Przemyslaw Prusinkiewicz

dblp:94/892 · DBLP profile ↗
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38ranked-venue papers
11as first author
1since 2021 · last 2021
0000-0002-1338-7086ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 31 · 7 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 13 · 4 first-authorTheory of computation · 4 · 3 first-authorArtificial intelligence and machine learning · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1

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
13 papers
Geometric modeling and processing · 64% Computer animation and physical simulation · 18% Visual content generation and editing · 16%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 100%

Topics — the 11 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
procedural modeling
0.952021
Modeling flower pigmentation patterns · ACM Trans. Graph. 2021
Modeling dense inflorescences · ACM Trans. Graph. 2016
Self-organizing tree models for image synthesis · ACM Trans. Graph. 2009
Visual content generation and editing
texture synthesis
0.222021
Modeling flower pigmentation patterns · ACM Trans. Graph. 2021
Modeling and visualization of leaf venation patterns · ACM Trans. Graph. 2005
Geometric modeling and processing › procedural modeling
plant modeling
0.142001
The use of positional information in the modeling of plants · SIGGRAPH 2001
Realistic Modeling and Rendering of Plant Ecosystems · SIGGRAPH 1998
Visual Models of Plants Interacting with Their Environment · SIGGRAPH 1996
Computer animation and physical simulation › natural phenomena simulation
plant development simulation
0.042001
Synthetic topiary · SIGGRAPH 1994
Animation of plant development · SIGGRAPH 1993
The use of positional information in the modeling of plants · SIGGRAPH 2001
Rendering
photorealistic rendering
0.011998
Realistic Modeling and Rendering of Plant Ecosystems · SIGGRAPH 1998
Rendering
procedural texture synthesis
0.012005
Modeling and visualization of leaf venation patterns · ACM Trans. Graph. 2005
GPUs and heterogeneous computing
GPU computing
0.012003
Generating subdivision curves with L-systems on a GPU · SIGGRAPH 2003
Geometric modeling and processing › procedural modeling
l-systems
0.031994
Synthetic topiary · SIGGRAPH 1994
Animation of plant development · SIGGRAPH 1993
Development models of herbaceous plants for computer imagery purposes · SIGGRAPH 1988
Rendering
global illumination
0.011998
Realistic Modeling and Rendering of Plant Ecosystems · SIGGRAPH 1998
Visualization and visual analytics
scientific visualization
0.011996
Visual Models of Plants Interacting with Their Environment · SIGGRAPH 1996
Computer animation and physical simulation
natural phenomena simulation
0.011992
Modeling seashells · SIGGRAPH 1992

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

reaction-diffusion · 0.5vascular patterning · 0.5random pattern generation · 0.5positional information · 0.5multidimensional scaling · 0.2bundle adjustment · 0.2sketching · 0.1procedural brushes · 0.1biological growth simulation · 0.1iterative geometric operations · 0.1l-systems · 0.0
YearPublicationVenuePosition
2021 Modeling flower pigmentation patterns
abstract
Although many simulation models of natural phenomena have been developed to date, little attention was given to a major contributor to the beauty of nature: the colorful patterns of flowers. We survey typical patterns and propose methods for simulating them inspired by the current understanding of the biology of floral patterning. The patterns are generated directly on geometric models of flowers, using different combinations of key mathematical models of morphogenesis: vascular patterning, positional information, reaction-diffusion, and random pattern generation. The integration of these models makes it possible to capture a wide range of the flower pigmentation patterns observed in nature.
Lee Ringham, Andrew Owens, Mikolaj Cieslak, Lawrence D. Harder, Przemyslaw Prusinkiewicz
ACM Trans. Graph.5
2016 Modeling dense inflorescences
abstract
Showy inflorescences - clusters of flowers - are a common feature of many plants, greatly contributing to their beauty. The large numbers of individual flowers (florets), arranged in space in a systematic manner, make inflorescences a natural target for procedural modeling. We present a suite of biologically motivated algorithms for modeling and animating the development of inflorescences with closely packed florets. These inflorescences share the following characteristics: (i) in their ensemble, the florets form a relatively smooth, often approximately planar surface; (ii) there are numerous collisions between petals of the same or adjacent florets; and (iii) the developmental stage and type of a floret may depend on its position within the inflorescence, with drastic or gradual differences. To model flat-topped branched inflorescences (corymbs and umbels), we propose a florets-first algorithm, in which the branching structure self-organizes to support florets in predetermined positions. This is an alternative to previous branching-first models, in which floret positions were determined by branch arrangement. To obtain realistic visualizations, we complement the algorithms that generate the inflorescence structure with an interactive method for modeling floret corollas (petal sets). The method supports corollas with both separate and fused petals. We illustrate our techniques with models from several plant families.
Andrew Owens, Mikolaj Cieslak, Jeremy Hart, Regine Classen-Bockhoff, Przemyslaw Prusinkiewicz
ACM Trans. Graph.5
2014 Metric-Driven Grammars and Morphogenesis (Extended Abstract)
Przemyslaw Prusinkiewicz, Brendan Lane, Adam Runions
CiE1
2014 A Division in PIN-Mediated Auxin Patterning during Organ Initiation in Grasses
abstract
The hormone auxin plays a crucial role in plant morphogenesis. In the shoot apical meristem, the PIN-FORMED1 (PIN1) efflux carrier concentrates auxin into local maxima in the epidermis, which position incipient leaf or floral primordia. From these maxima, PIN1 transports auxin into internal tissues along emergent paths that pattern leaf and stem vasculature. In Arabidopsis thaliana, these functions are attributed to a single PIN1 protein. Using phylogenetic and gene synteny analysis we identified an angiosperm PIN clade sister to PIN1, here termed Sister-of-PIN1 (SoPIN1), which is present in all sampled angiosperms except for Brassicaceae, including Arabidopsis. Additionally, we identified a conserved duplication of PIN1 in the grasses: PIN1a and PIN1b. In Brachypodium distachyon, SoPIN1 is highly expressed in the epidermis and is consistently polarized toward regions of high expression of the DR5 auxin-signaling reporter, which suggests that SoPIN1 functions in the localization of new primordia. In contrast, PIN1a and PIN1b are highly expressed in internal tissues, suggesting a role in vascular patterning. PIN1b is expressed in broad regions spanning the space between new primordia and previously formed vasculature, suggesting a role in connecting new organs to auxin sinks in the older tissues. Within these regions, PIN1a forms narrow canals that likely pattern future veins. Using a computer model, we reproduced the observed spatio-temporal expression and localization patterns of these proteins by assuming that SoPIN1 is polarized up the auxin gradient, and PIN1a and PIN1b are polarized to different degrees with the auxin flux. Our results suggest that examination and modeling of PIN dynamics in plants outside of Brassicaceae will offer insights into auxin-driven patterning obscured by the loss of the SoPIN1 clade in Brassicaceae.
Devin L. O'Connor, Adam Runions, Aaron Sluis, Jennifer Bragg, John P. Vogel, Przemyslaw Prusinkiewicz, Sarah Hake
PLoS Comput. Biol.6
2009 Developmental Computing
Przemyslaw Prusinkiewicz
UC1
2009 Sketch-based parameterization of L-systems using illustration-inspired construction lines and depth modulation
Fabricio Anastacio, Przemyslaw Prusinkiewicz, Mario Costa Sousa
Comput. Graph.2
2009 Self-organizing tree models for image synthesis
abstract
We present a method for generating realistic models of temperate-climate trees and shrubs. This method is based on the biological hypothesis that the form of a developing tree emerges from a self-organizing process dominated by the competition of buds and branches for light or space, and regulated by internal signaling mechanisms. Simulations of this process robustly generate a wide range of realistic trees and bushes. The generated forms can be controlled with a variety of interactive techniques, including procedural brushes, sketching, and editing operations such as pruning and bending of branches. We illustrate the usefulness and versatility of the proposed method with diverse tree models, forest scenes, animations of tree development, and examples of combined interactive-procedural tree modeling.
Wojtek Palubicki, Kipp Horel, Steven Longay, Adam Runions, Brendan Lane, Radomír Mech, Przemyslaw Prusinkiewicz
ACM Trans. Graph.7
2007 Ribbons
Adam Runions, Faramarz F. Samavati, Przemyslaw Prusinkiewicz
Vis. Comput.3
2006 Modeling hairy plants
Martin Fuhrer, Henrik Wann Jensen, Przemyslaw Prusinkiewicz
Graph. Model.3
2005 Modeling and visualization of leaf venation patterns
abstract
We introduce a class of biologically-motivated algorithms for generating leaf venation patterns. These algorithms simulate the interplay between three processes: (1) development of veins towards hormone (auxin) sources embedded in the leaf blade; (2) modification of the hormone source distribution by the proximity of veins; and (3) modification of both the vein pattern and source distribution by leaf growth. These processes are formulated in terms of iterative geometric operations on sets of points that represent vein nodes and auxin sources. In addition, a vein connection graph is maintained to determine vein widths. The effective implementation of the algorithms relies on the use of space subdivision (Voronoi diagrams) and time coherence between iteration steps. Depending on the specification details and parameters used, the algorithms can simulate many types of venation patterns, both open (tree-like) and closed (with loops). Applications of the presented algorithms include texture and detailed structure generation for image synthesis purposes, and modeling of morphogenetic processes in support of biological research.
Adam Runions, Martin Fuhrer, Brendan Lane, Pavol Federl, Anne-Gaëlle Rolland-Lagan, Przemyslaw Prusinkiewicz
ACM Trans. Graph.6
2004 Modeling Hairy Plants
abstract
The appearance of computer generated plants has improved significantly due to advances in both modeling and rendering. In this paper we describe a system that further improves the appearance of CG plants by including the tiny hairs that cover many plant organs. A plant skeleton is generated using an L-system and graphically interpreted using generalized cylinders. The individual hairs are then mapped onto the surfaces and boundary edges of the mesh. Hair properties are specified and adjusted according to positional information. Sample images included in the paper illustrate the impact of hairs on the appearance of rendered plants.
Martin Fuhrer, Henrik Wann Jensen, Przemyslaw Prusinkiewicz
PG3
2003 Modeling lobed leaves
abstract
In contrast to the extensively researched modeling of plant architecture, the modeling of plant organs largely remains an open problem. We propose a method for modeling lobed leaves. This method extends the concept of sweeps to branched skeletons. The input of the model is a 2D leaf silhouette, which can be defined interactively or derived from a scanned leaf image. The algorithm computes the skeleton (medial axis) of the leaf and approximates it using spline curves interconnected into a branching structure (sticky splines). The leaf surface is then constructed by sweeping a generating curve along these splines. The orientation of the generating curve is adjusted to properly capture the shape of the leaf blade near the extremities and branching points of the skeleton, and to avoid self-intersections of the surface. The leaf model can be interactively modified by editing the shape of the silhouette and the skeleton. It can be further manipulated in 3D using functions that control turning, bending, and twisting of each lobe.
Lars Mündermann, Peter MacMurchy, Juraj Pivovarov, Przemyslaw Prusinkiewicz
Computer Graphics International4
2003 Generating subdivision curves with L-systems on a GPU
abstract
No abstract available.
Radomír Mech, Przemyslaw Prusinkiewicz
SIGGRAPH2
2003 Interactive Design of Bonsai Tree Models
abstract
Abstract Because of their complexity, plant models used in computer graphics are commonly created with proceduralmethods. A difficult problem is the user control of these models: a small number of parameters is insufficient tospecify plant characteristics in detail, while large numbers of parameters are tedious to manipulate and difficultto comprehend. To address this problem, we propose a method for managing parameters involved in plant modelmanipulation. Specifically, we introduce decomposition graphs as multiscale representations of plant structuresand present interactive tools for designing trees that operate on decomposition graphs. The supported operationsinclude browsing of the parameter space, editing of generalized parameters (scalars, functions, and branchingsystem silhouettes), and the definition of dependencies between parameters. We illustrate our method by creatingmodels of bonsai trees. Categories and Subject Descriptors (according to ACM CCS): I.3.6 [Computer Graphics]: Methodology and Techniques
Frédéric Boudon, Przemyslaw Prusinkiewicz, Pavol Federl, Christophe Godin, Radoslaw Karwowski
Comput. Graph. Forum2
2003 A Few Good Lines: Suggestive Drawing of 3D Models
abstract
Abstract We present a method for rendering 3D models in the traditionalline‐drawing style used in artistic and scientificillustrations. The goal is to suggest the 3D shape of the objectsusing a small number of lines drawn with carefullychosen line qualities. The system combines several known techniquesinto a simple yet effective non‐photorealisticline renderer. Feature edges related to the outline and interiorof a given 3D mesh are extracted, segmented, andsmoothed, yielding chains of lines with varying path, length, thickness,gaps, and enclosures. The paper includessample renderings obtained for a variety of models.
Mario Costa Sousa, Przemyslaw Prusinkiewicz
Comput. Graph. Forum2
2002 Generating Spatial Distributions for Multilevel Models of Plant Communities
Brendan Lane, Przemyslaw Prusinkiewicz
Graphics Interface2
2002 Geometric Modeling without Coordinates and Indices
abstract
Summary form only given. We focus on dynamic geometric objects, which can be seen to develop over time. Examples include fractals, subdivision curves and surfaces, and models of growing biological structures. Coordinates and indices do not identify elements of these objects in a convenient, time-invariant way. For instance, the coordinates of a cell in a growing biological tissue may change over time, even though it materially is the same cell. Furthermore, if the cells are indexed, the indices may have to be updated following cell division in order to preserve consecutive numbering of the adjacent cells. Similarly, in the case of subdivision curves and surfaces, the existing points may change position over time, while the insertion of new points may require all points to be reindexed.
Przemyslaw Prusinkiewicz
Shape Modeling International1
2002 GeneVis: Visualization Tools for Genetic Regulatory Network Dynamics
abstract
GeneVis provides a visual environment for exploring the dynamics of genetic regulatory networks. At present time, genetic regulation is the focus of intensive research worldwide, and computational aids are being called for to help in the research of factors that are difficult to observe directly. GeneVis provides a particle-based simulation of genetic networks and visualizes the process of this simulation as it occurs. Two dynamic visualization techniques are provided, a visualization of the movement of the regulatory proteins and a visualization of the relative concentrations of these proteins. Several interactive tools relate the dynamic visualizations to the underlying genetic network structure.
Charles A. H. Baker, Sheelagh Carpendale, Przemyslaw Prusinkiewicz, Michael G. Surette
IEEE Visualization3
2002 Modeling a Murex cabritii sea shell with a structured implicit surface modeler
Callum Galbraith, Przemyslaw Prusinkiewicz, Brian Wyvill
Vis. Comput.2
2001 The use of positional information in the modeling of plants
abstract
We integrate into plant models three elements of plant representation identified as important by artists: posture (manifested in curved stems and elongated leaves), gradual variation of features, and the progression of the drawing process from overall silhouette to local details. The resulting algorithms increase the visual realism of plant models by offering an intuitive control over plant form and supporting an interactive modeling process. The algorithms are united by the concept of expressing local attributes of plant architecture as functions of their location along the stems.
Przemyslaw Prusinkiewicz, Lars Mündermann, Radoslaw Karwowski, Brendan Lane
SIGGRAPH1
2000 Modeling Murex cabritii Sea Shell with a Structured Implicit Surface Modeler
abstract
Implicit surface modeling systems have been used since the mid-1980's for the generation of cartoon like characters. Recently implicit models combined with constructive solid geometry (CSG) have been used to build engineering models with automatic blending. This work is built on a structured implicit modeling system which includes CSG, warping, 2D texture mapping and operations based on the BlobTree, and its application to the generation of a complex and visually accurate biological model of the sea shell Murex cabritii. Since the model is purely procedurally defined and does not rely on polygon mesh operations, it is resolution independent and can be rendered directly using ray tracing. An interface has been built to the BlobTree using an interpreted programming language (Python). The language interface readily allows a user to procedurally describe the shell based on numeric data taken from the actual object.
Callum Galbraith, Przemyslaw Prusinkiewicz, Brian Wyvill
Computer Graphics International2
1999 Virtual Laboratory: An Interactive Software Environment for Computer Graphics
Pavol Federl, Przemyslaw Prusinkiewicz
Computer Graphics International2
1999 Modeling Plants and Plant Ecosystems: Recent Results and Current Open Problems
Przemyslaw Prusinkiewicz
Computer Graphics International1
1999 Interactive arrangement of botanical L-system models
abstract
In this paper, we explore the problem of interactively mauipulating plant models without sacrificing their botanical accuracy.The primary technical contribution of the paper is a method for interactively manipulating plant structures using a inverse-kinematics optimizatitin technique.The branches of the plant are endowed with flexural and torsional stiffnesses, and these are used in the IK optimization.We demonstrate our approach with several examples of plant models arranged in this fashion.
Joanna L. Power, A. J. Bernheim Brush, Przemyslaw Prusinkiewicz, David Salesin
SI3D3
1998 Realistic Modeling and Rendering of Plant Ecosystems
abstract
Modeling and rendering of natural scenes with thousands of plants poses a number of problems. The terrain must be modeled and plants must be distributed throughout it in a realistic manner, reflecting the interactions of plants with each other and with their environment. Geometric models of individual plants, consistent with their positions within the ecosystem, must be synthesized to populate the scene. The scene, which may consist of billions of primitives, must be rendered efficiently while incorporating the subtleties of lighting in a natural environment. We have developed a system built around a pipeline of tools that address these tasks. The terrain is designed using an interactive graphical editor. Plant distribution is determined by hand (as one would do when designing a garden), by ecosystem simulation, or by a combination of both techniques. Given parametrized procedural models of individual plants, the geometric complexity of the scene is reduced by approximate instancing, in which similar plants, groups of plants, or plant organs are replaced by instances of representative objects before the scene is rendered. The paper includes examples of visually rich scenes synthesized using the system.
Oliver Deussen, Pat Hanrahan, Bernd Lintermann, Radomír Mech, Matt Pharr, Przemyslaw Prusinkiewicz
SIGGRAPH6
1996 Visualization of Developmental Processes by Extrusion in Space-time
Mark Hammel, Przemyslaw Prusinkiewicz
Graphics Interface2
1996 Visual Models of Plants Interacting with Their Environment
abstract
Interaction with the environment is a key factor affecting the development of plants and plant ecosystems. In this paper we introduce a modeling framework that makes it possible to simulate and visualize a wide range of interactions at the level of plant architecture. This framework extends the formalism of Lindenmayer systems with constructs needed to model bi-directional information exchange between plants and their environment. We illustrate the proposed framework with models and simulations that capture the development of tree branches limited by collisions, the colonizing growth of clonal plants competing for space in favorable areas, the interaction between roots competing for water in the soil, and the competition within and between trees for access to light. Computer animation and visualization techniques make it possible to better understand the modeled processes and lead to realistic images of plants within their environmental context. CR categories: F.4.2 [Mathematical Logi...
Radomír Mech, Przemyslaw Prusinkiewicz
SIGGRAPH2
1994 Synthetic topiary
abstract
The paper extends Lindenmayer systems in a manner suitable for simulating the interaction between a developing plant and its environment. The formalism is illustrated by modeling the response of trees to pruning, which yields synthetic images of sculptured plants found in topiary gardens.
Przemyslaw Prusinkiewicz, Mark James, Radomír Mech
SIGGRAPH1
1994 Visual Models of Morphogenesis
abstract
Rapid progress in the modeling of biological structures and simulation of their development has occurred over the last few years. It has been coupled with the visualization of simulation results, which has led to a better understanding of morphogenesis and given rise to new procedural techniques for realistic image synthesis. This paper reviews selected models of morphogenesis with a significant visual component.
Przemyslaw Prusinkiewicz
Artif. Life1
1993 Animation of plant development
abstract
This paper introduces a combined discrete/continuous model of plant development that integrates L-system-style productions and differential equations.The model is suitable for animating simulated developmental processes in a manner resembling time-lapse photography.The proposed technique is illustrated using several developmental models, including the flowering plants Campanula rapunculoides, Lychnis coronaria , and Hieracium umbellatum.
Przemyslaw Prusinkiewicz, Mark Hammel, Eric Mjolsness
SIGGRAPH1
1992 Modeling seashells
abstract
article Free Access Share on Modeling seashells Authors: Deborah R. Fowler Department of Computer Science, University of Calgary, and University of Regina Canada Department of Computer Science, University of Calgary, and University of Regina CanadaView Profile , Hans Meinhardt Max-Planck-Institut, fltrEntwicklungsbiologie 7400 Tttbingen,Germany Max-Planck-Institut, fltrEntwicklungsbiologie 7400 Tttbingen,GermanyView Profile , Przemyslaw Prusinkiewicz Department of Computer Science, University of Calgary, Alberta CanadaT2N 1N4 Department of Computer Science, University of Calgary, Alberta CanadaT2N 1N4View Profile Authors Info & Claims ACM SIGGRAPH Computer GraphicsVolume 26Issue 2July 1992 pp 379–387https://doi.org/10.1145/142920.134096Published:01 July 1992Publication History 91citation1,667DownloadsMetricsTotal Citations91Total Downloads1,667Last 12 Months273Last 6 weeks52 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
Deborah R. Fowler, Hans Meinhardt, Przemyslaw Prusinkiewicz
SIGGRAPH3
1992 A collision-based model of spiral phyllotaxis
abstract
Plant organs are often arrangedin spiratpatterns.This effwt is termed spiral phyllotaxis.Well known examples include the layout of seeds in a sunflower head and the arrangement of scales on a pineapple.l%is paper presents a method for modeling spiral phyllotaxis based on detecting and eliminating collisions between the organs while optimizing their packing.In contrast to geometric models previously used for computer graphics purposes, the new method arranges organs of varying sizes on arbitrarysurfaces of revolution.Consequently, it w be applied to synthesize a wide range of naturalplant structures. CR Categoriw 1.3.5 [ComputerGraphics]:
Deborah R. Fowler, Przemyslaw Prusinkiewicz, Johannes Battjes
SIGGRAPH2
1989 Modelling spiral phyllotaxis
Deborah R. Fowler, Jim Hanan, Przemyslaw Prusinkiewicz
Comput. Graph.3
1989 Applications of Euclidean constructions to computer graphics
Norma Fuller, Przemyslaw Prusinkiewicz
Vis. Comput.2
1988 Development models of herbaceous plants for computer imagery purposes
abstract
In this paper we present a method for modeling herbaceous plants, suitable for generating realistic plant images and animating developmental processes. The idea is to achieve realism by simulating mechanisms which control plant growth in nature. The developmental approach to the modeling of plant architecture is extended to the modeling of leaves and flowers. The method is expressed using the formalism of L-systems.
Przemyslaw Prusinkiewicz, Aristid Lindenmayer, Jim Hanan
SIGGRAPH1
1988 An algorithm for multidimensional data clustering
abstract
A new divisive algorithm for multidimensional data clustering is suggested. Based on the minimization of the sum-of-squared-errors, the proposed method produces much smaller quantization errors than the median-cut and mean-split algorithms. It is also observed that the solutions obtained from our algorithm are close to the local optimal ones derived by the k-means iterative procedure.
S. J. Wan, S. K. Michael Wong, Przemyslaw Prusinkiewicz
ACM Trans. Math. Softw.3
1985 Hologram-like transmission of pictures
Przemyslaw Prusinkiewicz, Mark Christopher
Vis. Comput.1
1979 Recognizing of Chomsky classes of formal languages by two-dimensional iterative arrays
Przemyslaw Prusinkiewicz
FCT1