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Jules Bloomenthal

dblp:62/1465 · DBLP profile ↗
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8ranked-venue papers
8as first author
0since 2021 · last 1999
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 8 first-authorHuman-computer interaction and ubiquitous computing · 5 · 5 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
Geometric modeling and processing · 75% Computer animation and physical simulation · 13% Rendering · 11%

Topics — the 8 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
implicit surface
0.021995
Polygonization of non-manifold implicit surfaces · SIGGRAPH 1995
Convolution surfaces · SIGGRAPH 1991
Geometric modeling and processing › shape representation › implicit representation
convolution surfaces
0.011991
Convolution surfaces · SIGGRAPH 1991
Computer animation and physical simulation › natural phenomena simulation
botanical tree modeling
0.011985
Modeling the mighty maple · SIGGRAPH 1985
Geometric modeling and processing › shape representation › primitive-based representation
generalized cylinders
0.011985
Modeling the mighty maple · SIGGRAPH 1985
Rendering
antialiasing
0.011983
Edge Inference with Applications to Antialiasing · SIGGRAPH 1983
Rendering › texture mapping
bump mapping
0.011985
Modeling the mighty maple · SIGGRAPH 1985
Rendering
texture mapping
0.011985
Modeling the mighty maple · SIGGRAPH 1985
Image and video processing
edge detection
0.011983
Edge Inference with Applications to Antialiasing · SIGGRAPH 1983

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

polygonization · 0.0multiple regionalization · 0.0three-dimensional convolution · 0.0skeleton-based modeling · 0.0generalized cylinders · 0.0edge inference from raster segments · 0.0bump mapping · 0.0blobby modeling · 0.0
YearPublicationVenuePosition
1999 Skeletal Methods of Shape Manipulation
abstract
The geometric skeleton is derived from a static object using an implicit 'directions' method; an IK skeleton is derived from and used to manipulate the geometric skeleton. The model may be reconstructed from the modified skeleton using implicit distance and convolution methods.
Jules Bloomenthal, Chek T. Lim
Shape Modeling International1
1997 Bulge Elimination in Convolution Surfaces
abstract
The relationship between surface bulge and several implicit blend techniques, particularly those based on convolution of a skeleton, is discussed. An examination of branching skeletons reveals that for two and three‐dimensional skeletons, the surface will be bulge‐free if skeletal elements are sufficiently large with respect to the convolution kernel.
Jules Bloomenthal
Comput. Graph. Forum1
1995 Polygonization of non-manifold implicit surfaces
abstract
A method is presented to broaden implicit surface modeling. The implicit surfaces usually employed in computer graphics are two dimensional manifolds because they are defined by real-valued functions that impose a binary regionalization of space (i.e., an inside and an outside). When tiled, these surfaces yield edges of degree two. The new method allows the definition of implicit surfaces with boundaries (i.e., edges of degree one) and intersections (i.e., edges of degree three or more). These non-manifold implicit surfaces are defined by a multiple regionalization of space. The definition includes a list of those pairs of regions whose separating surface is of interest. Also presented is an implementation that converts a nonmanifold implicit surface definition into a collection of polygons. Although following conventional implicit surface polygonization, there are significant differences that are described in detail. Several example surfaces are defined and polygonized. CR Categories and Subject Descriptors: I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling - Curve, Surface, Solid, and Object Representations. Additional Keywords and Phrases: Implicit Surface, NonManifold, Polygonization. 1
Jules Bloomenthal, Keith Ferguson
SIGGRAPH1
1991 Convolution surfaces
abstract
Smoothly blended articulated models are often difficult to construct using current techniques. Our solution in this paper is to extend the surfaces introduced by Blinn [Blinn 1982] by using three-dimensional convolution with skeletons composed of polygons or curves. The resulting convolution surfaces permit fluid topology changes, seamless part joins, and efficient implementation.
Jules Bloomenthal, Ken Shoemake
SIGGRAPH1
1990 Interactive techniques for implicit modeling
abstract
Recent research has demonstrated the usefulness of implicit surfaces for modeling geometric objects. The interactive design of such surfaces has not, however, received the same attention as has the design of parametric surfaces. Principally this is due to the difficulty of controlling the shape of implicit surfaces while displaying the changes quickly enough for use within an interactive design environment. This paper describes progress towards interactive control of implicit surfaces and introduces new techniques useful to the designer.
Jules Bloomenthal, Brian Wyvill
I3D1
1988 Polygonization of implicit surfaces
Jules Bloomenthal
Comput. Aided Geom. Des.1
1985 Modeling the mighty maple
abstract
A method is presented for representing botanical trees, given three-dimensional points and connections. Limbs are modeled as generalized cylinders whose axes are space curves that interpolate the points. A free-form surface connects branching limbs. "Blobby" techniques are used to model the tree trunk as a series of non-circular cross sections. Bark is simulated with a bump map digitized from real world bark; leaves are textures mapped onto simple surfaces.
Jules Bloomenthal
SIGGRAPH1
1983 Edge Inference with Applications to Antialiasing
abstract
An edge, when point-sampled for display by a raster device and not aligned with a display axis, appears as a stair-case.This common aliasing artifact often occurs in computer images generated by two- and three-dimensional algorithms. The precise edge information often is no longer available but, from the set of vertical and horizontal segments which form the staircase, an approximation to the original edge with a precision beyond that of the raster may be inferred. This constitutes a smoothing of the staircase edge.
Jules Bloomenthal
SIGGRAPH1