Demo Data from VLDB 2026 / reviewers in the wild / expert
Michael A. Kowalski
dblp:34/1374
· DBLP profile ↗
4ranked-venue papers
2as first author
0since 2021 · last 2002
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-authorHuman-computer interaction and ubiquitous computing · 3 · 2 first-author
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
3 papers |
Rendering · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Interaction techniques and input · 100% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
non-photorealistic rendering |
0.1 | 3 | 2002 | WYSIWYG NPR: drawing strokes directly on 3D models · ACM Trans. Graph. 2002 Art-based Rendering of Fur, Grass, and Trees · SIGGRAPH 1999 Real-time nonphotorealistic rendering · SIGGRAPH 1997 |
Rendering
stroke-based rendering |
0.1 | 2 | 2002 | WYSIWYG NPR: drawing strokes directly on 3D models · ACM Trans. Graph. 2002 Art-based Rendering of Fur, Grass, and Trees · SIGGRAPH 1999 |
Rendering
procedural texture synthesis |
0.0 | 1 | 1999 | Art-based Rendering of Fur, Grass, and Trees · SIGGRAPH 1999 |
Rendering
visibility computation |
0.0 | 1 | 1997 | Real-time nonphotorealistic rendering · SIGGRAPH 1997 |
Methods — techniques the papers use, named apart from their topics
view-dependent stroke adaptation · 0.1stroke-based rendering · 0.0procedural textures · 0.0singular map topology · 0.0appel's hidden-line algorithm · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2002 | WYSIWYG NPR: drawing strokes directly on 3D modelsabstractWe present a system that lets a designer directly annotate a 3D model with strokes, imparting a personal aesthetic to the non-photorealistic rendering of the object. The artist chooses a "brush" style, then draws strokes over the model from one or more viewpoints. When the system renders the scene from any new viewpoint, it adapts the number and placement of the strokes appropriately to maintain the original look. Robert D. Kalnins, Lee Markosian, Barbara J. Meier, Michael A. Kowalski, Joseph C. Lee, Phillip L. Davidson, Matthew Webb, John F. Hughes, Adam Finkelstein |
ACM Trans. Graph. | 4 |
| 2001 | User-guided composition effects for art-based renderingabstractWe apply simple techniques from traditional artistic composition to the art-based rendering of interactive 3D scenes. A human scene-modeler makes choices about composition in a scene and our sys-tem dynamically adjusts the rendering attributes of objects in the scene to achieve the desired effects for a given view. We can selec-tively group scene elements through shared tone, color, and outline, so as to simplify and structure an image. This can be used, together with controlled level of detail, to emphasize important objects. Fi-nally, we show a technique for adaptively changing color or other attributes to control the contrast of adjacent elements in the pic-ture. We also briefly discuss ideas about larger-scale compositional issues. Michael A. Kowalski, John F. Hughes, Cynthia Beth Rubin, Jun Ohya |
SI3D | 1 |
| 1999 | Art-based Rendering of Fur, Grass, and TreesabstractArtists and illustrators can evoke the complexity of fur or vegetation with relatively few well-placed strokes. We present an algorithm that uses strokes to render 3D computer graphics scenes in a stylized manner suggesting the complexity of the scene without representing it explicitly. The basic algorithm is customizable to produce a range of effects including fur, grass and trees, as we demonstrate in this paper and accompanying video. The algorithm is implemented within a broader framework that supports procedural stroke-based textures on polyhedral models. It renders moderately complex scenes at multiple frames per second on current graphics workstations, and provides some interframe coherence. CR Categories and Subject Descriptors: I.3.3: Computer Graphics: Picture/Image Generation; line and curve generation; bitmap and frambuffer operations; I.3.5 Computer Graphics: Computational Geometry and Object Modeling: curve, surface, solid, and object representations; I.3.7: Three-Dimens... Michael A. Kowalski, Lee Markosian, J. D. Northrup, Lubomir D. Bourdev, Ronen Barzel, Loring Holden, John F. Hughes |
SIGGRAPH | 1 |
| 1997 | Real-time nonphotorealistic renderingabstractNonphotorealistic rendering (NPR) can help make comprehensible but simple pictures of complicated objects by employing an econ-omy of line. But current nonphotorealistic rendering is primarily a batch process. This paper presents a real-time nonphotorealistic renderer that deliberately trades accuracy and detail for speed. Our renderer uses a method for determining visible lines and surfaces which is a modification of Appel’s hidden-line algorithm, with im-provements which are based on the topology of singular maps of a surface into the plane. The method we describe for determining visibility has the potential to be used in any NPR system that re-quires a description of visible lines or surfaces in the scene. The major contribution of this paper is thus to describe a tool which can significantly improve the performance of these systems. We demon-strate the system with several nonphotorealistic rendering styles, all of which operate on complex models at interactive frame rates. Lee Markosian, Michael A. Kowalski, Daniel Goldstein, Samuel J. Trychin, John F. Hughes, Lubomir D. Bourdev |
SIGGRAPH | 2 |