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dc.contributor.authorSik, Martinen_US
dc.contributor.authorKrivanek, Jaroslaven_US
dc.contributor.editorBruno Levy and Xin Tong and KangKang Yinen_US
dc.date.accessioned2014-01-27T18:18:12Z
dc.date.available2014-01-27T18:18:12Z
dc.date.issued2013en_US
dc.identifier.isbn978-3-905674-50-7en_US
dc.identifier.urihttp://dx.doi.org/10.2312/PE.PG.PG2013short.017-022en_US
dc.description.abstractWe present a simple and fast algorithm for generating randomly distributed points on a triangle mesh with probability density specified by a two-dimensional texture. Efficiency is achieved by resampling the density texture on an adaptively subdivided version of the input mesh. This allows us to generate the samples up to 40 x faster than the rejection sampling algorithm, the fastest existing alternative. We demonstrate the algorithm in two applications: fast placement of hair roots on a surface and sampling of illumination from a complex luminaire. Part of our mesh sampling procedure is a new general acceleration technique for drawing samples from a 1D discrete probability distribution whose utility extends beyond the mesh sampling problem.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.5 [Computer Graphics]en_US
dc.subjectComputational Geometry and Object Modelingen_US
dc.subjectSurfaces and object representationsen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectColoren_US
dc.subjectshadingen_US
dc.subjectshadowingen_US
dc.subjectand textureen_US
dc.titleFast Random Sampling of Triangular Meshesen_US
dc.description.seriesinformationPacific Graphics Short Papersen_US


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