dc.contributor.author | Sik, Martin | en_US |
dc.contributor.author | Krivanek, Jaroslav | en_US |
dc.contributor.editor | Bruno Levy and Xin Tong and KangKang Yin | en_US |
dc.date.accessioned | 2014-01-27T18:18:12Z | |
dc.date.available | 2014-01-27T18:18:12Z | |
dc.date.issued | 2013 | en_US |
dc.identifier.isbn | 978-3-905674-50-7 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/PE.PG.PG2013short.017-022 | en_US |
dc.description.abstract | We 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.publisher | The Eurographics Association | en_US |
dc.subject | I.3.5 [Computer Graphics] | en_US |
dc.subject | Computational Geometry and Object Modeling | en_US |
dc.subject | Surfaces and object representations | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Color | en_US |
dc.subject | shading | en_US |
dc.subject | shadowing | en_US |
dc.subject | and texture | en_US |
dc.title | Fast Random Sampling of Triangular Meshes | en_US |
dc.description.seriesinformation | Pacific Graphics Short Papers | en_US |