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Nora S. Willett

dblp:207/5416 · DBLP profile ↗
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7ranked-venue papers
6as first author
2since 2021 · last 2024
0000-0002-3932-2758ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 5 · 5 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021Applied, 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
5 papers
Computer animation and physical simulation · 42% Visual content generation and editing · 40% Geometric modeling and processing · 17%
Human-computer interaction and pervasive computing
3 papers
Interaction techniques and input · 100%

Topics — the 3 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visual content generation and editing
stylization
0.812024
Stylizing Ribbons: Computing Surface Contours With Temporally Coherent Orientations · IEEE Trans. Vis. Comput. Graph. 2024
Geometric modeling and processing › shape representation
surface contours
0.812024
Stylizing Ribbons: Computing Surface Contours With Temporally Coherent Orientations · IEEE Trans. Vis. Comput. Graph. 2024
Computer animation and physical simulation › character animation
secondary motion
0.312017
Secondary Motion for Performed 2D Animation · UIST 2017

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

trimming · 0.8temporally coherent orientation · 0.8curve offsetting · 0.8texture element extraction · 0.7image segmentation · 0.7edit propagation · 0.7curve tracking · 0.7predictive triggering model · 0.6physically-inspired rigging · 0.6parameterized control · 0.6multi-touch interaction · 0.6multitouch interaction · 0.3
YearPublicationVenuePosition
2024 Stylizing Ribbons: Computing Surface Contours With Temporally Coherent Orientations
abstract
Line work is a core element for the stylization of computer animations used by recent shows. However, existing stylization techniques are limited to edge treatments based on brush strokes or textures applied solely on top of curves. In this work, we propose new stylization effects by offering artists direct control over the inside and outside of surface contours. To this end, we introduce a method that creates ribbons, geometry strips of possibly varying width, that extrude from each side of the surface contour with temporally coherent orientations. Our contributions include the generation of spatially and temporally consistent normal orientations along visible contours and a trimming routine that converts arrangements of offset curves into ribbons free of intersections. We demonstrate the expressiveness and versatility of stylized ribbons by applying various effects on both character and shadow edges from animation sequences.
Nora S. Willett, Fernando de Goes, Kurt Fleischer, Mark Meyer, Chris Burrows 0001
IEEE Trans. Vis. Comput. Graph.1
2023 CurveCrafter: A System for Animated Curve Manipulation
abstract
Linework on 3D animated characters is an important aspect of stylized looks for films. We present CurveCrafter, a system allowing animators to create new lines on 3D models and to edit the shape and opacity of silhouette curves. Our tools allow users to draw, redraw, erase, edit and retime user created curves. Silhouette curves can have their shape edited or reverted, and their opacity erased or revealed. Our algorithm for propagating edits over tracked silhouette curves ensures temporal consistency even as curves expand and merge. Five professional animators used our system to animate lines on three shots with different characters. Additionally, the effects lead from the short film Pete used our system to more easily recreate edits on a film shot. CurveCrafter was able to successfully enhance the resulting animations with additional linework.
Nora S. Willett, Kurt Fleischer, Haldean Brown, Ilene L. E, Mark Meyer
UIST1
2020 Pose2Pose: pose selection and transfer for 2D character animation
abstract
An artist faces two challenges when creating a 2D animated character to mimic a specific human performance. First, the artist must design and draw a collection of artwork depicting portions of the character in a suitable set of poses, for example arm and hand poses that can be selected and combined to express the range of gestures typical for that person. Next, to depict a specific performance, the artist must select and position the appropriate set of artwork at each moment of the animation. This paper presents a system that addresses these challenges by leveraging video of the target human performer. Our system tracks arm and hand poses in an example video of the target. The UI displays clusters of these poses to help artists select representative poses that capture the actor's style and personality. From this mapping of pose data to character artwork, our system can generate an animation from a new performance video. It relies on a dynamic programming algorithm to optimize for smooth animations that match the poses found in the video. Artists used our system to create four 2D characters and were pleased with the final automatically animated results. We also describe additional applications addressing audio-driven or text-based animations.
Nora S. Willett, Hijung Shin, Zeyu Jin, Wilmot Li, Adam Finkelstein
IUI1
2018 A Mixed-Initiative Interface for Animating Static Pictures
abstract
We present an interactive tool to animate the visual elements of a static picture, based on simple sketch-based markup. While animated images enhance websites, infographics, logos, e-books, and social media, creating such animations from still pictures is difficult for novices and tedious for experts. Creating automatic tools is challenging due to ambiguities in object segmentation, relative depth ordering, and non-existent temporal information. With a few user drawn scribbles as input, our mixed initiative creative interface extracts repetitive texture elements in an image, and supports animating them. Our system also facilitates the creation of multiple layers to enhance depth cues in the animation. Finally, after analyzing the artwork during segmentation, several animation processes automatically generate kinetic textures that are spatio-temporally coherent with the source image. Our results, as well as feedback from our user evaluation, suggest that our system effectively allows illustrators and animators to add life to still images in a broad range of visual styles.
Nora S. Willett, Rubaiat Habib Kazi, George W. Fitzmaurice, Adam Finkelstein, Tovi Grossman
UIST1
2017 Secondary Motion for Performed 2D Animation
abstract
When bringing animated characters to life, artists often augment the primary motion of a figure by adding secondary animation -- subtle movement of parts like hair, foliage or cloth that complements and emphasizes the primary motion. Traditionally, artists add secondary motion to animated illustrations only through arduous manual effort, and often eschew it entirely. Emerging ``live' performance applications allow both novices and experts to perform the primary motion of a character, but only a virtuoso performer could manage the degrees of freedom needed to specify both primary and secondary motion together. This paper introduces physically-inspired rigs that propagate the primary motion of layered, illustrated characters to produce plausible secondary motion. These composable elements are rigged and controlled via a small number of parameters to produce an expressive range of effects. Our approach supports a variety of the most common secondary effects, which we demonstrate with an assortment of characters of varying complexity.
Nora S. Willett, Wilmot Li, Jovan Popovic, Floraine Berthouzoz, Adam Finkelstein
UIST1
2017 Triggering Artwork Swaps for Live Animation
abstract
Live animation of 2D characters is a new form of storytelling that has started to appear on streaming platforms and broadcast TV. Unlike traditional animation, human performers control characters in real time so that they can respond and improvise to live events. Current live animation systems provide a range of animation controls, such as camera input to drive head movements, audio for lip sync, and keyboard shortcuts to trigger discrete pose changes via artwork swaps. However, managing all of these controls during a live performance is challenging. In this work, we present a new interactive system that specifically addresses the problem of triggering artwork swaps in live settings. Our key contributions are the design of a multi-touch triggering interface that overlays visual triggers around a live preview of the character, and a predictive triggering model that leverages practice performances to suggest pose transitions during live performances. We evaluate our system with quantitative experiments, a user study with novice participants, and interviews with professional animators.
Nora S. Willett, Wilmot Li, Jovan Popovic, Adam Finkelstein
UIST1
2016 Machine Learning for Characterization of Insect Vector Feeding
abstract
Insects that feed by ingesting plant and animal fluids cause devastating damage to humans, livestock, and agriculture worldwide, primarily by transmitting pathogens of plants and animals. The feeding processes required for successful pathogen transmission by sucking insects can be recorded by monitoring voltage changes across an insect-food source feeding circuit. The output from such monitoring has traditionally been examined manually, a slow and onerous process. We taught a computer program to automatically classify previously described insect feeding patterns involved in transmission of the pathogen causing citrus greening disease. We also show how such analysis contributes to discovery of previously unrecognized feeding states and can be used to characterize plant resistance mechanisms. This advance greatly reduces the time and effort required to analyze insect feeding, and should facilitate developing, screening, and testing of novel intervention strategies to disrupt pathogen transmission affecting agriculture, livestock and human health.
Denis S. Willett, Justin George, Nora S. Willett, Lukasz L. Stelinski, Stephen L. Lapointe
PLoS Comput. Biol.3