Gioacchino Noris

dblp:59/8698 · DBLP profile ↗
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6ranked-venue papers
2as first author
0since 2021 · last 2015
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 2 first-author

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 · 45% Multimedia analysis and retrieval · 18% Rendering · 18%
Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 66% Learning and educational technologies · 20% User interface design and tools · 15%
Artificial intelligence
1 paper
3D vision · 100%

Topics — the 8 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Multimedia analysis and retrieval › object tracking
deformable object tracking
0.212015
Live Texturing of Augmented Reality Characters from Colored Drawings · IEEE Trans. Vis. Comput. Graph. 2015
Rendering
texture mapping
0.212015
Live Texturing of Augmented Reality Characters from Colored Drawings · IEEE Trans. Vis. Comput. Graph. 2015
Geometric modeling and processing › vectorization
line drawing vectorization
0.212013
Topology-driven vectorization of clean line drawings · ACM Trans. Graph. 2013
Geometric modeling and processing › shape analysis
topology analysis
0.212013
Topology-driven vectorization of clean line drawings · ACM Trans. Graph. 2013
Geometric modeling and processing
vectorization
0.212013
Topology-driven vectorization of clean line drawings · ACM Trans. Graph. 2013
Computer vision › 3D vision
3d face reconstruction
0.112012
Coupled 3D reconstruction of sparse facial hair and skin · ACM Trans. Graph. 2012
Computer vision › 3D vision
3d reconstruction
0.112012
Coupled 3D reconstruction of sparse facial hair and skin · ACM Trans. Graph. 2012
Computational fabrication
mechanism design
0.012013
Computational design of mechanical characters · ACM Trans. Graph. 2013

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

surface deformation recovery · 0.4outlier rejection · 0.4reverse drawing · 0.3gradient-based pixel clustering · 0.3centerline extraction · 0.3multi-view stereo · 0.3hair tracing · 0.3hair synthesis · 0.3motion curve optimization · 0.2gear train synthesis · 0.2
YearPublicationVenuePosition
2015 Live Texturing of Augmented Reality Characters from Colored Drawings
abstract
Coloring books capture the imagination of children and provide them with one of their earliest opportunities for creative expression. However, given the proliferation and popularity of digital devices, real-world activities like coloring can seem unexciting, and children become less engaged in them. Augmented reality holds unique potential to impact this situation by providing a bridge between real-world activities and digital enhancements. In this paper, we present an augmented reality coloring book App in which children color characters in a printed coloring book and inspect their work using a mobile device. The drawing is detected and tracked, and the video stream is augmented with an animated 3-D version of the character that is textured according to the child's coloring. This is possible thanks to several novel technical contributions. We present a texturing process that applies the captured texture from a 2-D colored drawing to both the visible and occluded regions of a 3-D character in real time. We develop a deformable surface tracking method designed for colored drawings that uses a new outlier rejection algorithm for real-time tracking and surface deformation recovery. We present a content creation pipeline to efficiently create the 2-D and 3-D content. And, finally, we validate our work with two user studies that examine the quality of our texturing algorithm and the overall App experience.
Stéphane Magnenat, Dat Tien Ngo, Fabio Zünd, Mattia Ryffel, Gioacchino Noris, Gerhard Röthlin, Alessia Marra, Maurizio Nitti, Pascal Fua, Markus Gross 0001, Robert W. Sumner
IEEE Trans. Vis. Comput. Graph.5
2013 Computational design of mechanical characters
abstract
We present an interactive design system that allows non-expert users to create animated mechanical characters. Given an articulated character as input, the user iteratively creates an animation by sketching motion curves indicating how different parts of the character should move. For each motion curve, our framework creates an optimized mechanism that reproduces it as closely as possible. The resulting mechanisms are attached to the character and then connected to each other using gear trains, which are created in a semi-automated fashion. The mechanical assemblies generated with our system can be driven with a single input driver, such as a hand-operated crank or an electric motor, and they can be fabricated using rapid prototyping devices. We demonstrate the versatility of our approach by designing a wide range of mechanical characters, several of which we manufactured using 3D printing. While our pipeline is designed for characters driven by planar mechanisms, significant parts of it extend directly to non-planar mechanisms, allowing us to create characters with compelling 3D motions.
Stelian Coros, Bernhard Thomaszewski, Gioacchino Noris, Shinjiro Sueda, Moira Forberg, Robert W. Sumner, Wojciech Matusik, Bernd Bickel
ACM Trans. Graph.3
2013 Topology-driven vectorization of clean line drawings
abstract
Vectorization provides a link between raster scans of pencil-and-paper drawings and modern digital processing algorithms that require accurate vector representations. Even when input drawings are comprised of clean, crisp lines, inherent ambiguities near junctions make vectorization deceptively difficult. As a consequence, current vectorization approaches often fail to faithfully capture the junctions of drawn strokes. We propose a vectorization algorithm specialized for clean line drawings that analyzes the drawing's topology in order to overcome junction ambiguities. A gradient-based pixel clustering technique facilitates topology computation. This topological information is exploited during centerline extraction by a new “reverse drawing” procedure that reconstructs all possible drawing states prior to the creation of a junction and then selects the most likely stroke configuration. For cases where the automatic result does not match the artist's interpretation, our drawing analysis enables an efficient user interface to easily adjust the junction location. We demonstrate results on professional examples and evaluate the vectorization quality with quantitative comparison to hand-traced centerlines as well as the results of leading commercial algorithms.
Gioacchino Noris, Alexander Sorkine-Hornung, Robert W. Sumner, Maryann Simmons, Markus Gross 0001
ACM Trans. Graph.1
2012 Smart Scribbles for Sketch Segmentation
abstract
Abstract We present ‘Smart Scribbles’—a new scribble‐based interface for user‐guided segmentation of digital sketchy drawings. In contrast to previous approaches based on simple selection strategies, Smart Scribbles exploits richer geometric and temporal information, resulting in a more intuitive segmentation interface. We introduce a novel energy minimization formulation in which both geometric and temporal information from digital input devices is used to define stroke‐to‐stroke and scribble‐to‐stroke relationships. Although the minimization of this energy is, in general, an NP‐hard problem, we use a simple heuristic that leads to a good approximation and permits an interactive system able to produce accurate labellings even for cluttered sketchy drawings. We demonstrate the power of our technique in several practical scenarios such as sketch editing, as‐rigid‐as‐possible deformation and registration, and on‐the‐fly labelling based on pre‐classified guidelines.
Gioacchino Noris, Daniel Sýkora, Arik Shamir, Stelian Coros, Brian Whited, Maryann Simmons, Alexander Sorkine-Hornung, Markus Gross 0001, Robert W. Sumner
Comput. Graph. Forum1
2012 Coupled 3D reconstruction of sparse facial hair and skin
abstract
Although facial hair plays an important role in individual expression, facial-hair reconstruction is not addressed by current face-capture systems. Our research addresses this limitation with an algorithm that treats hair and skin surface capture together in a coupled fashion so that a high-quality representation of hair fibers as well as the underlying skin surface can be reconstructed. We propose a passive, camera-based system that is robust against arbitrary motion since all data is acquired within the time period of a single exposure. Our reconstruction algorithm detects and traces hairs in the captured images and reconstructs them in 3D using a multiview stereo approach. Our coupled skin-reconstruction algorithm uses information about the detected hairs to deliver a skin surface that lies underneath all hairs irrespective of occlusions. In dense regions like eyebrows, we employ a hair-synthesis method to create hair fibers that plausibly match the image data. We demonstrate our scanning system on a number of individuals and show that it can successfully reconstruct a variety of facial-hair styles together with the underlying skin surface.
Thabo Beeler, Bernd Bickel, Gioacchino Noris, Paul A. Beardsley, Steve Marschner, Robert W. Sumner, Markus Gross 0001
ACM Trans. Graph.3
2010 BetweenIT: An Interactive Tool for Tight Inbetweening
abstract
Abstract The generation of inbetween frames that interpolate a given set of key frames is a major component in the production of a 2D feature animation. Our objective is to considerably reduce the cost of the inbetweening phase by offering an intuitive and effective interactive environment that automates inbetweening when possible while allowing the artist to guide, complement, or override the results.Tightinbetweens, which interpolate similar key frames, are particularly time‐consuming and tedious to draw. Therefore, we focus on automating these high‐precision and expensive portions of the process. We have designed a set of user‐guided semi‐automatic techniques that fit well with current practice and minimize the number of required artist‐gestures. We present a novel technique for stroke interpolation from only two keys which combines a stroke motion constructed from logarithmic spiral vertex trajectories with a stroke deformation based on curvature averaging and twisting warps. We discuss our system in the context of a feature animation production environment and evaluate our approach with real production data.
Brian Whited, Gioacchino Noris, Maryann Simmons, Robert W. Sumner, Markus Gross 0001, Jarek Rossignac
Comput. Graph. Forum2