EDBT 2026 Demo / reviewers in the wild / expert
Karan Singh 0004
dblp:00/505-4
· DBLP profile ↗
78ranked-venue papers
1as first author
24since 2021 · last 2026
0000-0002-2232-7480ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 49 · 1 first-author · 18 since 2021Human-computer interaction and ubiquitous computing · 35 · 1 first-author · 10 since 2021Artificial intelligence and machine learning · 4 · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | FAME: Exploring Expressive Facial Avatars for Lyrical and Non-Lyrical Music Visualization for d/Deaf Individualsabstractd/Deaf and Hard of Hearing (DHH) individuals often engage with music through a multimodal approach, where visual modalities are also used rather than relying on sound alone. While tools like captions and visualizers offer partial support, they often fail to capture the emotional depth and structural nuances of music. To explore new possibilities, we adopted an iterative, probe-based approach. Through a formative study with 9 DHH participants, we identified key design requirements for visualizing rhythm, emotion, and lyrics. We developed FAME (Facial Avatar for Musical Expression), a design probe that conveys music through expressive facial animation, instrument highlights, and synchronized captions, lip-syncing to lyrics or scat-singing to melodies. Through a two-phase exploratory study with 12 DHH users, we examined FAME’s efficacy, applicability, and requirements for representing musical elements. Our findings refine design requirements for avatar-based systems and highlight the potential of avatars as expressive and socially meaningful tools for music accessibility. Suhyeon Yoo, Yifang Pan, Ashish Ajin Thomas, Karan Singh 0004, Khai N. Truong |
CHI | 4 |
| 2026 | Mesh Processing Non-Meshes via Neural Displacement FieldsabstractAbstract Mesh processing pipelines are mature, but adapting them to newer non‐mesh surface representations—which enable fast rendering with compact file size—requires costly meshing or transmitting bulky meshes, negating their core benefits for streaming applications. We present a compact neural field that enables common geometry processing tasks across diverse surface representations. Given an input surface, our method learns a neural map from its coarse mesh approximation to the surface. The full representation totals only a few hundred kilobytes, making it ideal for lightweight transmission. Our method enables fast extraction of manifold and Delaunay meshes for intrinsic shape analysis, and compresses scalar fields for efficient delivery of costly precomputed results. Experiments and applications show that our fast, compact, and accurate approach opens up new possibilities for interactive geometry processing. Yuta Noma, Zhecheng Wang 0001, Chenxi Liu 0004, Karan Singh 0004, Alec Jacobson |
Comput. Graph. Forum | 4 |
| 2025 | Motion Modes: What Could Happen Next?abstractPredicting diverse object motions from a single static image remains challenging, as current video generation models often entangle object movement with camera motion and other scene changes. While recent methods can predict specific motions from motion arrow input, they rely on synthetic data and predefined motions, limiting their application to complex scenes. We introduce Motion Modes, a training-free approach that explores a pre-trained imageto-video generator’s latent distribution to discover various distinct and plausible motions focused on selected objects in static images. We achieve this by employing a flow generator guided by energy functions designed to disentangle object and camera motion. Additionally, we use an energy inspired by particle guidance [8] to diversify the generated motions, without requiring explicit training data. Experimental results demonstrate that Motion Modes generates realistic and varied object animations, surpassing previous methods and even human predictions regarding plausibility and diversity. Karran Pandey, Yannick Hold-Geoffroy, Matheus Gadelha, Niloy J. Mitra, Karan Singh 0004, Paul Guerrero 0001 |
CVPR | 5 |
| 2025 | Medial Sphere Preconditioning for Knot Untangling and Volume-Filling CurvesabstractWe propose a fast, robust, and user-controllable algorithm for knot untangling and volume-filling curves. We extend prior work on surface-filling curves to the more challenging case of 3D volumes, equipped with a specialized gradient preconditioner that allows larger step sizes. Our method exhibits orders of magnitude faster runtime than existing methods. Our framework provides a whole new set of parameters to guide the shape of the curve, making it ideal for interactive design applications. Yuta Noma, Alec Jacobson, Karan Singh 0004 |
SIGGRAPH Asia | 3 |
| 2025 | Squidgets: Sketch-based Widget Design for Scene ManipulationabstractPeople naturally sketch strokes over graphical scenes to convey scene changes. We propose automatically interpreting these strokes to execute scene changes with squidgets (sketch-widgets), a novel sketch-based UI framework for direct scene manipulation. Squidgets are motivated by the observation that curves resulting from visually abstracting scene elements provide natural handles for the direct manipulation of scene parameters. Additional curves can be defined by users to author custom handles associated with scene attributes. Users manipulate a scene by simply drawing strokes, partially matched against scene curves to select a squidget and interactively control associated parameters. We present an implementation of squidgets within the 3D animation system Maya, showing 2D/3D stroke input to manipulate 2D/3D scenes. We report on a controlled experiment evaluating squidgets on 2D object translation and deformation tasks, and a broader informal study on squidget creation and manipulation. Joonho Kim, Fanny Chevalier, Karan Singh 0004 |
UIST | 3 |
| 2025 | Head-EyeK: Head-Eye Coordination and Control Learned in Virtual RealityabstractHuman head-eye coordination is a complex behavior, shaped by physiological constraints, psychological context, and gaze intent. Current context-specific gaze models in both psychology and graphics fail to produce plausible head-eye coordination for general patterns of human gaze behavior. In this paper, we: 1) propose and validate an experimental protocol to collect head-eye motion data during sequential look-at tasks in Virtual Reality; 2) identify factors influencing head-eye coordination using this data; and 3) introduce a head-eye coordinated Inverse Kinematic gaze model Head-EyeK that integrates these insights. Our evaluation of Head-EyeK is three-fold: we show the impact of algorithmic parameters on gaze behavior; we show a favorable comparison to prior art both quantitatively against ground-truth data, and qualitatively using a perceptual study; and we show multiple scenarios of complex gaze behavior credibly animated using Head-EyeK. Yifang Pan, Ludwig Sidenmark, Karan Singh 0004 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2024 | ProInterAR: A Visual Programming Platform for Creating Immersive AR InteractionsabstractAR applications commonly contain diverse interactions among different AR contents. Creating such applications requires creators to have advanced programming skills for scripting interactive behaviors of AR contents, repeated transferring and adjustment of virtual contents from virtual to physical scenes, testing by traversing between desktop interfaces and target AR scenes, and digitalizing AR contents. Existing immersive tools for prototyping/authoring such interactions are tailored for domain-specific applications. To support programming general interactive behaviors of real object(s)/environment(s) and virtual object(s)/environment(s) for novice AR creators, we propose ProInterAR, an integrated visual programming platform to create immersive AR applications with a tablet and an AR-HMD. Users can construct interaction scenes by creating virtual contents and augmenting real contents from the view of an AR-HMD, script interactive behaviors by stacking blocks from a tablet UI, and then execute and control the interactions in the AR scene. We showcase a wide range of AR application scenarios enabled by ProInterAR, including AR game, AR teaching, sequential animation, AR information visualization, etc. Two usability studies validate that novice AR creators can easily program various desired AR applications using ProInterAR. Jiaye Leng, Pengfei Xu 0002, Karan Singh 0004, Hongbo Fu 0001 |
CHI | 4 |
| 2024 | Diffusion Handles Enabling 3D Edits for Diffusion Models by Lifting Activations to 3DabstractDiffusion Handles is a novel approach to enable 3D object edits on diffusion images, requiring only existing pre-trained diffusion models depth estimation, without any fine-tuning or 3D object retrieval. The edited results remain plausible, photo-real, and preserve object identity. Diffusion Handles address a critically missing facet of generative image-based creative design. Our key insight is to lift diffusion activations for a selected object to 3D using a proxy depth, 3D-transform the depth and associated activations, and project them back to image space. The diffusion process guided by the manipulated activations produces plausible edited images showing complex 3D occlusion and lighting effects. We evaluate Diffusion Handles: quantitatively, on a large synthetic data benchmark; and qualitatively by a user study, showing our output to be more plausible, and better than prior art at both, 3D editing and identity control. Karran Pandey, Paul Guerrero 0001, Matheus Gadelha, Yannick Hold-Geoffroy, Karan Singh 0004, Niloy J. Mitra |
CVPR | 5 |
| 2024 | Surface-Filling Curve Flows via Implicit Medial AxesabstractWe introduce a fast, robust, and user-controllable algorithm to generate surface-filling curves. We compute these curves through the gradient flow of a simple sparse energy, making our method several orders of magnitude faster than previous works. Our algorithm makes minimal assumptions on the topology and resolution of the input surface, achieving improved robustness. Our framework provides tuneable parameters that guide the shape of the output curve, making it ideal for interactive design applications. Yuta Noma, Silvia Sellán, Nicholas Sharp, Karan Singh 0004, Alec Jacobson |
ACM Trans. Graph. | 4 |
| 2024 | S3: Speech, Script and Scene driven Head and Eye AnimationabstractWe present S 3 , a novel approach to generating expressive, animator-centric 3D head and eye animation of characters in conversation. Given speech audio, a Directorial script and a cinematographic 3D scene as input, we automatically output the animated 3D rotation of each character's head and eyes. S 3 distills animation and psycho-linguistic insights into a novel modular framework for conversational gaze capturing: audio-driven rhythmic head motion; narrative script-driven emblematic head and eye gestures; and gaze trajectories computed from audio-driven gaze focus/aversion and 3D visual scene salience. Our evaluation is four-fold: we quantitatively validate our algorithm against ground truth data and baseline alternatives; we conduct a perceptual study showing our results to compare favourably to prior art; we present examples of animator control and critique of S 3 output; and present a large number of compelling and varied animations of conversational gaze. Yifang Pan, Karan Singh 0004 |
ACM Trans. Graph. | 3 |
| 2024 | 3D-Layers: Bringing Layer-Based Color Editing to VR PaintingabstractThe ability to represent artworks as stacks of layers is fundamental to modern graphics design, as it allows artists to easily separate visual elements, edit them in isolation, and blend them to achieve rich visual effects. Despite their ubiquity in 2D painting software, layers have not yet made their way to VR painting, where users paint strokes directly in 3D space by gesturing a 6-degrees-of-freedom controller. But while the concept of a stack of 2D layers was inspired by real-world layers in cell animation, what should 3D layers be? We propose to define 3D-Layers as groups of 3D strokes, and we distinguish the ones that represent 3D geometry from the ones that represent color modifications of the geometry. We call the former substrate layers and the latter appearance layers. Strokes in appearance layers modify the color of the substrate strokes they intersect. Thanks to this distinction, artists can define sequences of color modifications as stacks of appearance layers, and edit each layer independently to finely control the final color of the substrate. We have integrated 3D-Layers into a VR painting application and we evaluate its flexibility and expressiveness by conducting a usability study with experienced VR artists. Emilie Yu, Fanny Chevalier, Karan Singh 0004, Adrien Bousseau |
ACM Trans. Graph. | 3 |
| 2023 | MAGIC: Manipulating Avatars and Gestures to Improve Remote CollaborationabstractRemote collaborative work has become pervasive in many settings, ranging from engineering to medical professions. Users are im-mersed in virtual environments and communicate through life-sized avatars that enable face-to-face collaboration. Within this context, users often collaboratively view and interact with virtual 3D models, for example to assist in the design of new devices such as cus-tomized prosthetics, vehicles or buildings. Discussing such shared 3D content face-to-face, however, has a variety of challenges such as ambiguities, occlusions, and different viewpoints that all decrease mutual awareness, which in turn leads to decreased task performance and increased errors. To address this challenge, we introduce MAGIC, a novel approach for understanding pointing gestures in a face-to-face shared 3D space, improving mutual understanding and awareness. Our approach distorts the remote user's gestures to correctly reflect them in the local user's reference space when face-to-face. To measure what two users perceive in common when using pointing gestures in a shared 3D space, we introduce a novel metric called pointing agreement. Results from a user study suggest that MAGIC significantly improves pointing agreement in face-to-face collaboration settings, improving co-presence and awareness of interactions performed in the shared space. We believe that MAGIC improves remote collaboration by enabling simpler communication mechanisms and better mutual awareness. Catarina G. Fidalgo, Maurício Sousa, Daniel Mendes, Rafael Kuffner dos Anjos, Daniel Medeiros 0001, Karan Singh 0004, Joaquim Jorge 0001 |
VR | 6 |
| 2023 | Juxtaform: interactive visual summarization for exploratory shape designabstractWe present juxtaform , a novel approach to the interactive summarization of large shape collections for conceptual shape design. We conduct a formative study to ascertain design goals for creative shape exploration tools. Motivated by a mathematical formulation of these design goals, juxtaform integrates the exploration, analysis, selection, and refinement of large shape collections to support an interactive divergence-convergence shape design workflow. We exploit sparse, segmented sketch-stroke visual abstractions of shape and a novel visual summarization algorithm to balance the needs of shape understanding, in-situ shape juxtaposition, and visual clutter. Our evaluation is three-fold: we show that existing shape and stroke clustering algorithms do not address our design goals compared to our proposed shape corpus summarization algorithm; we compare juxtaform against a structured image gallery interface for various shape design and analysis tasks; and we present multiple compelling 2D/3D applications using juxtaform. Karran Pandey, Fanny Chevalier, Karan Singh 0004 |
ACM Trans. Graph. | 3 |
| 2022 | Animatomy: an Animator-centric, Anatomically Inspired System for 3D Facial Modeling, Animation and TransferabstractWe present Animatomy, a novel anatomic+animator centric representation of the human face. Present FACS-based systems are plagued with problems of face muscle separation, coverage, opposition, and redundancy. We, therefore, propose a collection of muscle fiber curves as an anatomic basis, whose contraction and relaxation provide us with a fine-grained parameterization of human facial expression. We build an end-to-end modular deformation architecture using this representation that enables: automatic optimization of the parameters of a specific face from high-quality dynamic facial scans; face animation driven by performance capture, keyframes, or dynamic simulation; interactive and direct manipulation of facial expression; and animation transfer from an actor to a character. We validate our facial system by showing compelling animated results, applications, and a quantitative comparison of our facial reconstruction to ground truth performance capture. Our system is being intensively used by a large creative team on Avatar: The Way of Water. We report feedback from these users as qualitative evaluation of our system. Byungkuk Choi, Haekwang Eom, Benjamin Mouscadet, Stephen Cullingford, Wan-Duo Kurt Ma, Stefanie Gassel, Suzi Kim, Andrew Moffat, Millicent Maier, Marco Revelant, Joe Letteri, Karan Singh 0004 |
SIGGRAPH Asia | 12 |
| 2022 | VOCAL: Vowel and Consonant Layering for Expressive Animator-Centric Singing AnimationabstractSinging and speaking are two fundamental forms of human communication. From a modeling perspective however, speaking can be seen as a subset of singing. We present VOCAL, a system that automatically generates expressive, animator-centric lower face animation from singing audio input. Articulatory phonetics and voice instruction ascribe additional roles to vowels (projecting melody and volume) and consonants (lyrical clarity and rhythmic emphasis) in song. Our approach directly uses these insights to define axes for Melodic-accent and Pitch-sensitivity (Ma-Ps), which together provide an abstract space to visually represent various singing styles. In our system. vowels are processed first. A lyrical vowel is often sung tonally as one or more different vowels. We perform any such vowel modifications using a neural network trained on input audio. These vowels are then dilated from their spoken behaviour to bleed into each other based on Melodic-accent (Ma), with Pitch-sensitivity (Ps) modeling visual vibrato. Consonant animation curves are then layered in, with viseme intensity modeling rhythmic emphasis (inverse to Ma). Our evaluation is fourfold: we show the impact of our design parameters; we compare our results to ground truth and prior art; we present compelling results on a variety of voices and singing styles; and we validate these results with professional singers and animators. Yifang Pan, Chris Landreth, Eugene Fiume, Karan Singh 0004 |
SIGGRAPH Asia | 4 |
| 2022 | Piecewise-smooth surface fitting onto unstructured 3D sketchesabstractWe propose a method to transform unstructured 3D sketches into piecewise smooth surfaces that preserve sketched geometric features. Immersive 3D drawing and sketch-based 3D modeling applications increasingly produce imperfect and unstructured collections of 3D strokes as design output. These 3D sketches are readily perceived as piecewise smooth surfaces by viewers, but are poorly handled by existing 3D surface techniques tailored to well-connected curve networks or sparse point sets. Our algorithm is aligned with human tendency to imagine the strokes as a small set of simple smooth surfaces joined along stroke boundaries. Starting with an initial proxy surface, we iteratively segment the surface into smooth patches joined sharply along some strokes, and optimize these patches to fit surrounding strokes. Our evaluation is fourfold: we demonstrate the impact of various algorithmic parameters, we evaluate our method on synthetic sketches with known ground truth surfaces, we compare to prior art, and we show compelling results on more than 50 designs from a diverse set of 3D sketch sources. Emilie Yu, Rahul Arora 0001, Jakob Andreas Bærentzen, Karan Singh 0004, Adrien Bousseau |
ACM Trans. Graph. | 4 |
| 2021 | Color by Numbers: Interactive Structuring and Vectorization of Sketch ImageryabstractWe present a novel, interactive interface for the integrated cleanup, neatening, structuring and vectorization of sketch imagery. Converting scanned raster drawings into vector illustrations is a well-researched set of problems. Our approach is based on a Delaunay subdivision of the raster drawing. We algorithmically generate a colored grouping of Delaunay regions that users interactively refine by dragging and dropping colors. Sketch strokes defined as marking boundaries of different colored regions are automatically neatened using Bézier curves, and turned into closed regions suitable for fills, textures, layering and animation. We show that minimal user interaction using our technique enables better sketch vectorization than state of art automated approaches. A user study, further shows our interface to be simple, fun and easy to use, yet effectively able to process messy images with a mix of construction lines, noisy and incomplete curves, sketched with arbitrary stroke style. Amal Dev Parakkat, Marie-Paule Cani, Karan Singh 0004 |
CHI | 3 |
| 2021 | CASSIE: Curve and Surface Sketching in Immersive EnvironmentsabstractWe present CASSIE, a conceptual modeling system in VR that leverages freehand mid-air sketching, and a novel 3D optimization framework to create connected curve network armatures, predictively surfaced using patches with C0 continuity. Our system provides a judicious balance of interactivity and automation, providing a homogeneous 3D drawing interface for a mix of freehand curves, curve networks, and surface patches. Our system encourages and aids users in drawing consistent networks of curves, easing the transition from freehand ideation to concept modeling. A comprehensive user study with professional designers as well as amateurs (N=12), and a diverse gallery of 3D models, show our armature and patch functionality to offer a user experience and expressivity on par with freehand ideation, while creating sophisticated concept models for downstream applications. Emilie Yu, Rahul Arora 0001, Tibor Stanko, Jakob Andreas Bærentzen, Karan Singh 0004, Adrien Bousseau |
CHI | 5 |
| 2021 | Space, Time, and Choice: A Unified Approach to Flexible Personal SchedulingabstractIn the context of increasingly busy lives and mobility constraints, we present a unified space-time approach to support flexible personal scheduling. We distill an analysis of the design requirements of interactive space-time scheduling into a single coherent workflow where users can manipulate a rich vocabulary of spatio-temporal parameters, and plan/explore itineraries that satisfy or optimize the resulting space-time constraints. We demonstrate our approach using a proof-of-concept mobile application that enables exploration of the inter-connected continuum between task scheduling (temporal), and multi-destination route mapping (spatial). We evaluate the application with a user study involving an itinerary reproduction task and a free-form planning task. We also provide usage scenarios illustrating the potential of our approach in various contexts and tasks. Results suggest that our approach fills an important gap between route mapping and calendar scheduling, suggesting a new research direction in personal planning interface design. Vicky Bilbily, Elaine Huynh, Karan Singh 0004, Fanny Chevalier |
UIST | 3 |
| 2021 | PosterChild: Blend-Aware Artistic PosterizationabstractAbstract Posterization is an artistic effect which converts continuous images into regions of constant color with smooth boundaries, often with an artistically recolored palette. Artistic posterization is extremely time‐consuming and tedious. We introduce a blend‐aware algorithm for generating posterized images with palette‐based control for artistic recoloring. Our algorithm automatically extracts a palette and then uses multi‐label optimization to find blended‐color regions in terms of that palette. We smooth boundaries away from image details with frequency‐guided median filtering. We evaluate our algorithm with a comparative user study and showcase its ability to produce compelling posterizations of a variety of inputs. Our parameters provide artistic control and enable cohesive, real‐time recoloring after posterization pre‐processing. Cheng-Kang Ted Chao, Karan Singh 0004, Yotam I. Gingold |
Comput. Graph. Forum | 2 |
| 2021 | Levitating Rigid Objects with Hidden Rods and WiresabstractAbstract We propose a novel algorithm to efficiently generate hidden structures to support arrangements of floating rigid objects. Our optimization finds a small set of rods and wires between objects and each other or a supporting surface (e.g., wall or ceiling) that hold all objects in force and torque equilibrium. Our objective function includes a sparsity inducing total volume term and a linear visibility term based on efficiently pre‐computed Monte‐Carlo integration, to encourage solutions that are as‐hidden‐as‐possible. The resulting optimization is convex and the global optimum can be efficiently recovered via a linear program. Our representation allows for a user‐controllable mixture of tension‐, compression‐, and shear‐resistant rods or tension‐only wires. We explore applications to theatre set design, museum exhibit curation, and other artistic endeavours. Sarah Anne Kushner, Risa Ulinski, Karan Singh 0004, David I. W. Levin, Alec Jacobson |
Comput. Graph. Forum | 3 |
| 2021 | Interactive modelling of volumetric musculoskeletal anatomyabstractWe present a new approach for modelling musculoskeletal anatomy. Unlike previous methods, we do not model individual muscle shapes as geometric primitives (polygonal meshes, NURBS etc.). Instead, we adopt a volumetric segmentation approach where every point in our volume is assigned to a muscle, fat, or bone tissue. We provide an interactive modelling tool where the user controls the segmentation via muscle curves and we visualize the muscle shapes using volumetric rendering. Muscle curves enable intuitive yet powerful control over the muscle shapes. This representation allows us to automatically handle intersections between different tissues (muscle-muscle, muscle-bone, and muscle-skin) during the modelling and automates computation of muscle fiber fields. We further introduce a novel algorithm for converting the volumetric muscle representation into tetrahedral or surface geometry for use in downstream tasks. Additionally, we introduce an interactive skeleton authoring tool that allows the users to create skeletal anatomy starting from only a skin mesh using a library of bone parts. Rinat Abdrashitov, Seungbae Bang, David I. W. Levin, Karan Singh 0004, Alec Jacobson |
ACM Trans. Graph. | 4 |
| 2021 | Mid-Air Drawing of Curves on 3D Surfaces in Virtual RealityabstractComplex 3D curves can be created by directly drawing mid-air in immersive environments (Augmented and Virtual Realities). Drawing mid-air strokes precisely on the surface of a 3D virtual object, however, is difficult, necessitating a projection of the mid-air stroke onto the user “intended” surface curve. We present the first detailed investigation of the fundamental problem of 3D stroke projection in VR. An assessment of the design requirements of real-time drawing of curves on 3D objects in VR is followed by the definition and classification of multiple techniques for 3D stroke projection. We analyze the advantages and shortcomings of these approaches both theoretically and via practical pilot testing. We then formally evaluate the two most promising techniques spraycan and mimicry with 20 users in VR. The study shows a strong qualitative and quantitative user preference for our novel stroke mimicry projection algorithm. We further illustrate the effectiveness and utility of stroke mimicry to draw complex 3D curves on surfaces for various artistic and functional design applications. Rahul Arora 0001, Karan Singh 0004 |
ACM Trans. Graph. | 2 |
| 2021 | Optimizing UI layouts for deformable face-rig manipulationabstractComplex deformable face-rigs have many independent parameters that control the shape of the object. A human face has upwards of 50 parameters (FACS Action Units), making conventional UI controls hard to find and operate. Animators address this problem by tediously hand-crafting in-situ layouts of UI controls that serve as visual deformation proxies, and facilitate rapid shape exploration. We propose the automatic creation of such in-situ UI control layouts. We distill the design choices made by animators into mathematical objectives that we optimize as the solution to an integer quadratic programming problem. Our evaluation is three-fold: we show the impact of our design principles on the resulting layouts; we show automated UI layouts for complex and diverse face rigs, comparable to animator handcrafted layouts; and we conduct a user study showing our UI layout to be an effective approach to face-rig manipulation, preferable to a baseline slider interface. Joonho Kim, Karan Singh 0004 |
ACM Trans. Graph. | 2 |
| 2020 | Interactive Exploration and Refinement of Facial Expression using Manifold LearningabstractPosing expressive 3D faces is extremely challenging. Typical facial rigs have upwards of 30 controllable parameters, that while anatomically meaningful, are hard to use due to redundancy of expression, unrealistic configurations, and many semantic and stylistic correlations between the parameters. We propose a novel interface for rapid exploration and refinement of static facial expressions, based on a data-driven face manifold of natural expressions. Rapidly explored face configurations are interactively projected onto this manifold of meaningful expressions. These expressions can then be refined using a 2D embedding of nearby faces, both on and off the manifold. Our validation is fourfold: we show expressive face creation using various devices; we verify that our learnt manifold transcends its training face, to expressively control very different faces; we perform a crowd-sourced study to evaluate the quality of manifold face expressions; and we report on a usability study that shows our approach is an effective interactive tool to author facial expression. Rinat Abdrashitov, Fanny Chevalier, Karan Singh 0004 |
UIST | 3 |
| 2020 | A System for Efficient 3D Printed Stop-motion Face AnimationabstractComputer animation in conjunction with 3D printing has the potential to positively impact traditional stop-motion animation. As 3D printing every frame of a computer animation is prohibitively slow and expensive, 3D printed stop-motion can only be viable if animations can be faithfully reproduced using a compact library of 3D printed and efficiently assemblable parts. We thus present the first system for processing computer animation sequences (typically faces) to produce an optimal set of replacement parts for use in 3D printed stop-motion animation. Given an input animation sequence of topology invariant deforming meshes, our problem is to output a library of replacement parts and per-animation-frame assignment of the parts, such that we maximally approximate the input animation, while minimizing the amount of 3D printing and assembly. Inspired by current stop-motion workflows, a user manually indicates which parts of the model are preferred for segmentation; then, we find curves with minimal deformation along which to segment the mesh. We then present a novel algorithm to zero out deformations along the segment boundaries, so that replacement sets for each part can be interchangeably and seamlessly assembled together. The part boundaries are designed to ease 3D printing and instrumentation for assembly. Each part is then independently optimized using a graph-cut technique to find a set of replacements, whose size can be user defined, or automatically computed to adhere to a printing budget or allowed deviation from the original animation. Our evaluation is threefold: we show results on a variety of facial animations, both digital and 3D printed, critiqued by a professional animator; we show the impact of various algorithmic parameters; and we compare our results to naive solutions. Our approach can reduce the printing time and cost significantly for stop-motion animated films. Rinat Abdrashitov, Alec Jacobson, Karan Singh 0004 |
ACM Trans. Graph. | 3 |
| 2020 | Nonlinear color triads for approximation, learning and direct manipulation of color distributionsabstractWe present nonlinear color triads, an extension of color gradients able to approximate a variety of natural color distributions that have no standard interactive representation. We derive a method to fit this compact parametric representation to existing images and show its power for tasks such as image editing and compression. Our color triad formulation can also be included in standard deep learning architectures, facilitating further research. Maria Shugrina, Amlan Kar, Sanja Fidler, Karan Singh 0004 |
ACM Trans. Graph. | 4 |
| 2020 | RigNet: neural rigging for articulated charactersabstractWe present RigNet , an end-to-end automated method for producing animation rigs from input character models. Given an input 3D model representing an articulated character, RigNet predicts a skeleton that matches the animator expectations in joint placement and topology. It also estimates surface skin weights based on the predicted skeleton. Our method is based on a deep architecture that directly operates on the mesh representation without making assumptions on shape class and structure. The architecture is trained on a large and diverse collection of rigged models, including their mesh, skeletons and corresponding skin weights. Our evaluation is three-fold: we show better results than prior art when quantitatively compared to animator rigs; qualitatively we show that our rigs can be expressively posed and animated at multiple levels of detail; and finally, we evaluate the impact of various algorithm choices on our output rigs. 1 Yang Zhou 0009, Evangelos Kalogerakis, Chris Landreth, Karan Singh 0004 |
ACM Trans. Graph. | 5 |
| 2019 | Predicting Animation Skeletons for 3D Articulated Models via Volumetric NetsabstractWe present a learning method for predicting animation skeletons for input 3D models of articulated characters. In contrast to previous approaches that fit pre-defined skeleton templates or predict fixed sets of joints, our method produces an animation skeleton tailored for the structure and geometry of the input 3D model. Our architecture is based on a stack of hourglass modules trained on a large dataset of 3D rigged characters mined from the web. It operates on the volumetric representation of the input 3D shapes augmented with geometric shape features that provide additional cues for joint and bone locations. Our method also enables intuitive user control of the level-of-detail for the output skeleton. Our evaluation demonstrates that our approach predicts animation skeletons that are much more similar to the ones created by humans compared to several alternatives and baselines. Yang Zhou 0009, Evangelos Kalogerakis, Karan Singh 0004 |
3DV | 4 |
| 2019 | HoloDoc: Enabling Mixed Reality Workspaces that Harness Physical and Digital ContentabstractPrior research identified that physical paper documents have many positive attributes, for example natural tangibility and inherent physical flexibility. When documents are presented on digital devices, however, they can provide unique functionality to users, such as the ability to search, view dynamic multimedia content, and make use of indexing. This work explores the fusion of physical and digital paper documents. It first presents the results of a study that probed how users perform document-intensive analytical tasks when both physical and digital versions of documents were available. The study findings then informed the design of HoloDoc, a mixed reality system that augments physical artifacts with rich interaction and dynamic virtual content. Finally, we present the interaction techniques that HoloDoc affords, and the results of a second study that assessed HoloDoc's utility when working with digital and physical copies of academic articles. Zhen Li 0023, Michelle Annett, Ken Hinckley, Karan Singh 0004, Daniel J. Wigdor |
CHI | 4 |
| 2019 | Color Builder: A Direct Manipulation Interface for Versatile Color Theme AuthoringabstractColor themes or palettes are popular for sharing color combinations across many visual domains. We present a novel interface for creating color themes through direct manipulation of color swatches. Users can create and rearrange swatches, and combine them into smooth and step-based gradients and three-color blends -- all using a seamless touch or mouse input. Analysis of existing solutions reveals a fragmented color design workflow, where separate software is used for swatches, smooth and discrete gradients and for in-context color visualization. Our design unifies these tasks, while encouraging playful creative exploration. Adjusting a color using standard color pickers can break this interaction flow with mechanical slider manipulation. To keep interaction seamless, we additionally design an in situ color tweaking interface for freeform exploration of an entire color neighborhood. We evaluate our interface with a group of professional designers and students majoring in this field. Maria Shugrina, Fanny Chevalier, Sanja Fidler, Karan Singh 0004 |
CHI | 5 |
| 2019 | Creative Flow+ DatasetabstractWe present the Creative Flow+ Dataset, the first diverse multi-style artistic video dataset richly labeled with per-pixel optical flow, occlusions, correspondences, segmentation labels, normals, and depth. Our dataset includes 3000 animated sequences rendered using styles randomly selected from 40 textured line styles and 38 shading styles, spanning the range between flat cartoon fill and wildly sketchy shading. Our dataset includes 124K+ train set frames and 10K test set frames rendered at 1500x1500 resolution, far surpassing the largest available optical flow datasets in size. While modern techniques for tasks such as optical flow estimation achieve impressive performance on realistic images and video, today there is no way to gauge their performance on non-photorealistic images. Creative Flow+ poses a new challenge to generalize real-world Computer Vision to messy stylized content. We show that learning-based optical flow methods fail to generalize to this data and struggle to compete with classical approaches, and invite new research in this area. Our dataset and a new optical flow benchmark will be publicly available at: www.cs.toronto.edu/creativeflow/. We further release the complete dataset creation pipeline, allowing the community to generate and stylize their own data on demand. Maria Shugrina, Ziheng Liang, Amlan Kar, Jiaman Li, Angad Singh, Karan Singh 0004, Sanja Fidler |
CVPR | 6 |
| 2019 | MagicalHands: Mid-Air Hand Gestures for Animating in VRabstractWe explore the use of hand gestures for authoring animations in virtual reality (VR). We first perform a gesture elicitation study to understand user preferences for a spatiotemporal, bare-handed interaction system in VR. Specifically, we focus on creating and editing dynamic, physical phenomena (e.g., particle systems, deformations, coupling), where the mapping from gestures to animation is ambiguous and indirect. We present commonly observed mid-air gestures from the study that cover a wide range of interaction techniques, from direct manipulation to abstract demonstrations. To this end, we extend existing gesture taxonomies to the rich spatiotemporal interaction space of the target domain and distill our findings into a set of guidelines that inform the design of natural user interfaces for VR animation. Finally, based on our guidelines, we develop a proof-of-concept gesture-based VR animation system, MagicalHands. Our results, as well as feedback from user evaluation, suggest that the expressive qualities of hand gestures help users animate more effectively in VR. Rahul Arora 0001, Rubaiat Habib Kazi, Danny M. Kaufman, Wilmot Li, Karan Singh 0004 |
UIST | 5 |
| 2019 | Signifier-Based Immersive and Interactive 3D ModelingabstractInteractive 3D modeling in VR is both aided by immersive 3D input and hampered by model disjunct, tool-based or selection-action user interfaces. We propose a direct, signifier-based approach to the popular interactive technique of creating 3D models through a sequence of extrusion operations. Motivated by handles and signifiers that communicate the affordances of everyday objects, we define a set of design principles for an immersive, signifier-based modeling interface. We then present an interactive 3D modeling system where all modeling affordances are modelessly reachable and signified on the model itself. Jakob Andreas Bærentzen, Jeppe Revall Frisvad, Karan Singh 0004 |
VRST | 3 |
| 2019 | Model-Guided 3D SketchingabstractWe present a novel 3D model-guided interface for in-situ sketching on 3D planes. Our work is motivated by evolutionary design, where existing 3D objects form the basis for conceptual re-design or further design exploration. We contribute a novel workflow that exploits the geometry of an underlying 3D model to infer 3D planes on which 2D strokes drawn that are on and around the 3D model should be meaningfully projected. This provides users with the nearly modeless fluidity of a sketching interface, and is particularly useful for 3D sketching over planes that are not easily accessible or do not preexist. We also provide an additional set of tools, including sketching with explicit plane selection and model-aware canvas manipulation. Our system is evaluated with a user study, showing that our technique is easy to learn and effective for rapid sketching of product design variations around existing 3D models. Pengfei Xu 0002, Hongbo Fu 0001, Youyi Zheng, Karan Singh 0004, Hui Huang 0004, Chiew-Lan Tai |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2018 | SymbiosisSketch: Combining 2D & 3D Sketching for Designing Detailed 3D Objects in SituabstractWe present SymbiosisSketch, a hybrid sketching system that combines drawing in air (3D) and on a drawing surface (2D) to create detailed 3D designs of arbitrary scale in an augmented reality (AR) setting. SymbiosisSketch leverages the complementary affordances of 3D (immersive, unconstrained, life-sized) and 2D (precise, constrained, ergonomic) interactions for in situ 3D conceptual design. A defining aspect of our system is the ongoing creation of surfaces from unorganized collections of 3D curves. These surfaces serve a dual purpose: as 3D canvases to map strokes drawn on a 2D tablet, and as shape proxies to occlude the physical environment and hidden curves in a 3D sketch. SymbiosisSketch users draw interchangeably on a 2D tablet or in 3D within an ergonomically comfortable canonical volume, mapped to arbitrary scale in AR. Our evaluation study shows this hybrid technique to be easy to use in situ and effective in transcending the creative potential of either traditional sketching or drawing in air. Rahul Arora 0001, Rubaiat Habib Kazi, Tovi Grossman, George W. Fitzmaurice, Karan Singh 0004 |
CHI | 5 |
| 2018 | Visemenet: audio-driven animator-centric speech animationabstractWe present a novel deep-learning based approach to producing animator-centric speech motion curves that drive a JALI or standard FACS-based production face-rig, directly from input audio. Our three-stage Long Short-Term Memory (LSTM) network architecture is motivated by psycho-linguistic insights: segmenting speech audio into a stream of phonetic-groups is sufficient for viseme construction; speech styles like mumbling or shouting are strongly co-related to the motion of facial landmarks; and animator style is encoded in viseme motion curve profiles. Our contribution is an automatic real-time lip-synchronization from audio solution that integrates seamlessly into existing animation pipelines. We evaluate our results by: cross-validation to ground-truth data; animator critique and edits; visual comparison to recent deep-learning lip-synchronization solutions; and showing our approach to be resilient to diversity in speaker and language. Yang Zhou 0009, Chris Landreth, Evangelos Kalogerakis, Subhransu Maji, Karan Singh 0004 |
ACM Trans. Graph. | 6 |
| 2017 | Experimental Evaluation of Sketching on Surfaces in VRabstractSketching in immersive 3D virtual reality (VR) environments has great potential for a variety of interactive 3D design applications. Precisely sketching the intended strokes in mid-air, however, can be a challenge. In this paper, we present a set of controlled studies to analyze the factors affecting human ability to sketch freely in a 3D VR environment. In our first study, we directly compare traditional sketching on a physical surface to sketching in VR, with and without a physical surface to rest the stylus on. Our results indicate that the lack of a physical drawing surface is a major cause of inaccuracies in VR drawing, and that the effect is dependent on the orientation of the drawing surface. In a second experiment, we evaluate the extent to which visual guidance can compensate for the loss of sketching precision in VR. We found that while additional visual guidance improves positional accuracy, it can be detrimental to the aesthetic quality of strokes. We conclude by distilling our experimental findings into design guidelines for sketching tools in immersive 3D environments. Rahul Arora 0001, Rubaiat Habib Kazi, Fraser Anderson, Tovi Grossman, Karan Singh 0004, George W. Fitzmaurice |
CHI | 5 |
| 2017 | SketchSoup: Exploratory Ideation Using Design SketchesabstractAbstract A hallmark of early stage design is a number of quick‐and‐dirty sketches capturing design inspirations, model variations and alternate viewpoints of a visual concept. We present SketchSoup, a workflow that allows designers to explore the design space induced by such sketches. We take an unstructured collection of drawings as input, along with a small number of user‐provided correspondences as input. We register them using a multi‐image matching algorithm, and present them as a 2D interpolation space. By morphing sketches in this space, our approach produces plausible visualizations of shape and viewpoint variations despite the presence of sketch distortions that would prevent standard camera calibration and 3D reconstruction. In addition, our interpolated sketches can serve as inspiration for further drawings, which feed back into the design space as additional image inputs. SketchSoup thus fills a significant gap in the early ideation stage of conceptual design by allowing designers to make better informed choices before proceeding to more expensive 3D modelling and prototyping. From a technical standpoint, we describe an end‐to‐end system that judiciously combines and adapts various image processing techniques to the drawing domain—where the images are dominated not by colour, shading and texture, but by sketchy stroke contours. Rahul Arora 0001, I. Darolia, Vinay P. Namboodiri, Karan Singh 0004, Adrien Bousseau |
Comput. Graph. Forum | 4 |
| 2016 | Storeoboard: Sketching Stereoscopic StoryboardsabstractWe present Storeoboard, a system for stereo-cinematic conceptualization, via storyboard sketching directly in stereo. The resurgence of stereoscopic media has motivated filmmakers to evolve a new stereo-cinematic vocabulary, as many principles for stereo 3D film are unique. Concepts like plane separation, parallax position, and depth budgets are missing from early planning due to the 2D nature of existing storyboards. Storeoboard is the first of its kind, allowing filmmakers to explore, experiment and conceptualize ideas in stereo early in the film pipeline, develop new stereo-cinematic constructs and foresee potential difficulties. Storeoboard is the design outcome of interviews and field work with directors, stereographers, and storyboard artists. We present our design guidelines and implementation of a tool combining stereo-sketching, depth manipulations and storyboard features into a coherent and novel workflow. We report on feedback from storyboard artists, industry professionals and the director of a live action, feature film on which Storeoboard was deployed. Rorik Henrikson, Bruno Rodrigues De Araújo, Fanny Chevalier, Karan Singh 0004, Ravin Balakrishnan |
CHI | 4 |
| 2016 | Snake Charmer: Physically Enabling Virtual ObjectsabstractAugmented and virtual reality have the potential of being indistinguishable from the real world. Holographic displays, including head mounted units, support this vision by creating rich stereoscopic scenes, with objects that appear to float in thin air - often within arm's reach. However, one has but to reach out and grasp nothing but air to destroy the suspension of disbelief. Snake-charmer is an attempt to provide physical form to virtual objects by revisiting the concept of Robotic Graphics or Encountered-type Haptic interfaces with current commodity hardware. By means of a robotic arm, Snake-charmer brings physicality to a virtual scene and explores what it means to truly interact with an object. We go beyond texture and position simulation and explore what it means to have a physical presence inside a virtual scene. We demonstrate how to render surface characteristics beyond texture and position, including temperature; how to physically move objects; and how objects can physically interact with the user's hand. We analyze our implementation, present the performance characteristics, and provide guidance for the construction of future physical renderers. Bruno Rodrigues De Araújo, Ricardo Jota, Varun Perumal, JiaXian Yao, Karan Singh 0004, Daniel J. Wigdor |
TEI | 5 |
| 2016 | Multi-Device Storyboards for Cinematic Narratives in VRabstractVirtual Reality (VR) narratives have the unprecedented potential to connect with an audience through presence, placing viewers within the narrative. The onset of consumer VR has resulted in an explosion of interest in immersive storytelling. Planning narratives for VR, however, is a grand challenge due to its unique affordances, its evolving cinematic vocabulary, and most importantly the lack of supporting tools to explore the creative process in VR. Rorik Henrikson, Bruno Rodrigues De Araújo, Fanny Chevalier, Karan Singh 0004, Ravin Balakrishnan |
UIST | 4 |
| 2016 | Using isophotes and shadows to interactively model normal and height fields
Qiuying Xu, Songrun Liu, Yotam I. Gingold, Karan Singh 0004 |
Comput. Graph. | 4 |
| 2016 | JALI: an animator-centric viseme model for expressive lip synchronizationabstractThe rich signals we extract from facial expressions imposes high expectations for the science and art of facial animation. While the advent of high-resolution performance capture has greatly improved realism, the utility of procedural animation warrants a prominent place in facial animation workflow. We present a system that, given an input audio soundtrack and speech transcript, automatically generates expressive lip-synchronized facial animation that is amenable to further artistic refinement, and that is comparable with both performance capture and professional animator output. Because of the diversity of ways we produce sound, the mapping from phonemes to visual depictions as visemes is many-valued. We draw from psycholinguistics to capture this variation using two visually distinct anatomical actions: Ja w and L ip, wheresound is primarily controlled by jaw articulation and lower-face muscles, respectively. We describe the construction of a transferable template jali 3D facial rig, built upon the popular facial muscle action unit representation facs. We show that acoustic properties in a speech signal map naturally to the dynamic degree of jaw and lip in visual speech. We provide an array of compelling animation clips, compare against performance capture and existing procedural animation, and report on a brief user study. Pif Edwards, Chris Landreth, Eugene Fiume, Karan Singh 0004 |
ACM Trans. Graph. | 4 |
| 2015 | ColorBless: Augmenting Visual Information for Colorblind People with Binocular Luster EffectabstractBinocular disparity allows interesting visual effects visible only to people with stereoscopic 3D displays. Here, we studied and applied one such effect, binocular luster, to the application of digital colorblind aids with active shutter 3D. We developed two prototype techniques, ColorBless and PatternBless, to investigate the effectiveness of such aids and to explore the potential applications of a luster effect in stereoscopic 3D beyond highlighting. User studies and interviews revealed that luster-based aids were fast and required lower cognitive effort than existing aids and were preferred over other aids by the majority of colorblind participants. We infer design implications of a luster effect from the study and propose potential applications in augmented visualization. Soon Hau Chua, Haimo Zhang, Muhammad Hammad 0001, Shengdong Zhao 0001, Sahil Goyal, Karan Singh 0004 |
ACM Trans. Comput. Hum. Interact. | 6 |
| 2015 | Modeling Character Canvases from Cartoon DrawingsabstractWe introduce a novel technique for the construction of a 3D character proxy, or canvas , directly from a 2D cartoon drawing and a user-provided correspondingly posed 3D skeleton. Our choice of input is motivated by the observation that traditional cartoon characters are well approximated by a union of generalized surface of revolution body parts, anchored by a skeletal structure. While typical 2D character contour drawings allow ambiguities in 3D interpretation, our use of a 3D skeleton eliminates such ambiguities and enables the construction of believable character canvases from complex drawings. Our canvases conform to the 2D contours of the input drawings, and are consistent with the perceptual principles of Gestalt continuity, simplicity, and contour persistence. We first segment the input 2D contours into individual body-part outlines corresponding to 3D skeletal bones using the Gestalt continuation principle to correctly resolve inter-part occlusions in the drawings. We then use this segmentation to compute the canvas geometry, generating 3D generalized surfaces of revolution around the skeletal bones that conform to the original outlines and balance simplicity against contour persistence. The combined method generates believable canvases for characters drawn in complex poses with numerous inter-part occlusions, variable contour depth, and significant foreshortening. Our canvases serve as 3D geometric proxies for cartoon characters, enabling unconstrained 3D viewing, articulation, and non-photorealistic rendering. We validate our algorithm via a range of user studies and comparisons to ground-truth 3D models and artist-drawn results. We further demonstrate a compelling gallery of 3D character canvases created from a diverse set of cartoon drawings with matching 3D skeletons. Mikhail Bessmeltsev, Nicholas Vining, Alla Sheffer, Karan Singh 0004 |
ACM Trans. Graph. | 5 |
| 2014 | LACES: live authoring through compositing and editing of streaming videoabstractVideo authoring activity typically consists of three phases: planning (pre-production), capture (production) and processing (post-production). The status quo is that these phases occur separately, and the latter two have a significant amount of "slack time", where the camera operator is watching the scene unfold during capture, and the editor is re-watching and navigating through recorded footage during post-production. While this process is well suited to creating polished or professional video, video clips produced by casual video makers as seen in online forums could benefit from some editing without the overhead of current authoring tools. We introduce LACES, a tablet-based system enabling simple video manipulations in the midst of filming. Seamless in-situ integration of video capture and manipulation forms a novel workflow, allowing greater spontaneity and exploration of video creation. Dustin Freeman, Stephanie Santosa, Fanny Chevalier, Ravin Balakrishnan, Karan Singh 0004 |
CHI | 5 |
| 2014 | FlatFitFab: interactive modeling with planar sectionsabstractWe present a comprehensive system to author planar section structures, common in art and engineering. A study on how planar section assemblies are imagined and drawn guide our design principles: planar sections are best drawn in-situ, with little foreshortening, orthogonal to intersecting planar sections, exhibiting regularities between planes and contours. We capture these principles with a novel drawing workflow where a single fluid user stroke specifies a 3D plane and its contour in relation to existing planar sections. Regularity is supported by defining a vocabulary of procedural operations for intersecting planar sections. We exploit planar structure properties to provide real-time visual feedback on physically simulated stresses, and geometric verification that the structure is stable, connected and can be assembled. This feedback is validated by real-world fabrication and testing. As evaluation, we report on over 50 subjects who all used our system with minimal instruction to create unique models. James McCrae, Nobuyuki Umetani, Karan Singh 0004 |
UIST | 3 |
| 2014 | Zero-latency tapping: using hover information to predict touch locations and eliminate touchdown latencyabstractA method of reducing the perceived latency of touch input by employing a model to predict touch events before the finger reaches the touch surface is proposed. A corpus of 3D finger movement data was collected, and used to develop a model capable of three granularities at different phases of movement: initial direction, final touch location, time of touchdown. The model is validated for target distances >= 25.5cm, and demonstrated to have a mean accuracy of 1.05cm 128ms before the user touches the screen. Preference study of different levels of latency reveals a strong preference for unperceived latency touchdown feedback. A form of 'soft' feedback, as well as other uses for this prediction to improve performance, is proposed. Haijun Xia, Ricardo Jota, Benjamin McCanny, Clifton Forlines, Karan Singh 0004, Daniel J. Wigdor |
UIST | 6 |
| 2014 | Interactive shape modeling using a skeleton-mesh co-representationabstractWe introduce the Polar-Annular Mesh representation (PAM). A PAM is a mesh-skeleton co-representation designed for the modeling of 3D organic, articulated shapes. A PAM represents a manifold mesh as a partition of polar (triangle fans) and annular (rings of quads) regions. The skeletal topology of a shape is uniquely embedded in the mesh connectivity of a PAM, enabling both surface and skeletal modeling operations, interchangeably and directly on the mesh itself. We develop an algorithm to convert arbitrary triangle meshes into PAMs as well as techniques to simplify PAMs and a method to convert a PAM to a quad-only mesh. We further present a PAM-based multi-touch sculpting application in order to demonstrate its utility as a shape representation for the interactive modeling of organic, articulated figures as well as for editing and posing of pre-existing models. Jakob Andreas Bærentzen, Rinat Abdrashitov, Karan Singh 0004 |
ACM Trans. Graph. | 3 |
| 2014 | True2Form: 3D curve networks from 2D sketches via selective regularizationabstractTrue2Formis a sketch-based modeling system that reconstructs 3D curves from typical design sketches. Our approach to infer 3D form from 2D drawings is a novel mathematical framework of insights derived from perception and design literature. We note that designers favor viewpoints that maximally reveal 3D shape information, and strategically sketch descriptive curves that convey intrinsic shape properties, such as curvature, symmetry, or parallelism. Studies indicate that viewers apply these properties selectively to envision a globally consistent 3D shape. We mimic this selective regularization algorithmically, by progressively detecting and enforcing applicable properties, accounting for their global impact on an evolving 3D curve network. Balancing regularity enforcement against sketch fidelity at each step allows us to correct for inaccuracy inherent in free-hand sketching. We perceptually validate our approach by showing agreement between our algorithm and viewers in selecting applicable regularities. We further evaluate our solution by: reconstructing a range of 3D models from diversely sourced sketches; comparisons to prior art; and visual comparison to both ground-truth and 3D reconstructions by designers. Bao-Xuan Xu, Alla Sheffer, Adrien Bousseau, James McCrae, Karan Singh 0004 |
ACM Trans. Graph. | 6 |
| 2013 | Direct space-time trajectory control for visual media editingabstractWe explore the design space for using object motion trajectories to create and edit visual elements in various media across space and time. We introduce a suite of pen-based techniques that facilitate fluid stylization, annotation and editing of space-time content such as video, slide presentations and 2D animation, utilizing pressure and multi-touch input. We implemented and evaluated these techniques in DirectPaint, a system for creating free-hand painting and annotation over video. Stephanie Santosa, Fanny Chevalier, Ravin Balakrishnan, Karan Singh 0004 |
CHI | 4 |
| 2013 | Sculpting multi-dimensional nested structures
Lucian Stãnculescu, Raphaëlle Chaine, Marie-Paule Cani, Karan Singh 0004 |
Comput. Graph. | 4 |
| 2013 | Surface perception of planar abstractionsabstractVarious algorithms have been proposed to create planar abstractions of 3D models, but there has been no systematic effort to evaluate the effectiveness of such abstractions in terms of perception of the abstracted surfaces. In this work, we perform a large crowd-sourced study involving approximately 70k samples to evaluate how well users can orient gauges on planar abstractions of commonly occurring models. We test four styles of planar abstractions against ground truth surface representations, and analyze the data to discover a wide variety of correlations between task error and measurements relating to surface-specific properties such as curvature, local thickness and medial axis distance, and abstraction-specific properties. We use these discovered correlations to create linear models to predict error in surface understanding at a given point, for both surface representations and planar abstractions. Our predictive models reveal the geometric causes most responsible for error, and we demonstrate their potential use to build upon existing planar abstraction techniques in order to improve perception of the abstracted surface. James McCrae, Niloy J. Mitra, Karan Singh 0004 |
ACM Trans. Appl. Percept. | 3 |
| 2012 | SNOUT: one-handed use of capacitive touch devicesabstractSNOUT is a novel interface overlay designed for occasional no-hand or one-handed use of handheld capacitive touch devices. Inspired by the desire to use these devices in scenarios where visually focused bimanual input is awkward, we performed a pair of studies intended to evaluate the potential of the nose to provide touch input. These studies influenced our design principles, resulting in the construction of a 'nose mode' which enables object selection, continuous parameter control, and speech-based text entry. Selection is accomplished via a nose tap, using a colour overlay and peripheral colour feedback to correct mistakes. The other two techniques are activated by a nose tap, but use the accelerometer to control parameters and speech-to-text for text entry. An evaluation of SNOUT shows it to effectively render handheld capacitive touch devices operational in scenarios where they are presently unusable. Adam Zarek, Daniel J. Wigdor, Karan Singh 0004 |
AVI | 3 |
| 2012 | Design-driven quadrangulation of closed 3D curvesabstractWe propose a novel, design-driven, approach to quadrangulation of closed 3D curves created by sketch-based or other curve modeling systems. Unlike the multitude of approaches for quad-remeshing of existing surfaces, we rely solely on the input curves to both conceive and construct the quad-mesh of an artist imagined surface bounded by them. We observe that viewers complete the intended shape by envisioning a dense network of smooth, gradually changing,flow-linesthat interpolates the input curves. Components of the network bridge pairs of input curve segments with similar orientation and shape. Our algorithm mimics this behavior. It first segments the input closed curves into pairs ofmatchingsegments, defining dominant flow line sequences across the surface. It then interpolates the input curves by a network of quadrilateral cycles whose iso-lines define the desired flow line network. We proceed to interpolate these networks with all-quad meshes that convey designer intent. We evaluate our results by showing convincing quadrangulations of complex and diverse curve networks with concave, non-planar cycles, and validate our approach by comparing our results to artist generated interpolating meshes. Mikhail Bessmeltsev, Caoyu Wang, Alla Sheffer, Karan Singh 0004 |
ACM Trans. Graph. | 4 |
| 2012 | CrossShade: shading concept sketches using cross-section curvesabstractWe facilitate the creation of 3D-looking shaded production drawings from concept sketches. The key to our approach is a class of commonly used construction curves known as cross-sections , that function as an aid to both sketch creation and viewer understanding of the depicted 3D shape. In particular, intersections of these curves, or cross-hairs , convey valuable 3D information, that viewers compose into a mental model of the overall sketch. We use the artist-drawn cross-sections to automatically infer the 3D normals across the sketch, enabling 3D-like rendering. The technical contribution of our work is twofold. First, we distill artistic guidelines for drawing cross-sections and insights from perception literature to introduce an explicit mathematical formulation of the relationships between cross-section curves and the geometry they aim to convey. We then use these relationships to develop an algorithm for estimating a normal field from cross-section curve networks and other curves present in concept sketches. We validate our formulation and algorithm through a user study and a ground truth normal comparison. As demonstrated by the examples throughout the paper, these contributions enable us to shade a wide range of concept sketches with a variety of rendering styles. Cloud Shao, Adrien Bousseau, Alla Sheffer, Karan Singh 0004 |
ACM Trans. Graph. | 4 |
| 2011 | Elasticurves: exploiting stroke dynamics and inertia for the real-time neatening of sketched 2D curvesabstractElasticurves present a novel approach to neaten sketches in real-time, resulting in curves that combine smoothness with user-intended detail. Inspired by natural variations in stroke speed when drawing quickly or with precision, we exploit stroke dynamics to distinguish intentional fine detail from stroke noise. Combining inertia and stroke dynamics, elasticurves can be imagined as the trace of a pen attached to the user by an oscillation-free elastic band. Sketched quickly, the elasticurve spatially lags behind the stroke, smoothing over stroke detail, but catches up and matches the input stroke at slower speeds. Connectors, such as lines or circular-arcs link the evolving elasticurve to the next input point, growing the curve by a responsiveness fraction along the connector. Responsiveness is calibrated, to reflect drawing skill or device noise. Elasticurves are theoretically sound and robust to variations in stroke sampling. Practically, they neaten digital strokes in real-time while retaining the modeless and visceral feel of pen on paper. Yannick Thiel, Karan Singh 0004, Ravin Balakrishnan |
UIST | 2 |
| 2011 | GeoBrush: Interactive Mesh Geometry CloningabstractAbstract We propose a method for interactive cloning of 3D surface geometry using a paintbrush interface, similar to the continuous cloning brush popular in image editing. Existing interactive mesh composition tools focus on atomic copy‐and‐paste of preselected feature areas, and are either limited to copying surface displacements, or require the solution of variational optimization problems, which is too expensive for an interactive brush interface. In contrast, our GeoBrush method supports real‐time continuous copying of arbitrary high‐resolution surface features between irregular meshes, including topological handles. We achieve this by first establishing a correspondence between the source and target geometries using a novel generalized discrete exponential map parameterization. Next we roughly align the source geometry with the target shape using Green Coordinates with automatically‐constructed cages. Finally, we compute an offset membrane to smoothly blend the pasted patch with C continuity before stitching it into the target. The offset membrane is a solution of a bi‐harmonic PDE, which is computed on the GPU in real time by exploiting the regular parametric domain. We demonstrate the effectiveness of GeoBrush with various editing scenarios, including detail enrichment and completion of scanned surfaces. Kenshi Takayama, Ryan M. Schmidt, Karan Singh 0004, Takeo Igarashi, Tamy Boubekeur, Olga Sorkine-Hornung |
Comput. Graph. Forum | 3 |
| 2011 | Slices: a shape-proxy based on planar sectionsabstractMinimalist object representations or shape-proxies that spark and inspire human perception of shape remain an incompletely understood, yet powerful aspect of visual communication. We explore the use of planar sections, i.e., the contours of intersection of planes with a 3D object, for creating shape abstractions, motivated by their popularity in art and engineering. We first perform a user study to show that humans do define consistent and similar planar section proxies for common objects. Interestingly, we observe a strong correlation between user-defined planes and geometric features of objects. Further we show that the problem of finding the minimum set of planes that capture a set of 3D geometric shape features is both NP-hard and not always the proxy a user would pick. Guided by the principles inferred from our user study, we present an algorithm that progressively selects planes to maximize feature coverage, which in turn influence the selection of subsequent planes. The algorithmic framework easily incorporates various shape features, while their relative importance values are computed and validated from the user study data. We use our algorithm to compute planar slices for various objects, validate their utility towards object abstraction using a second user study, and conclude showing the potential applications of the extracted planar slice shape proxies. James McCrae, Karan Singh 0004, Niloy J. Mitra |
ACM Trans. Graph. | 2 |
| 2010 | Exploring the design space of multiscale 3D orientationabstractRecently, research in 3D computer graphics and interaction has started to move beyond the narrow domain of single object authoring and inspection, and has begun to consider complex multiscale objects and environments. This generalization of problem scope calls for more general solutions, which are more akin to information visualization techniques than traditional computer graphics approaches. James McCrae, Michael Glueck, Tovi Grossman, Azam Khan, Karan Singh 0004 |
AVI | 5 |
| 2010 | Learning 3D mesh segmentation and labelingabstractThis paper presents a data-driven approach to simultaneous segmentation and labeling of parts in 3D meshes. An objective function is formulated as a Conditional Random Field model, with terms assessing the consistency of faces with labels, and terms between labels of neighboring faces. The objective function is learned from a collection of labeled training meshes. The algorithm uses hundreds of geometric and contextual label features and learns different types of segmentations for different tasks, without requiring manual parameter tuning. Our algorithm achieves a significant improvement in results over the state-of-the-art when evaluated on the Princeton Segmentation Benchmark, often producing segmentations and labelings comparable to those produced by humans. Evangelos Kalogerakis, Aaron Hertzmann, Karan Singh 0004 |
ACM Trans. Graph. | 3 |
| 2009 | EverybodyLovesSketch: 3D sketching for a broader audienceabstractWe present EverybodyLovesSketch, a gesture-based 3D curve sketching system for rapid ideation and visualization of 3D forms, aimed at a broad audience. We first analyze traditional perspective drawing in professional practice. We then design a system built upon the paradigm of ILoveSketch, a 3D curve drawing system for design professionals. The new system incorporates many interaction aspects of perspective drawing with judicious automation to enable novices with no perspective training to proficiently create 3D curve sketches. EverybodyLovesSketch supports a number of novel interactions: tick-based sketch plane selection, single view definition of arbitrary extrusion vectors, multiple extruded surface sketching, copy-and-project of 3D curves, freeform surface sketching, and an interactive perspective grid. Finally, we present a study involving 49 high school students (with no formal artistic training) who each learned and used the system over 11 days, which provides detailed insights into the popularity, power and usability of the various techniques, and shows our system to be easily learnt and effectively used, with broad appeal. Seok-Hyung Bae, Ravin Balakrishnan, Karan Singh 0004 |
UIST | 3 |
| 2009 | Extracting lines of curvature from noisy point clouds
Evangelos Kalogerakis, Derek Nowrouzezahrai, Patricio D. Simari, Karan Singh 0004 |
Comput. Aided Des. | 4 |
| 2009 | Multi-objective shape segmentation and labelingabstractAbstract Shape segmentations designed for different applications show significant variation in the composition of their parts. In this paper, we introduce the segmentation and labeling of shape based on the simultaneous optimization of multiple heterogenous objectives that capture application‐specific segmentation criteria. We present a number of efficient objective functions that capture useful shape adjectives (compact, flat, narrow, perpendicular, etc.) Segmentation descriptions within our framework combine multiple such objective functions with optional labels to define each part. The optimization problem is simplified by proposing weighted Voronoi partitioning as a compact and continuous parametrization of spatially embedded shape segmentations. Separation of spatially close but geodesically distant parts is made possible using multi‐dimensional scaling prior to Voronoi partitioning. Optimization begins with an initial segmentation found using the centroids of a k‐means clustering of surface elements. This partition is automatically labeled to optimize heterogeneous part objectives and the Voronoi centers and their weights optimized using Generalized Pattern Search. We illustrate our framework using several diverse segmentation applications: consistent segmentations with semantic labels, bounding volume hierarchies for path tracing, and automatic rig and clothing transfer between animation characters. Patricio D. Simari, Derek Nowrouzezahrai, Evangelos Kalogerakis, Karan Singh 0004 |
Comput. Graph. Forum | 4 |
| 2009 | Data-driven curvature for real-time line drawing of dynamic scenesabstractThis article presents a method for real-time line drawing of deforming objects. Object-space line drawing algorithms for many types of curves, including suggestive contours, highlights, ridges, and valleys, rely on surface curvature and curvature derivatives. Unfortunately, these curvatures and their derivatives cannot be computed in real-time for animated, deforming objects. In a preprocessing step, our method learns the mapping from a low-dimensional set of animation parameters (e.g., joint angles) to surface curvatures for a deforming 3D mesh. The learned model can then accurately and efficiently predict curvatures and their derivatives, enabling real-time object-space rendering of suggestive contours and other such curves. This represents an order-of-magnitude speedup over the fastest existing algorithm capable of estimating curvatures and their derivatives accurately enough for many different types of line drawings. The learned model can generalize to novel animation sequences and is also very compact, typically requiring a few megabytes of storage at runtime. We demonstrate our method for various types of animated objects, including skeleton-based characters, cloth simulation, and blend-shape facial animation, using a variety of nonphotorealistic rendering styles. An important component of our system is the use of dimensionality reduction for differential mesh data. We show that Independent Component Analysis (ICA) yields localized basis functions, and gives superior generalization performance to that of Principal Component Analysis (PCA). Evangelos Kalogerakis, Derek Nowrouzezahrai, Patricio D. Simari, James McCrae, Aaron Hertzmann, Karan Singh 0004 |
ACM Trans. Graph. | 6 |
| 2009 | Analytic drawing of 3D scaffoldsabstractWe describe a novel approach to inferring 3D curves from perspective drawings in an interactive design tool. Our methods are based on a traditional design drawing style known as analytic drawing , which supports precise image-space construction of a linear 3D scaffold. This scaffold in turn acts as a set of visual constraints for sketching 3D curves. We implement analytic drawing techniques in a pure-inference sketching interface which supports both single-and multi-view incremental construction of complex scaffolds and curve networks. A new representation of 3D drawings is proposed, and useful interactive drawing aids are described. Novel techniques are presented for deriving constraints from single-view sketches drawn relative to the current 3D scaffold, and then inferring 3D line and curve geometry which satisfies these constraints. The resulting analytic drawing tool allows 3D drawings to be constructed using exactly the same strokes as one would make on paper. Ryan M. Schmidt, Azam Khan, Karan Singh 0004, Gordon Kurtenbach |
ACM Trans. Graph. | 3 |
| 2008 | Video browsing by direct manipulationabstractWe present a method for browsing videos by directly dragging their content. This method brings the benefits of direct manipulation to an activity typically mediated by widgets. We support this new type of interactivity by: 1) automatically extracting motion data from videos; and 2) a new technique called relative flow dragging that lets users control video playback by moving objects of interest along their visual trajectory. We show that this method can outperform the traditional seeker bar in video browsing tasks that focus on visual content rather than time. Pierre Dragicevic, Gonzalo A. Ramos, Jacobo Bibliowicz, Derek Nowrouzezahrai, Ravin Balakrishnan, Karan Singh 0004 |
CHI | 6 |
| 2008 | ILoveSketch: as-natural-as-possible sketching system for creating 3d curve modelsabstractWe present ILoveSketch, a 3D curve sketching system that captures some of the affordances of pen and paper for professional designers, allowing them to iterate directly on concept 3D curve models. The system coherently integrates existing techniques of sketch-based interaction with a number of novel and enhanced features. Novel contributions of the system include automatic view rotation to improve curve sketchability, an axis widget for sketch surface selection, and implicitly inferred changes between sketching techniques. We also improve on a number of existing ideas such as a virtual sketchbook, simplified 2D and 3D view navigation, multi-stroke NURBS curve creation, and a cohesive gesture vocabulary. An evaluation by a professional designer shows the potential of our system for deployment within a real design process. Seok-Hyung Bae, Ravin Balakrishnan, Karan Singh 0004 |
UIST | 3 |
| 2008 | Sketch-Based Procedural Surface Modeling and Compositing Using Surface TreesabstractAbstract We present a system for creating and manipulating layered procedural surface editing operations, which is motivated by the limited support for iterative design in free‐form modeling. A combination of sketch‐based and traditional modeling tools are used to design soft displacements, sharp creases, extrusions along 3D paths, and topological holes and handles. Using local parameterizations, these edits are combined in a dynamic hierarchy, enabling procedural operations like linked copy‐and‐paste and drag‐and‐drop layer‐based editing. Such dynamic, layered “surface compositing” is formalized as a Surface Tree, an analog of CSG trees which generalizes previous hierarchical surface modeling techniques. By “anchoring” tree nodes in the parameter space of lower layers, our surface tree implementation can better preserve the semantics of an edit as the underlying surface changes. Details of our implementation are described, including an efficient procedural mesh data structure. Ryan M. Schmidt, Karan Singh 0004 |
Comput. Graph. Forum | 2 |
| 2008 | Sketching and Composing Widgets for 3D ManipulationabstractAbstract We present an interface for 3D object manipulation in which standard transformation tools are replaced with transient 3D widgets invoked by sketching context‐dependent strokes. The widgets are automatically aligned to axes and planes determined by the user's stroke. Sketched pivot‐points further expand the interaction vocabulary. Using gestural commands, these basic elements can be assembled into dynamic, user‐constructed 3D transformation systems. We supplement precise widget interaction with techniques for coarse object positioning and snapping. Our approach, which is implemented within a broader sketch‐based modeling system, also integrates an underlying “widget history” to enable the fluid transfer of widgets between objects. An evaluation indicates that users familiar with 3D manipulation concepts can be taught how to efficiently use our system in under an hour. Ryan M. Schmidt, Karan Singh 0004, Ravin Balakrishnan |
Comput. Graph. Forum | 2 |
| 2007 | Robust statistical estimation of curvature on discretized surfaces
Evangelos Kalogerakis, Patricio D. Simari, Derek Nowrouzezahrai, Karan Singh 0004 |
Symposium on Geometry Processing | 4 |
| 2006 | Folding meshes: hierarchical mesh segmentation based on planar symmetry
Patricio D. Simari, Evangelos Kalogerakis, Karan Singh 0004 |
Symposium on Geometry Processing | 3 |
| 2005 | Extraction and remeshing of ellipsoidal representations from mesh data
Patricio D. Simari, Karan Singh 0004 |
Graphics Interface | 2 |
| 2004 | A suggestive interface for image guided 3D sketchingabstractWe present an image guided pen-based suggestive interface for sketching 3D wireframe models. Rather than starting from a blank canvas, existing 2D images of similar objects serve as a guide to the user. Image based filters enable attraction, smoothing, and resampling of input curves, and allows for their selective application using pinning and gluing techniques. New input strokes also invoke suggestions of relevant geometry that can be used, reducing the need to explicitly draw all parts of the new model. All suggestions appear in-place with the model being built, in the user's focal attention space. A curve matching algorithm seamlessly augments basic suggestions with more complex ones from a database populated with previously used geometry. The interface also incorporates gestural command input, and interaction techniques for camera controls that enable smooth transitions between orthographic and perspective views. Steve Tsang, Ravin Balakrishnan, Karan Singh 0004 |
CHI | 3 |
| 2003 | An interface for creating and manipulating curves using a high degree-of-freedom curve input deviceabstractCurrent interfaces for manipulating curves typically use a standard point cursor to indirectly adjust curve parameters. We present an interface for far more direct manipulation of curves using a specialized high degree-of-freedom curve input device, called ShapeTape. This device allows us to directly control the shape and position of a virtual curve widget. We describe the design and implementation of a variety of interaction techniques that use this curve widget to create and manipulate other virtual curves in 2D and 3D space. The input device is also used to sense a set of user gestures for invoking commands and tools. The result is an effective alternate user interface for curve manipulation that can be used in 2D and 3D graphics applications. Tovi Grossman, Ravin Balakrishnan, Karan Singh 0004 |
CHI | 3 |
| 1999 | Exploring interactive curve and surface manipulation using a bend and twist sensitive input stripabstractWe explore a new input device and a set of interaction techniques to facilitate direct manipulation of curves and surfaces. The input device, called ShapeTapeTM, is a continuous bend and twist sensitive strip that encourages manipulations that use both hands and, at times, all 10 fingers. We explore this input and interaction design space through a set of usage scenarios for creating and editing curves and surfaces as well as consider general interactions such as command access and camera controls. This investigation is carried out by extending Alias|wavefront’s modeling and animation package, Maya. CR Ravin Balakrishnan, George W. Fitzmaurice, Gordon Kurtenbach, Karan Singh 0004 |
SI3D | 4 |
| 1998 | Wires: A Geometric Deformation TechniqueabstractFinding effective interactive deformation techniques for complex geometric objects continues to be a challenging problem in modeling and animation.We present an approach that is inspired by armatures used by sculptors, in which wire curves give definition to an object and shape its deformable features.We also introduce domain curves that define the domain of deformation about an object.A wire together with a collection of domain curves provide a new basis for an implicit modeling primitive.Wires directly reflect object geometry, and as such they provide a coarse geometric representation of an object that can be created through sketching.Furthermore, the aggregate deformation from several wires is easy to define.We show that a single wire is an appealing direct manipulation deformation technique; we demonstrate that the combination of wires and domain curves provide a new way to outline the shape of an implicit volume in space; and we describe techniques for the aggregation of deformations resulting from multiple wires, domain curves and their interaction with each other and other deformation techniques.The power of our approach is illustrated using applications of animating figures with flexible articulations, modeling wrinkled surfaces and stitching geometry together. Karan Singh 0004, Eugene Fiume |
SIGGRAPH | 1 |