Stochastic sampling in computer graphics
ACM Transactions on Graphics (TOG)
Generating antialiased images at low sampling densities
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Hierarchical Poisson disk sampling distributions
Proceedings of the conference on Graphics interface '92
Imaging vector fields using line integral convolution
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Image-guided streamline placement
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
NPAR '02 Proceedings of the 2nd international symposium on Non-photorealistic animation and rendering
Digital Image Warping
Interactive geometry remeshing
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Anisotropic voronoi diagrams and guaranteed-quality anisotropic mesh generation
Proceedings of the nineteenth annual symposium on Computational geometry
Spherical parametrization and remeshing
ACM SIGGRAPH 2003 Papers
Anisotropic polygonal remeshing
ACM SIGGRAPH 2003 Papers
Comparing 2D Vector Field Visualization Methods: A User Study
IEEE Transactions on Visualization and Computer Graphics
A procedural object distribution function
ACM Transactions on Graphics (TOG)
A spatial data structure for fast Poisson-disk sample generation
ACM SIGGRAPH 2006 Papers
Recursive Wang tiles for real-time blue noise
ACM SIGGRAPH 2006 Papers
An alternative for Wang tiles: colored edges versus colored corners
ACM Transactions on Graphics (TOG)
ACM SIGGRAPH 2007 papers
IEEE Transactions on Visualization and Computer Graphics
Parallel Poisson disk sampling
ACM SIGGRAPH 2008 papers
ACM SIGGRAPH 2008 papers
Direct sampling on surfaces for high quality remeshing
Proceedings of the 2008 ACM symposium on Solid and physical modeling
Parallel algorithms for approximation of distance maps on parametric surfaces
ACM Transactions on Graphics (TOG)
Dual Poisson-Disk Tiling: An Efficient Method for Distributing Features on Arbitrary Surfaces
IEEE Transactions on Visualization and Computer Graphics
Poisson Disk Point Sets by Hierarchical Dart Throwing
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Capacity-constrained point distributions: a variant of Lloyd's method
ACM SIGGRAPH 2009 papers
Capacity-Constrained Voronoi Diagrams in Continuous Spaces
ISVD '09 Proceedings of the 2009 Sixth International Symposium on Voronoi Diagrams
Fast capacity constrained Voronoi tessellation
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Multi-class blue noise sampling
ACM SIGGRAPH 2010 papers
Lp Centroidal Voronoi Tessellation and its applications
ACM SIGGRAPH 2010 papers
Parallel Poisson disk sampling with spectrum analysis on surfaces
ACM SIGGRAPH Asia 2010 papers
Feature-guided image stippling
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Parallel Poisson disk sampling with spectrum analysis on surfaces
ACM SIGGRAPH Asia 2010 papers
Blue-noise point sampling using kernel density model
ACM SIGGRAPH 2011 papers
Differential domain analysis for non-uniform sampling
ACM SIGGRAPH 2011 papers
SMI 2011: Full Paper: Capacity-Constrained Delaunay Triangulation for point distributions
Computers and Graphics
Point sampling with general noise spectrum
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Applications of Geometry Processing: Blue noise sampling of surfaces
Computers and Graphics
Adaptive surface splatting for facial rendering
Computer Animation and Virtual Worlds
Analysis and synthesis of point distributions based on pair correlation
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Blue noise through optimal transport
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Efficient computation of blue noise point sets through importance sampling
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Particle-based anisotropic surface meshing
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Line segment sampling with blue-noise properties
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
PixelPie: maximal Poisson-disk sampling with rasterization
Proceedings of the 5th High-Performance Graphics Conference
ACM Transactions on Graphics (TOG)
A parallel algorithm for improving the maximal property of Poisson disk sampling
Computer-Aided Design
Improving spatial coverage while preserving the blue noise of point sets
Computer-Aided Design
Fast adaptive blue noise on polygonal surfaces
Graphical Models
A shape-aware model for discrete texture synthesis
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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Blue noise sampling is widely employed for a variety of imaging, geometry, and rendering applications. However, existing research so far has focused mainly on isotropic sampling, and challenges remain for the anisotropic scenario both in sample generation and quality verification. We present anisotropic blue noise sampling to address these issues. On the generation side, we extend dart throwing and relaxation, the two classical methods for isotropic blue noise sampling, for the anisotropic setting, while ensuring both high-quality results and efficient computation. On the verification side, although Fourier spectrum analysis has been one of the most powerful and widely adopted tools, so far it has been applied only to uniform isotropic samples. We introduce approaches based on warping and sphere sampling that allow us to extend Fourier spectrum analysis for adaptive and/or anisotropic samples; thus, we can detect problems in alternative anisotropic sampling techniques that were not yet found via prior verification. We present several applications of our technique, including stippling, visualization, surface texturing, and object distribution.