Ronen Barzel

dblp:39/6742 · DBLP profile ↗
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7ranked-venue papers
2as first author
0since 2021 · last 2002
0000-0003-3152-6585ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 1 first-authorHuman-computer interaction and ubiquitous computing · 4 · 1 first-authorSoftware engineering, systems software and programming languages · 1 · 1 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
4 papers
Rendering · 40% Geometric modeling and processing · 37% Computational photography and imaging · 18%
Human-computer interaction and pervasive computing
2 papers
Interaction techniques and input · 82% User interface design and tools · 18%

Topics — the 10 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computational photography and imaging
geometric warping
0.012002
A framework for geometric warps and deformations · ACM Trans. Graph. 2002
Geometric modeling and processing
mesh deformation
0.012002
A framework for geometric warps and deformations · ACM Trans. Graph. 2002
Geometric modeling and processing
shape deformation
0.012002
A framework for geometric warps and deformations · ACM Trans. Graph. 2002
Rendering
non-photorealistic rendering
0.021999
Art-based Rendering of Fur, Grass, and Trees · SIGGRAPH 1999
Interactive pen-and-ink illustration · SIGGRAPH 1994
Rendering
stroke-based rendering
0.011999
Art-based Rendering of Fur, Grass, and Trees · SIGGRAPH 1999
Rendering › non-photorealistic rendering
pen-and-ink illustration
0.011994
Interactive pen-and-ink illustration · SIGGRAPH 1994
Rendering
procedural texture synthesis
0.011999
Art-based Rendering of Fur, Grass, and Trees · SIGGRAPH 1999
Computer animation and physical simulation
physically-based modeling
0.011988
A modeling system based on dynamic constraints · SIGGRAPH 1988
Computer animation and physical simulation
rigid body simulation
0.011988
A modeling system based on dynamic constraints · SIGGRAPH 1988
Interaction techniques and input
pen input
0.011994
Interactive pen-and-ink illustration · SIGGRAPH 1994

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

stroke-based rendering · 0.0geometric operations · 0.0procedural textures · 0.0inverse dynamics · 0.0constraint forces · 0.0
YearPublicationVenuePosition
2002 A framework for geometric warps and deformations
abstract
We present a framework for geometric warps and deformations. The framework provides a conceptual and mathematical foundation for analyzing known warps and for developing new warps, and serves as a common base for many warps and deformations. Our framework is composed of two components: a generic modular algorithm for warps and deformations; and a concise, geometrically meaningful formula that describes how warps are evaluated. Together, these two elements comprise a complete framework useful for analyzing, evaluating, designing, and implementing deformation algorithms. While the framework is independent of user-interfaces and geometric model representations and is formally capable of describing any warping algorithm, its design is geared toward the most prevalent class of user-controlled deformations: those computed using geometric operations. To demonstrate the expressive power of the framework, we cast several well-known warps in terms of the framework. To illustrate the framework's usefulness for analyzing and modifying existing warps, we present variations of these warps that provide additional functionality or improved behavior. To show the utility of the framework for developing new warps, we design a novel 3-D warping algorithm: a mesh warp ---useful as a modeling and animation tool---that allows users to deform a detailed surface by manipulating a low-resolution mesh of similar shape. Finally, to demonstrate the mathematical utility of the framework, we use the framework to develop guarantees of several mathematical properties such as commutativity and continuity for large classes of deformations.
Tim Milliron, Robert J. Jensen, Ronen Barzel, Adam Finkelstein
ACM Trans. Graph.3
1999 An interface for sketching 3D curves
abstract
The ability to specify non planar 3D curves is of fundamental importance in 3D modelling and animation systems. Effective techniques for specifying such curves using 2D input devices are desirable, but existing methods typically require the user to edit the curve from several viewpoints. We present a novel method for specifying 3D curves with 2D input from a single viewpoint. The user rst draws the curve as it appears from the current viewpoint, and then draws its shadow on the oor plane. The system correlates the curve with its shadow to compute the curve's 3D shape. This method is more natural than existing methods in that it leverages skills that many artists and designers have developed from work with pencil and paper.
Jonathan M. Cohen, Lee Markosian, Robert C. Zeleznik, John F. Hughes, Ronen Barzel
SI3D5
1999 Art-based Rendering of Fur, Grass, and Trees
abstract
Artists 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
SIGGRAPH5
1994 Interactive pen-and-ink illustration
abstract
We present an interactive system for creating pen-and-ink illustrations. The system uses stroke textures—collections of strokes arranged in different patterns—to generate texture and tone. The user “paints” with a desired stroke texture to achieve a desired tone, and the computer draws all of the individual strokes.
Michael Salisbury, Sean E. Anderson, Ronen Barzel, David Salesin
SIGGRAPH3
1993 Adjustable Tools: An Object-Oriented Interaction Metaphor
abstract
To provide a simpler metaphor for representing, selecting, and adjusting collections of attributes for interactive operations.
David Salesin, Ronen Barzel
ACM Trans. Graph.2
1988 A modeling system based on dynamic constraints
abstract
We present "dynamic constraints," a physically-based technique for constraint-based control of computer graphics models. Using dynamic constraints, we build objects by specifying geometric constraints; the models assemble themselves as the elements move to satisfy the constraints. The individual elements are rigid bodies which act in accordance with the rules of physics, and can thus exhibit physically realistic behavior. To implement the constraints, a set of "constraint forces" is found, which causes the bodies to act in accordance with the constraints; finding these "constraint forces" is an inverse dynamics problem.
Ronen Barzel, Alan H. Barr
SIGGRAPH1
1986 Patchwork: A fast interpreter for a restricted dataflow language
Ronen Barzel, David Salesin
J. Syst. Softw.1