Stochastic sampling in computer graphics
ACM Transactions on Graphics (TOG)
SIAM Journal on Computing
Spectrally optimal sampling for distribution ray tracing
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Using particles to sample and control implicit surfaces
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
An algebraic condition for the separation of two ellipsoids
Computer Aided Geometric Design
Tight cocone: a water-tight surface reconstructor
SM '03 Proceedings of the eighth ACM symposium on Solid modeling and applications
SMI '03 Proceedings of the Shape Modeling International 2003
Wang Tiles for image and texture generation
ACM SIGGRAPH 2003 Papers
Fast hierarchical importance sampling with blue noise properties
ACM SIGGRAPH 2004 Papers
Fast exact and approximate geodesics on meshes
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2005 Papers
Efficient collision detection for moving ellipsoids using separating planes
Computing - Geometric modelling dagstuhl 2002
Geodesic Remeshing Using Front Propagation
International Journal of Computer Vision
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
ACM SIGGRAPH 2007 papers
Fast Poisson disk sampling in arbitrary dimensions
ACM SIGGRAPH 2007 sketches
IEEE Transactions on Visualization and Computer Graphics
Parallel Poisson disk sampling
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
Least squares quantization in PCM
IEEE Transactions on Information Theory
Stratified point sampling of 3D models
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
Point sampling with uniformly distributed lines
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
Multi-class blue noise sampling
ACM SIGGRAPH 2010 papers
Parallel Poisson disk sampling with spectrum analysis on surfaces
ACM SIGGRAPH Asia 2010 papers
Anisotropic blue noise sampling
ACM SIGGRAPH Asia 2010 papers
Applications of Geometry Processing: Blue noise sampling of surfaces
Computers and Graphics
3D puppetry: a kinect-based interface for 3D animation
Proceedings of the 25th annual ACM symposium on User interface software and technology
Adaptive maximal Poisson-disk sampling on surfaces
SIGGRAPH Asia 2012 Technical Briefs
PixelPie: maximal Poisson-disk sampling with rasterization
Proceedings of the 5th High-Performance Graphics Conference
Gap processing for adaptive maximal poisson-disk sampling
ACM Transactions on Graphics (TOG)
A parallel algorithm for improving the maximal property of Poisson disk sampling
Computer-Aided Design
Fast adaptive blue noise on polygonal surfaces
Graphical Models
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In this paper we present dart throwing algorithms to generate maximal Poisson disk point sets directly on 3D surfaces. We optimize dart throwing by efficiently excluding areas of the domain that are already covered by existing darts. In the case of triangle meshes, our algorithm shows dramatic speed improvement over comparable sampling methods. The simplicity of our basic algorithm naturally extends to the sampling of other surface types, including spheres, NURBS, subdivision surfaces, and implicits. We further extend the method to handle variable density points, and the placement of arbitrary ellipsoids without overlap. Finally, we demonstrate how to adapt our algorithm to work with geodesic instead of Euclidean distance. Applications for our method include fur modeling, the placement of mosaic tiles and polygon remeshing.