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Peter Comninos

dblp:08/337 · DBLP profile ↗
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15ranked-venue papers
5as first author
0since 2021 · last 2015
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 14 · 5 first-authorHuman-computer interaction and ubiquitous computing · 2Applied, interdisciplinary, general and emerging computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Geometric modeling and processing · 76% Computer animation and physical simulation · 24%

Topics — the 2 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › shape deformation
shape evolution
0.212015
Space-Time Transfinite Interpolation of Volumetric Material Properties · IEEE Trans. Vis. Comput. Graph. 2015
Computer animation and physical simulation
mesh animation
0.012010
Real-time controlled metamorphosis of animated meshes using polygonal-functional hybrids · SIGGRAPH ASIA (Sketches) 2010

Methods — techniques the papers use, named apart from their topics

transfinite interpolation · 0.2scalar fields · 0.2skeletal animation · 0.1polygonal-functional hybrids · 0.1
YearPublicationVenuePosition
2015 Space-Time Transfinite Interpolation of Volumetric Material Properties
abstract
The paper presents a novel technique based on extension of a general mathematical method of transfinite interpolation to solve an actual problem in the context of a heterogeneous volume modelling area. It deals with time-dependent changes to the volumetric material properties (material density, colour, and others) as a transformation of the volumetric material distributions in space-time accompanying geometric shape transformations such as metamorphosis. The main idea is to represent the geometry of both objects by scalar fields with distance properties, to establish in a higher-dimensional space a time gap during which the geometric transformation takes place, and to use these scalar fields to apply the new space-time transfinite interpolation to volumetric material attributes within this time gap. The proposed solution is analytical in its nature, does not require heavy numerical computations and can be used in real-time applications. Applications of this technique also include texturing and displacement mapping of time-variant surfaces, and parametric design of volumetric microstructures.
Mathieu Sanchez, Oleg Fryazinov, Valery Adzhiev, Peter Comninos, Alexander A. Pasko
IEEE Trans. Vis. Comput. Graph.4
2014 SHIVA: Virtual Sculpting and 3D Printing for Disabled Children
abstract
In this paper we present the SHIVA project which was designed to provide virtual sculpting tools for children with complex disabilities, to allow them to engage with artistic and creative activities that they might otherwise never be able to access. Modern 3D printing then allows us to physically build their creations. To achieve this, we combined our expertise in education, accessible technology, user interfaces and geometric modelling. We built a generic accessible graphical user interface (GUI), a suitable geometric modelling system and used these to produce two prototype modelling systems. These tools were deployed in a school for students with disabilities and are being used for a variety of educational purposes. In this paper, we present the project's motivations, approach and implementation details together with initial results, including 3D printed objects designed by children with disabilities.
Leigh McLoughlin, Oleg Fryazinov, Mark Moseley, Mathieu Sanchez, Valery Adzhiev, Peter Comninos, Alexander A. Pasko
ICCE6
2014 Controlled Metamorphosis Between Skeleton-Driven Animated Polyhedral Meshes of Arbitrary Topologies
abstract
Abstract Enabling animators to smoothly transform between animated meshes of differing topologies is a long‐standing problem in geometric modelling and computer animation. In this paper, we propose a new hybrid approach built upon the advantages of scalar field‐based models (often called implicit surfaces) which can easily change their topology by changing their defining scalar field. Given two meshes, animated by their rigging‐skeletons, we associate each mesh with its own approximating implicit surface. This implicit surface moves synchronously with the mesh. The shape‐metamorphosis process is performed in several steps: first, we collapse the two meshes to their corresponding approximating implicit surfaces, then we transform between the two implicit surfaces and finally we inverse transition from the resulting metamorphosed implicit surface to the target mesh. The examples presented in this paper demonstrating the results of the proposed technique were implemented using an in‐house plug‐in for Maya™.
Denis Kravtsov, Oleg Fryazinov, Valery Adzhiev, Alexander A. Pasko, Peter Comninos
Comput. Graph. Forum5
2010 Real-time controlled metamorphosis of animated meshes using polygonal-functional hybrids
abstract
Polygonal models are widely used in computer animation. Static polygonal models are commonly animated using an underlying skeleton controlling the deformation of the mesh. This technique, known as skeletal animation, allows the artist to produce complex animation sequences in a relatively easy way. However, performing complex transitions between arbitrary animated meshes remains a challenging problem. There is a set of established techniques to perform metamorphosis (3D morphing) between static 3D meshes [Lazarus and Verroust 1998], but most of these can not be easily applied to animated meshes. The approach presented in this poster allows us to produce with great ease metamorphosing transitions between animated meshes of arbitrary topology using polygonal-functional hybrids [Kravtsov et al. 2010a]. Our technique uses the meshes of the objects as well as their skeleton animations. As a result we are able to generate metamorphosis animations of time-varying meshes of arbitrary topologies in near real-time.
Denis Kravtsov, Oleg Fryazinov, Valery Adzhiev, Alexander A. Pasko, Peter Comninos
SIGGRAPH ASIA (Sketches)5
2010 Educating technophile artists and artophile technologists: A successful experiment in higher education
Peter Comninos, Leigh McLoughlin, Eike Falk Anderson
Comput. Graph.1
2010 Fast reliable interrogation of procedurally defined implicit surfaces using extended revised affine arithmetic
Oleg Fryazinov, Alexander A. Pasko, Peter Comninos
Comput. Graph.3
2010 Embedded Implicit Stand-Ins for Animated Meshes: A Case of Hybrid Modelling
abstract
Abstract In this paper, we address shape modelling problems, encountered in computer animation and computer games development that are difficult to solve just using polygonal meshes. Our approach is based on a hybrid‐modelling concept that combines polygonal meshes with implicit surfaces. A hybrid model consists of an animated polygonal mesh and an approximation of this mesh by a convolution surface stand‐in that is embedded within it or is attached to it. The motions of both objects are synchronised using a rigging skeleton. We model the interaction between an animated mesh object and a viscoelastic substance, which is normally represented in an implicit form. Our approach is aimed at achieving verisimilitude rather than physically based simulation. The adhesive behaviour of the viscous object is modelled using geometric blending operations on the corresponding implicit surfaces. Another application of this approach is the creation of metamorphosing implicit surface parts that are attached to an animated mesh. A prototype implementation of the proposed approach and several examples of modelling and animation with near real‐time preview times are presented.
Denis Kravtsov, Oleg Fryazinov, Valery Adzhiev, Alexander A. Pasko, Peter Comninos
Comput. Graph. Forum5
2005 Heterogeneous Objects Modelling and Rendering Using Implicit Complexes
abstract
This paper describes a technology for modelling and rendering heterogeneous objects containing entities of various dimensionalities within a cellular-functional framework based on the implicit complex notion. Implicit complexes make it possible to combine a cellular representation and a constructive function representation. We describe a formal framework for such a hybrid representation and propose a general structure for implicit complexes. Then, we consider how an implicit complex can be described geometrically and topologically along with its associated attributes. Rendering algorithms for implicit complexes using ray-tracing are also discussed. Finally, we present a case study illustrating the proposed methods and algorithms.
Elena L. Kartasheva, Valery Adzhiev, Peter Comninos, Alexander A. Pasko, Benjamin Schmitt
IV3
2005 Functionally based augmented sculpting
abstract
In this paper we describe an approach to computer-aided sculpting concerned with the creation and modification of digital models based on physical abstract sculptures. We begin by presenting a survey of current methods for the creation of computer-aided sculptured artefacts. Then we proceed to present some original methods and tools based on the function representation of geometric models. We introduce a specialized computer language, named HyperFun, which facilitates the modelling of complex objects. As well as presenting computer-generated animated models of pre-existing sculptures by Russian artist Igor Seleznev, we also show how some interesting novel shapes can be generated using the HyperFun system. Finally we outline two advanced projects concerned with creating a sculpture-based augmented reality which allows for the interactive participation of the observer. In this paper, we present experimental results, which hopefully have some artistic appeal. These results were produced by an international team of researchers and students collaborating through the Internet. Copyright © 2005 John Wiley & Sons, Ltd.
Valery Adzhiev, Peter Comninos, Maxim Kazakov, Alexander A. Pasko
Comput. Animat. Virtual Worlds2
2004 PDE blending surfaces with C2 continuity
Lihua You, Peter Comninos, Jian J. Zhang 0001
Comput. Graph.2
2004 Blending surface generation using a fast and accurate analytical solution of a fourth-order PDE with three shape control parameters
Lihua You, Jian J. Zhang 0001, Peter Comninos
Vis. Comput.3
2001 An interpolating piecewise bicubic surface with shape parameters
Peter Comninos
Comput. Graph.1
1985 Computer animation in interior and industrial design
Peter Comninos
Comput. Graph.1
1985 The Eurographics 84 Computer Art and Animation Competition
Peter Comninos
Comput. Graph. Forum1
1980 C. G .A. L
abstract
C.G.A.L. stands for Computer Graphics and Animation Language, and as its name implies, it is a computer language especially designed to help the user produce still and animated pictures with a Digital Computer. The major design objective of this language was to allow non-programmers to communicate with the computer and to instruct it to produce Graphic Output for them.
Peter Comninos, Graeme Webster
Eurographics1