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Bülent Özgüç

dblp:02/6766 · DBLP profile ↗
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20ranked-venue papers
1as first author
0since 2021 · last 2012
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 19 · 1 first-authorSystems, architecture and hardware · 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
2 papers
Rendering · 44% Computer animation and physical simulation · 44% Geometric modeling and processing · 13%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Parallel and multicore computing · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
deformable object animation
0.011994
Animation of deformable models · Comput. Aided Des. 1994
Rendering
ray tracing
0.011994
Efficient parallel spatial subdivision algorithm for object-based parallel ray tracing · Comput. Aided Des. 1994
Geometric modeling and processing › computational geometry
spatial subdivision
0.011994
Efficient parallel spatial subdivision algorithm for object-based parallel ray tracing · Comput. Aided Des. 1994
Parallel and multicore computing › parallel computing
parallel rendering
0.011994
Efficient parallel spatial subdivision algorithm for object-based parallel ray tracing · Comput. Aided Des. 1994

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

deformable models · 0.0
YearPublicationVenuePosition
2012 Perceptual 3D rendering based on principles of analytical cubism
Sami Arpa, Abdullah Bulbul, Tolga K. Çapin, Bülent Özgüç
Comput. Graph.4
2008 3D Hair sketching for real-time dynamic & key frame animations
Rifat Aras, Barkin Basarankut, Tolga K. Çapin, Bülent Özgüç
Vis. Comput.4
2002 Visualizer: a mesh visualization system using view-dependent refinement
Ugur Güdükbay, Okan Arikan, Bülent Özgüç
Comput. Graph.3
1998 Realistic Speech Animation of Synthetic Faces
abstract
We combined physically based modeling and parameterization to generate realistic speech animation on synthetic faces. We used physically based modeling for muscles. Muscles are modeled as forces deforming the mesh of polygons. A parameterization technique is used for generating mouth shapes for speech animation. Each meaningful part of a text, which is a letter in our case, corresponds to a specific mouth shape and the mouth shape is generated by setting a set of parameters used for representing the muscles and jaw rotation. We also developed a mechanism to generate and synchronize facial expressions while speaking. Some tags specifying the facial expressions are inserted into the input text together with the degree of the expression. In this way, the facial expression with the specified degree is generated and synchronized with speech animation.
B. Uz, Ugur Güdükbay, Bülent Özgüç
CA3
1998 Object-space parallel polygon rendering on hypercubes
Tahsin M. Kurç, Cevdet Aykanat, Bülent Özgüç
Comput. Graph.3
1998 Right-triangular subdivision for texture mapping ray-traced objects
Ugur Akdemir, Bülent Özgüç, Ugur Güdükbay, Alper Selçuk
Vis. Comput.2
1997 A spring force formulation for elastically deformable models
abstract
Continuous deformable models are generally represented using a grid of control points. The elastic properties are then modeled using the interactions between these points. The formulations based on elasticity theory express these interactions using stiffness matrices. These matrices store the elastic properties of the models and they should be evolved in time according to changing elastic properties of the models. However, forming the stiffness matrices at any step of an animation is very difficult and sometimes the differential equations that should be solved to produce animation become ill-conditioned. Instead of modeling the elasticities using stiffness matrices, the interactions between model points could be expressed in terms of external spring forces. In this paper, a spring force formulation for animating elastically deformable models is presented. In this formulation, elastic properties of the materials are represented as external spring forces as opposed to forming complicated stiffness matrices. (C) 1997 Elsevier Science Ltd.
Ugur Güdükbay, Bülent Özgüç, Yilmaz Tokad
Comput. Graph.2
1997 A parallel scaled conjugate-gradient algorithm for the solution phase of gathering radiosity on hypercubes
Tahsin M. Kurç, Cevdet Aykanat, Bülent Özgüç
Vis. Comput.3
1996 A parallel progressive radiosity algorithm based on patch data circulation
Cevdet Aykanat, Tolga K. Çapin, Bülent Özgüç
Comput. Graph.3
1995 Animating deformable models: different approaches
abstract
Physically-based modeling remedies the problem of producing realistic animation by including forces, masses, strain energies, and other physical quantities. The behavior of physically-based models is governed by the laws of rigid and nonrigid dynamics expressed through a set of equations of motion. This paper discusses various formulations for animating deformable models. The formulations based on elasticity theory express the interactions between discrete deformable model points using the stiffness matrices. These matrices store the elastic properties of the models and they should be evolved in time according to changing elastic properties of the models. An alternative to these formulations seems to be external force formulations of different types. In these types of formulations, elastic properties of the materials are represented as external spring or other tensile forces as opposed to forming complicated stiffness matrices.>
Ugur Güdükbay, Bülent Özgüç
CA2
1994 Efficient parallel spatial subdivision algorithm for object-based parallel ray tracing
Cevdet Aykanat, Veysi Isler, Bülent Özgüç
Comput. Aided Des.3
1994 Animation of deformable models
Ugur Güdükbay, Bülent Özgüç
Comput. Aided Des.2
1994 Special issue: Advances in animation, rendering and visualization
Bülent Özgüç
Comput. Aided Des.1
1993 An animation system for rigid and deformable models
Ugur Güdükbay, Bülent Özgüç, Yilmaz Tokad
Comput. Graph.2
1991 A text, image, and graphics editor
Ahmet Cosar, Bülent Özgüç
Comput. Graph.2
1991 Fast ray tracing 3D models
Veysi Isler, Bülent Özgüç
Comput. Graph.2
1990 Free-form solid modeling using deformations
Ugur Güdükbay, Bülent Özgüç
Comput. Graph.2
1988 Functional Test Program Generation Through interactive Graphics
abstract
A methodology and the implementation are described of a graphical waveform editor which is used to create functional test programs on an engineering workstation. The system has been implemented such that timing and test patterns can be created or customized for different target testers utilizing diverse timing technologies. The graphical waveform editor is described in the context of an integrated test-program generation environment. The features of the editor include timing and pattern editing, subroutine definition, time set selection, logic state definition and translation, synchronization, event definition and search, pattern differences and other similar functions. A summary of user experience and planned enhancements is presented.>
Cihan Tinaztepe, Bülent Özgüç
ITC2
1988 A simple animation package
Ahmet Cosar, Bülent Özgüç
Comput. Graph.2
1988 Continuous Processing of Images through User Sketched Functional Blocks
abstract
Cataloged from PDF version of article.
Aydin Kaya 0002, Bülent Özgüç
Comput. Graph. Forum2