@article{Fleishman:2003:BMD,
author = {Shachar Fleishman and Iddo Drori and Daniel Cohen-Or},
title = {Bilateral Mesh Denoising},
journal = {ACM Transactions on Graphics (Proceedings of ACM SIGGRAPH 2003)},
volume = {22},
number = {3},
pages = {950--953},
year = {2003}
}
@article{Fleishman:2003:PPSS,
author = {Shachar Fleishman and Daniel Cohen-Or and Marc Alexa and Cl\&\#225;udio T. Silva},
title = {Progressive point set surfaces},
journal = {ACM Trans. Graph.},
volume = {22},
number = {4},
year = {2003},
issn = {0730-0301},
pages = {997--1011},
doi = {http://doi.acm.org/10.1145/944020.944023},
publisher = {ACM Press},
}
@article{Alexa:2003:CRP,
author = {M. Alexa and J. Behr and D. Cohen-Or and S. Fleishman and D. Levin and C. T. Silva},
title = {Computing and Rendering Point set surfaces },
journal = {IEEE Transactions on Visualization and Computer Graphics},
year = {2003},
month = {January},
pages = {3--15},
volume=9,
number=1,
publisher = {IEEE Educational Activities Department},
}
@InProceedings{Correa:2002:TPA,
author = {Wagner T. Corr\^{e}a and Shachar Fleishman and Cl\'{a}udio T. Silva},
title = {Towards Point-Based Acquisition and Rendering of Large Real-World Environments},
booktitle = {Proceedings of the 15th Brazilian Symposium on Computer Graphics and Image Processing},
year = 2002,
}
@inproceedings{Alexa:2001:PSS,
author = {M. Alexa and J. Behr and D. Cohen-Or and S. Fleishman and D. Levin and C. T. Silva},
title = {Point set surfaces },
booktitle = {IEEE Visualization 2001},
year = {2001},
month = {October},
pages = {21--28},
location = {San Diego, California},
publisher = {IEEE Computer Society},
}
@article{Park:2000:COI,
author = {Tae-Joon Park and Shachar Fleishman and Daniel Cohen-Or and Dani Lischinski},
title = {Compression of Indoor Video Sequences using Homography-based Segmentation},
journal = {8th Pacific Conference on Computer Graphics and Applications},
year = {2000},
month = {October},
publisher = {IEEE},
pages = {291--299},
note = {ISBN 0-7695-0868-5},
keywords = {video compression, planar homography, edge detection, image segmentation, optical flow, motion prediction, image-based rendering},
annote = {We present a new compression algorithm for video sequences of indoor scenes, or more generally, sequences containing mostly planar and near-planar surfaces. Our approach utilizes edge and optical flow information in order to segment selected keyframes into regions of general shape, such that the motion of each region is predicted well by a planar homography. With this kind of motion prediction, the errors between the predicted intermediate frames and the actual ones are very small, and can be compactly encoded. Our results demonstrate significant improvements in the accuracy of the compressed video sequences, compared to standard general-purpose video compression. },
}
@article{CohenOr:1999:DCF,
author = {Daniel Cohen-Or and Yair Mann and Shachar Fleishman},
title = {Deep Compression for Streaming Texture Intensive Animations},
journal = {Proceedings of SIGGRAPH 99},
series = {Computer Graphics Proceedings, Annual Conference Series},
year = {August 1999},
editor = {Alyn Rockwood},
publisher = {Addison Wesley Longman},
pages = {261--268},
note = {ISBN 0-20148-560-5. Held in Los Angeles, California.},
keywords = {compression, MPEG, streaming, virtual environment, image-based rendering},
annote = {This paper presents a streaming technique for
synthetic texture intensive 3D animation sequences. There is a
short latency time while downloading the animation, until an
initial fraction of the compressed data is read by the
client. As the animation is played, the remainder of the data
is streamed online seamlessly to the client. The technique
exploits frame-to-frame coherence for transmitting geometric
and texture streams. Instead of using the original textures of
the model, the texture stream consists of view-dependent
textures which are generated by rendering offline nearby
views. These textures have a strong temporal coherency and can
thus be well compressed. As a consequence, the bandwidth of the
stream of the view-dependent textures is narrow enough to be
transmitted together with the geometry stream over a low
bandwidth network. These two streams maintain a small online
cache of geometry and view-dependent textures from which the
client renders the walk-through sequence in real-time. The
overall data transmitted over the network is an order of
magnitude smaller than an MPEG post-rendered sequence with an
equivalent image quality.
},
}
@article{Fleishman:1999:NAV,
author = {Shachar Fleishman and Baoquan Chen and Arie Kaufman and Daniel Cohen--Or},
title = {Navigating Through Sparse Views},
journal = {ACM Symposium on Virtual Reality Software and Technology},
pages="82--87",
month= "Dec",
year = 1999,
note = {Held in London, UK}
}
@article{Fleishman:1999:ACP,
author = {Shachar Fleishman and Daniel Cohen-Or and Dani Lischinski},
title = {Automatic Camera Placement for Image-Based Modeling },
journal = {Computer Graphics Forum},
year = 2000,
month="Jun",
pages="101--110",
volume=19,
number=2
}
@article{Cohen-Or:1995:AIA,
author = {Daniel Cohen-Or and Shachar Fleishman},
title = {An Incremental Alignment Algorithm for Parallel Volume Rendering},
volume = {14},
number = {3},
journal = {Computer Graphics Forum},
year = {August 1995},
editor = {Frits Post and Martin G{\"o}bel},
publisher = {Blackwell Publishers},
pages = {123--134},
note = {ISSN 1067-7055},
keywords = {volume rendering, parallel algorithms, parallel rendering, distributed memory, ray casting},
annote = {This paper introduces a data distribution scheme
and an alignment algorithm for parallel volume rendering. The
algorithm performs a single wrap-around shear transformation
which requires only a regular inter-processor communication
pattern. The alignment can be implemented incrementally
consisting of short distance shifts, thus significantly
reducing the communication overhead. The alignment process is a
non-destructive transformation, consisting of a single
non-scaling shear operation. This is a unique feature which
provides the basis for the incremental algorithm. Proceedings
of Eurographics '95.
},
}