Displacement Mapping Using Hardware Tessellation
(TOG Paper)
-
Matthias Niesner
(Friedrich-Alexander-Universitat Erlangen-Nurnberg),
Charles Loop
(Microsoft Research)
- A Sort-Based Deferred Shading Architecture for Decoupled Sampling
-
Petrik Clarberg,
Robert Toth,
Jacob Munkberg
(Intel Corporation)
Laplacians, Light Field & Layouts
- Efficient Preconditioning of Laplacian Matrices for Computer Graphics
-
Dilip Krishnan
(New York University),
Raanan Fattal
(Hebrew University of Jerusalem),
Richard Szeliski
(Microsoft Research)
- Near-Invariant Blur for Depth and 2D Motion via Time-Varying Light Field Analysis
-
Yosuke Bando
(TOSHIBA Corporation and MIT Media Lab),
Henry Holtzman,
Ramesh Raskar
(MIT Media Lab)
- Terrain Generation Using Procedural Models Based on Hydrology
-
Jean-David Genevaux,
Eric Galin,
Eric Guerin,
Adrien Peytavie
(LIRIS / Universite de Lyon),
Bedrich Benes
(Purdue University)
- Synthesis of Tiled Patterns using Factor Graphs
(TOG Paper)
-
Yi-ting Yeh,
Katherine Breeden,
Lingfeng Yang,
Matthew Fisher,
Pat Hanrahan
(Stanford University)
Appearance Fabrication
- Fabricating BRDFs at High Spatial Resolution Using Wave Optics
-
Anat Levin,
Daniel Glasner
(Weizmann Institute of Science),
Ying Xiong
(Harvard University),
Fredo Durand,
William T. Freeman,
Wojciech Matusik
(MIT CSAIL),
Todd Zickler
(Harvard University)
- Bi-Scale Appearance Fabrication
-
Yanxiang Lan
(Tsinghua University, Beijing),
Yue Dong
(Microsoft Research Asia),
Fabio Pellacini
(Dartmouth College),
Xin Tong
(Microsoft Research Asia)
- Fabricating Translucent Materials Using Continuous Pigment Mixtures
-
Marios Papas
(ETH Zurich and Disney Research Zurich),
Christian Regg,
Wojciech Jarosz,
Bernd Bickel
(Disney Research Zurich),
Philip Jackson
(Walt Disney Imagineering),
Wojciech Matusik
(MIT CSAIL),
Steve Marschner
(Cornell University),
Markus Gross
(ETH Zurich and Disney Research Zurich)
kesen.huang@gmail.com


 In-line comments scattered throughout makes it a little cluttered.
addStudentInfo: function is too long needs to be broken up
closeModal: add jsDocs
modifyStudent: all tabs are lined up. In-line comments scattered throughout makes it a little cluttered.
initialize: add jsDocs
render: add jsDocs
setStudentValue: add jsDocs
updateStudentFirstName: add jsDocs
updateStudentLastName: add jsDocs
updateStudentID: add jsDocs
updateStudentNickname: add jsDocs
updateStudentGroup: add jsDocs
updateStudentEmail: add jsDocs
updateStudentPhone: add jsDocs
saveAndClose: looks clean!
closeModifyStudent: add jsDocs
delete-student: all tabs are lined up. In-line comments scattered throughout makes it a little cluttered.
render>: add jsDocs
onShow: add jsDocs
initialize: add jsDocs
closeSelectStudent: add jsDocs
backToSelect: add jsDocs
onDeleteButton: add js Docs, remove useless comments


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