VLDB 2026 Research / reviewers in the wild / expert
Paul Asente
dblp:46/183
· DBLP profile ↗
35ranked-venue papers
1as first author
9since 2021 · last 2024
0000-0002-7009-9734ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 23 · 1 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 14 · 6 since 2021Artificial intelligence and machine learning · 3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | EyeGuide & EyeConGuide: Gaze-based Visual Guides to Improve 3D Sketching SystemsabstractVisual guides help to align strokes and raise accuracy in Virtual Reality (VR) sketching tools. Automatic guides that appear at relevant sketching areas are convenient to have for a seamless sketching with a guide. We explore guides that exploit eye-tracking to render them adaptive to the user’s visual attention. EyeGuide and EyeConGuide cause visual grid fragments to appear spatially close to the user’s intended sketches, based on the information of the user’s eye-gaze direction and the 3D position of the hand. Here we evaluated the techniques in two user studies across simple and complex sketching objectives in VR. The results show that gaze-based guides have a positive effect on sketching accuracy, perceived usability and preference over manual activation in the tested tasks. Our research contributes to integrating gaze-contingent techniques for assistive guides and presents important insights into multimodal design applications in VR. Rumeysa Türkmen, Zeynep Ecem Gelmez, Anil Ufuk Batmaz, Wolfgang Stuerzlinger, Paul Asente, Mine Sarac, Ken Pfeuffer, Mayra Donaji Barrera Machuca |
CHI | 5 |
| 2023 | Multimodal Direct Manipulation in Video Conferencing: Challenges and OpportunitiesabstractTools supporting immersive live video conferencing (VC) have gained popularity recently across diverse application domains. A core component of the experience is augmenting video communication with multimodal interactive media. While many direct-manipulation techniques for VC communication have been proposed in existing literature, the usability and preferences for these techniques have never been formally studied. In this paper, we examine how embodied interaction democratizes content authoring, and propose a rehearsal-to-performance (RtP) framework along with a VC system, Clio, that enables performers to directly interact with their media using voice, gesture, and external devices such as tablets. We evaluate existing operation-to-modality mappings for VC communication, as well as describe novel mappings not present in the literature. A series of studies demonstrate modality preferences and potentials for incorporating real-time direct-manipulation tools to create expressive augmented VC performances. Josh Urban Davis, Paul Asente, Xing-Dong Yang |
Conference on Designing Interactive Systems | 2 |
| 2023 | PointShopAR: Supporting Environmental Design Prototyping Using Point Cloud in Augmented RealityabstractWe present PointShopAR, a novel tablet-based system for AR environmental design using point clouds as the underlying representation. It integrates point cloud capture and editing in a single AR workflow to help users quickly prototype design ideas in their spatial context. We hypothesize that point clouds are well suited for prototyping, as they can be captured more rapidly than textured meshes and then edited immediately in situ on the capturing device. We based the design of PointShopAR on the practical needs of six architects in a formative study. Our system supports a variety of point cloud editing operations in AR, including selection, transformation, hole filling, drawing, morphing, and animation. We evaluate PointShopAR through a remote study on usability and an in-person study on environmental design support. Participants were able to iterate design rapidly, showing the merits of an integrated capture and editing workflow with point clouds in AR environmental design. Zeyu Wang 0003, Cuong Nguyen 0003, Paul Asente, Julie Dorsey |
CHI | 3 |
| 2023 | Designing Viewpoint Transition Techniques in Multiscale Virtual EnvironmentsabstractViewpoint transitions have been shown to improve users' spatial orientation and help them build a cognitive map when they are navigating an unfamiliar virtual environment. Previous work has investigated transitions in single-scale virtual environments, focusing on trajectories and continuity. We extend this work with an in-depth investigation of transition techniques in multiscale virtual environments (MVEs). We identify challenges in navigating MVEs with nested structures and assess how different transition techniques affect spatial understanding and usability. Through two user studies, we investigated transition trajectories, interactive control of transition movement, and speed modulation in a nested MVE. We show that some types of viewpoint transitions enhance users' spatial awareness and confidence in their spatial orientation and reduce the need to revisit a target point of interest multiple times. Jong-In Lee 0001, Paul Asente, Wolfgang Stuerzlinger |
VR | 2 |
| 2022 | StrokeStyles: Stroke-based Segmentation and Stylization of FontsabstractWe develop a method to automatically segment a font’s glyphs into a set of overlapping and intersecting strokes with the aim of generating artistic stylizations. The segmentation method relies on a geometric analysis of the glyph’s outline, its interior, and the surrounding areas and is grounded in perceptually informed principles and measures. Our method does not require training data or templates and applies to glyphs in a large variety of input languages, writing systems, and styles. It uses the medial axis, curvilinear shape features that specify convex and concave outline parts, links that connect concavities, and seven junction types. We show that the resulting decomposition in strokes can be used to create variations, stylizations, and animations in different artistic or design-oriented styles while remaining recognizably similar to the input font. Daniel Berio, Frederic Fol Leymarie, Paul Asente, Jose Echevarria |
ACM Trans. Graph. | 3 |
| 2021 | DistanciAR: Authoring Site-Specific Augmented Reality Experiences for Remote EnvironmentsabstractMost augmented reality (AR) authoring tools only support the author’s current environment, but designers often need to create site-specific experiences for a different environment. We propose DistanciAR, a novel tablet-based workflow for remote AR authoring. Our baseline solution involves three steps. A remote environment is captured by a camera with LiDAR; then, the author creates an AR experience from a different location using AR interactions; finally, a remote viewer consumes the AR content on site. A formative study revealed understanding and navigating the remote space as key challenges with this solution. We improved the authoring interface by adding two novel modes: Dollhouse, which renders a bird’s-eye view, and Peek, which creates photorealistic composite images using captured images. A second study compared this improved system with the baseline, and participants reported that the new modes made it easier to understand and navigate the remote scene. Zeyu Wang 0003, Cuong Nguyen 0003, Paul Asente, Julie Dorsey |
CHI | 3 |
| 2021 | Rapido: Prototyping Interactive AR Experiences through Programming by DemonstrationabstractProgramming by Demonstration (PbD) is a well-known technique that allows non-programmers to describe interactivity by performing examples of the expected behavior, but it has not been extensively explored for AR. We present Rapido, a novel early-stage prototyping tool to create fully interactive mobile AR prototypes from non-interactive video prototypes using PbD. In Rapido, designers use a mobile AR device to record a video prototype to capture context, sketch assets, and demonstrate interactions. They can demonstrate touch inputs, animation paths, and rules to, e.g., have a sketch follow the focus area of the device or the user’s world-space touches. Simultaneously, a live website visualizes an editable overview of all the demonstrated examples and infers a state machine of the user flow. Our key contribution is a method that enables designers to turn a video prototype into an executable state machine through PbD. The designer switches between these representations to interactively refine the final interactive prototype. We illustrate the power of Rapido’s approach by prototyping the main interactions of three popular AR mobile applications. Germán Leiva, Jens Emil Grønbæk, Clemens Nylandsted Klokmose, Cuong Nguyen 0003, Rubaiat Habib Kazi, Paul Asente |
UIST | 6 |
| 2021 | A Survey of Control Mechanisms for Creative Pattern GenerationabstractAbstract We review recent methods in 2D creative pattern generation and their control mechanisms, focusing on procedural methods. The review is motivated by an artist's perspective and investigates interactive pattern generation as a complex design problem. While the repetitive nature of patterns is well‐suited to algorithmic creation and automation, an artist needs more flexible control mechanisms for adaptable and inventive designs. We organize the state of the art around pattern design features, such as repetition, frames, curves, directionality, and single visual accents. Within those areas, we summarize and discuss the techniques' control mechanisms for enabling artist intent. The discussion includes questions of how input is given by the artist, what type of content the artist inputs, where the input affects the canvas spatially, and when input can be given in the timeline of the creation process. We categorize the available control mechanisms on an algorithmic level and categorize their input modes based on exemplars, parameterization, handling, filling, guiding, and placing interactions. To better understand the potential of the current techniques for creative design and to make such an investigation more manageable, we motivate our discussion with how navigation, transparency, variation, and stimulation enable creativity. We conclude our review by identifying possible new directions that can inspire innovation for artist‐centered creation processes and algorithms. Lena Gieseke, Paul Asente, Radomír Mech, Bedrich Benes, Martin Fuchs 0001 |
Comput. Graph. Forum | 2 |
| 2021 | Improved Deformation-Driven Element Packing with RepulsionPakabstractWe present a method to fill a container shape with deformable instances of geometric elements selected from a library, creating a 2D artistic composition called an element packing. Each element is represented as a mass-spring system, allowing it to deform to achieve a better fit with its neighbours and the container. We start with an initial placement of small elements and gradually transform them using a physics simulation that trades off between the evenness of the packing and the deformations of the individual elements. Unlike previous work, elements can be given preferred orientations, and we can use shape matching to control the initial placement of elements in tight convex corners. We also explore the creation of tileable packings, and validate our approach using statistical measurements of the distributions of positive and negative space in packings. Our method produces compositions in which the negative space between elements is approximately uniform in width, similar to real-world examples created by artists. Reza Adhitya Saputra, Craig S. Kaplan, Paul Asente |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2020 | Let Me Choose: From Verbal Context to Font SelectionabstractIn this paper, we aim to learn associations between visual attributes of fonts and the verbal context of the texts they are typically applied to. Compared to related work leveraging the surrounding visual context, we choose to focus only on the input text as this can enable new applications for which the text is the only visual element in the document. We introduce a new dataset, containing examples of different topics in social media posts and ads, labeled through crowd-sourcing. Due to the subjective nature of the task, multiple fonts might be perceived as acceptable for an input text, which makes this problem challenging. To this end, we investigate different end-to-end models to learn label distributions on crowd-sourced data and capture inter-subjectivity across all annotations. Amirreza Shirani, Franck Dernoncourt, Jose Echevarria, Paul Asente, Nedim Lipka, Thamar Solorio |
ACL | 4 |
| 2020 | Pronto: Rapid Augmented Reality Video Prototyping Using Sketches and EnactionabstractDesigners have limited tools to prototype AR experiences rapidly. Can lightweight, immediate tools let designers prototype dynamic AR interactions while capturing the nuances of a 3D experience? We interviewed three AR experts and identified several recurring issues in AR design: creating and positioning 3D assets, handling the changing user position, and orchestrating multiple animations. We introduce PROJECT PRONTO, a tablet-based video prototyping system that combines 2D video with 3D manipulation. PRONTO supports four intertwined activities: capturing 3D spatial information alongside a video scenario, positioning and sketching 2D drawings in a 3D world, and enacting animations with physical interactions. An observational study with professional designers shows that participants can use PRONTO to prototype diverse AR experiences. All participants performed two tasks: replicating a sample non-trivial AR experience and prototyping their open-ended designs. All participants completed the replication task and found PRONTO easy to use. Most participants found that PRONTO encourages more exploration of designs than their current practices. Germán Leiva, Cuong Nguyen 0003, Rubaiat Habib Kazi, Paul Asente |
CHI | 4 |
| 2020 | AnimationPak: Packing Elements with Scripted AnimationsabstractWe present AnimationPak, a technique to create animated packings by arranging animated two-dimensional elements inside a static container. We represent animated elements in a three-dimensional spacetime domain, and view the animated packing problem as a three-dimensional packing in that domain. Every element is represented as a discretized spacetime mesh. In a physical simulation, meshes grow and repel each other, consuming the negative space in the container. The final animation frames are cross sections of the three-dimensional packing at a sequence of time values. The simulation trades off between the evenness of the negative space in the container, the temporal coherence of the animation, and the deformations of the elements. Elements can be guided around the container and the entire animation can be closed into a loop. Reza Adhitya Saputra, Craig S. Kaplan, Paul Asente |
Graphics Interface | 3 |
| 2020 | Evaluating Automatic Parameter Control Methods for Locomotion in Multiscale Virtual EnvironmentsabstractVirtual environments with a wide range of scales are becoming commonplace in Virtual Reality applications. Methods to control locomotion parameters can help users explore such environments more easily. For multi-scale virtual environments, point-and-teleport locomotion with a well-designed distance control method can enable mid-air teleportation, which makes it competitive to flying interfaces. Yet, automatic distance control for point-and-teleport has not been studied in such environments. We present a new method to automatically control the distance for point-and-teleport. In our first user study, we used a solar system environment to compare three methods: automatic distance control for point-and-teleport, manual distance control for point-and-teleport, and automatic speed control for flying. Results showed that automatic control significantly reduces overshoot compared with manual control for point-and-teleport, but the discontinuous nature of teleportation made users prefer flying with automatic speed control. We conducted a second study to compare automatic-speed-controlled flying and two versions of our teleportation method with automatic distance control, one incorporating optical flow cues. We found that point-and-teleport with optical flow cues and automatic distance control was more accurate than flying with automatic speed control, and both were equally preferred to point-and-teleport without the cues. Jong-In Lee 0001, Paul Asente, Yeojin Kim, Wolfgang Stuerzlinger |
VRST | 2 |
| 2019 | Learning Emphasis Selection for Written Text in Visual Media from Crowd-Sourced Label DistributionsabstractAmirreza Shirani, Franck Dernoncourt, Paul Asente, Nedim Lipka, Seokhwan Kim, Jose Echevarria, Thamar Solorio. Proceedings of the 57th Annual Meeting of the Association for Computational Linguistics. 2019. Amirreza Shirani, Franck Dernoncourt, Paul Asente, Nedim Lipka, Seokhwan Kim, Jose Echevarria, Thamar Solorio |
ACL (1) | 3 |
| 2019 | The Effect of Spatial Ability on Immersive 3D DrawingabstractVirtual Reality (VR) headsets have made immersive 3D drawing available to the general public. However, compared to 2D drawing, the presence of an additional dimension makes sketching in VR challenging, since creating precise strokes that are positioned as intended in all three dimensions imposes higher demands on the users' perception, motor and spatial skills. Another challenge users face is creating accurate shapes in which strokes are positioned correctly relative to previous ones, as they may need to use different views to plan their next hand movement. In this paper, we analyze the behaviours of users with different spatial abilities while drawing in VR. Our results indicate that there are different types of behaviours that affect different aspects of the sketches. We also found that the user's spatial ability affects the shape of the drawing, but not the line precision. Finally, we give recommendations for designing 3D drawing interfaces. Mayra Donaji Barrera Machuca, Wolfgang Stuerzlinger, Paul Asente |
Creativity & Cognition | 3 |
| 2019 | Smart3DGuides: Making Unconstrained Immersive 3D Drawing More AccurateabstractMost current commercial Virtual Reality (VR) drawing applications for creativity rely on freehand 3D drawing as their main interaction paradigm. However, the presence of the additional third dimension makes accurate freehand drawing challenging. Some systems address this problem by constraining or beautifying user strokes, which can be intrusive and can limit the expressivity of freehand drawing. In this paper, we evaluate the effectiveness of relying solely on visual guidance to increase overall drawing shape-likeness. We identified a set of common mistakes that users make while creating freehand strokes in VR and then designed a set of visual guides, the Smart3DGuides, which help users avoid these mistakes. We evaluated Smart3DGuides in two user studies, and our results show that non-constraining visual guides help users draw more accurately. Mayra Donaji Barrera Machuca, Wolfgang Stuerzlinger, Paul Asente |
VRST | 3 |
| 2018 | RepulsionPak: Deformation-Driven Element Packing with Repulsion Forces
Reza Adhitya Saputra, Craig S. Kaplan, Paul Asente |
Graphics Interface | 3 |
| 2018 | Towards virtual reality infinite walking: dynamic saccadic redirectionabstractRedirected walking techniques can enhance the immersion and visual-vestibular comfort of virtual reality (VR) navigation, but are often limited by the size, shape, and content of the physical environments. We propose a redirected walking technique that can apply to small physical environments with static or dynamic obstacles. Via a head- and eye-tracking VR headset, our method detects saccadic suppression and redirects the users during the resulting temporary blindness. Our dynamic path planning runs in real-time on a GPU, and thus can avoid static and dynamic obstacles, including walls, furniture, and other VR users sharing the same physical space. To further enhance saccadic redirection, we propose subtle gaze direction methods tailored for VR perception. We demonstrate that saccades can significantly increase the rotation gains during redirection without introducing visual distortions or simulator sickness. This allows our method to apply to large open virtual spaces and small physical environments for room-scale VR. We evaluate our system via numerical simulations and real user studies. Qi Sun 0003, Anjul Patney, Li-Yi Wei, Omer Shapira, Jingwan Lu, Paul Asente, Suwen Zhu, Morgan McGuire, David P. Luebke, Arie E. Kaufman |
ACM Trans. Graph. | 6 |
| 2017 | Learning to Extract Semantic Structure from Documents Using Multimodal Fully Convolutional Neural NetworksabstractWe present an end-to-end, multimodal, fully convolutional network for extracting semantic structures from document images. We consider document semantic structure extraction as a pixel-wise segmentation task, and propose a unified model that classifies pixels based not only on their visual appearance, as in the traditional page segmentation task, but also on the content of underlying text. Moreover, we propose an efficient synthetic document generation process that we use to generate pretraining data for our network. Once the network is trained on a large set of synthetic documents, we fine-tune the network on unlabeled real documents using a semi-supervised approach. We systematically study the optimum network architecture and show that both our multimodal approach and the synthetic data pretraining significantly boost the performance. Xiao Yang 0004, Ersin Yumer, Paul Asente, Mike Kraley, Daniel Kifer, C. Lee Giles |
CVPR | 3 |
| 2017 | FLOWPAK: Flow-based Ornamental Element Packing
Reza Adhitya Saputra, Craig S. Kaplan, Paul Asente, Radomír Mech |
Graphics Interface | 3 |
| 2017 | Example-based synthesis of stylized facial animationsabstractWe introduce a novel approach to example-based stylization of portrait videos that preserves both the subject's identity and the visual richness of the input style exemplar. Unlike the current state-of-the-art based on neural style transfer [Selim et al. 2016], our method performs non-parametric texture synthesis that retains more of the local textural details of the artistic exemplar and does not suffer from image warping artifacts caused by aligning the style exemplar with the target face. Our method allows the creation of videos with less than full temporal coherence [Ruder et al. 2016]. By introducing a controllable amount of temporal dynamics, it more closely approximates the appearance of real hand-painted animation in which every frame was created independently. We demonstrate the practical utility of the proposed solution on a variety of style exemplars and target videos. Jakub Fiser, Ondrej Jamriska, David Simons, Eli Shechtman, Jingwan Lu, Paul Asente, Michal Lukác, Daniel Sýkora |
ACM Trans. Graph. | 6 |
| 2016 | Advanced drawing beautification with ShipShape
Jakub Fiser, Paul Asente, Stephen Schiller, Daniel Sýkora |
Comput. Graph. | 2 |
| 2016 | StyLit: illumination-guided example-based stylization of 3D renderingsabstractWe present an approach to example-based stylization of 3D renderings that better preserves the rich expressiveness of hand-created artwork. Unlike previous techniques, which are mainly guided by colors and normals, our approach is based on light propagation in the scene. This novel type of guidance can distinguish among context-dependent illumination effects, for which artists typically use different stylization techniques, and delivers a look closer to realistic artwork. In addition, we demonstrate that the current state of the art in guided texture synthesis produces artifacts that can significantly decrease the fidelity of the synthesized imagery, and propose an improved algorithm that alleviates them. Finally, we demonstrate our method's effectiveness on a variety of scenes and styles, in applications like interactive shading study or autocompletion. Jakub Fiser, Ondrej Jamriska, Michal Lukác, Eli Shechtman, Paul Asente, Jingwan Lu, Daniel Sýkora |
ACM Trans. Graph. | 5 |
| 2015 | Procedural Modeling Using Autoencoder NetworksabstractProcedural modeling systems allow users to create high quality content through parametric, conditional or stochastic rule sets. While such approaches create an abstraction layer by freeing the user from direct geometry editing, the nonlinear nature and the high number of parameters associated with such design spaces result in arduous modeling experiences for non-expert users. We propose a method to enable intuitive exploration of such high dimensional procedural modeling spaces within a lower dimensional space learned through autoencoder network training. Our method automatically generates a representative training dataset from the procedural modeling rule set based on shape similarity features. We then leverage the samples in this dataset to train an autoencoder neural network, while also structuring the learned lower dimensional space for continuous exploration with respect to shape features. We demonstrate the efficacy our method with user studies where designers create content with more than 10-fold faster speeds using our system compared to the classic procedural modeling interface. Ersin Yumer, Paul Asente, Radomír Mech, Levent Burak Kara |
UIST | 2 |
| 2015 | Comprehensible Video ThumbnailsabstractAbstract We present the Comprehensible Video Thumbnail; an automatically generated visual précis that summarizes salient objects and their dynamics within a video clip. Salient moving objects are detected within clips using a novel stochastic sampling technique that identifies, clusters and then tracks regions exhibiting affine motion coherence within the clip. Tracks are analyzed to determine salient instants at which motion and/or appearance changes significantly, and the resulting objects arranged in a stylized composition optimized to reduce visual clutter and enhance understanding of scene content through classification and depiction of motion type and trajectory. The result is an object‐level visual gist of the clip, obtained with full automation and depicting content and motion with greater descriptive power that prior approaches. We demonstrate these benefits through a user study in which the comprehension of our video thumbnails is compared to the state of the art over a wide variety of sports footage. Jongdae Kim, Charles Gray, Paul Asente, John P. Collomosse |
Comput. Graph. Forum | 3 |
| 2015 | Brushables: Example-based Edge-aware Directional Texture PaintingabstractIn this paper we present Brushables—a novel approach to example-based painting that respects user-specified shapes at the global level and preserves textural details of the source image at the local level. We formulate the synthesis as a joint optimization problem that simultaneously synthesizes the interior and the boundaries of the region, transferring relevant content from the source to meaningful locations in the target. We also provide an intuitive interface to control both local and global direction of textural details in the synthesized image. A key advantage of our approach is that it enables a “combing” metaphor in which the user can incrementally modify the target direction field to achieve the desired look. Based on this, we implement an interactive texture painting tool capable of handling more complex textures than ever before, and demonstrate its versatility on difficult inputs including vegetation, textiles, hair and painting media. Michal Lukác, Jakub Fiser, Paul Asente, Jingwan Lu, Eli Shechtman, Daniel Sýkora |
Comput. Graph. Forum | 3 |
| 2015 | LazyFluids: appearance transfer for fluid animationsabstractIn this paper we present a novel approach to appearance transfer for fluid animations based on flow-guided texture synthesis. In contrast to common practice where pre-captured sets of fluid elements are combined in order to achieve desired motion and look, we bring the possibility of fine-tuning motion properties in advance using CG techniques, and then transferring the desired look from a selected appearance exemplar. We demonstrate that such a practical work-flow cannot be simply implemented using current state-of-the-art techniques, analyze what the main obstacles are, and propose a solution to resolve them. In addition, we extend the algorithm to allow for synthesis with rich boundary effects and video exemplars. Finally, we present numerous results that demonstrate the versatility of the proposed approach. Ondrej Jamriska, Jakub Fiser, Paul Asente, Jingwan Lu, Eli Shechtman, Daniel Sýkora |
ACM Trans. Graph. | 3 |
| 2014 | A particle filtering approach to salient video object localizationabstractWe describe a novel fully automatic algorithm for identifying salient objects in video based on their motion. Spatially coherent clusters of optical flow vectors are sampled to generate estimates of affine motion parameters local to super-pixels identified within each frame. These estimates, combined with spatial data, form coherent point distributions in a 5D solution space corresponding to objects or parts there-of. These distributions are temporally denoised using a particle filtering approach, and clustered to estimate the position and motion parameters of salient moving objects in the clip. We demonstrate localization of salient object/s in a variety of clips exhibiting moving and cluttered backgrounds. Charles Gray, Stuart James, John P. Collomosse, Paul Asente |
ICIP | 4 |
| 2014 | Color Me Noisy: Example-based Rendering of Hand-colored Animations with Temporal Noise ControlabstractAbstract We present an example‐based approach to rendering hand‐colored animations which delivers visual richness comparable to real artwork while enabling control over the amount of perceived temporal noise. This is important both for artistic purposes and viewing comfort, but is tedious or even intractable to achieve manually. We analyse typical features of real hand‐colored animations and propose an algorithm that tries to mimic them using only static examples of drawing media. We apply the algorithm to various animations using different drawing media and compare the quality of synthetic results with real artwork. To verify our method perceptually, we conducted experiments confirming that our method delivers distinguishable noise levels and reduces eye strain. Finally, we demonstrate the capabilities of our method to mask imperfections such as shower‐door artifacts. Jakub Fiser, Michal Lukác, Ondrej Jamriska, Martin Cadík, Yotam I. Gingold, Paul Asente, Daniel Sýkora |
Comput. Graph. Forum | 6 |
| 2014 | DecoBrush: drawing structured decorative patterns by exampleabstractStructured decorative patterns are common ornamentations in a variety of media like books, web pages, greeting cards and interior design. Creating such art from scratch using conventional software is time consuming for experts and daunting for novices. We introduce DecoBrush, a data-driven drawing system that generalizes the conventional digital "painting" concept beyond the scope of natural media to allow synthesis of structured decorative patterns following user-sketched paths. The user simply selects an example library and draws the overall shape of a pattern. DecoBrush then synthesizes a shape in the style of the exemplars but roughly matching the overall shape. If the designer wishes to alter the result, DecoBrush also supports user-guided refinement via simple drawing and erasing tools. For a variety of example styles, we demonstrate high-quality user-constrained synthesized patterns that visually resemble the exemplars while exhibiting plausible structural variations. Jingwan Lu, Connelly Barnes, Connie Wan, Paul Asente, Radomír Mech, Adam Finkelstein |
ACM Trans. Graph. | 4 |
| 2013 | Foreword to the special section on expressive graphics
Levent Burak Kara, Donald H. House, Paul Asente |
Comput. Graph. | 4 |
| 2013 | Stereoscopic 3D image stylization
Lesley Northam, Paul Asente, Craig S. Kaplan |
Comput. Graph. | 2 |
| 2007 | Dynamic planar map illustrationabstractThere are many types of illustrations that are easier to create in planar-map-based illustration systems than in the more common stacking-based systems. One weakness shared by all existing planar-map-based systems is that the editability of the drawing is severely hampered once coloring has begun. The paths that define the areas to be filled become divided wherever they intersect, making it difficult or impossible to edit them as a whole. Live Paint is a new metaphor that allows planar-map-based coloring while maintaining all the original paths unchanged. When a user makes a change, the regions and edges defined by the new paths take on fill and stroke attributes from the previous regions and edges. This results in greater editing flexibility and ease of use. Live Paint uses a set of heuristics to match each region and edge in a changed illustration with a region or edge in the previous version, a task that is more difficult than it at first appears. It then transfers fill and stroke attributes accordingly. Paul Asente, Mike Schuster, Teri Pettit |
ACM Trans. Graph. | 1 |
| 1990 | X toolkits: the lessons learnedabstractArticle Free Access Share on X toolkits: the lessons learned Authors: Jarrett Rosenberg Sun Microsystems Sun MicrosystemsView Profile , Paul Asente Adobe Systems, Inc. Adobe Systems, Inc.View Profile , Mark Linton Stanford University Stanford UniversityView Profile , Andrey Palay Carnegie-Mellon University Carnegie-Mellon UniversityView Profile Authors Info & Claims UIST '90: Proceedings of the 3rd annual ACM SIGGRAPH symposium on User interface software and technologyAugust 1990 Pages 108–111https://doi.org/10.1145/97924.97937Online:01 August 1990Publication History 0citation275DownloadsMetricsTotal Citations0Total Downloads275Last 12 Months7Last 6 weeks5 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteeReaderPDF Jarrett Rosenberg, Paul Asente, Mark A. Linton, Andrey Palay |
UIST | 2 |
| 1988 | An Overview of the C ToolkitabstractThe X11 Window System defines a network protocol [6] for communication between a graphics server and an application. The X library [3] provides a procedural interface to the protocol. Joel McCormack, Paul Asente |
ACM Symposium on User Interface Software and Technology | 2 |