VLDB 2026 Research / reviewers in the wild / expert
Yotam I. Gingold
dblp:80/3718
· DBLP profile ↗
45ranked-venue papers
7as first author
19since 2021 · last 2026
0000-0002-5381-2104ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 38 · 6 first-author · 13 since 2021Human-computer interaction and ubiquitous computing · 8 · 1 first-author · 7 since 2021Artificial intelligence and machine learning · 3 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | MoSound: An Interactive Tool for Generative Sound Design in Motion GraphicsabstractMotion graphics, which bring logos, text, and other illustrations to life, are greatly enhanced with sound effects. Sound design for motion graphics presents unique challenges due to their short, abstract nature. Sound designers must identify opportunities for adding sound, decide on the sound’s character to match the visual graphics, synchronize sounds with events, and align sonic properties with motions. We introduce MoSound, an interactive system that helps with all steps of this creation process. We designed the interface of MoSound based on formative studies with practitioners and implemented the system as a combination of visual event detection, spatial attribute mapping, and generative sound stylization. We demonstrate MoSound on a variety of examples, showing that it is capable of creating high quality soundtracks while being accessible to novices. Jialin Huang, Prem Seetharaman, Timothy R. Langlois, Li-Yi Wei, Rubaiat Habib Kazi, Yotam I. Gingold |
CHI | 6 |
| 2025 | A Scaffold-Based Tool for Product Design Variations in Virtual Reality
Stephen DiVerdi, Yotam I. Gingold |
CHI | 3 |
| 2025 | Augury and Forerunner: Real-Time Feedback Via Predictive Numerical Optimization and Input PredictionabstractAbstract In many interactive systems, user input initializes and launches an iterative optimization procedure. The goal is to provide assistive feedback to some creation/editing process. Examples include constraint‐based GUI layout and complex snapping scenarios. Many geometric problems, such as fitting a shape to data, involve optimizations which may take seconds to complete (or even longer), yet require human guidance. In order to make these optimization routines practical in interactive sessions, simplifications or sacrifices must be made. Canonically, non‐convex optimization problems are solved iteratively by taking a series of steps towards a solution. By their nature, there are many locally optimal solutions; which solution is found is highly dependent on an initial guess. There is a fundamental conflict between optimization and interactivity. Interrupting and restarting the optimization every time the user, e.g. moves the mouse prevents any solution from being computed until the user ceases interaction. Continuing to run the optimization procedure computes a perpetually outdated solution. This presents a particular unsolved challenge with respect to direct manipulation. Every time the user, e.g. moves the mouse, the entire optimization must be re‐started with the new user input, since returning a stale result associated with the previous user state is undesirable. We propose predictive short‐circuiting to reduce this fundamental tension. Our approach memoizes paths in the optimization's configuration space and predicts the trajectory of future optimization in real time, leveraging common continuity assumptions. This enables direct manipulation of formerly sluggish interactions. We demonstrate our approach on geometric fitting tasks. Additionally, we evaluate complementary mouse motion prediction algorithms as a means to discard or skip optimization problems that are irrelevant to the user's intended initial configuration for a targeted optimization procedure. Predicting where the mouse cursor will be located at the end of an operation, such as dragging a model of an engine component into scanned point cloud data to perform geometric alignment, allows us to pre‐emptively begin solving the targeted problem before the user finishes their movement. We take advantage of the fact that the prediction indicates the approximate energy basin the optimization procedure will need to explore. Josef Graus, Yotam I. Gingold |
Comput. Graph. Forum | 2 |
| 2025 | Palette-Based Color HarmonizationabstractWe present a palette-based framework for color composition for visual applications and three large-scale, wide-ranging perceptual studies on the perception of color harmonization. We abstract relationships between palette colors as a compact set of axes describing harmonic templates over perceptually uniform color wheels. Our framework provides a basis for interactive color-aware operations such as color harmonization of images and videos. Because our approach to harmonization is palette-based, we are able to conduct the first controlled perceptual experiments evaluating preferences for harmonized images and color palettes. In a third study, we compare preference for archetypical harmonic palettes. In total, our studies involved over 1000 participants. We found that participants do not prefer harmonized images and that some archetypal palettes are reliably viewed as less harmonious than random palettes. These studies raise important questions for research and artistic practice. Jianchao Tan, Jose Echevarria, Yotam I. Gingold |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2024 | ShadowMagic: Designing Human-AI Collaborative Support for Comic Professionals' ShadowingabstractShadowing allows artists to convey realistic volume and emotion of characters in comic colorization. While AI technologies have the potential to improve professionals’ shadowing experience, current practice is manual and time-consuming. To understand how we can improve their shadowing experience, we conducted interviews with 5 professionals. We found that professionals’ level of engagement can vary depending on semantics, such as characters’ faces or hair. We also found they spent time on shadow “landscaping”—deciding where to put big shadow regions to make a realistic volumetric presentation—while the final results can dramatically vary depending on their “staging” and “attention guiding” needs. We found they would accept AI suggestions for less engaging semantic parts or landscaping, while they would need to have the capability to adjust details. Based on our observations, we built ShadowMagic that (1) generates AI-driven shadows based on typically used light directions, (2) enables a user to selectively choose the results depending on the semantics, and (3) allows users to finish shadow areas by themselves for further perfection. Through a summative evaluation with 5 professionals, we found that they were significantly more satisfied with our AI-driven results than a baseline. We also found ShadowMagic’s “step by step” workflow helps participants more easily adopt AI-driven results. We conclude by providing implications. Amrita Ganguly, Chuan Yan, John Joon Young Chung, Tong Steven Sun, Yoon Kiheon, Yotam I. Gingold, Sungsoo Ray Hong |
UIST | 6 |
| 2024 | IMESH: A DSL for Mesh ProcessingabstractMesh processing algorithms are often communicated via concise mathematical notation (e.g., summation over mesh neighborhoods). However, conversion of notation into working code remains a time-consuming and error-prone process, which requires arcane knowledge of low-level data structures and libraries—impeding rapid exploration of high-level algorithms. We address this problem by introducing a domain-specific language (DSL) for mesh processing called I MESH, which resembles notation commonly used in visual and geometric computing and automates the process of converting notation into code. The centerpiece of our language is a flexible notation for specifying and manipulating neighborhoods of a cell complex, internally represented via standard operations on sparse boundary matrices. This layered design enables natural expression of algorithms while minimizing demands on a code generation backend. In particular, by integrating I MESH with the linear algebra features of the I LA DSL and adding support for automatic differentiation, we can rapidly implement a rich variety of algorithms on point clouds, surface meshes, and volume meshes. Shoaib Kamil 0001, Keenan Crane, Alec Jacobson, Yotam I. Gingold |
ACM Trans. Graph. | 5 |
| 2024 | Deep Sketch Vectorization via Implicit Surface ExtractionabstractWe introduce an algorithm for sketch vectorization with state-of-the-art accuracy and capable of handling complex sketches. We approach sketch vectorization as a surface extraction task from an unsigned distance field, which is implemented using a two-stage neural network and a dual contouring domain post processing algorithm. The first stage consists of extracting unsigned distance fields from an input raster image. The second stage consists of an improved neural dual contouring network more robust to noisy input and more sensitive to line geometry. To address the issue of under-sampling inherent in grid-based surface extraction approaches, we explicitly predict undersampling and keypoint maps. These are used in our post-processing algorithm to resolve sharp features and multi-way junctions. The keypoint and undersampling maps are naturally controllable, which we demonstrate in an interactive topology refinement interface. Our proposed approach produces far more accurate vectorizations on complex input than previous approaches with efficient running time. Chuan Yan, Deepali Aneja, Matthew Fisher, Edgar Simo-Serra, Yotam I. Gingold |
ACM Trans. Graph. | 6 |
| 2023 | ShapeSonic: Sonifying Fingertip Interactions for Non-Visual Virtual Shape PerceptionabstractFor sighted users, computer graphics and virtual reality allow them to model and perceive imaginary objects and worlds. However, these approaches are inaccessible to blind and visually impaired (BVI) users, since they primarily rely on visual feedback. To this end, we introduce ShapeSonic, a system designed to convey vivid 3D shape perception using purely audio feedback or sonification. ShapeSonic tracks users’ fingertips in 3D and provides real-time sound feedback (sonification). The shape’s geometry and sharp features (edges and corners) are expressed as sounds whose volumes modulate according to fingertip distance. ShapeSonic is based on a mass-produced, commodity hardware platform (Oculus Quest). In a study with 15 sighted and 6 BVI users, we demonstrate the value of ShapeSonic in shape landmark localization and recognition. ShapeSonic users were able to quickly and relatively accurately “touch” points on virtual 3D shapes in the air. Jialin Huang, Alexa F. Siu, Rana Hanocka, Yotam I. Gingold |
SIGGRAPH Asia | 4 |
| 2023 | LoCoPalettes: Local Control for Palette-based Image EditingabstractAbstract Palette‐based image editing takes advantage of the fact that color palettes are intuitive abstractions of images. They allow users to make global edits to an image by adjusting a small set of colors. Many algorithms have been proposed to compute color palettes and corresponding mixing weights. However, in many cases, especially in complex scenes, a single global palette may not adequately represent all potential objects of interest. Edits made using a single palette cannot be localized to specific semantic regions. We introduce an adaptive solution to the usability problem based on optimizing RGB palette colors to achieve arbitrary image‐space constraints and automatically splitting the image into semantic sub‐regions with more representative local palettes when the constraints cannot be satisfied. Our algorithm automatically decomposes a given image into a semantic hierarchy of soft segments. Difficult‐to‐achieve edits become straightforward with our method. Our results show the flexibility, control, and generality of our method. Cheng-Kang Ted Chao, Jason Klein, Jianchao Tan, Jose Echevarria, Yotam I. Gingold |
Comput. Graph. Forum | 5 |
| 2023 | ColorfulCurves: Palette-Aware Lightness Control and Color Editing via Sparse OptimizationabstractColor editing in images often consists of two main tasks: changing hue and saturation, and editing lightness or tone curves. State-of-the-art palette-based recoloring approaches entangle these two tasks. A user's only lightness control is changing the lightness of individual palette colors. This is inferior to state-of-the-art commercial software, where lightness editing is based on flexible tone curves that remap lightness. However, tone curves are only provided globally or per color channel (e.g., RGB). They are unrelated to the image content. Neither tone curves nor palette-based approaches support direct image-space edits---changing a specific pixel to a desired hue, saturation, and lightness. ColorfulCurves solves both of these problems by uniting palette-based and tone curve editing. In ColorfulCurves , users directly edit palette colors' hue and saturation, per-palette tone curves, or image pixels (hue, saturation, and lightness). ColorfulCurves solves an L 2,1 optimization problem in real-time to find a sparse edit that satisfies all user constraints. Our expert study found overwhelming support for ColorfulCurves over experts' preferred tools. Cheng-Kang Ted Chao, Jason Klein, Jianchao Tan, Jose Echevarria, Yotam I. Gingold |
ACM Trans. Graph. | 5 |
| 2023 | Image vectorization and editing via linear gradient layer decompositionabstractA key advantage of vector graphics over raster graphics is their editability. For example, linear gradients define a spatially varying color fill with a few intuitive parameters, which are ubiquitously supported in standard vector graphics formats and libraries. By layering regions filled with linear gradients, complex appearances can be created. We propose an automatic method to convert a raster image into layered regions of linear gradients. Given an input raster image segmented into regions, our approach decomposes the resulting regions into opaque and semi-transparent linear gradient fills. Our approach is fully automatic (e.g., users do not identify a background as in previous approaches) and exhaustively considers all possible decompositions that satisfy perceptual cues. Experiments on a variety of images demonstrate that our method is robust and effective. Zheng-Jun Du, Liang-Fu Kang, Jianchao Tan, Yotam I. Gingold, Kun Xu 0003 |
ACM Trans. Graph. | 4 |
| 2022 | FlatMagic: Improving Flat Colorization through AI-driven Design for Digital Comic ProfessionalsabstractCreating digital comics involves multiple stages, some creative and some menial. For example, coloring a comic requires a labor-intensive stage known as ‘flatting,’ or masking segments of continuous color, as well as creative shading, lighting, and stylization stages. The use of AI can automate the colorization process, but early efforts have revealed limitations—technical and UX—to full automation. Via a formative study of professionals, we identify flatting as a bottleneck and key target of opportunity for human-guided AI-driven automation. Based on this insight, we built FlatMagic, an interactive, AI-driven flat colorization support tool for Photoshop. Our user studies found that using FlatMagic significantly reduced professionals’ real and perceived effort versus their current practice. While participants effectively used FlatMagic, we also identified potential constraints in interactions with AI and partially automated workflows. We reflect on implications for comic-focused tools and the benefits and pitfalls of intermediate representations and partial automation in designing human-AI collaboration tools for professionals. Chuan Yan, John Joon Young Chung, Yoon Kiheon, Yotam I. Gingold, Eytan Adar, Sungsoo Ray Hong |
CHI | 4 |
| 2022 | H rtDown: Document Processor for Executable Linear Algebra PapersabstractScientific documents describe a topic in a mix of prose and mathematical expressions. The prose refers to those expressions, which themselves must be encoded in, e.g., LaTeX. The resulting documents are static, even though most documents are now read digitally. Moreover, formulas must be implemented or re-implemented separately in a programming language in order to create executable research artifacts. Literate environments allow executable code to be added in addition to the prose and math. The code is yet another encoding of the same mathematical expressions. Shoaib Kamil 0001, Alec Jacobson, Yotam I. Gingold |
SIGGRAPH Asia | 4 |
| 2021 | Catalyzing the Agility, Accessibility, and Predictability of the Manufacturing-Entrepreneurship Ecosystem through Design Environments and Markets for Virtual Things
Alexander Brodsky 0001, Yotam I. Gingold, Thomas D. LaToza, Lap-Fai Yu |
ICORES | 2 |
| 2021 | ScaffoldSketch: Accurate Industrial Design Drawing in VRabstractWe present an approach to in-air design drawing based on the two-stage approach common in 2D design drawing practice. The primary challenge to 3D drawing in-air is the accuracy of users’ strokes. Beautifying or auto-correcting an arbitrary drawing in 2D or 3D is challenging due to ambiguities stemming from many possible interpretations of a stroke. A similar challenge appears when drawing freehand on paper in the real world. 2D design drawing practice (as taught in industrial design school) addresses this by decomposing the process of creating realistic 2D projections of 3D shapes. Designers first create scaffold or construction lines. When drawing shape or structure curves, designers are guided by the scaffolds. Our key insight is that accurate industrial design drawing in 3D becomes tractable when decomposed into auto-correcting scaffold strokes, which have simple relationships with one another, followed by auto-correcting shape strokes with respect to the scaffold strokes. We demonstrate our approach’s effectiveness with an expert study involving industrial designers. Stephen DiVerdi, Akshay Sharma, Yotam I. Gingold |
UIST | 4 |
| 2021 | Interacting with Self-Similarity
Josef Graus, Alec Jacobson, Yotam I. Gingold |
Comput. Aided Des. | 3 |
| 2021 | PosterChild: Blend-Aware Artistic PosterizationabstractAbstract Posterization is an artistic effect which converts continuous images into regions of constant color with smooth boundaries, often with an artistically recolored palette. Artistic posterization is extremely time‐consuming and tedious. We introduce a blend‐aware algorithm for generating posterized images with palette‐based control for artistic recoloring. Our algorithm automatically extracts a palette and then uses multi‐label optimization to find blended‐color regions in terms of that palette. We smooth boundaries away from image details with frequency‐guided median filtering. We evaluate our algorithm with a comparative user study and showcase its ability to produce compelling posterizations of a variety of inputs. Our parameters provide artistic control and enable cohesive, real‐time recoloring after posterization pre‐processing. Cheng-Kang Ted Chao, Karan Singh 0004, Yotam I. Gingold |
Comput. Graph. Forum | 3 |
| 2021 | Video recoloring via spatial-temporal geometric palettesabstractColor correction and color grading are important steps in film production. Recent palette-based approaches to image recoloring have shown that a small set of representative colors provide an intuitive set of handles for color adjustment. However, a single, static palette cannot represent the time-varying colors in a video. We introduce a spatial-temporal geometry-based approach to video recoloring. Specifically, its core is a 4D skew polytope with a few vertices that approximately encloses the video pixels in color and time, which implicitly defines time-varying palettes through slicing of the 4D skew polytope at specific time values. Our geometric palette is compact, descriptive, and provides a correspondence between colors throughout the video, including topological changes when colors merge or split. Experiments show that our method produces natural, artifact-free recoloring. Zheng-Jun Du, Kai-Xiang Lei, Kun Xu 0003, Jianchao Tan, Yotam I. Gingold |
ACM Trans. Graph. | 5 |
| 2021 | I♥LA: compilable markdown for linear algebraabstractCommunicating linear algebra in written form is challenging: mathematicians must choose between writing in languages that produce well-formatted but semantically-underdefined representations such as LaTeX; or languages with well-defined semantics but notation unlike conventional math, such as C++/Eigen. In both cases, the underlying linear algebra is obfuscated by the requirements of esoteric language syntax (as in LaTeX) or awkward APIs due to language semantics (as in C++). The gap between representations results in communication challenges, including underspecified and irrepro-ducible research results, difficulty teaching math concepts underlying complex numerical code, as well as repeated, redundant, and error-prone translations from communicated linear algebra to executable code. We introduce I♥LA, a language with syntax designed to closely mimic conventionally-written linear algebra, while still ensuring an unambiguous, compilable interpretation. Inspired by Markdown, a language for writing naturally-structured plain text files that translate into valid HTML, I♥LA allows users to write linear algebra in text form and compile the same source into LaTeX, C++/Eigen, Python/NumPy/SciPy, and MATLAB, with easy extension to further math programming environments. We outline the principles of our language design and highlight design decisions that balance between readability and precise semantics, and demonstrate through case studies the ability for I♥LA to bridge the semantic gap between conventionally-written linear algebra and unambiguous interpretation in math programming environments. Shoaib Kamil 0001, Alec Jacobson, Yotam I. Gingold |
ACM Trans. Graph. | 4 |
| 2020 | Hyperspectral Inverse SkinningabstractAbstract In example‐based inverse linear blend skinning (LBS), a collection of poses (e.g. animation frames) are given, and the goal is finding skinning weights and transformation matrices that closely reproduce the input. These poses may come from physical simulation, direct mesh editing, motion capture or another deformation rig. We provide a re‐formulation of inverse skinning as a problem in high‐dimensional Euclidean space. The transformation matrices applied to a vertex across all poses can be thought of as a point in high dimensions. We cast the inverse LBS problem as one of finding a tight‐fitting simplex around these points (a well‐studied problem in hyperspectral imaging). Although we do not observe transformation matrices directly, the 3D position of a vertex across all of its poses defines an affine subspace, or flat. We solve a ‘closest flat’ optimization problem to find points on these flats, and then compute a minimum‐volume enclosing simplex whose vertices are the transformation matrices and whose barycentric coordinates are the skinning weights. We are able to create LBS rigs with state‐of‐the‐art reconstruction error and state‐of‐the‐art compression ratios for mesh animation sequences. Our solution does not consider weight sparsity or the rigidity of recovered transformations. We include observations and insights into the closest flat problem. Its ideal solution and optimal LBS reconstruction error remain an open problem. Songrun Liu, Jianchao Tan, Zhigang Deng 0001, Yotam I. Gingold |
Comput. Graph. Forum | 4 |
| 2020 | A benchmark for rough sketch cleanupabstractSketching is a foundational step in the design process. Decades of sketch processing research have produced algorithms for 3D shape interpretation, beautification, animation generation, colorization, etc. However, there is a mismatch between sketches created in the wild and the clean, sketch-like input required by these algorithms, preventing their adoption in practice. The recent flurry of sketch vectorization, simplification, and cleanup algorithms could be used to bridge this gap. However, they differ wildly in the assumptions they make on the input and output sketches. We present the first benchmark to evaluate and focus sketch cleanup research. Our dataset consists of 281 sketches obtained in the wild and a curated subset of 101 sketches. For this curated subset along with 40 sketches from previous work, we commissioned manual vectorizations and multiple ground truth cleaned versions by professional artists. The sketches span artistic and technical categories and were created by a variety of artists with different styles. Most sketches have Creative Commons licenses; the rest permit academic use. Our benchmark's metrics measure the similarity of automatically cleaned rough sketches to artist-created ground truth; the ambiguity and messiness of rough sketches; and low-level properties of the output parameterized curves. Our evaluation identifies shortcomings among state-of-the-art cleanup algorithms and discusses open problems for future research. Chuan Yan, David Vanderhaeghe, Yotam I. Gingold |
ACM Trans. Graph. | 3 |
| 2019 | Pigmento: Pigment-Based Image Analysis and EditingabstractThe colorful appearance of a physical painting is determined by the distribution of paint pigments across the canvas, which we model as a per-pixel mixture of a small number of pigments with multispectral absorption and scattering coefficients. We present an algorithm to efficiently recover this structure from an RGB image, yielding a plausible set of pigments and a low RGB reconstruction error. We show that under certain circumstances we are able to recover pigments that are close to ground truth, while in all cases our results are always plausible. Using our decomposition, we repose standard digital image editing operations as operations in pigment space rather than RGB, with interestingly novel results. We demonstrate tonal adjustments, selection masking, cut-copy-paste, recoloring, palette summarization, and edge enhancement. Jianchao Tan, Stephen DiVerdi, Jingwan Lu, Yotam I. Gingold |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2018 | Efficient palette-based decomposition and recoloring of images via RGBXY-space geometryabstractWe introduce an extremely scalable and efficient yet simple palette-based image decomposition algorithm. Given an RGB image and set of palette colors, our algorithm decomposes the image into a set of additive mixing layers, each of which corresponds to a palette color applied with varying weight. Our approach is based on the geometry of images in RGBXY-space. This new geometric approach is orders of magnitude more efficient than previous work and requires no numerical optimization. We provide an implementation of the algorithm in 48 lines of Python code. We demonstrate a real-time layer decomposition tool in which users can interactively edit the palette to adjust the layers. After preprocessing, our algorithm can decompose 6 MP images into layers in 20 milliseconds. Jianchao Tan, Jose Echevarria, Yotam I. Gingold |
ACM Trans. Graph. | 3 |
| 2017 | Foreword to the Special Section on Expressive 2016
Yotam I. Gingold, Holger Winnemöller |
Comput. Graph. | 1 |
| 2017 | Seamless: seam erasure and seam-aware decoupling of shape from mesh resolutionabstractA parameterization decouples the resolution of a signal on a surface from the resolution of the surface geometry. In practice, parameterized signals are conveniently and efficiently stored as texture images. Unfortunately, seams are inevitable when parametrizing most surfaces. Their visual artifacts are well known for color signals, but become even more egregious when geometry or displacement signals are used: cracks or gaps may appear in the surface. To make matters worse, parameterizations and their seams are frequently ignored during mesh processing. Carefully accounting for seams in one phase may be nullified by the next. The existing literature on seam-elimination requires non-standard rendering algorithms or else overly restricts the parameterization and signal. We present seam-aware mesh processing techniques. For a given fixed mesh, we analytically characterize the space of seam-free textures as the null space of a linear operator. Assuming seam-free textures, we describe topological and geometric conditions for seam-free edge-collapse operations. Our algorithms eliminate seam artifacts in parameterized signals and decimate a mesh---including its seams---while preserving its parameterization and seam-free appearance. This allows the artifact-free display of surface signals---color, normals, positions, displacements, linear blend skinning weights---with the standard GPU rendering pipeline. In particular, our techniques enable crack-free use of the tessellation stage of modern GPU's for dynamic level-of-detail. This decouples the shape signal from mesh resolution in a manner compatible with existing workflows. Songrun Liu, Zachary Ferguson, Alec Jacobson, Yotam I. Gingold |
ACM Trans. Graph. | 4 |
| 2017 | Decomposing Images into Layers via RGB-Space GeometryabstractIn digital image editing software, layers organize images. However, layers are often not explicitly represented in the final image, and may never have existed for a scanned physical painting or a photograph. We propose a technique to decompose an image into layers. In our decomposition, each layer represents a single-color coat of paint applied with varying opacity. Our decomposition is based on the image’s RGB-space geometry. In RGB-space, the linear nature of the standard Porter-Duff [1984] “over” pixel compositing operation implies a geometric structure. The vertices of the convex hull of image pixels in RGB-space correspond to a palette of paint colors. These colors may be “hidden” and inaccessible to algorithms based on clustering visible colors. For our layer decomposition, users choose the palette size (degree of simplification to perform on the convex hull), as well as a layer order for the paint colors (vertices). We then solve a constrained optimization problem to find translucent, spatially coherent opacity for each layer, such that the composition of the layers reproduces the original image. We demonstrate the utility of the resulting decompositions for recoloring (global and local) and object insertion. Our layers can be interpreted as generalized barycentric coordinates; we compare to these and other recoloring approaches. Jianchao Tan, Jyh-Ming Lien, Yotam I. Gingold |
ACM Trans. Graph. | 3 |
| 2017 | Interactive Design and Stability Analysis of Decorative Joinery for FurnitureabstractHigh-quality hand-made furniture often employs intrinsic joints that geometrically interlock along mating surfaces. Such joints increase the structural integrity of the furniture and add to its visual appeal. We present an interactive tool for designing such intrinsic joints. Users draw the visual appearance of the joints on the surface of an input furniture model as groups of two-dimensional (2D) regions that must belong to the same part. Our tool automatically partitions the furniture model into a set of solid 3D parts that conform to the user-specified 2D regions and assemble into the furniture. If the input does not merit assemblable solid 3D parts, then our tool reports the failure and suggests options for redesigning the 2D surface regions so that they are assemblable. Similarly, if any parts in the resulting assembly are unstable, then our tool suggests where additional 2D regions should be drawn to better interlock the parts and improve stability. To perform this stability analysis, we introduce a novel variational static analysis method that addresses shortcomings of the equilibrium method for our task. Specifically, our method correctly detects sliding instabilities and reports the locations and directions of sliding and hinging failures. We show that our tool can be used to generate over 100 joints inspired by traditional woodworking and Japanese joinery. We also design and fabricate nine complete furniture assemblies that are stable and connected using only the intrinsic joints produced by our tool. JiaXian Yao, Danny M. Kaufman, Yotam I. Gingold, Maneesh Agrawala |
ACM Trans. Graph. | 3 |
| 2016 | Using isophotes and shadows to interactively model normal and height fields
Qiuying Xu, Songrun Liu, Yotam I. Gingold, Karan Singh 0004 |
Comput. Graph. | 3 |
| 2015 | Continuous Visibility FeatureabstractIn this work, we propose a new type of visibility measurement named Continuous Visibility Feature (CVF). We say that a point q on the mesh is continuously visible from another point p if there exists a geodesic path connecting p and q that is entirely visible by p. In order to efficiently estimate the continuous visibility for all the vertices in a model, we propose two approaches that use specific CVF properties to avoid exhaustive visibility tests. CVF is then measured as the area of the continuously visible region. With this stronger visibility measure, we show that CVF better encodes the surface and part information of mesh than the tradition line-of-sight based visibility. For example, we show that existing segmentation algorithms can generate better segmentation results using CVF and its variants than using other visibility-based shape descriptors, such as shape diameter function. Similar to visibility and other mesh surface features, continuous visibility would have many applications. Guilin Liu, Yotam I. Gingold, Jyh-Ming Lien |
CVPR | 2 |
| 2015 | AniMesh: interleaved animation, modeling, and editingabstractWe introduce AniMesh, a system that supports interleaved modeling and animation creation and editing. AniMesh is suitable for rapid prototyping and easily accessible to non-experts. Source animations can be obtained from commodity motion capture devices or by adapting canned motion sequences. We propose skeleton abstraction and motion retargeting algorithms for finding correspondences and transferring motion between skeletons, or portions of skeletons, with varied topology. Motion can be copied-and-pasted between kinematic chains with different skeletal topologies, and entire model parts can be cut and reattached, while always retaining plausible, composite animations. Daniel Gopstein, Yotam I. Gingold, Andrew Nealen |
ACM Trans. Graph. | 3 |
| 2015 | Decomposing time-lapse paintings into layersabstractThe creation of a painting, in the physical world or digitally, is a process that occurs over time. Later strokes cover earlier strokes, and strokes painted at a similar time are likely to be part of the same object. In the final painting, this temporal history is lost, and a static arrangement of color is all that remains. The rich literature for interacting with image editing history cannot be used. To enable these interactions, we present a set of techniques to decompose a time lapse video of a painting (defined generally to include pencils, markers, etc.) into a sequence of translucent "stroke" images. We present translucency-maximizing solutions for recovering physical (Kubelka and Munk layering) or digital (Porter and Duff "over" blending operation) paint parameters from before/after image pairs. We also present a pipeline for processing real-world videos of paintings capable of handling long-term occlusions, such as the painter's hand and its shadow, color shifts, and noise. Jianchao Tan, Marek Dvoroznák, Daniel Sýkora, Yotam I. Gingold |
ACM Trans. Graph. | 4 |
| 2014 | Agent script generation using descriptive text documentsabstractWhen designing games, artists exert large efforts to create visually compelling scenes. Work such as WordsEye [Coyne and Sproat 2001] can assist artists by parsing natural language texts into static scenes. Complementary to this endeavour is the population of that environment by simulation authors. Adding agents to an environment with plausible behaviors is a time consuming process, as most require individual scripts to control their behavior. This generally degrades variability, as scripts are re-used. In order to assist in creating commands and scenes for virtual actors, we propose a method that can create scripts for agents to plausibly act within a virtual environment. This work is inspired by [Ma 2006], which provides an action to a virtual agent from a single sentence. However, our method works for several agents over longer periods of time. John T. Balint, Yotam I. Gingold, Jan M. Allbeck |
MIG | 2 |
| 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 | 5 |
| 2013 | Pixelated image abstraction with integrated user constraints
Timothy Gerstner, Douglas DeCarlo, Marc Alexa, Adam Finkelstein, Yotam I. Gingold, Andrew Nealen |
Comput. Graph. | 5 |
| 2013 | Geosemantic Snapping for Sketch-Based ModelingabstractAbstract Modeling 3D objects from sketches is a process that requires several challenging problems including segmentation, recognition and reconstruction. Some of these tasks are harder for humans and some are harder for the machine. At the core of the problem lies the need for semantic understanding of the shape's geometry from the sketch. In this paper we propose a method to model 3D objects from sketches by utilizing humans specifically for semantic tasks that are very simple for humans and extremely difficult for the machine, while utilizing the machine for tasks that are harder for humans. The user assists recognition and segmentation by choosing and placing specific geometric primitives on the relevant parts of the sketch. The machine first snaps the primitive to the sketch by fitting its projection to the sketch lines, and then improves the model globally by inferringgeosemanticconstraints that link the different parts. The fitting occurs in real‐time, allowing the user to be only as precise as needed to have a good starting configuration for this non‐convex optimization problem. We evaluate the accessibility of our approach with a user study. Alex Shtof, Alexander Agathos, Yotam I. Gingold, Ariel Shamir, Daniel Cohen-Or |
Comput. Graph. Forum | 3 |
| 2012 | RigMesh: automatic rigging for part-based shape modeling and deformationabstractThe creation of a 3D model is only the first stage of the 3D character animation pipeline. Once a model has been created, and before it can be animated, it must be rigged . Manual rigging is laborious, and automatic rigging approaches are far from real-time and do not allow for incremental updates. This is a hindrance in the real world, where the shape of a model is often revised after rigging has been performed. In this paper, we introduce algorithms and a user-interface for sketch-based 3D modeling that unify the modeling and rigging stages of the 3D character animation pipeline. Our algorithms create a rig for each sketched part in real-time, and update the rig as parts are merged or cut. As a result, users can freely pose and animate their shapes and characters while rapidly iterating on the base shape. The rigs are compatible with the state-of-the-art character animation pipeline; they consist of a low-dimensional skeleton along with skin weights identifying the surface with bones of the skeleton. Péter Borosán, Douglas DeCarlo, Yotam I. Gingold, Andrew Nealen |
ACM Trans. Graph. | 4 |
| 2012 | Micro perceptual human computation for visual tasksabstractHuman Computation (HC) utilizes humans to solve problems or carry out tasks that are hard for pure computational algorithms. Many graphics and vision problems have such tasks. Previous HC approaches mainly focus on generating data in batch, to gather benchmarks, or perform surveys demanding nontrivial interactions. We advocate a tighter integration of human computation into online, interactive algorithms. We aim to distill the differences between humans and computers and maximize the advantages of both in one algorithm. Our key idea is to decompose such a problem into a massive number of very simple, carefully designed, human micro-tasks that are based on perception , and whose answers can be combined algorithmically to solve the original problem. Our approach is inspired by previous work on micro-tasks and perception experiments. We present three specific examples for the design of micro perceptual human computation algorithms to extract depth layers and image normals from a single photograph, and to augment an image with high-level semantic information such as symmetry. Yotam I. Gingold, Ariel Shamir, Daniel Cohen-Or |
ACM Trans. Graph. | 1 |
| 2010 | Topology-based Smoothing of 2D Scalar Fields with C1-ContinuityabstractAbstract Data sets coming from simulations or sampling of real‐world phenomena often contain noise that hinders their processing and analysis. Automatic filtering and denoising can be challenging: when the nature of the noise is unknown, it is difficult to distinguish between noise and actual data features; in addition, the filtering process itself may introduce “artificial” features into the data set that were not originally present. In this paper, we propose a smoothing method for 2D scalar fields that gives the user explicit control over the data features. We define features as critical points of the given scalar function, and the topological structure they induce (i.e., the Morse‐Smale complex). Feature significance is rated according to topological persistence. Our method allows filtering out spurious features that arise due to noise by means of topological simplification, providing the user with a simple interface that defines the significance threshold, coupled with immediate visual feedback of the remaining data features. In contrast to previous work, our smoothing method guarantees a C 1 ‐continuous output scalar field with the exact specified features and topological structures. Tino Weinkauf, Yotam I. Gingold, Olga Sorkine-Hornung |
Comput. Graph. Forum | 2 |
| 2009 | Structured annotations for 2D-to-3D modelingabstractWe present a system for 3D modeling of free-form surfaces from 2D sketches. Our system frees users to create 2D sketches from arbitrary angles using their preferred tool, which may include pencil and paper. A 3D model is created by placing primitives and annotations on the 2D image. Our primitives are based on commonly used sketching conventions and allow users to maintain a single view of the model. This eliminates the frequent view changes inherent to existing 3D modeling tools, both traditional and sketch-based, and enables users to match input to the 2D guide image. Our annotations---same-lengths and angles, alignment, mirror symmetry, and connection curves---allow the user to communicate higher-level semantic information; through them our system builds a consistent model even in cases where the original image is inconsistent. We present the results of a user study comparing our approach to a conventional "sketch-rotate-sketch" workflow. Yotam I. Gingold, Takeo Igarashi, Denis Zorin |
ACM Trans. Graph. | 1 |
| 2008 | Shading-based surface editingabstractWe present a system for free-form surface modeling that allows a user to modify a shape by changing its rendered, shaded image using stroke-based drawing tools. User input is translated into a set of tangent and positional constraints on the surface. A new shape, whose rendered image closely approximates user input, is computed using an efficient and stable surface optimization procedure. We demonstrate how several types of free-form surface edits which may be difficult to cast in terms of standard deformation approaches can be easily performed using our system. Yotam I. Gingold, Denis Zorin |
ACM Trans. Graph. | 1 |
| 2007 | Shape optimization using reflection lines
Elif Tosun, Yotam I. Gingold, Jason Reisman, Denis Zorin |
Symposium on Geometry Processing | 2 |
| 2007 | Controlled-topology filtering
Yotam I. Gingold, Denis Zorin |
Comput. Aided Des. | 1 |
| 2006 | Controlled-topology filteringabstractMany applications require the extraction of isolines and isosurfaces from scalar functions defined on regular grids. These scalar functions may have many different origins: from MRI and CT scan data to terrain data or results of a simulation. As a result of noise and other artifacts, curves and surfaces obtained by standard extraction algorithms often suffer from topological irregularities and geometric noise.While it is possible to remove topological and geometric noise as a post-processing step, in the case when a large number of isolines are of interest there is a considerable advantage in filtering the scalar function directly. While most smoothing filters result in gradual simplification of the topological structure of contours, new topological features typically emerge and disappear during the smoothing process.In this paper, we describe an algorithm for filtering functions defined on regular 2D grids with controlled topology changes, which ensures that the topological structure of the set of contour lines of the function is progressively simplified. Yotam I. Gingold, Denis Zorin |
Symposium on Solid and Physical Modeling | 1 |
| 2006 | A direct texture placement and editing interfaceabstractThe creation of most models used in computer animation and computer games requires the assignment of texture coordinates, texture painting, and texture editing. We present a novel approach for texture placement and editing based on direct manipulation of textures on the surface. Compared to conventional tools for surface texturing, our system combines UV-coordinate specification and texture editing into one seamless process, reducing the need for careful initial design of parameterization and providing a natural interface for working with textures directly on 3D surfaces.A combination of efficient techniques for interactive constrained parameterization and advanced input devices makes it possible to realize a set of natural interaction paradigms. The texture is regarded as a piece of stretchable material, which the user can position and deform on the surface, selecting arbitrary sets of constraints and mapping texture points to the surface; in addition, the multi-touch input makes it possible to specify natural handles for texture manipulation using point constraints associated with different fingers. Pressure can be used as a direct interface for texture combination operations. The 3D position of the object and its texture can be manipulated simultaneously using two-hand input. Yotam I. Gingold, Philip L. Davidson, Jefferson Y. Han, Denis Zorin |
UIST | 1 |
| 2006 | Computing discrete shape operators on general meshesabstractAbstract Discrete curvature and shape operators, which capture complete information about directional curvatures at a point, are essential in a variety of applications: simulation of deformable two‐dimensional objects, variational modeling and geometric data processing. In many of these applications, objects are represented by meshes. Currently, a spectrum of approaches for formulating curvature operators for meshes exists, ranging from highly accurate but computationally expensive methods used in engineering applications to efficient but less accurate techniques popular in simulation for computer graphics. We propose a simple and efficient formulation for the shape operator for variational problems on general meshes, using degrees of freedom associated with normals. On the one hand, it is similar in its simplicity to some of the discrete curvature operators commonly used in graphics; on the other hand, it passes a number of important convergence tests and produces consistent results for different types of meshes and mesh refinement. Eitan Grinspun, Yotam I. Gingold, Jason Reisman, Denis Zorin |
Comput. Graph. Forum | 2 |