Demo Data from VLDB 2026 / reviewers in the wild / expert
David Salesin
dblp:s/DavidSalesin · also David H. Salesin
· DBLP profile ↗
77ranked-venue papers
4as first author
3since 2021 · last 2022
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 65 · 3 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 43 · 1 first-author · 1 since 2021Artificial intelligence and machine learning · 5 · 2 since 2021Theory of computation · 2 · 1 first-authorSoftware engineering, systems software and programming languages · 1Databases, data management, data science and information retrieval · 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
59 papers |
Rendering · 18% Geometric modeling and processing · 17% Image and video processing · 16% | |
| Artificial intelligence
5 papers |
3D vision · 100% | |
| Human-computer interaction and pervasive computing
13 papers |
User interface design and tools · 66% Interaction techniques and input · 20% Wearable and physiological sensing · 10% |
Topics — the 30 heaviest of 143, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
image-based rendering |
0.7 | 5 | 2022 | 3D Moments from Near-Duplicate Photos · CVPR 2022 Surface light fields for 3D photography · SIGGRAPH 2000 Environment Matting and Compositing · SIGGRAPH 1999 |
Rendering › image-based rendering
layered depth image |
0.6 | 1 | 2022 | 3D Moments from Near-Duplicate Photos · CVPR 2022 |
Visual content generation and editing
video editing |
0.5 | 3 | 2020 | Layered neural rendering for retiming people in video · ACM Trans. Graph. 2020 Video object annotation, navigation, and composition · UIST 2008 Schematic storyboarding for video visualization and editing · ACM Trans. Graph. 2006 |
Computer vision › 3D vision
novel view synthesis |
0.5 | 1 | 2021 | SLIDE: Single Image 3D Photography with Soft Layering and Depth-aware Inpainting · ICCV 2021 |
Image and video processing › image restoration › image inpainting
depth-aware inpainting |
0.5 | 1 | 2021 | SLIDE: Single Image 3D Photography with Soft Layering and Depth-aware Inpainting · ICCV 2021 |
Image and video processing › image restoration
image inpainting |
0.5 | 1 | 2021 | SLIDE: Single Image 3D Photography with Soft Layering and Depth-aware Inpainting · ICCV 2021 |
Multimedia analysis and retrieval
instructional video |
0.5 | 1 | 2021 | Automatic Generation of Two-Level Hierarchical Tutorials from Instructional Makeup Videos · CHI 2021 |
Geometric modeling and processing › deformation
as-rigid-as-possible deformation |
0.4 | 1 | 2020 | Monster mash: a single-view approach to casual 3D modeling and animation · ACM Trans. Graph. 2020 |
Geometric modeling and processing
deformation |
0.4 | 1 | 2020 | Monster mash: a single-view approach to casual 3D modeling and animation · ACM Trans. Graph. 2020 |
Image and video coding › layered representation
layered video representation |
0.4 | 1 | 2020 | Layered neural rendering for retiming people in video · ACM Trans. Graph. 2020 |
Geometric modeling and processing › shape modeling
sketch-based modeling |
0.4 | 1 | 2020 | Monster mash: a single-view approach to casual 3D modeling and animation · ACM Trans. Graph. 2020 |
Virtual and augmented reality › immersive video
360-degree video |
0.3 | 1 | 2018 | Extracting Regular FOV Shots from 360 Event Footage · CHI 2018 |
Computer animation and physical simulation
cinematography |
0.3 | 1 | 2018 | Extracting Regular FOV Shots from 360 Event Footage · CHI 2018 |
Computer vision › 3D vision
depth estimation |
0.3 | 2 | 2022 | 3D Moments from Near-Duplicate Photos · CVPR 2022 SLIDE: Single Image 3D Photography with Soft Layering and Depth-aware Inpainting · ICCV 2021 |
Computer vision › 3D vision › depth estimation
layered depth image |
0.2 | 1 | 2022 | 3D Moments from Near-Duplicate Photos · CVPR 2022 |
Computer vision › 3D vision › depth estimation
monocular depth estimation |
0.1 | 1 | 2021 | SLIDE: Single Image 3D Photography with Soft Layering and Depth-aware Inpainting · ICCV 2021 |
Visualization and visual analytics › geospatial visualization
cartographic visualization |
0.1 | 1 | 2010 | Automatic generation of destination maps · ACM Trans. Graph. 2010 |
Visual content generation and editing › image editing
image compositing |
0.1 | 4 | 2006 | Interactive digital photomontage · ACM Trans. Graph. 2004 Environment Matting and Compositing · SIGGRAPH 1999 Photographing long scenes with multi-viewpoint panoramas · ACM Trans. Graph. 2006 |
Multimedia analysis and retrieval
video summarization |
0.1 | 1 | 2018 | Extracting Regular FOV Shots from 360 Event Footage · CHI 2018 |
Rendering
non-photorealistic rendering |
0.1 | 6 | 1997 | Orientable textures for image-based pen-and-ink illustration · SIGGRAPH 1997 Computer-generated watercolor · SIGGRAPH 1997 Rendering Parametric Surfaces in Pen and Ink · SIGGRAPH 1996 |
Rendering
diffusion curves |
0.1 | 1 | 2008 | Diffusion curves: a vector representation for smooth-shaded images · ACM Trans. Graph. 2008 |
Visualization and visual analytics › visualization design
exploded views |
0.1 | 1 | 2008 | Automated generation of interactive 3D exploded view diagrams · ACM Trans. Graph. 2008 |
Multimedia analysis and retrieval
object tracking |
0.1 | 1 | 2008 | Video object annotation, navigation, and composition · UIST 2008 |
Geometric modeling and processing › shape representation
vector graphics |
0.1 | 1 | 2008 | Diffusion curves: a vector representation for smooth-shaded images · ACM Trans. Graph. 2008 |
Multimedia analysis and retrieval
video analysis |
0.1 | 1 | 2008 | Video object annotation, navigation, and composition · UIST 2008 |
Multimedia analysis and retrieval
video annotation |
0.1 | 1 | 2008 | Video object annotation, navigation, and composition · UIST 2008 |
Interaction techniques and input › spatial interaction
3d interaction |
0.1 | 1 | 2008 | Automated generation of interactive 3D exploded view diagrams · ACM Trans. Graph. 2008 |
Visual content generation and editing › texture synthesis
video texture synthesis |
0.1 | 2 | 2005 | Animating pictures with stochastic motion textures · ACM Trans. Graph. 2005 Video textures · SIGGRAPH 2000 |
Computational photography and imaging › multi-perspective imaging
multi-perspective panorama |
0.1 | 2 | 2006 | Photographing long scenes with multi-viewpoint panoramas · ACM Trans. Graph. 2006 Multiperspective panoramas for cel animation · SIGGRAPH 1997 |
Computer animation and physical simulation
facial animation |
0.1 | 3 | 2002 | Modeling and Animating Realistic Faces from Images · Int. J. Comput. Vis. 2002 Resynthesizing Facial Animation through 3D Model-based Tracking · ICCV 1999 Synthesizing Realistic Facial Expressions from Photographs · SIGGRAPH 1998 |
Methods — techniques the papers use, named apart from their topics
scene flow · 1.1feature-based layered depth image · 1.1transcript text analysis · 1.0soft layering · 1.0layered depth formulation · 1.0heuristics · 1.0computer vision · 1.0single-view modeling · 0.4neural rendering · 0.4layered deformation model · 0.4road selection algorithms · 0.1nonlinear optimization · 0.1part hierarchy · 0.1interlocking part handling · 0.1image compositing · 0.1explosion graph · 0.12d object motion tracking · 0.1user-guided content extraction · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | 3D Moments from Near-Duplicate PhotosabstractWe introduce 3D Moments, a new computational photography effect. As input we take a pair of near-duplicate photos, i.e., photos of moving subjects from similar viewpoints, common in people's photo collections. As output, we produce a video that smoothly interpolates the scene motion from the first photo to the second, while also producing camera motion with parallax that gives a heightened sense of 3D. To achieve this effect, we represent the scene as a pair of feature-based layered depth images augmented with scene flow. This representation enables motion interpolation along with independent control of the camera viewpoint. Our system produces photorealistic space-time videos with motion parallax and scene dynamics, while plausibly recovering regions occluded in the original views. We conduct extensive experiments demonstrating superior performance over baselines on public datasets and in-the-wild photos. Project page: https://3d-moments.github.io/. Qianqian Wang 0002, Zhengqi Li, David Salesin, Noah Snavely, Brian Curless, Janne Kontkanen |
CVPR | 3 |
| 2021 | Automatic Generation of Two-Level Hierarchical Tutorials from Instructional Makeup VideosabstractWe present a multi-modal approach for automatically generating hierarchical tutorials from instructional makeup videos. Our approach is inspired by prior research in cognitive psychology, which suggests that people mentally segment procedural tasks into event hierarchies, where coarse-grained events focus on objects while fine-grained events focus on actions. In the instructional makeup domain, we find that objects correspond to facial parts while fine-grained steps correspond to actions on those facial parts. Given an input instructional makeup video, we apply a set of heuristics that combine computer vision techniques with transcript text analysis to automatically identify the fine-level action steps and group these steps by facial part to form the coarse-level events. We provide a voice-enabled, mixed-media UI to visualize the resulting hierarchy and allow users to efficiently navigate the tutorial (e.g., skip ahead, return to previous steps) at their own pace. Users can navigate the hierarchy at both the facial-part and action-step levels using click-based interactions and voice commands. We demonstrate the effectiveness of segmentation algorithms and the resulting mixed-media UI on a variety of input makeup videos. A user study shows that users prefer following instructional makeup videos in our mixed-media format to the standard video UI and that they find our format much easier to navigate. Anh Truong, Peggy Chi, David Salesin, Irfan A. Essa, Maneesh Agrawala |
CHI | 3 |
| 2021 | SLIDE: Single Image 3D Photography with Soft Layering and Depth-aware InpaintingabstractSingle image 3D photography enables viewers to view a still image from novel viewpoints. Recent approaches combine monocular depth networks with inpainting networks to achieve compelling results. A drawback of these techniques is the use of hard depth layering, making them unable to model intricate appearance details such as thin hair-like structures. We present SLIDE, a modular and unified system for single image 3D photography that uses a simple yet effective soft layering strategy to better preserve appearance details in novel views. In addition, we propose a novel depth-aware training strategy for our inpainting module, better suited for the 3D photography task. The resulting SLIDE approach is modular, enabling the use of other components such as segmentation and matting for improved layering. At the same time, SLIDE uses an efficient layered depth formulation that only requires a single forward pass through the component networks to produce high quality 3D photos. Extensive experimental analysis on three view-synthesis datasets, in combination with user studies on in-the-wild image collections, demonstrate superior performance of our technique in comparison to existing strong baselines while being conceptually much simpler. Project page: https://varunjampani.github.io/slide Varun Jampani, Huiwen Chang, Kyle Sargent, Abhishek Kar, Richard Tucker 0001, Michael Krainin, Dominik Kaeser, William T. Freeman, David Salesin, Brian Curless, Ce Liu 0001 |
ICCV | 9 |
| 2020 | Monster mash: a single-view approach to casual 3D modeling and animationabstractWe present a new framework for sketch-based modeling and animation of 3D organic shapes that can work entirely in an intuitive 2D domain, enabling a playful, casual experience. Unlike previous sketch-based tools, our approach does not require a tedious part-based multi-view workflow with the explicit specification of an animation rig. Instead, we combine 3D inflation with a novel rigidity-preserving, layered deformation model, ARAP-L, to produce a smooth 3D mesh that is immediately ready for animation. Moreover, the resulting model can be animated from a single viewpoint --- and without the need to handle unwanted inter-penetrations, as required by previous approaches. We demonstrate the benefit of our approach on a variety of examples produced by inexperienced users as well as professional animators. For less experienced users, our single-view approach offers a simpler modeling and animating experience than working in a 3D environment, while for professionals, it offers a quick and casual workspace for ideation. Marek Dvoroznák, Daniel Sýkora, Cassidy J. Curtis, Brian Curless, Olga Sorkine-Hornung, David Salesin |
ACM Trans. Graph. | 6 |
| 2020 | Layered neural rendering for retiming people in videoabstractWe present a method for retiming people in an ordinary, natural video --- manipulating and editing the time in which different motions of individuals in the video occur. We can temporally align different motions, change the speed of certain actions (speeding up/slowing down, or entirely "freezing" people), or "erase" selected people from the video altogether. We achieve these effects computationally via a dedicated learning-based layered video representation, where each frame in the video is decomposed into separate RGBA layers, representing the appearance of different people in the video. A key property of our model is that it not only disentangles the direct motions of each person in the input video, but also correlates each person automatically with the scene changes they generate---e.g., shadows, reflections, and motion of loose clothing. The layers can be individually retimed and recombined into a new video, allowing us to achieve realistic, high-quality renderings of retiming effects for real-world videos depicting complex actions and involving multiple individuals, including dancing, trampoline jumping, or group running. Erika Lu, Forrester Cole, Tali Dekel, Weidi Xie, Andrew Zisserman, David Salesin, William T. Freeman, Michael Rubinstein |
ACM Trans. Graph. | 6 |
| 2018 | Extracting Regular FOV Shots from 360 Event FootageabstractVideo summaries are a popular way to share important events, but creating good summaries is hard. It requires expertise in both capturing and editing footage. While hiring a professional videographer is possible, this is too costly for most casual events. An alternative is to place 360 video cameras around an event space to capture footage passively and then extract regular field-of-view (RFOV) shots for the summary. This paper focuses on the problem of extracting such RFOV shots. Since we cannot actively control the cameras or the scene, it is hard to create "ideal' shots that adhere strictly to traditional cinematography rules. To better understand the tradeoffs, we study human preferences for static and moving camera RFOV shots generated from 360 footage. From the findings, we derive design guidelines. As a secondary contribution, we use these guidelines to develop automatic algorithms that we demonstrate in a prototype user interface for extracting RFOV shots from 360 videos. Anh Truong, Sara Chen, Ersin Yumer, David Salesin, Wilmot Li |
CHI | 4 |
| 2010 | The challenge of designing scientific discovery gamesabstractIncorporating the individual and collective problem solving skills of non-experts into the scientific discovery process could potentially accelerate the advancement of science. This paper discusses the design process used for Foldit, a multiplayer online biochemistry game that presents players with computationally difficult protein folding problems in the form of puzzles, allowing ordinary players to gain expertise and help solve these problems. The principle challenge of designing such scientific discovery games is harnessing the enormous collective problem-solving potential of the game playing population, who have not been previously introduced to the specific problem, or, often, the entire scientific discipline. To address this challenge, we took an iterative approach to designing the game, incorporating feedback from players and biochemical experts alike. Feedback was gathered both before and after releasing the game, to create the rules, interactions, and visualizations in Foldit that maximize contributions from game players. We present several examples of how this approach guided the game's design, and allowed us to improve both the quality of the gameplay and the application of player problem-solving. Seth Cooper, Adrien Treuille, Janos Barbero, Andrew Leaver-Fay, Kathleen Tuite, Firas Khatib, Alex Cho Snyder, Michael Beenen, David Salesin, David Baker 0001, Zoran Popovic |
FDG | 9 |
| 2010 | Automatic generation of destination mapsabstractDestination maps are navigational aids designed to show anyone within a region how to reach a location (the destination). Hand-designed destination maps include only the most important roads in the region and are non-uniformly scaled to ensure that all of the important roads from the highways to the residential streets are visible. We present the first automated system for creating such destination maps based on the design principles used by mapmakers. Our system includes novel algorithms for selecting the important roads based on mental representations of road networks, and for laying out the roads based on a non-linear optimization procedure. The final layouts are labeled and rendered in a variety of styles ranging from informal to more formal map styles. The system has been used to generate over 57,000 destination maps by thousands of users. We report feedback from both a formal and informal user study, as well as provide quantitative measures of success. Johannes Kopf 0001, Maneesh Agrawala, David Bargeron, David Salesin, Michael F. Cohen |
ACM Trans. Graph. | 4 |
| 2009 | Parallax photography: creating 3D cinematic effects from stills
Ke Colin Zheng, Alex Colburn, Aseem Agarwala, Maneesh Agrawala, David Salesin, Brian Curless, Michael F. Cohen |
Graphics Interface | 5 |
| 2008 | Adaptive layout for dynamically aggregated documentsabstractWe present a system for designing and displaying grid-based document designs that adapt to many different viewing conditions and content selections. Our system can display traditional, static documents, or it can assemble dynamic documents "on the fly" from many disparate sources via the Internet. Our adaptive layouts for aggregated documents are inspired by traditional newspaper design. Furthermore, our system allows documents to be interactive so that readers can customize documents as they read them. Our system builds on previous work on adaptive documents, using constraint-based templates to specify content-independent page designs. The new templates we describe are much more flexible in their ability to adapt to different types of content and viewing situations. This flexibility comes from allowing the individual components, or "elements," of the templates to be mixed and matched, according to the content being displayed. We demonstrate our system with two example applications: an interactive news reader for the New York Times, and an Internet news aggregator based on MSN Newsbot. Evan Schrier, Mira Dontcheva, Charles E. Jacobs, Geraldine Wade, David Salesin |
IUI | 5 |
| 2008 | Video object annotation, navigation, and compositionabstractWe explore the use of tracked 2D object motion to enable novel approaches to interacting with video. These include moving annotations, video navigation by direct manipulation of objects, and creating an image composite from multiple video frames. Features in the video are automatically tracked and grouped in an off-line preprocess that enables later interactive manipulation. Examples of annotations include speech and thought balloons, video graffiti, path arrows, video hyperlinks, and schematic storyboards. We also demonstrate a direct-manipulation interface for random frame access using spatial constraints, and a drag-and-drop interface for assembling still images from videos. Taken together, our tools can be employed in a variety of applications including film and video editing, visual tagging, and authoring rich media such as hyperlinked video. Dan B. Goldman, Chris Gonterman, Brian Curless, David Salesin, Steven M. Seitz |
UIST | 4 |
| 2008 | Stylized Vector Art from 3D Models with Region SupportabstractAbstract We describe a rendering system that converts a 3D meshed model into the stylized 2D filled‐region vector‐art commonly found in clip‐art libraries. To properly define filled regions, we analyze and combine accurate but jagged face‐normal contours with smooth but inaccurate interpolated vertex normal contours, and construct a new smooth shadow contour that properly surrounds the actual jagged shadow contour. We decompose region definition into geometric and topological components, using machine precision for geometry processing and raster‐precision to accelerate topological queries. We extend programmable stylization to simplify, smooth and stylize filled regions. The result renders 10K‐face meshes into custom clip‐art in seconds. Elmar Eisemann, Holger Winnemöller, John C. Hart, David Salesin |
Comput. Graph. Forum | 4 |
| 2008 | Automated generation of interactive 3D exploded view diagramsabstractWe present a system for creating and viewing interactive exploded views of complex 3D models. In our approach, a 3D input model is organized into an explosion graph that encodes how parts explode with respect to each other. We present an automatic method for computing explosion graphs that takes into account part hierarchies in the input models and handles common classes of interlocking parts. Our system also includes an interface that allows users to interactively explore our exploded views using both direct controls and higher-level interaction modes. Wilmot Li, Maneesh Agrawala, Brian Curless, David Salesin |
ACM Trans. Graph. | 4 |
| 2008 | Diffusion curves: a vector representation for smooth-shaded imagesabstractWe describe a new vector-based primitive for creating smooth-shaded images, called the diffusion curve . A diffusion curve partitions the space through which it is drawn, defining different colors on either side. These colors may vary smoothly along the curve. In addition, the sharpness of the color transition from one side of the curve to the other can be controlled. Given a set of diffusion curves, the final image is constructed by solving a Poisson equation whose constraints are specified by the set of gradients across all diffusion curves. Like all vector-based primitives, diffusion curves conveniently support a variety of operations, including geometry-based editing, keyframe animation, and ready stylization. Moreover, their representation is compact and inherently resolution-independent. We describe a GPU-based implementation for rendering images defined by a set of diffusion curves in realtime. We then demonstrate an interactive drawing system for allowing artists to create artworks using diffusion curves, either by drawing the curves in a freehand style, or by tracing existing imagery. The system is simple and intuitive: we show results created by artists after just a few minutes of instruction. Furthermore, we describe a completely automatic conversion process for taking an image and turning it into a set of diffusion curves that closely approximate the original image content. Alexandrina Orzan, Adrien Bousseau, Holger Winnemöller, Pascal Barla, Joëlle Thollot, David Salesin |
ACM Trans. Graph. | 6 |
| 2007 | Relations, cards, and search templates: user-guided web data integration and layoutabstractWe present three new interaction techniques for aiding users in collecting and organizing Web content. First, we demonstrate an interface for creating associations between websites, which facilitate the automatic retrieval of related content. Second, we present an authoring interface that allows users to quickly merge content from many different websites into a uniform and personalized representation, which we call a card. Finally, we introduce a novel search paradigm that leverages the relationships in a card to direct search queries to extract relevant content from multiple Web sources and fill a new series of cards instead of just returning a list of webpage URLs. Preliminary feedback from users is positive andvalidates our design. Mira Dontcheva, Steven Mark Drucker, David Salesin, Michael F. Cohen |
UIST | 3 |
| 2007 | Video watercolorization using bidirectional texture advectionabstractIn this paper, we present a method for creating watercolor-like animation, starting from video as input. The method involves two main steps: applying textures that simulate a watercolor appearance; and creating a simplified, abstracted version of the video to which the texturing operations are applied. Both of these steps are subject to highly visible temporal artifacts, so the primary technical contributions of the paper are extensions of previous methods for texturing and abstraction to provide temporal coherence when applied to video sequences. To maintain coherence for textures, we employ texture advection along lines of optical flow. We furthermore extend previous approaches by incorporating advection in both forward and reverse directions through the video, which allows for minimal texture distortion, particularly in areas of disocclusion that are otherwise highly problematic. To maintain coherence for abstraction, we employ mathematical morphology extended to the temporal domain, using filters whose temporal extents are locally controlled by the degree of distortions in the optical flow. Together, these techniques provide the first practical and robust approach for producing watercolor animations from video, which we demonstrate with a number of examples. Adrien Bousseau, Fabrice Neyret, Joëlle Thollot, David Salesin |
ACM Trans. Graph. | 4 |
| 2007 | Interactive cutaway illustrations of complex 3D modelsabstractWe present a system for authoring and viewing interactive cutaway illustrations of complex 3D models using conventions of traditional scientific and technical illustration. Our approach is based on the two key ideas that 1) cuts should respect the geometry of the parts being cut, and 2) cutaway illustrations should support interactive exploration. In our approach, an author instruments a 3D model with auxiliary parameters, which we call "rigging," that define how cutaways of that structure are formed. We provide an authoring interface that automates most of the rigging process. We also provide a viewing interface that allows viewers to explore rigged models using high-level interactions. In particular, the viewer can just select a set of target structures, and the system will automatically generate a cutaway illustration that exposes those parts. We have tested our system on a variety of CAD and anatomical models, and our results demonstrate that our approach can be used to create and view effective interactive cutaway illustrations for a variety of complex objects with little user effort. Wilmot Li, Lincoln Ritter, Maneesh Agrawala, Brian Curless, David Salesin |
ACM Trans. Graph. | 5 |
| 2006 | Gaze-based interaction for semi-automatic photo croppingabstractWe present an interactive method for cropping photographs given minimal information about important content location, provided by eye tracking. Cropping is formulated in a general optimization framework that facilitates adding new composition rules, and adapting the system to particular applications. Our system uses fixation data</ to identify important image content and compute the best crop for any given aspect ratio or size, enabling applications such as automatic snapshot recomposition, adaptive documents, and thumbnailing. We validate our approach with studies in which users compare our crops to ones produced by hand and by a completely automatic approach. Experiments show that viewers prefer our gaze-based crops to uncropped images and fully automatic crops. Anthony Santella, Maneesh Agrawala, Douglas DeCarlo, David Salesin, Michael F. Cohen |
CHI | 4 |
| 2006 | Spatio-Angular Resolution Tradeoffs in Integral Photography
Todor G. Georgiev, Ke Colin Zheng, Brian Curless, David Salesin, Shree K. Nayar, Chintan Intwala |
Rendering Techniques | 4 |
| 2006 | Painting With Texture
Lincoln Ritter, Wilmot Li, Brian Curless, Maneesh Agrawala, David Salesin |
Rendering Techniques | 5 |
| 2006 | Summarizing personal web browsing sessionsabstractWe describe a system, implemented as a browser extension, that enables users to quickly and easily collect, view, and share personal Web content. Our system employs a novel interaction model, which allows a user to specify webpage extraction patterns by interactively selecting webpage elements and applying these patterns to automatically collect similar content. Further, we present a technique for creating visual summaries of the collected information by combining user labeling with predefined layout templates. These summaries are interactive in nature: depending on the behaviors encoded in their templates, they may respond to mouse events, in addition to providing a visual summary. Finally, the summaries can be saved or sent to others to continue the research at another place or time. Informal evaluation shows that our approach works well for popular websites, and that users can quickly learn this interaction model for collecting content from the Web. Mira Dontcheva, Steven Mark Drucker, Geraldine Wade, David Salesin, Michael F. Cohen |
UIST | 4 |
| 2006 | Photographing long scenes with multi-viewpoint panoramasabstractWe present a system for producing multi-viewpoint panoramas of long, roughly planar scenes, such as the facades of buildings along a city street, from a relatively sparse set of photographs captured with a handheld still camera that is moved along the scene. Our work is a significant departure from previous methods for creating multi-viewpoint panoramas, which composite thin vertical strips from a video sequence captured by a translating video camera, in that the resulting panoramas are composed of relatively large regions of ordinary perspective. In our system, the only user input required beyond capturing the photographs themselves is to identify the dominant plane of the photographed scene; our system then computes a panorama automatically using Markov Random Field optimization. Users may exert additional control over the appearance of the result by drawing rough strokes that indicate various high-level goals. We demonstrate the results of our system on several scenes, including urban streets, a river bank, and a grocery store aisle. Aseem Agarwala, Maneesh Agrawala, Michael F. Cohen, David Salesin, Richard Szeliski |
ACM Trans. Graph. | 4 |
| 2006 | Schematic storyboarding for video visualization and editingabstractWe present a method for visualizing short video clips in a single static image, using the visual language of storyboards. These schematic storyboards are composed from multiple input frames and annotated using outlines, arrows, and text describing the motion in the scene. The principal advantage of this storyboard representation over standard representations of video -- generally either a static thumbnail image or a playback of the video clip in its entirety -- is that it requires only a moment to observe and comprehend but at the same time retains much of the detail of the source video. Our system renders a schematic storyboard layout based on a small amount of user interaction. We also demonstrate an interaction technique to scrub through time using the natural spatial dimensions of the storyboard. Potential applications include video editing, surveillance summarization, assembly instructions, composition of graphic novels, and illustration of camera technique for film studies. Dan B. Goldman, Brian Curless, David Salesin, Steven M. Seitz |
ACM Trans. Graph. | 3 |
| 2006 | Animating Chinese paintings through stroke-based decompositionabstractThis article proposes a technique to animate a Chinese style painting given its image. We first extract descriptions of the brush strokes that hypothetically produced it. The key to the extraction process is the use of a brush stroke library, which is obtained by digitizing single brush strokes drawn by an experienced artist. The steps in our extraction technique are first to segment the input image, then to find the best set of brush strokes that fit the regions, and, finally, to refine these strokes to account for local appearance. We model a single brush stroke using its skeleton and contour, and we characterize texture variation within each stroke by sampling perpendicularly along its skeleton. Once these brush descriptions have been obtained, the painting can be animated at the brush stroke level. In this article, we focus on Chinese paintings with relatively sparse strokes. The animation is produced using a graphical application we developed. We present several animations of real paintings using our technique. Songhua Xu, Ying-Qing Xu, Sing Bing Kang, David Salesin, Yunhe Pan, Harry Shum |
ACM Trans. Graph. | 4 |
| 2005 | Panoramic video texturesabstractThis paper describes a mostly automatic method for taking the output of a single panning video camera and creating a panoramic video texture (PVT): a video that has been stitched into a single, wide field of view and that appears to play continuously and indefinitely. The key problem in creating a PVT is that although only a portion of the scene has been imaged at any given time, the output must simultaneously portray motion throughout the scene. Like previous work in video textures, our method employs min-cut optimization to select fragments of video that can be stitched together both spatially and temporally. However, it differs from earlier work in that the optimization must take place over a much larger set of data. Thus, to create PVTs, we introduce a dynamic programming step, followed by a novel hierarchical min-cut optimization algorithm. We also use gradient-domain compositing to further smooth boundaries between video fragments. We demonstrate our results with an interactive viewer in which users can interactively pan and zoom on high-resolution PVTs. Aseem Agarwala, Ke Colin Zheng, Christopher Joseph Pal, Maneesh Agrawala, Michael F. Cohen, Brian Curless, David Salesin, Richard Szeliski |
ACM Trans. Graph. | 7 |
| 2005 | Animating pictures with stochastic motion texturesabstractIn this paper, we explore the problem of enhancing still pictures with subtly animated motions. We limit our domain to scenes containing passive elements that respond to natural forces in some fashion. We use a semi-automatic approach, in which a human user segments the scene into a series of layers to be individually animated. Then, a "stochastic motion texture" is automatically synthesized using a spectral method, i.e., the inverse Fourier transform of a filtered noise spectrum. The motion texture is a time-varying 2D displacement map, which is applied to each layer. The resulting warped layers are then recomposited to form the animated frames. The result is a looping video texture created from a single still image, which has the advantages of being more controllable and of generally higher image quality and resolution than a video texture created from a video source. We demonstrate the technique on a variety of photographs and paintings. Yung-Yu Chuang, Dan B. Goldman, Ke Colin Zheng, Brian Curless, David Salesin, Richard Szeliski |
ACM Trans. Graph. | 5 |
| 2004 | Dihedral Escherization
Craig S. Kaplan, David Salesin |
Graphics Interface | 2 |
| 2004 | Interactive Image-Based Exploded View Diagrams
Wilmot Li, Maneesh Agrawala, David Salesin |
Graphics Interface | 3 |
| 2004 | Interactive digital photomontageabstractWe describe an interactive, computer-assisted framework for combining parts of a set of photographs into a single composite picture, a process we call "digital photomontage." Our framework makes use of two techniques primarily: graph-cut optimization, to choose good seams within the constituent images so that they can be combined as seamlessly as possible; and gradient-domain fusion, a process based on Poisson equations, to further reduce any remaining visible artifacts in the composite. Also central to the framework is a suite of interactive tools that allow the user to specify a variety of high-level image objectives, either globally across the image, or locally through a painting-style interface. Image objectives are applied independently at each pixel location and generally involve a function of the pixel values (such as "maximum contrast") drawn from that same location in the set of source images. Typically, a user applies a series of image objectives iteratively in order to create a finished composite. The power of this framework lies in its generality; we show how it can be used for a wide variety of applications, including "selective composites" (for instance, group photos in which everyone looks their best), relighting, extended depth of field, panoramic stitching, clean-plate production, stroboscopic visualization of movement, and time-lapse mosaics. Aseem Agarwala, Mira Dontcheva, Maneesh Agrawala, Steven Mark Drucker, Alex Colburn, Brian Curless, David Salesin, Michael F. Cohen |
ACM Trans. Graph. | 7 |
| 2004 | Keyframe-based tracking for rotoscoping and animationabstractWe describe a new approach to rotoscoping --- the process of tracking contours in a video sequence --- that combines computer vision with user interaction. In order to track contours in video, the user specifies curves in two or more frames; these curves are used as keyframes by a computer-vision-based tracking algorithm. The user may interactively refine the curves and then restart the tracking algorithm. Combining computer vision with user interaction allows our system to track any sequence with significantly less effort than interpolation-based systems --- and with better reliability than "pure" computer vision systems. Our tracking algorithm is cast as a spacetime optimization problem that solves for time-varying curve shapes based on an input video sequence and user-specified constraints. We demonstrate our system with several rotoscoped examples. Additionally, we show how these rotoscoped contours can be used to help create cartoon animation by attaching user-drawn strokes to the tracked contours. Aseem Agarwala, Aaron Hertzmann, David Salesin, Steven M. Seitz |
ACM Trans. Graph. | 3 |
| 2004 | Islamic star patterns in absolute geometryabstractWe 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. | 2 |
| 2003 | Shadow matting and compositingabstractIn this paper, we describe a method for extracting shadows from one natural scene and inserting them into another. We develop physically-based shadow matting and compositing equations and use these to pull a shadow matte from a source scene in which the shadow is cast onto an arbitrary planar background. We then acquire the photometric and geometric properties of the target scene by sweeping oriented linear shadows (cast by a straight object) across it. From these shadow scans, we can construct a shadow displacement map without requiring camera or light source calibration. This map can then be used to deform the original shadow matte. We demonstrate our approach for both indoor scenes with controlled lighting and for outdoor scenes using natural lighting. Yung-Yu Chuang, Dan B. Goldman, Brian Curless, David Salesin, Richard Szeliski |
ACM Trans. Graph. | 4 |
| 2003 | Adaptive grid-based document layoutabstractGrid-based page designs are ubiquitous in commercially printed publications, such as newspapers and magazines. Yet, to date, no one has invented a good way to easily and automatically adapt such designs to arbitrarily-sized electronic displays. The difficulty of generalizing grid-based designs explains the generally inferior nature of on-screen layouts when compared to their printed counterparts, and is arguably one of the greatest remaining impediments to creating on-line reading experiences that rival those of ink on paper. In this work, we present a new approach to adaptive grid-based document layout, which attempts to bridge this gap. In our approach, an adaptive layout style is encoded as a set of grid-based templates that know how to adapt to a range of page sizes and other viewing conditions. These templates include various types of layout elements (such as text, figures, etc.) and define, through constraint-based relationships, just how these elements are to be laid out together as a function of both the properties of the content itself, such as a figure's size and aspect ratio, and the properties of the viewing conditions under which the content is being displayed. We describe an XML-based representation for our templates and content, which maintains a clean separation between the two. We also describe the various parts of our research prototype system: a layout engine for formatting the page; a paginator for determining a globally optimal allocation of content amongst the pages, as well as an optimal pairing of templates with content; and a graphical user interface for interactively creating adaptive templates. We also provide numerous examples demonstrating the capabilities of this prototype, including this paper, itself, which has been laid out with our system. Charles E. Jacobs, Wilmot Li, Evan Schrier, David Bargeron, David Salesin |
ACM Trans. Graph. | 5 |
| 2002 | The Next Frontier in Graphics: Unleashing the Computer?s Potential for Communication
David Salesin |
PG | 1 |
| 2002 | Modeling and Animating Realistic Faces from Images
Frédéric H. Pighin, Richard Szeliski, David Salesin |
Int. J. Comput. Vis. | 3 |
| 2002 | Video matting of complex scenesabstractThis paper describes a new framework for video matting, the process of pulling a high-quality alpha matte and foreground from a video sequence. The framework builds upon techniques in natural image matting, optical flow computation, and background estimation. User interaction is comprised of garbage matte specification if background estimation is needed, and hand-drawn keyframe segmentations into "foreground," "background" and "unknown". The segmentations, called trimaps, are interpolated across the video volume using forward and backward optical flow. Competing flow estimates are combined based on information about where flow is likely to be accurate. A Bayesian matting technique uses the flowed trimaps to yield high-quality mattes of moving foreground elements with complex boundaries filmed by a moving camera. A novel technique for smoke matte extraction is also demonstrated. Yung-Yu Chuang, Aseem Agarwala, Brian Curless, David Salesin, Richard Szeliski |
ACM Trans. Graph. | 4 |
| 2001 | A Bayesian Approach to Digital MattingabstractThis paper proposes a new Bayesian framework for solving the matting problem, i.e. extracting a foreground element from a background image by estimating an opacity for each pixel of the foreground element. Our approach models both the foreground and background color distributions with spatially-varying sets of Gaussians, and assumes a fractional blending of the foreground and background colors to produce the final output. It then uses a maximum-likelihood criterion to estimate the optimal opacity, foreground and background simultaneously. In addition to providing a principled approach to the matting problem, our algorithm effectively handles objects with intricate boundaries, such as hair strands and fur, and provides an improvement over existing techniques for these difficult cases. Yung-Yu Chuang, Brian Curless, David Salesin, Richard Szeliski |
CVPR (2) | 3 |
| 2001 | Image analogiesabstractThis paper describes a new framework for processing images by example, called “image analogies.” The framework involves two stages: a design phase, in which a pair of images, with one image purported to be a “filtered” version of the other, is presented as “training data”; and an application phase, in which the learned filter is applied to some new target image in order to create an “analogous” filtered result. Image analogies are based on a simple multi-scale autoregression, inspired primarily by recent results in texture synthesis. By choosing different types of source image pairs as input, the framework supports a wide variety of “image filter” effects, including traditional image filters, such as blurring or embossing; improved texture synthesis, in which some textures are synthesized with higher quality than by previous approaches; super-resolution, in which a higher-resolution image is inferred from a low-resolution source; texture transfer, in which images are “texturized” with some arbitrary source texture; artistic filters, in which various drawing and painting styles are synthesized based on scanned real-world examples; and texture-by-numbers, in which realistic scenes, composed of a variety of textures, are created using a simple painting interface. Aaron Hertzmann, Charles E. Jacobs, Nuria Oliver, Brian Curless, David Salesin |
SIGGRAPH | 5 |
| 2000 | Environment matting extensions: towards higher accuracy and real-time captureabstractEnvironment matting is a generalization of traditional bluescreen matting. By photographing an object in front of a sequence of structured light backdrops, a set of approximate light-transport paths through the object can be computed. The original environment matting research chose a middle ground—using a moderate number of photographs to produce results that were reasonably accurate for many objects. In this work, we extend the technique in two opposite directions: recovering a more accurate model at the expense of using additional structured light backdrops, and obtaining a simplified matte using just a single backdrop. The first extension allows for the capture of complex and subtle interactions of light with objects, while the second allows for video capture of colorless objects in motion. Yung-Yu Chuang, Douglas E. Zongker, Joel Hindorff, Brian Curless, David Salesin, Richard Szeliski |
SIGGRAPH | 5 |
| 2000 | EscherizationabstractThis 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 |
SIGGRAPH | 2 |
| 2000 | Video texturesabstractThis paper introduces a new type of medium, called a video texture, which has qualities somewhere between those of a photograph and a video. A video texture provides a continuous infinitely varying stream of images. While the individual frames of a video texture may be repeated from time to time, the video sequence as a whole is never repeated exactly. Video textures can be used in place of digital photos to infuse a static image with dynamic qualities and explicit actions. We present techniques for analyzing a video clip to extract its structure, and for synthesizing a new, similar looking video of arbitrary length. We combine video textures with view morphing techniques to obtain 3D video textures. We also introduce video-based animation, in which the synthesis of video textures can be guided by a user through high-level interactive controls. Applications of video textures and their extensions include the display of dynamic scenes on web pages, the creation of dynamic backdrops for special effects and games, and the interactive control of video-based animation. Arno Schödl, Richard Szeliski, David Salesin, Irfan A. Essa |
SIGGRAPH | 3 |
| 2000 | Surface light fields for 3D photographyabstractA surface light field is a function that assigns a color to each ray originating on a surface. Surface light fields are well suited to constructing virtual images of shiny objects under complex lighting conditions. This paper presents a framework for construction, compression, interactive rendering, and rudimentary editing of surface light fields of real objects. Generalization of vector quantization and principal component analysis are used to construct a compressed representation of an object's surface light field from photographs and range scans. A new rendering algorithm achieves interactive rendering of images from the compressed representation, incorporating view-dependent geometric level-of-detail control. The surface light field representation can also be directly edited to yield plausible surface light fields for small changes in surface geometry and reflectance properties. Daniel N. Wood, Daniel I. Azuma, Ken Aldinger, Brian Curless, Tom Duchamp, David Salesin, Werner Stuetzle |
SIGGRAPH | 6 |
| 2000 | Example-based hinting of true type fontsabstractHinting in TrueType is a time-consuming manual process in which a typographer creates a sequence of instructions for better fitting the characters of a font to a grid of pixels. In this paper, we propose a new method for automatically hinting TrueType fonts by transferring hints of one font to another. Given a hinted source font and a target font without hints, our method matches the outlines of corresponding glyphs in each font, and then translates all of the individual hints for each glyph from the source to the target font. It also translates the control value table (CVT) entries, which are used to unify feature sizes across a font. The resulting hinted font already provides a great improvement over the unhinted version. More importantly, the translated hints, which preserve the sound, hand-designed hinting structure of the original font, provide a very good starting point for a professional typographer to complete and fine-tune, saving time and increasing productivity. We demonstra... Douglas E. Zongker, Geraldine Wade, David Salesin |
SIGGRAPH | 3 |
| 1999 | Resynthesizing Facial Animation through 3D Model-based TrackingabstractGiven video footage of a person's face, we present new techniques to automatically recover the face position and the facial expression from each frame in the video sequence. A 3D face model is fitted to each frame using a continuous optimization technique. Our model is based on a set of 3D face models that are linearly combined using 3D morphing. Our method has the advantages over previous techniques of fitting directly a realistic 3-dimensional face model and of recovering parameters that can be used directly in an animation system. We also explore many applications, including performance-driven animation (applying the recovered position and expression of the face to a synthetic character to produce an animation that mimics the input video), relighting the face, varying the camera position, and adding facial ornaments such as tattoos and scars. Frédéric H. Pighin, Richard Szeliski, David Salesin |
ICCV | 3 |
| 1999 | Interactive arrangement of botanical L-system modelsabstractIn 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 |
SI3D | 4 |
| 1999 | Environment Matting and CompositingabstractThis paper introduces a new process, environment matting,which captures not just a foreground object and its traditional opacity matte from a real-world scene, but also a description of how that object refracts and reflects light, which we call an environment matte. The foreground object can then be placed in a new environment, using environment compositing, where it will refract and reflect light from that scene. Objects captured in this way exhibit not only specular but glossy and translucent effects, as well as selective attenuation and scattering of light according to wavelength. Moreover, the environment compositing process, which can be performed largely with texture mapping operations, is fast enough to run at interactive speeds on a desktop PC. We compare our results to photos of the same objects in real scenes. Applications of this work include the relighting of objects for virtual and augmented reality, more realistic 3D clip art, and interactive lighting design. CR Catego... Douglas E. Zongker, Dawn M. Werner, Brian Curless, David Salesin |
SIGGRAPH | 4 |
| 1998 | Synthesizing Realistic Facial Expressions from PhotographsabstractArticle Free Access Share on Synthesizing realistic facial expressions from photographs Authors: Frédéric Pighin Univ. of Washington, Seattle Univ. of Washington, SeattleView Profile , Jamie Hecker Univ. of Washington, Seattle Univ. of Washington, SeattleView Profile , Dani Lischinski Hebrew Univ. Hebrew Univ.View Profile , Richard Szeliski Microsoft Research Microsoft ResearchView Profile , David H. Salesin Univ. of Washington, Seattle Univ. of Washington, SeattleView Profile Authors Info & Claims SIGGRAPH '98: Proceedings of the 25th annual conference on Computer graphics and interactive techniquesJuly 1998 Pages 75–84https://doi.org/10.1145/280814.280825Published:24 July 1998Publication History 446citation2,172DownloadsMetricsTotal Citations446Total Downloads2,172Last 12 Months71Last 6 weeks7 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 Frédéric H. Pighin, Jamie Hecker, Dani Lischinski, Richard Szeliski, David Salesin |
SIGGRAPH | 5 |
| 1998 | Reproducing Color Images Using Custom InksabstractWe investigate the general problem of reproducing color images on an offset press using custom inks in any combination and number.While this problem has been explored previously for the case of two inks, there are a number of new mathematical and algorithmic challenges that arise as the number of inks increases.These challenges include more complex gamut mapping strategies, more efficient ink selection strategies, and fast and numerically accurate methods for computing ink separations in situations that may be either over-or under-constrained.In addition, the demands of high-quality color printing require an accurate physical model of the colors that result from overprinting multiple inks using halftoning, including the effects of trapping, dot gain, and the interreflection of light between ink layers.In this paper, we explore these issues related to printing with multiple custom inks, and address them with new algorithms and physical models.Finally, we present some printed examples demonstrating the promise of our methods. Eric J. Stollnitz, Victor Ostromoukhov, David Salesin |
SIGGRAPH | 3 |
| 1998 | Computer-generated Floral OrnamentabstractThis paper describes some of the principles of traditional floral ornamental design, and explores ways in which these designs can be created algorithmically. It introduces the idea of “adaptive clip art, ” which encapsulates the rules for creating a specific ornamental pattern. Adaptive clip art can be used to generate patterns that are tailored to fit a particularly shaped region of the plane. If the region is resized or reshaped, the ornament can be automatically regenerated to fill this new area in an appropriate way. Our ornamental patterns are created in two steps: first, the geometry of the pattern is generated as a set of two-dimensional curves and filled boundaries; second, this geometry is rendered in any number of styles. We demonstrate our approach with a variety of floral ornamental designs. Michael T. Wong, Douglas E. Zongker, David Salesin |
SIGGRAPH | 3 |
| 1997 | Computer-generated watercolorabstractThis paper describes the various artistic effects of watercolor and shows how they can be simulated automatically.Our watercolor model is based on an ordered set of translucent glazes, which are created independently using a shallow-water fluid simulation.We use a Kubelka-Munk compositing model for simulating the optical effect of the superimposed glazes.We demonstrate how computergenerated watercolor can be used in three different applications: as part of an interactive watercolor paint system, as a method for automatic image "watercolorization," and as a mechanism for nonphotorealistic rendering of three-dimensional scenes. Cassidy J. Curtis, Sean E. Anderson, Joshua E. Seims, Kurt W. Fleischer, David Salesin |
SIGGRAPH | 5 |
| 1997 | Orientable textures for image-based pen-and-ink illustrationabstractWe present an interactive system for creating pen-and-ink-style line drawings from greyscale images in which the strokes of the rendered illustration follow the features of the original image. The user, via new interaction techniques for editing a direction field, specifies an orientation for each region of the image; the computer draws oriented strokes, based on a user-specified set of example strokes, that achieve the same tone as the image via a new algorithm that compares an adaptively-blurred version of the current illustration to the target tone image. By aligning the direction field with surface orientations of the objects in the image, the user can create textures that appear attached to those objects instead of merely conveying their darkness. The result is a more compelling pen-and-ink illustration than was previously possible from 2D reference imagery. CR Categories and Subject Descriptors: I.3.3 [Computer Graphics ]: Picture/Image Generation --- Display algorithms. I.4.3 [... Michael Salisbury, Michael T. Wong, John F. Hughes, David Salesin |
SIGGRAPH | 4 |
| 1997 | Multiperspective panoramas for cel animationabstractWe describe a new approach for simulating apparent camera motion through a 3D environment. The approach is motivated by a traditional technique used in 2D cel animation, in which a single background image, which we call a multiperspective panorama,is used to incorporate multiple views of a 3D environment as seen from along a given camera path. When viewed through a small moving window, the panorama produces the illusion of 3D motion. In this paper, we explore how such panoramas can be designed by computer, and we examine their application to cel animation in particular. Multiperspective panoramas should also be useful for any application in which predefined camera moves are applied to 3D scenes, including virtual reality fly-throughs, computer games, and architectural walk-throughs. CR Categories: I.3.3 [Computer Graphics]: Picture/Image Generation. Additional Keywords: CGI production, compositing, illustration, imagebased rendering, mosaics, multiplaning, non-photorealistic renderi... Daniel N. Wood, Adam Finkelstein, John F. Hughes, Craig E. Thayer, David Salesin |
SIGGRAPH | 5 |
| 1997 | Clustering for Glossy Global IlluminationabstractWe present a new clustering algorithm for global illumination in complex environments. The new algorithm extends provious work on clustering for radiosity to allow for nondiffuse (glossy) reflectors. We represent clusters as points with directional distributions of outgoing and incoming radiance and importance, and we derive an error bound for transfers between these clusters. The algorithm groups input surfaces into a hierarchy of clusters, and then permits clusters to interact only if the error bound is below an acceptable tolerance. We show that the algorithm is asymptotically more efficient than previous clustering algorithms even when restricted to ideally diffuse environments. Finally, we demonstrate the performance of our method on two complex glossy environments. Per H. Christensen, Dani Lischinski, Eric J. Stollnitz, David Salesin |
ACM Trans. Graph. | 4 |
| 1996 | Fast Rendering of Complex Environments Using a Spatial Hierarchy
Bradford L. Chamberlain, Tony DeRose, Dani Lischinski, David Salesin |
Graphics Interface | 4 |
| 1996 | Interactive Multiresolution Surface ViewingabstractMultiresolution analysis has been proposed as a basic tool supporting compression, progressive transmission, and level-of-detail control of complex meshes in a unified and theoretically sound way. We extend previous work on multiresolution analysis of meshes in two ways. First, we show how to perform multiresolution analysis of colored meshes by separately analyzing shape and color. Second, we describe efficient algorithms and data structures that allow us to incrementally construct lower resolution approximations to colored meshes from the geometry and color wavelet coefficients at interactive rates. We have integrated these algorithms in a prototype mesh viewer that supports progressive transmission, dynamic display at a constant frame rate independent of machine characteristics and load, and interactive choice of tradeoff between the amount of detail in geometry and color. The viewer operates as a helper application to Netscape, and can therefore be used to rapidly browse and di... Andrew Certain, Jovan Popovic, Tony DeRose, Tom Duchamp, David Salesin, Werner Stuetzle |
SIGGRAPH | 5 |
| 1996 | Multiresolution VideoabstractWe present a new representation for time-varying image data that allows for varying-and arbitrarily high-spatial and temporal resolutions in different parts of a video sequence.The representation, called multiresolution video, is based on a sparse, hierarchical encoding of the video data.We describe a number of operations for creating, viewing, and editing multiresolution sequences.These operations support a variety of applications: multiresolution playback, including motion-blurred "fast-forward" and "reverse"; constantspeed display; enhanced video scrubbing; and "video clip-art" editing and compositing.The multiresolution representation requires little storage overhead, and the algorithms using the representation are both simple and efficient. Adam Finkelstein, Charles E. Jacobs, David Salesin |
SIGGRAPH | 3 |
| 1996 | The Virtual Cinematographer: A Paradigm for Automatic Real-Time Camera Control and DirectingabstractThis paper presents a paradigm for automatically generating complete camera specifications for capturing events in virtual 3D environments in real-time.We describe a fully implemented system, called the Virtual Cinematographer, and demonstrate its application in a virtual "party" setting.Cinematographic expertise, in the form of film idioms, is encoded as a set of small hierarchically organized finite state machines.Each idiom is responsible for capturing a particular type of scene, such as three virtual actors conversing or one actor moving across the environment.The idiom selects shot types and the timing of transitions between shots to best communicate events as they unfold.A set of camera modules, shared by the idioms, is responsible for the low-level geometric placement of specific cameras for each shot.The camera modules are also responsible for making subtle changes in the virtual actors' positions to best frame each shot.In this paper, we discuss some basic heuristics of filmmaking and show how these ideas are encoded in the Virtual Cinematographer. Li-wei He, Michael F. Cohen, David Salesin |
SIGGRAPH | 3 |
| 1996 | Comic ChatabstractComics have a rich visual vocabulary, and people find them appealing.They are also an effective form of communication.We have built a system, called Comic Chat, that represents on-line communications in the form of comics.Comic Chat automates numerous aspects of comics generation, including balloon construction and layout, the placement and orientation of comic characters, the default selection of character gestures and expressions, the incorporation of semantic panel elements, and the choice of zoom factor for the virtual camera.This paper describes the mechanisms that Comic Chat uses to perform this automation, as well as novel aspects of the program's user interface.Comic Chat is a working program, allowing groups of people to communicate over the Internet.It has several advantages over other graphical chat programs, including the availability of a graphical history, and a dynamic graphical presentation. David Kurlander, Tim Skelly, David Salesin |
SIGGRAPH | 3 |
| 1996 | Reproducing Color Images as DuotonesabstractWe investigate a new approach for reproducing color images. Rather than mapping the colors in an image onto the gamut of colors that can be printed with cyan, magenta, yellow, and black inks, we choose the set of printing inks for the particular image being reproduced. In this paper, we look at the special case of selecting inks for duotone printing, a relatively inexpensive process in which just two inks are used. Specifically, the system we describe takes an image as input, and allows a user to select 0, 1, or 2 inks. It then chooses the remaining ink or inks so as to reproduce the image as accurately as possible and produces the appropriate color separations automatically. CR Categories: I.3.4 [Computer Graphics]: Graphics Utilities Additional Keywords: color reproduction, color printing, duotone, gamut mapping, Neugebauer model 1 Introduction Modern color reproduction typically employs a fixed set of processcolor inks: cyan, magenta, yellow, and sometimes black. Placed on top ... Joanna L. Power, Brad S. West, Eric J. Stollnitz, David Salesin |
SIGGRAPH | 4 |
| 1996 | Scale-Dependent Reproduction of Pen-and-Ink IllustrationsabstractThis paper describes a representation for pen-and-ink illustrations that allows the creation of high-fidelity illustrations at any scale or resolution.We represent a pen-and-ink illustration as a low-resolution grey-scale image, augmented by a set of discontinuity segments, along with a stroke texture.To render an illustration at a particular scale, we first rescale the grey-scale image to the desired size and then hatch the resulting image with pen-and-ink strokes.The main technical contribution of the paper is a new reconstruction algorithm that magnifies the low-resolution image while keeping the resulting image sharp along discontinuities. Michael Salisbury, Corin R. Anderson, Dani Lischinski, David Salesin |
SIGGRAPH | 4 |
| 1996 | Hierarchical Image Caching for Accelerated Walkthroughs of Complex EnvironmentsabstractWe present a new method for accelerating walkthroughs of geometrically complex static scenes. As a preprocessing step, our method constructs a BSP-tree that hierarchically partitions the geometric primitives in the scene. In the course of a walkthrough, images of nodes at various levels of the hierarchy are cached for reuse in subsequent frames. A cached image is applied as a texture map to a single quadrilateral that is drawn instead of the geometry contained in the corresponding node. Visual artifacts are kept under control by using an error metric that quantifies the discrepancy between the appearance of the geometry contained in a node and the cached image. The new method is shown to achieve significant speedups for a walkthrough of a complex outdoor scene, with little or no loss in rendering quality. 1 Introduction Interactive visualization of extremely complex geometric environments is becoming an increasingly important application of computer graphics. Advances in the throughp... Jonathan Shade, Dani Lischinski, David Salesin, Tony DeRose, John M. Snyder |
SIGGRAPH | 3 |
| 1996 | Rendering Parametric Surfaces in Pen and InkabstractThis paper presents new algorithms and techniques for rendering parametric free-form surfaces in pen and ink. In particular, we introduce the idea of "controlled-density hatching" for conveying tone, texture, and shape. The fine control over tone this method provides allows the use of traditional texture mapping techniques for specifying the tone of pen-and-ink illustrations. We also show how a planar map, a data structure central to our rendering algorithm, can be constructed from parametric surfaces, and used for clipping strokes and generating outlines. Finally, we show how curved shadows can be cast onto curved objects for this style of illustration. CR Categories and Subject Descriptors: I.3.3 [Computer Graphics]: Picture /Image Generation; I.3.6 [Computer Graphics]: Methodology and Techniques. Additional Key Words: non-photorealistic rendering, comprehensible rendering, pen-and-ink rendering, resolution-dependent rendering, stroke textures, controlled-density hatching, outlini... Georges Winkenbach, David Salesin |
SIGGRAPH | 2 |
| 1996 | Global Illumination of Glossy Environments Using Wavelets and ImportanceabstractWe show how importance-driven refinement and a wavelet basis can be combined to provide an efficient solution to the global illumination problem with glossy and diffuse reflections. Importance is used to focus the computation on the interactions having the greatest impact on the visible solution. Wavelets are used to provide an efficient representation of radiance, importance, and the transport operator. We discuss a number of choices that must be made when constructing a finite element algorithm for glossy global illumination. Our algorithm is based on the standard wavelet decomposition of the transport operator and makes use of a four-dimensional wavelet representation for spatially and angularly varying radiance distributions. We use a final gathering step to improve the visual quality of the solution. Features of our implementation include support for curved surfaces as well as texture-mapped anisotropic emission and reflection functions. Per H. Christensen, Eric J. Stollnitz, David Salesin, Tony DeRose |
ACM Trans. Graph. | 3 |
| 1995 | Fast multiresolution image queryingabstractWe present a method for searching in an image database using a query image that is similar to the intended target.The query image may be a hand-drawn sketch or a (potentially low-quality) scan of the image to be retrieved.Our searching algorithm makes use of multiresolution wavelet decompositions of the query and database images.The coefficients of these decompositions are distilled into small "signatures" for each image.We introduce an "image querying metric" that operates on these signatures.This metric essentially compares how many significant wavelet coefficients the query has in common with potential targets.The metric includes parameters that can be tuned, using a statistical analysis, to accommodate the kinds of image distortions found in different types of image queries.The resulting algorithm is simple, requires very little storage overhead for the database of signatures, and is fast enough to be performed on a database of 20,000 images at interactive rates (on standard desktop machines) as a query is sketched.Our experiments with hundreds of queries in databases of 1000 and 20,000 images show dramatic improvement, in both speed and success rate, over using a conventional L 1 , L 2 , or color histogram norm. Charles E. Jacobs, Adam Finkelstein, David Salesin |
SIGGRAPH | 3 |
| 1994 | Multiresolution painting and compositingabstractWe describe a representation for multiresolution images---images that have different resolutions in different places---and methods for creating such images using painting and compositing operations. These methods are very easy to implement, and they are efficient in both memory and speed. Only the detail present at a particular resolution is stored, and the most common painting operations, "over" and "erase," require time proportional only to the number of pixels displayed. We also show how fractional-level zooming can be implemented in order to allow a user to display and edit portions of a multiresolution image at any arbitrary size. CR Categories and Subject Descriptors: I.3.2 [Computer Graphics]: Picture/Image Generation --- Display Algorithms; I.3.6 [Computer Graphics]: Methodology and Techniques --- Interaction Techniques. Additional Key Words: compositing, infinite-resolution, multiresolution images, painting, wavelets, zooming. 1 Introduction When editing images, it is impor... Deborah Berman, Jason T. Bartell, David Salesin |
SIGGRAPH | 3 |
| 1994 | Multiresolution curvesabstractWe describe a multiresolution curve representation, based on wavelets, that conveniently supports a variety of operations: smoothing a curve; editing the overall form of a curve while preserving its details; and approximating a curve within any given error tolerance for scan conversion. We present methods to support continuous levels of smoothing as well as direct manipulation of an arbitrary portion of the curve; the control points, as well as the discrete nature of the underlying hierarchical representation, can be hidden from the user. The multiresolution representation requires no extra storage beyond that of the original control points, and the algorithms using the representation are both simple and fast. Adam Finkelstein, David Salesin |
SIGGRAPH | 2 |
| 1994 | Interactive pen-and-ink illustrationabstractWe present an interactive system for creating pen-and-ink illustrations. The system uses stroke textures—collections of strokes arranged in different patterns—to generate texture and tone. The user “paints” with a desired stroke texture to achieve a desired tone, and the computer draws all of the individual strokes. Michael Salisbury, Sean E. Anderson, Ronen Barzel, David Salesin |
SIGGRAPH | 4 |
| 1994 | Computer-generated pen-and-ink illustrationabstractThis paper describes the principles of traditional pen-and-ink illustration, and shows how a great number of them can be implemented as part of an automated rendering system. It introduces “stroke textures,” which can be used for achieving both texture and tone with line drawing. Stroke textures also allow resolution-dependent rendering, in which the choice of strokes used in an illustration is appropriately tied to the resolution of the target medium. We demonstrate these techniques using complex architectural models, including Frank Lloyd Wright's “Robie House.” Georges Winkenbach, David Salesin |
SIGGRAPH | 2 |
| 1993 | Constructing Strongly Convex Approximate Hulls with Inaccurate Primitives
Leonidas J. Guibas, David Salesin, Jorge Stolfi |
Algorithmica | 2 |
| 1993 | Electronic "How Things Work" Articles: Two Early PrototypesabstractThe electronic encyclopedia exploratorium (E/sup 3/) is a vision of a future computer system-an electronic book describing how thing work. Typical articles in E/sup 3/ will describe such mechanisms as compression refrigerators, engines, telescopes, and mechanical linkages. Each article will provide simulations, three-dimensional animated graphics that the user can manipulate, laboratory areas that allow a user to modify the device or experiment with related artifacts, and a facility for asking questions and receiving customized, computer-generated English-language explanations. Some of the foundational technology is discussed, focusing on topics in artificial intelligence, graphics, and user interfaces. The initial prototype system and the technical lessons learned from it, as well as the second prototype currently under construction, are described.> Franz G. Amador, Deborah Berman, Alan Borning, Tony DeRose, Adam Finkelstein, Dorothy Neville, David Notkin, David Salesin, Michael Salisbury, Joe Sherman, Daniel S. Weld, Georges Winkenbach |
IEEE Trans. Knowl. Data Eng. | 8 |
| 1993 | Adjustable Tools: An Object-Oriented Interaction MetaphorabstractTo provide a simpler metaphor for representing, selecting, and adjusting collections of attributes for interactive operations. David Salesin, Ronen Barzel |
ACM Trans. Graph. | 1 |
| 1992 | A fast and accurate light reflection modelabstractNo abstract available. Xiao D. He, Patrick O. Heynen, Richard L. Phillips, Kenneth E. Torrance, David Salesin, Donald P. Greenberg |
SIGGRAPH | 5 |
| 1992 | An importance-driven radiosity algorithmabstractWe present a new radiosi[y algorithm for efficiently computing global solutions with respect to a constrained set of views.Radiosities of directly visible surfaces are computed to high accuracy, while those ot' surfaces having only an indirect effect are computed to an accuracy commensurate with their contribution.The algorithm uses an adaptive subdivision scheme that is guided by the interplay between two closely related transport processes: one propagating power from the light sources, and the other propagating imporrarwc from the visible surfaces.By simultaneously refining approximate solutions to the dud transport equations, computation is significantly reduced in areas that contribute little to the region of interest.This approach is very effective for complex environments in which only a small fraction is visible at any time.Our statistics show dramatic speedups over the fastest previous radiosity algorithms for diffuse environments with details at a wide range of scales. Brian E. Smits, James Arvo, David Salesin |
SIGGRAPH | 3 |
| 1990 | Rendering CSG models with a ZZ-bufferabstractThe ZZ-buffer is a simple acceleration scheme for ray tracing that can be applied to a wide variety of scenes, including those with small features, textured and transparent surfaces, shadows and penumbrae, and depth-of-field effects. In this paper, we describe how the ZZ-buffer algorithm can be adapted to the rendering of scenes defined by constructive solid geometry operations. David Salesin, Jorge Stolfi |
SIGGRAPH | 1 |
| 1989 | Epsilon Geometry: Building Robust Algorithms from Imprecise ComputationsabstractThis thesis introduces Epsilon Geometry, a framework for the development of robust geometric algorithms using inaccurate primitives. Epsilon Geometry is based on a very general model of imprecise computations, which includes floating-point and rounded-integer arithmetic as special cases. The algorithms in this framework produce exact solutions for perturbed versions of their input and return a bound on the size of these implicit perturbations.
The thesis begins with a formal description of the Epsilon Geometry framework. It introduces the notions of an epsilon predicate, a geometric predicate that can be satisfied by a perturbed version of its arguments; and a critical distance, the size of the perturbation required to make an epsilon predicate true. It also introduces epsilon and delta boxes, the implementations of these mathematical concepts as computer programs. The thesis describes some general rules for turning mathematical lemmas about epsilon predicates and critical distances into implementations of epsilon and delta boxes. Next, it presents a basic set of two-dimensional geometric predicates that are used for all of the algorithms in the sequel.
The second half of the thesis examines how Epsilon Geometry can be applied to various geometric objects and algorithms in the plane. It defines the notions of an $\varepsilon$-convex polygon, a polygon that can be made convex by perturbing each of its vertices by $\varepsilon$ or less; and a ($-\varepsilon)$-convex polygon, a polygon that remains convex even if its vertices are all displaced in arbitrary directions by a distance of $\varepsilon$ or less. The thesis develops robust algorithms for testing point inclusion in both kinds of polygons, and for testing a polygon's degree of convexity. Finally, the thesis investigates the existence of approximate hulls for sets of points. It proves that for every point set there exists a ($-\varepsilon$)-convex polygon H such that every point of the set is at most 4$\varepsilon$ away from H, and it describes robust algorithms for computing such hulls. David Salesin, Jorge Stolfi, Leonidas J. Guibas |
SCG | 1 |
| 1987 | Rendering antialiased shadows with depth mapsabstractWe present a solution to the aliasing problem for shadow algorithms that use depth maps. The solution is based on a new filtering technique called percentage closer filtering. In addition to antialiasing, the improved algorithm provides soft shadow boundaries that resemble penumbrae. We describe the new algorithm in detail, demonstrate the effects of its parameters, and analyze its performance. William T. Reeves, David Salesin, Robert L. Cook 0001 |
SIGGRAPH | 2 |
| 1986 | Patchwork: A fast interpreter for a restricted dataflow language
Ronen Barzel, David Salesin |
J. Syst. Softw. | 2 |