EDBT 2026 Demo / reviewers in the wild / expert
Irene H. H. Lee
dblp:26/5895
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 1994
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2Graphics, computer vision, multimedia, augmented reality and games · 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 |
Geometric modeling and processing · 30% Computer animation and physical simulation · 24% Rendering · 24% | |
| Human-computer interaction and pervasive computing
1 paper |
User interface design and tools · 100% |
Topics — the 4 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
2d animation |
0.0 | 1 | 1994 | Drawing and animation using skeletal strokes · SIGGRAPH 1994 |
Rendering › temporal rendering
motion blur |
0.0 | 1 | 1994 | Drawing and animation using skeletal strokes · SIGGRAPH 1994 |
Image and video processing › image warping
image deformation |
0.0 | 1 | 1993 | Skeletal Strokes · ACM Symposium on User Interface Software and Technology 1993 |
User interface design and tools › interactive design tools
drawing tools |
0.0 | 1 | 1994 | Drawing and animation using skeletal strokes · SIGGRAPH 1994 |
Methods — techniques the papers use, named apart from their topics
coordinate system deformation · 0.0IFS coding · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 1994 | Drawing and animation using skeletal strokesabstractThe use of skeletal strokes is a new vector graphics realization of the brush and stroke metaphor using arbitrary pictures as “ink”. It is based on an idealized 2D deformation model defined by an arbitrary path. Its expressiveness as a general brush stroke replacement and efficiency for interactive use make it suitable as a basic drawing primitive in drawing programs as well as windowing and page description systems. This paper presents our drawing and animation system, “Skeletal Draw”, based on skeletal strokes. The effectiveness of the system in stylish picture creation is illustrated with various pictures made with it. Decisions made in the handling of sub-strokes in a higher order stroke and recursive strokes are discussed. The general anchoring mechanism in the skeletal stroke framework allows any arbitrary picture deformation to be abstracted into a single stroke. Its extension to piecewise continuous anchoring and the anchoring of shear angle and stroke width are explained. We demonstrated how this mechanism allows us to build up powerful pseudo-3D models which are particularly useful in the production of 2 1/2 D cartoon drawings and animation. Animation sequences have been made to illustrate the ideas, including a vector graphics based motion blurring technique. Siu Chi Hsu, Irene H. H. Lee |
SIGGRAPH | 2 |
| 1993 | Skeletal StrokesabstractA skeletal stroke is a kind of general brush stroke for changing the shape of pictures as if by bending, shearing, twisting, while conservating the aspect ratio of selected features on tie picture.It is neither a simple warping nor texture mapping technique, but a new method for controlling the deformation of a picture.A deformation model of a cocJrdinate system has been proposed taking into account cases of discontinuous or extreme bending.Complicated pictures can be built up hierarchically by defining higher order strokes and recursive strokes.It is therefore a powerful general drawing tool and extended image transformation instrument.The use of skeletal strokes as a replacement for affine transformations in IFS coding has been explored.A novel general anchoring mechanism is proposed, which allows arbitrary control of any point in the picture.This control flexibility is particularly desirable in computer animation and digital typography.As a result, virtual '2-D models' of cartoon characters as well as pseudo 3-D objects can be created and manipulated with ease. Siu Chi Hsu, Irene H. H. Lee, Neil E. Wiseman |
ACM Symposium on User Interface Software and Technology | 2 |