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John C. Bowers

dblp:69/4699 · DBLP profile ↗
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2ranked-venue papers
2as first author
0since 2021 · last 2011
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 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
1 paper
Geometric modeling and processing · 67% Rendering · 33%

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

TopicWeightPapersLastEvidence papers
Rendering › sampling › point sampling
poisson disk sampling
0.112010
Parallel Poisson disk sampling with spectrum analysis on surfaces · ACM Trans. Graph. 2010
Geometric modeling and processing › mesh processing › mesh analysis
spectral mesh analysis
0.112010
Parallel Poisson disk sampling with spectrum analysis on surfaces · ACM Trans. Graph. 2010
Geometric modeling and processing › mesh processing › surface mesh processing
surface sampling
0.112010
Parallel Poisson disk sampling with spectrum analysis on surfaces · ACM Trans. Graph. 2010

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

discrete laplacian · 0.1dart-throwing · 0.1GPU acceleration · 0.1
YearPublicationVenuePosition
2011 A Ray Tracing Approach to Diffusion Curves
abstract
Abstract Diffusion curves [ OBW*08 ] provide a flexible tool to create smooth‐shaded images from curves defined with colors. The resulting image is typically computed by solving a Poisson equation that diffuses the curve colors to the interior of the image. In this paper we present a new method for solving diffusion curves by using ray tracing. Our approach is analogous to final gathering in global illumination, where the curves define source radiance whose visible contribution will be integrated at a shading pixel to produce a color using stochastic ray tracing. Compared to previous work, the main benefit of our method is that it provides artists with extended flexibility in achieving desired image effects. Specifically, we introduce generalized curve colors called shaders that allow for the seamless integration of diffusion curves with classic 2D graphics including vector graphics (e.g. gradient fills) and raster graphics (e.g. patterns and textures). We also introduce several extended curve attributes to customize the contribution of each curve. In addition, our method allows any pixel in the image to be independently evaluated, without having to solve the entire image globally (as required by a Poisson‐based approach). Finally, we present a GPU‐based implementation that generates solution images at interactive rates, enabling dynamic curve editing. Results show that our method can easily produce a variety of desirable image effects.
John C. Bowers, Jonathan Leahey, Rui Wang 0003
Comput. Graph. Forum1
2010 Parallel Poisson disk sampling with spectrum analysis on surfaces
abstract
The ability to place surface samples with Poisson disk distribution can benefit a variety of graphics applications. Such a distribution satisfies the blue noise property, i.e. lack of low frequency noise and structural bias in the Fourier power spectrum. While many techniques are available for sampling the plane, challenges remain for sampling arbitrary surfaces. In this paper, we present new methods for Poisson disk sampling with spectrum analysis on arbitrary manifold surfaces. Our first contribution is a parallel dart throwing algorithm that generates high-quality surface samples at interactive rates. It is flexible and can be extended to adaptive sampling given a user-specified radius field. Our second contribution is a new method for analyzing the spectral quality of surface samples. Using the spectral mesh basis derived from the discrete mesh Laplacian operator, we extend standard concepts in power spectrum analysis such as radial means and anisotropy to arbitrary manifold surfaces. This provides a way to directly evaluate the spectral distribution quality of surface samples without requiring mesh parameterization. Finally, we implement our Poisson disk sampling algorithm on the GPU, and demonstrate practical applications involving interactive sampling and texturing on arbitrary surfaces.
John C. Bowers, Rui Wang 0003, Li-Yi Wei, David Maletz
ACM Trans. Graph.1