Craig S. Kaplan

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29ranked-venue papers
4as first author
5since 2021 · last 2024
0000-0002-3168-6805ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 25 · 4 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 16 · 3 first-author · 2 since 2021Software engineering, systems software and programming languages · 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
5 papers
Rendering · 37% Visual content generation and editing · 23% Geometric modeling and processing · 22%
Human-computer interaction and pervasive computing
3 papers
Health and well-being technologies · 67% Interaction techniques and input · 32% Usability and user experience research · 1%

Topics — the 13 heaviest of 19, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › non-photorealistic rendering › pen-and-ink illustration
hatching
0.612022
A Primitive for Manual Hatching · ACM Trans. Graph. 2022
Rendering
non-photorealistic rendering
0.612022
A Primitive for Manual Hatching · ACM Trans. Graph. 2022
Geometric modeling and processing › deformation modeling
mass-spring model
0.512021
Improved Deformation-Driven Element Packing with RepulsionPak · IEEE Trans. Vis. Comput. Graph. 2021
Interaction techniques and input › input modality › multimodal input
pen and touch input
0.212024
Mindful Scroll: An Infinite Scroll Abstract Colouring App for Mindfulness · CHI 2024
Geometric modeling and processing › computational geometry › spatial subdivision
tiling and tessellation
0.122004
Islamic star patterns in absolute geometry · ACM Trans. Graph. 2004
Escherization · SIGGRAPH 2000
Visual content generation and editing
graphic design
0.112007
Image-guided maze construction · ACM Trans. Graph. 2007
Interaction techniques and input › target selection › pointing
cursor control
0.112006
symSpline: symmetric two-handed spline manipulation · CHI 2006
Interaction techniques and input › input device
mouse input
0.112005
Bimanual and unimanual image alignment: an evaluation of mouse-based techniques · UIST 2005
Geometric modeling and processing › computer-aided design
geometric design
0.012004
Islamic star patterns in absolute geometry · ACM Trans. Graph. 2004
Geometric modeling and processing › procedural modeling
islamic star patterns
0.012004
Islamic star patterns in absolute geometry · ACM Trans. Graph. 2004
Geometric modeling and processing › shape modeling
escherization
0.012000
Escherization · SIGGRAPH 2000
Computational fabrication › computational design
ornamental design generation
0.012000
Escherization · SIGGRAPH 2000
Interaction techniques and input › direct manipulation
curve manipulation
0.012006
symSpline: symmetric two-handed spline manipulation · CHI 2006

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

user study · 0.8anxiety measurement · 0.8streamline advection · 0.6shape matching · 0.5physics simulation · 0.5maze construction algorithms · 0.1combinatorial algorithm · 0.1controlled experiment · 0.1simulated annealing · 0.1parameterization of isohedral tilings · 0.1mode switching analysis · 0.1formal evaluation · 0.1inflation tiling · 0.0absolute geometry · 0.0
YearPublicationVenuePosition
2024 Mindful Scroll: An Infinite Scroll Abstract Colouring App for Mindfulness
abstract
We design and evaluate Mindful Scroll, a mobile application for mindfulness that encourages a slow and deliberate approach to colouring. The app renders an infinite scroll of generated geometric tilings that reveal pseudo-random colour palettes and fill effects when coloured using a finger or pen. A five-day study (N=28) evaluated the efficacy of the app in reducing anxiety and enhancing mindfulness. The results indicate that the app is capable of promoting a greater sense of mindfulness over time and produced similar results across several measures compared to traditional structured colouring and existing mindfulness-based mobile applications. All participants expressed a desire to use the app again, with a majority stating they felt more mindful after the study.
Saralin Zassman, Craig S. Kaplan, Daniel Vogel 0001
CHI2
2022 A Primitive for Manual Hatching
abstract
In art, hatching means drawing patterns of roughly parallel lines. Even with skill and time, an artist can find these patterns difficult to create and edit. Our new artistic primitive—the hatching shape—facilitates hatching for an artist drawing from imagination. A hatching shape comprises a mask and three fields: width, spacing, and direction. Streamline advection uses these fields to create hatching marks. A hatching shape also contains barrier curves: deliberate discontinuities useful for drawing complex forms. We explain several operations on hatching shapes, such as the multi-dir operation, an easy way to depict 3D form using a hatching shape’s direction field. We also explain the modifications to streamline advection necessary to produce hatching marks from a hatching shape.
Greg Philbrick, Craig S. Kaplan
ACM Trans. Graph.2
2022 A Simple, Stroke-Based Method for Gesture Drawing
abstract
Gesture drawing is a type of fluid, fast sketch with loose and roughly drawn lines which capture the motion and feeling of a subject. While style transfer methods, which are able to learn a style from an input image and apply it to a secondary image, can reproduce many styles, they are currently unable to produce the flowing strokes of gesture drawings. In this paper, we present a method to produce gesture drawings, which roughly depict objects or scenes with loose, dancing contours, and frantic textures. Our method adapts stroke-based painterly rendering algorithms to produce long, curved strokes by following the gradient field. A rough, overdrawn appearance is created through progressive refinement.Additionally, we produce rough hatch strokes by altering stroke direction. These add optional shading to the gesture drawings. The wealth parameters that provide users the ability to adjust the output style from short, rapid strokes to long, fluid strokes, from swirling to straight lines. Potential stylistic outputs also include pen-and-ink and coloured pencil. We present several generated gesture drawings and discuss how our method can be applied to video. Our stroke-based rendering algorithm produces convincing gesture drawings with numerous controllable parameters permitting the creation of a variety of styles.
Lesley Istead, Joe Istead, Andreea Pocol, Craig S. Kaplan
Virtual Real. Intell. Hardw.4
2021 Generating Rough Stereoscopic 3D Line Drawings from 3D Images
Lesley Istead, Andreea Pocol, Craig S. Kaplan, Isaac Watt, Nick Lemoing, Alicia Yang
Graphics Interface3
2021 Improved Deformation-Driven Element Packing with RepulsionPak
abstract
We present a method to fill a container shape with deformable instances of geometric elements selected from a library, creating a 2D artistic composition called an element packing. Each element is represented as a mass-spring system, allowing it to deform to achieve a better fit with its neighbours and the container. We start with an initial placement of small elements and gradually transform them using a physics simulation that trades off between the evenness of the packing and the deformations of the individual elements. Unlike previous work, elements can be given preferred orientations, and we can use shape matching to control the initial placement of elements in tight convex corners. We also explore the creation of tileable packings, and validate our approach using statistical measurements of the distributions of positive and negative space in packings. Our method produces compositions in which the negative space between elements is approximately uniform in width, similar to real-world examples created by artists.
Reza Adhitya Saputra, Craig S. Kaplan, Paul Asente
IEEE Trans. Vis. Comput. Graph.2
2020 AnimationPak: Packing Elements with Scripted Animations
abstract
We present AnimationPak, a technique to create animated packings by arranging animated two-dimensional elements inside a static container. We represent animated elements in a three-dimensional spacetime domain, and view the animated packing problem as a three-dimensional packing in that domain. Every element is represented as a discretized spacetime mesh. In a physical simulation, meshes grow and repel each other, consuming the negative space in the container. The final animation frames are cross sections of the three-dimensional packing at a sequence of time values. The simulation trades off between the evenness of the negative space in the container, the temporal coherence of the animation, and the deformations of the elements. Elements can be guided around the container and the entire animation can be closed into a loop.
Reza Adhitya Saputra, Craig S. Kaplan, Paul Asente
Graphics Interface2
2020 Foreword to the Special Section on the 8th ACM/EG Expressive symposium (Expressive 2019)
Stephen DiVerdi, Craig S. Kaplan, Angus G. Forbes, Chiara Eva Catalano
Comput. Graph.2
2019 Depth-aware image vectorization and editing
Shufang Lu, Wei Jiang 0034, Craig S. Kaplan, Xiaogang Jin 0001, Fei Gao 0014, Jiazhou Chen 0002
Vis. Comput.4
2018 RepulsionPak: Deformation-Driven Element Packing with Repulsion Forces
Reza Adhitya Saputra, Craig S. Kaplan, Paul Asente
Graphics Interface2
2017 FLOWPAK: Flow-based Ornamental Element Packing
Reza Adhitya Saputra, Craig S. Kaplan, Paul Asente, Radomír Mech
Graphics Interface2
2017 Marbling-based creative modelling
Shufang Lu, Xiaogang Jin 0001, Aubrey Jaffer, Craig S. Kaplan, Xiaoyang Mao
Vis. Comput.5
2014 Occlusion aware digital colouring for comics
abstract
A common workflow for modern comic artists is to create an inked line drawing using traditional tools. Then the drawing is scanned as black and white line art and coloured digitally using an application such as Photoshop [Abel and Madden 2012]. The first step of digital colouring, called flatting, assigns symbolic colours to each region in an image which a colourist can use to apply final colours and other effects. There is little direct support for flatting in software, which results in a manual, labour intensive process for artists. Further, an object in a drawing may be split into multiple regions due to occlusions, requiring an artist to assign the same colour to each region of the object. This work describes a quantitative framework that allows occlusion cues, derived from vision research, to be computed and compared with each other. This framework is used to simplify comic flatting, allowing an artist to flat multiple regions in a single click. Simple gestural tools that can be used to add additional guidance to occlusion processing are also provided.
Matthew Thorne, Craig S. Kaplan
SAP2
2013 Stereoscopic 3D image stylization
Lesley Northam, Paul Asente, Craig S. Kaplan
Comput. Graph.3
2012 Op Art rendering with lines and curves
Tiffany Inglis, Stephen Inglis, Craig S. Kaplan
Comput. Graph.3
2011 RTFX: On-Set Previs with UnrealEngine3
Lesley Northam, Joe Istead, Craig S. Kaplan
ICEC3
2008 Precise vector textures for real-time 3D rendering
abstract
Vector graphics representations of images are resolution independent. Direct use of vector images for real-time texture mapping would be desirable to avoid sampling artifacts such as blurring common with raster images. Scalable Vector Graphics (SVG) files are typical of vector graphics image representations. Such representations composite images from layers of paths and strokes defined with lines, elliptical arcs, and quadratic and cubic parametric splines.High-quality texture mapping requires both random access and anisotropic antialiasing. For vector images, these goals can be achieved by computing the distance to the closest primitives from a sample point and then mapping this distance through a soft threshold function. Representing transparency masks in this way is especially useful, since vector mattes can be used to render complex curvilinear geometry as textures on simple geometric primitives.Unfortunately, computing the exact minimum distance to the parametric curves used in vector images is difficult. Previous work has used approximations, but an accurate minimum distance is desirable in order to enable wide strokes and special effects such as embossing. In this paper, a simple algorithm is presented that can efficiently and accurately compute the minimum distance to a parametric curve when the sample point is within its radius of curvature and the curve can be segmented into monotonic regions. This technique can be used in a GPU shader to render antialiased vector images exactly as defined by SVG files.
Michael D. McCool, Craig S. Kaplan
SI3D3
2007 Calligraphic packing
abstract
There are many algorithms in non-photorealistic rendering for representing an image as a composition of small objects. In this paper, we focus on the specific case where the objects to be assembled into a composition are letters rather than images or abstract geometric forms. We develop a solution to the "calligraphic packing" problem based on dividing up a target region into pieces and warping a letter into each piece. We define an energy function that chooses a warp that best represents the original letter. We discuss variations in rendering style and show results produced by our system.
Jie Xu 0016, Craig S. Kaplan
Graphics Interface2
2007 Computer-Generated Papercutting
abstract
The craft of papercutting is part of the folk art traditions of cultures all over the world. From the point of view of computer graphics, papercutting can be seen as a method of composing bi-level images under a set of geometric connectivity constraints. In this paper, we present a technique for composing digital paper-cut designs. The elements of a design may be images, which are processed via a multilayer thresholding operation, or they may be procedurallygenerated arrangements of shapes. Elements are composed using a set of boolean operators that preserve connectivity. The resulting designs are well suited to being cut by a new generation of inexpensive computer peripherals.
Jie Xu 0016, Craig S. Kaplan, Xiaofeng Mi
PG2
2007 Image-guided maze construction
abstract
We present a set of graphical and combinatorial algorithms for designing mazes based on images. The designer traces regions of interest in an image and annotates the regions with style parameters. They can optionally specify a solution path, which provides a rough guide for laying out the maze's actual solution. The system uses novel extensions to well-known maze construction algorithms to build mazes that approximate the tone of the source image, express the desired style in each region, and conform to the user's solution path.
Jie Xu 0016, Craig S. Kaplan
ACM Trans. Graph.2
2006 symSpline: symmetric two-handed spline manipulation
abstract
We introduce symSpline: a symmetric, dual-mouse technique for the manipulation of spline curves. In symSpline, two cursors control the positions of the ends of the tangent to an edit point. By moving the tangent with both mice, the tangent and the edit point can be translated while the curvature of the spline is adjusted simultaneously, according to the length and angle of the tangent. We compare the symSpline technique to two asymmetric dual-mouse spline manipulation techniques and to a standard single-mouse technique. In a spline matching experiment, symSpline outperformed the two asymmetric dual-mouse techniques and all three dual-mouse techniques proved to be faster than the single-mouse technique. Additionally, symSpline was the technique most preferred by test participants.
Celine Latulipe, Stephen Mann, Craig S. Kaplan, Charles L. A. Clarke
CHI3
2006 symTone: two-handed manipulation of tone reproduction curves
Celine Latulipe, Ian E. Bell, Charles L. A. Clarke, Craig S. Kaplan
Graphics Interface4
2006 Real-time texture-mapped vector glyphs
abstract
We present a vector graphics representation suitable for real-time rendering on GPUs. Our representation can be used in place of a texture map, and renders precise antialiased edges at any magnification. A combination of texture data and procedural computation is used to evaluate an exact signed distance to a contour and its gradient. An optimized uniform grid accelerator is created using Voronoi analysis and redundancy elimination, so only the distances to a small constant number of features need be computed at every access. Contours and sharp features can be exactly reconstructed using a constant amount of computation per pixel. Our representation supports inexpensive high-quality anisotropic antialiasing as well as special effects such as outlining (with both rounded and sharp miters) and embossing.We have applied our representation to the important application of glyph rendering. Variations in glyph complexity are handled by storing different glyphs at different grid resolutions. Large blocks of glyphs can be rendered efficiently with a single indirection through an index texture.
Michael D. McCool, Craig S. Kaplan
SI3D3
2005 Islamic star patterns from polygons in contact
Craig S. Kaplan
Graphics Interface1
2005 Bimanual and unimanual image alignment: an evaluation of mouse-based techniques
abstract
We present an evaluation of three mouse-based techniques for aligning digital images. We investigate the physical image alignment task and discuss the implications for interacting with virtual images. In a formal evaluation we show that a symmetric bimanual technique outperforms an asymmetric bimanual technique which in turn outperforms a unimanual technique. We show that even after mode switching times are removed, the symmetric technique outperforms the single mouse technique. Subjects also exhibited more parallel interaction using the symmetric technique than when using the asymmetric technique.
Celine Latulipe, Craig S. Kaplan, Charles L. A. Clarke
UIST2
2004 Dihedral Escherization
Craig S. Kaplan, David Salesin
Graphics Interface1
2004 Islamic star patterns in absolute geometry
abstract
We present Najm , a set of tools built on the axioms of absolute geometry for exploring the design space of Islamic star patterns. Our approach makes use of a novel family of tilings, called "inflation tilings," which are particularly well suited as guides for creating star patterns. We describe a method for creating a parameterized set of motifs that can be used to fill the many regular polygons that comprise these tilings, as well as an algorithm to infer geometry for any irregular polygons that remain. Erasing the underlying tiling and joining together the inferred motifs produces the star patterns. By choice, Najm is build upon the subset of geometry that makes no assumption about the behavior of parallel lines. As a consequence, star patterns created by Najm can be designed equally well to fit the Euclidean plane, the hyperbolic plane, or the surface of a sphere.
Craig S. Kaplan, David Salesin
ACM Trans. Graph.1
2001 Polygons cuttable by a circular saw
Erik D. Demaine, Martin L. Demaine, Craig S. Kaplan
Comput. Geom.3
2000 Escherization
abstract
This paper introduces and presents a solution to the “Escherization” problem: given a closed figure in the plane, find a new closed figure that is similar to the original and tiles the plane. Our solution works by using a simulated annealer to optimize over a parameterization of the “isohedral” tilings, a class of tilings that us flexible enough to encompass nearly all of Escher's own tilings, and yet simple enough to be encoded and explored by a computer. We also describe a representation for isohedral tilings that allows for highly interactive viewing and rendering. We demonstrate the use of these tools—along with several additional techniques for adding decorations to tilings—with a variety of original ornamental designs.
Craig S. Kaplan, David Salesin
SIGGRAPH1
1998 Predicate Dispatching: A Unified Theory of Dispatch
Michael D. Ernst, Craig S. Kaplan, Craig Chambers
ECOOP2