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Bena L. Currin

dblp:06/2779 · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 1995
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3Human-computer interaction and ubiquitous computing · 3

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
3 papers
Geometric modeling and processing · 80% Computer animation and physical simulation · 20%

Topics — the 5 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › shape modeling › surface modeling
surface detail modeling
0.011995
Cellular texture generation · SIGGRAPH 1995
Geometric modeling and processing
collision detection
0.011993
Interval methods for multi-point collisions between time-dependent curved surfaces · SIGGRAPH 1993
Geometric modeling and processing › surface processing
surface intersection
0.011993
Interval methods for multi-point collisions between time-dependent curved surfaces · SIGGRAPH 1993
Computer animation and physical simulation › motion synthesis
motion interpolation
0.011992
Smooth interpolation of orientations with angular velocity constraints using quaternions · SIGGRAPH 1992
Geometric modeling and processing
orientation interpolation
0.011992
Smooth interpolation of orientations with angular velocity constraints using quaternions · SIGGRAPH 1992

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

particle system · 0.0constrained simulation · 0.0interval newton method · 0.0interval analysis · 0.0constrained minimization · 0.0quaternion spline · 0.0optimization · 0.0finite differences · 0.0
YearPublicationVenuePosition
1995 Cellular texture generation
abstract
We proposean approach for modeling surface details such as scales, feathers, or thorns. These types of cellular textures require a representation with more detail than texture-mapping but are inconvenient to model with hand-crafted geometry. We generate patterns of geometric elements using a biologically -motivated cellular development simulation together with a constraint to keep the cells on a surface. The surface may be defined by an implicit function, a volume dataset, or a polygonal mesh. Our simulation combines and extends previous work in developmental models and constrained particle systems. Key Words: particle systems, developmental models, data amplification, constraints, texture mapping, bump mapping, displacement mapping 1 Introduction For several years computer graphics researchers and practitioners have been grappling with the problem of creating and displaying surfaces having an organic appearance. Texture maps, bump maps, and related methods often attain the appearanc...
Kurt W. Fleischer, David H. Laidlaw, Bena L. Currin, Alan H. Barr
SIGGRAPH3
1993 Interval methods for multi-point collisions between time-dependent curved surfaces
abstract
We present an efficient and robust algorithm for finding points of collision between time-dependent parametric and implicit surfaces. The algorithm detects simultaneous collisions at multiple points of contact. When the regions of contact form curves or surfaces, it returns a finite set of points uniformly distributed over each contact region. Collisions can be computed for a very general class of surfaces: those for which inclusion functions can be constructed. Included in this set are the familiar kinds of surfaces and time behaviors encountered in computer graphics. We use a new interval approach for constrained minimization to detect collisions, and a tangency condition to reduce the dimensionality of the search space. These approaches make interval methods practical for multi-point collisions between complex surfaces. An interval Newton method based on the solution of the interval linear equation is used to speed convergence to the collision time and location. This method is mor...
John M. Snyder, Adam R. Woodbury, Kurt W. Fleischer, Bena L. Currin, Alan H. Barr
SIGGRAPH4
1992 Smooth interpolation of orientations with angular velocity constraints using quaternions
abstract
In this paper we present methods to smoothly interpolate orientations, given N rotational keyframes of an object along a trajectory. The methods allow the user to impose constraints on the rotational path, such as the angular velocity at the endpoints of the trajectory. We convert the rotations to quaternions, and then spline in that non-Euclidean space. Analogous to the mathematical foundations of flat-space spline curves, we minimize the net "tangential acceleration" of the quaternion path. We replace the flat-space quantities with curved-space quantities, and numerically solve the resulting equation with finite difference and optimization methods. 1 Introduction The problem of using spline curves to smoothly interpolate mathematical quantities in flat Euclidean spaces is a well-studied problem in computer graphics [bartels et al 87], [kochanek&bartels 84]. Many quantities important to computer graphics, however, such as rotations, lie in non-Euclidean spaces. In 1985, a method to...
Alan H. Barr, Bena L. Currin, Steven Gabriel, John F. Hughes
SIGGRAPH2