Chrystiano Araújo

dblp:239/5942 · DBLP profile ↗
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5ranked-venue papers
3as first author
3since 2021 · last 2023
0000-0002-8237-9426ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-author · 3 since 2021

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
4 papers
Geometric modeling and processing · 73% Computational fabrication · 27%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › shape modeling
shape editing
1.222023
Slippage-Preserving Reshaping of Human-Made 3D Content · ACM Trans. Graph. 2023
As-locally-uniform-as-possible reshaping of vector clip-art · ACM Trans. Graph. 2022
Immersive interaction › virtual reality
3d sketching in virtual reality
0.512021
AdaptiBrush: adaptive general and predictable VR ribbon brush · ACM Trans. Graph. 2021
Geometric modeling and processing
shape decomposition
0.412020
DHFSlicer: double height-field slicing for milling fixed-height materials · ACM Trans. Graph. 2020
Computational fabrication
subtractive manufacturing
0.412020
DHFSlicer: double height-field slicing for milling fixed-height materials · ACM Trans. Graph. 2020
Geometric modeling and processing › surface processing
surface segmentation
0.412019
Surface2Volume: surface segmentation conforming assemblable volumetric partition · ACM Trans. Graph. 2019
Immersive interaction
virtual reality interaction
0.112021
AdaptiBrush: adaptive general and predictable VR ribbon brush · ACM Trans. Graph. 2021
Geometric modeling and processing
mesh segmentation
0.112020
DHFSlicer: double height-field slicing for milling fixed-height materials · ACM Trans. Graph. 2020

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

constrained optimization · 0.7as-locally-uniform-as-possible deformation · 0.7non-linear discrete energy minimization · 0.6constrained variational optimization · 0.6user study · 0.5adaptive ruling direction computation · 0.5fixture-based flipping · 0.4coarse-to-fine decomposition · 0.4interface topology optimization · 0.4assembly trajectory computation · 0.4
YearPublicationVenuePosition
2023 Slippage-Preserving Reshaping of Human-Made 3D Content
abstract
Artists often need to reshape 3D models of human-made objects by changing the relative proportions or scales of different model parts or elements while preserving the look and structure of the inputs. Manually reshaping inputs to satisfy these criteria is highly time-consuming; the edit in our teaser took an artist 5 hours to complete. However, existing methods for 3D shape editing are largely designed for other tasks and produce undesirable outputs when repurposed for reshaping. Prior work on 2D curve network reshaping suggests that in 2D settings the user-expected outcome is achieved when the reshaping edit keeps the orientations of the different model elements and when these elements scale as-locally-uniformly-as-possible (ALUP). However, our observations suggest that in 3D viewers are tolerant of non-uniform tangential scaling if and when this scaling preserves slippage and reduces changes in element size, or scale , relative to the input. Slippage preservation requires surfaces which are locally slippable with respect to a given rigid motion to retain this property post-reshaping (a motion is slippable if when applied to the surface, it slides the surface along itself without gaps). We build on these observations by first extending the 2D ALUP framework to 3D and then modifying it to allow non-uniform scaling while promoting slippage and scale preservation. Our 3D ALUP extension produces reshaped outputs better aligned with viewer expectations than prior alternatives; our slippage-aware method further improves the outcome producing results on par with manual reshaping ones. Our method does not require any user input beyond specifying control handles and their target locations. We validate our method by applying it to over one hundred diverse inputs and by comparing our results to those generated by alternative approaches and manually. Comparative study participants preferred our outputs over the best performing traditional deformation method by a 65% margin and over our 3D ALUP extension by a 61% margin; they judged our outputs as at least on par with manually produced ones.
Chrystiano Araújo, Nicholas Vining, Silver Burla, Manuel Ruivo De Oliveira, Enrique Rosales, Alla Sheffer
ACM Trans. Graph.1
2022 As-locally-uniform-as-possible reshaping of vector clip-art
abstract
Vector clip-art images consist of regions bounded by a network of vector curves. Users often wish to reshape , or rescale, existing clip-art images by changing the locations, proportions, or scales of different image elements. When reshaping images depicting synthetic content they seek to preserve global and local structures. These structures are best preserved when the gradient of the mapping between the original and the reshaped curve networks is locally as close as possible to a uniform scale; mappings that satisfy this property maximally preserve the input curve orientations and minimally change the shape of the input's geometric details, while allowing changes in the relative scales of the different features. The expectation of approximate scale uniformity is local ; while reshaping operations are typically expected to change the relative proportions of a subset of network regions, users expect the change to be minimal away from the directly impacted regions and expect such changes to be gradual and distributed as evenly as possible. Unfortunately, existing methods for editing 2D curve networks do not satisfy these criteria. We propose a targeted As-Locally-Uniform-as-Possible (ALUP) vector clip-art reshaping method that satisfies the properties above. We formulate the computation of the desired output network as the solution of a constrained variational optimization problem. We effectively compute the desired solution by casting this continuous problem as a minimization of a non-linear discrete energy function, and obtain the desired minimizer by using a custom iterative solver. We validate our method via perceptual studies comparing our results to those created via algorithmic alternatives and manually generated ones. Participants preferred our results over the closest alternative by a ratio of 6 to 1.
Chrystiano Araújo, Nicholas Vining, Enrique Rosales, Giorgio Gori, Alla Sheffer
ACM Trans. Graph.1
2021 AdaptiBrush: adaptive general and predictable VR ribbon brush
abstract
Virtual reality drawing applications let users draw 3D shapes using brushes that form ribbon shaped, or ruled-surface, strokes. Each ribbon is uniquely defined by its user-specified ruling length, path, and the ruling directions at each point along this path. Existing brushes use the trajectory of a handheld controller in 3D space as the ribbon path, and compute the ruling directions using a fixed mapping from a specific controller coordinate-frame axis. This fixed mapping forces users to rotate the controller and thus their wrists to change ribbon normal or ruling directions, and requires substantial physical effort to draw even medium complexity ribbons. Since human ability to rotate their wrists continuously is heavily restricted, the space of ribbon geometries users can comfortably draw using these brushes is limited. These brushes can be unpredictable, producing ribbons with unexpectedly varying width or flipped and wobbly normals in response to seemingly natural hand gestures. Our AdaptiBrush ribbon brush system dramatically extends the space of ribbon geometries users can comfortably draw while enabling them to accurately predict the ribbon shape that a given hand motion produces. We achieve this by introducing a novel adaptive ruling direction computation method, enabling users to easily change ribbon ruling and normal orientation using predominantly translational controller, and thus wrist, motion. We facilitate ease-of-use by computing predictable ruling directions that smoothly change in both world and controller coordinate systems, and facilitate ease-of-learning by prioritizing ruling directions which are well-aligned with one of the controller coordinate system axes. Our comparative user studies confirm that our more general and predictable ruling computation leads to significant improvements in brush usability and effectiveness compared to all prior brushes; in a head to head comparison users preferred AdaptiBrush over the next-best brush by a margin of 2 to 1.
Enrique Rosales, Chrystiano Araújo, Jafet Rodriguez, Nicholas Vining, Dongwook Yoon, Alla Sheffer
ACM Trans. Graph.2
2020 DHFSlicer: double height-field slicing for milling fixed-height materials
abstract
3-axis milling enables cheap and precise fabrication of target objects from precut slabs of materials such as wood or stone. However, the space of directly millable shapes is limited since a 3-axis mill can only carve a height-field (HF) surface during each milling and their size is bounded by the slab dimensions, one of which, the height , is typically significantly smaller than the other two for many typical materials. Extending 3-axis milling of precut slabs to general arbitrarily-sized shapes requires decomposing them into bounded-height 3-axis millable parts, or slices , which can be individually milled and then assembled to form the target object. We present DHFSlicer , a novel decomposition method that satisfies the above constraints and significantly reduces both milling time and material waste compared to alternative approaches. We satisfy the fabrication constraints by partitioning target objects into double height-field (DHF) slices, which can be fabricated using two milling passes: the HF surface accessible from one side is milled first, the slice is then flipped using appropriate fixtures, and then the second, remaining, HF surface is milled. DHFSlicer uses an efficient coarse-to-fine decomposition process: It first partitions the inputs into maximally coarse blocks that satisfy a local DHF criterion with respect to per-block milling axes, and then cuts each block into well-sized DHF slices. It minimizes milling time and material waste by keeping the slice count small, and maximizing slice height. We validate our method by embedding it within an end-to-end DHF milling pipeline and fabricating objects from slabs of foam, wood, and MDF; demonstrate that using the obtained slices reduces milling time and material waste by 42% on average compared to existing automatic alternatives; and highlight the benefits of DHFSlicer via extensive ablation studies.
Jinfan Yang, Chrystiano Araújo, Nicholas Vining, Zachary Ferguson, Enrique Rosales, Daniele Panozzo, Sylvain Lefebvre 0001, Paolo Cignoni, Alla Sheffer
ACM Trans. Graph.2
2019 Surface2Volume: surface segmentation conforming assemblable volumetric partition
abstract
Users frequently seek to fabricate objects whose outer surfaces consist of regions with different surface attributes, such as color or material. Manufacturing such objects in a single piece is often challenging or even impossible. The alternative is to partition them into single-attribute volumetric parts that can be fabricated separately and then assembled to form the target object. Facilitating this approach requires partitioning the input model into parts that conform to the surface segmentation and that can be moved apart with no collisions. We propose Surface2Volume , a partition algorithm capable of producing such assemblable parts, each of which is affiliated with a single attribute, the outer surface of whose assembly conforms to the input surface geometry and segmentation. In computing the partition we strictly enforce conformity with surface segmentation and assemblability, and optimize for ease of fabrication by minimizing part count, promoting part simplicity, and simplifying assembly sequencing. We note that computing the desired partition requires solving for three types of variables: per-part assembly trajectories, partition topology, i.e. the connectivity of the interface surfaces separating the different parts, and the geometry, or location, of these interfaces. We efficiently produce the desired partitions by addressing one type of variables at a time: first computing the assembly trajectories, then determining interface topology, and finally computing interface locations that allow parts assemblability. We algorithmically identify inputs that necessitate sequential assembly, and partition these inputs gradually by computing and disassembling a subset of assemblable parts at a time. We demonstrate our method's robustness and versatility by employing it to partition a range of models with complex surface segmentations into assemblable parts. We further validate our framework via output fabrication and comparisons to alternative partition techniques.
Chrystiano Araújo, Daniela Cabiddu, Marco Attene, Marco Livesu, Nicholas Vining, Alla Sheffer
ACM Trans. Graph.1