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Lee Markosian

dblp:74/5332 · DBLP profile ↗
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11ranked-venue papers
2as first author
0since 2021 · last 2007
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 11 · 2 first-authorHuman-computer interaction and ubiquitous computing · 5 · 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
7 papers
Rendering · 87% Image and video processing · 7% Geometric modeling and processing · 6%
Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 100%

Topics — the 12 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
non-photorealistic rendering
0.362007
Line drawings via abstracted shading · ACM Trans. Graph. 2007
Dynamic 2D patterns for shading 3D scenes · ACM Trans. Graph. 2007
Coherent stylized silhouettes · ACM Trans. Graph. 2003
Rendering › non-photorealistic rendering
line drawing
0.112007
Line drawings via abstracted shading · ACM Trans. Graph. 2007
Rendering › non-photorealistic rendering › line drawing
suggestive contours
0.112007
Line drawings via abstracted shading · ACM Trans. Graph. 2007
Rendering
stroke-based rendering
0.122002
WYSIWYG NPR: drawing strokes directly on 3D models · ACM Trans. Graph. 2002
Art-based Rendering of Fur, Grass, and Trees · SIGGRAPH 1999
Image and video processing › video processing
temporal consistency
0.012003
Coherent stylized silhouettes · ACM Trans. Graph. 2003
Geometric modeling and processing › shape modeling › surface modeling
freeform surface modeling
0.011999
Skin: A Constructive Approach to Modeling Free-Form Shapes · SIGGRAPH 1999
Rendering
shading
0.012007
Line drawings via abstracted shading · ACM Trans. Graph. 2007
Rendering › non-photorealistic rendering
toon shading
0.012007
Line drawings via abstracted shading · ACM Trans. Graph. 2007
Geometric modeling and processing › shape representation
multiresolution modeling
0.011999
Skin: A Constructive Approach to Modeling Free-Form Shapes · SIGGRAPH 1999
Rendering
procedural texture synthesis
0.011999
Art-based Rendering of Fur, Grass, and Trees · SIGGRAPH 1999
Geometric modeling and processing
subdivision surfaces
0.011999
Skin: A Constructive Approach to Modeling Free-Form Shapes · SIGGRAPH 1999
Rendering
visibility computation
0.011997
Real-time nonphotorealistic rendering · SIGGRAPH 1997

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

view-dependent stroke adaptation · 0.1GPU rendering · 0.12d similarity transform · 0.1real-time rendering · 0.0subdivision · 0.0stroke-based rendering · 0.0procedural textures · 0.0particle system · 0.0singular map topology · 0.0appel's hidden-line algorithm · 0.0
YearPublicationVenuePosition
2007 Dynamic 2D patterns for shading 3D scenes
abstract
We describe a new way to render 3D scenes in a variety of non-photorealistic styles, based on patterns whose structure and motion are defined in 2D. In doing so, we sacrifice the ability of patterns that wrap onto 3D surfaces to convey shape through their structure and motion. In return, we gain several advantages, chiefly that 2D patterns are more visually abstract - a quality often sought by artists, which explains their widespread use in hand-drawn images. Extending such styles to 3D graphics presents a challenge: how should a 2D pattern move? Our solution is to transform it each frame by a 2D similarity transform that closely follows the underlying 3D shape. The resulting motion is often surprisingly effective, and has a striking cartoon quality that matches the visual style.
Simon Breslav, Karol Szerszen, Lee Markosian, Pascal Barla, Joëlle Thollot
ACM Trans. Graph.3
2007 Line drawings via abstracted shading
abstract
We describe a GPU-based algorithm for rendering a 3D model as a line drawing, based on the insight that a line drawing can be understood as an abstraction of a shaded image. We thus render lines along tone boundaries or thin dark areas in the shaded image. We extend this notion to the dual: we render highlight lines along thin bright areas and tone boundaries. We combine the lines with toon shading to capture broad regions of tone. The resulting line drawings effectively convey both shape and material cues. The lines produced by the method can include silhouettes. creases, and ridges, along with a generalization of suggestive contours that responds to lighting as well as viewing changes. The method supports automatic level of abstraction, where the size of depicted shape features adjusts appropriately as the camera zooms in or out. Animated models can be rendered in real time because costly mesh curvature calculations are not needed.
Yunjin Lee, Lee Markosian, Seungyong Lee 0001, John F. Hughes
ACM Trans. Graph.2
2006 Multi-scale line drawings from 3D meshes
abstract
We present a method to view-dependently control the size of shape features depicted in computer-generated line drawings of 3D meshes. Our method exhibits good temporal coherence during level of detail transitions, and is fast because the calculations are carried out entirely on the GPU. The strategy is to pre-compute, via a digital geometry processing technique, a sequence of filtered versions of the mesh that eliminate shape features at progressively larger scales. Each filtered mesh retains the original connectivity, providing a direct correspondence between meshes.At run-time, the meshes are loaded onto the graphics card and a vertex program interpolates curvatures and positions between corresponding vertices in adjacent meshes of the sequence. A fragment program then renders silhouettes and suggestive contours to produce a line drawing for which the size of depicted shape features follows a user-specified "target size". For example, we can depict fine shape features over nearby surfaces, and appropriately coarse-scaled features in more distant regions. More general level-of-detail policies could be implemented on top of our approach by letting the target size vary with scene attributes such as depth, image location, or annotations provided by the scene designer.
Alex Ni, Kyuman Jeong, Seungyong Lee 0001, Lee Markosian
SI3D4
2006 Stroke Pattern Analysis and Synthesis
abstract
Abstract We present a synthesis technique that can automatically generate stroke patterns based on a user‐specified reference pattern. Our method is an extension of texture synthesis techniques to vector‐based patterns. Such an extension requires (a) an analysis of the pattern properties to extract meaningful pattern elements (defined as clusters of strokes) and (b) a synthesis algorithm based on similarities in the detected stroke clusters. Our method is based on results from human vision research concerning perceptual organization. The resulting synthesized patterns effectively reproduce the properties of the input patterns, and can be used to fill both 1D paths and 2D regions. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Color, shading, shadowing, and texture I.3.4 [Computer Graphics]: Paint systems
Pascal Barla, Simon Breslav, Joëlle Thollot, François X. Sillion, Lee Markosian
Comput. Graph. Forum5
2005 Detail control in line drawings of 3D meshes
Kyuman Jeong, Alex Ni, Seungyong Lee 0001, Lee Markosian
Vis. Comput.4
2003 Coherent stylized silhouettes
abstract
We describe a way to render stylized silhouettes of animated 3D models with temporal coherence. Coherence is one of the central challenges for non-photorealistic rendering. It is especially difficult for silhouettes, because they may not have obvious correspondences between frames. We demonstrate various coherence effects for stylized silhouettes with a robust working system. Our method runs in real-time for models of moderate complexity, making it suitable for both interactive applications and offline animation.
Robert D. Kalnins, Phillip L. Davidson, Lee Markosian, Adam Finkelstein
ACM Trans. Graph.3
2002 WYSIWYG NPR: drawing strokes directly on 3D models
abstract
We 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.2
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
SI3D2
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
SIGGRAPH2
1999 Skin: A Constructive Approach to Modeling Free-Form Shapes
abstract
We present a new particle-based surface representation with which a user can interactively sculpt free-form surfaces. The particles maintain mesh connectivity and operate under rules that lead them to form triangulations with properties that make them suitable for use in subdivision. A user interactively guides the particles, which we call skin, to grow over a given collection of polyhedral elements (or skeletons), yielding a smooth surface (through subdivision) that approximates the underlying skeletal shapes. Skin resembles blobby modeling in the constructive approach to modeling it supports, but allows a richer vocabulary of skeleton shapes, supports sharp creases where desired, and provides a convenient mechanism for adding multiresolution surface detail. CR
Lee Markosian, Jonathan M. Cohen, Thomas Crulli, John F. Hughes
SIGGRAPH1
1997 Real-time nonphotorealistic rendering
abstract
Nonphotorealistic 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
SIGGRAPH1