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Brian Whited

dblp:15/3846 · DBLP profile ↗
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8ranked-venue papers
4as first author
0since 2021 · last 2014
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 4 first-authorTheory of computation · 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
4 papers
Geometric modeling and processing · 48% Rendering · 47% Image and video processing · 5%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
global illumination
0.212014
Ink-and-ray: Bas-relief meshes for adding global illumination effects to hand-drawn characters · ACM Trans. Graph. 2014
Rendering
non-photorealistic rendering
0.212014
Ink-and-ray: Bas-relief meshes for adding global illumination effects to hand-drawn characters · ACM Trans. Graph. 2014
Geometric modeling and processing › shape deformation
shape morphing
0.112011
Ball-Morph: Definition, Implementation, and Comparative Evaluation · IEEE Trans. Vis. Comput. Graph. 2011
Geometric modeling and processing › shape modeling › surface modeling
surface generation
0.112010
3D ball skinning using PDEs for generation of smooth tubular surfaces · Comput. Aided Des. 2010
Geometric modeling and processing › surface processing
surface blending
0.112009
Relative blending · Comput. Aided Des. 2009
Image and video processing › video frame interpolation
interpolation
0.012011
Ball-Morph: Definition, Implementation, and Comparative Evaluation · IEEE Trans. Vis. Comput. Graph. 2011

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

optimization · 0.2bas-relief sculpture modeling · 0.2cost measures · 0.1ball-map correspondence · 0.1partial differential equations · 0.1
YearPublicationVenuePosition
2014 Ink-and-ray: Bas-relief meshes for adding global illumination effects to hand-drawn characters
abstract
We present a new approach for generating global illumination renderings of hand-drawn characters using only a small set of simple annotations. Our system exploits the concept of bas-relief sculptures, making it possible to generate 3D proxies suitable for rendering without requiring side-views or extensive user input. We formulate an optimization process that automatically constructs approximate geometry sufficient to evoke the impression of a consistent 3D shape. The resulting renders provide the richer stylization capabilities of 3D global illumination while still retaining the 2D hand-drawn look-and-feel. We demonstrate our approach on a varied set of hand-drawn images and animations, showing that even in comparison to ground-truth renderings of full 3D objects, our bas-relief approximation is able to produce convincing global illumination effects, including self-shadowing, glossy reflections, and diffuse color bleeding.
Daniel Sýkora, Ladislav Kavan, Martin Cadík, Ondrej Jamriska, Alec Jacobson, Brian Whited, Maryann Simmons, Olga Sorkine-Hornung
ACM Trans. Graph.6
2012 Smart Scribbles for Sketch Segmentation
abstract
Abstract We present ‘Smart Scribbles’—a new scribble‐based interface for user‐guided segmentation of digital sketchy drawings. In contrast to previous approaches based on simple selection strategies, Smart Scribbles exploits richer geometric and temporal information, resulting in a more intuitive segmentation interface. We introduce a novel energy minimization formulation in which both geometric and temporal information from digital input devices is used to define stroke‐to‐stroke and scribble‐to‐stroke relationships. Although the minimization of this energy is, in general, an NP‐hard problem, we use a simple heuristic that leads to a good approximation and permits an interactive system able to produce accurate labellings even for cluttered sketchy drawings. We demonstrate the power of our technique in several practical scenarios such as sketch editing, as‐rigid‐as‐possible deformation and registration, and on‐the‐fly labelling based on pre‐classified guidelines.
Gioacchino Noris, Daniel Sýkora, Arik Shamir, Stelian Coros, Brian Whited, Maryann Simmons, Alexander Sorkine-Hornung, Markus Gross 0001, Robert W. Sumner
Comput. Graph. Forum5
2011 Ball-Morph: Definition, Implementation, and Comparative Evaluation
abstract
We define b-compatibility for planar curves and propose three ball morphing techniques between pairs of b-compatible curves. Ball-morphs use the automatic ball-map correspondence, proposed by Chazal et al., from which we derive different vertex trajectories (linear, circular, and parabolic). All three morphs are symmetric, meeting both curves with the same angle, which is a right angle for the circular and parabolic. We provide simple constructions for these ball-morphs and compare them to each other and other simple morphs (linear-interpolation, closest-projection, curvature-interpolation, Laplace-blending, and heat-propagation) using six cost measures (travel-distance, distortion, stretch, local acceleration, average squared mean curvature, and maximum squared mean curvature). The results depend heavily on the input curves. Nevertheless, we found that the linear ball-morph has consistently the shortest travel-distance and the circular ball-morph has the least amount of distortion.
Brian Whited, Jarek Rossignac
IEEE Trans. Vis. Comput. Graph.1
2010 3D ball skinning using PDEs for generation of smooth tubular surfaces
Gregory Slabaugh, Brian Whited, Jarek Rossignac, Tong Fang, Gozde Unal
Comput. Aided Des.2
2010 BetweenIT: An Interactive Tool for Tight Inbetweening
abstract
Abstract The generation of inbetween frames that interpolate a given set of key frames is a major component in the production of a 2D feature animation. Our objective is to considerably reduce the cost of the inbetweening phase by offering an intuitive and effective interactive environment that automates inbetweening when possible while allowing the artist to guide, complement, or override the results.Tightinbetweens, which interpolate similar key frames, are particularly time‐consuming and tedious to draw. Therefore, we focus on automating these high‐precision and expensive portions of the process. We have designed a set of user‐guided semi‐automatic techniques that fit well with current practice and minimize the number of required artist‐gestures. We present a novel technique for stroke interpolation from only two keys which combines a stroke motion constructed from logarithmic spiral vertex trajectories with a stroke deformation based on curvature averaging and twisting warps. We discuss our system in the context of a feature animation production environment and evaluate our approach with real production data.
Brian Whited, Gioacchino Noris, Maryann Simmons, Robert W. Sumner, Markus Gross 0001, Jarek Rossignac
Comput. Graph. Forum1
2009 b-morphs between b-compatible curves in the plane
abstract
We define b-compatibility for planar curves and propose three ball morphing techniques (b-morphs) between pairs of b-compatible curves. B-morphs use the automatic ball-map correspondence, proposed by Chazal et al. [12], from which they derive vertex trajectories (Linear, Circular, Parabolic). All are symmetric, meeting both curves with the same angle, which is a right angle for the Circular and Parabolic. We provide simple constructions for these b-morphs using the maximal disks in the finite region bounded by the two curves. We compare the b-morphs to each other and to other simple morphs (Linear Interpolation (LI), Closest Projection (CP), Curvature Interpolation (CI), Laplace Blending (LB), Heat Propagation (HP)) using seven measures of quality deficiency (travel distance, distortion, stretch, local acceleration, surface area, average curvature, maximal curvature). We conclude that the ratios of these measures depends heavily on the test case, especially for LI, CI, and LB, which compute correspondence from a uniform geodesic parameterization. Nevertheless, we found that the Linear b-morph has consistently the shortest travel distance and that the Circular b-morph has the least amount of distortion.
Brian Whited, Jarek Rossignac
Symposium on Solid and Physical Modeling1
2009 Relative blending
Brian Whited, Jarek Rossignac
Comput. Aided Des.1
2008 Variational Skinning of an Ordered Set of Discrete 2D Balls
Gregory Slabaugh, Gozde Unal, Tong Fang, Jarek Rossignac, Brian Whited
GMP5