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Robert J. Jensen

dblp:62/3945 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2002
0000-0002-5214-2006ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2Human-computer interaction and ubiquitous computing · 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 · 62% Computational photography and imaging · 24% Computer animation and physical simulation · 14%

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

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
mesh deformation
0.122002
A framework for geometric warps and deformations · ACM Trans. Graph. 2002
Texture Mapping for Cell Animation · SIGGRAPH 1998
Computational photography and imaging
geometric warping
0.012002
A framework for geometric warps and deformations · ACM Trans. Graph. 2002
Geometric modeling and processing
shape deformation
0.012002
A framework for geometric warps and deformations · ACM Trans. Graph. 2002
Computer animation and physical simulation › 2d animation
cel animation
0.011998
Texture Mapping for Cell Animation · SIGGRAPH 1998

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

geometric operations · 0.0silhouette detection · 0.0
YearPublicationVenuePosition
2002 A framework for geometric warps and deformations
abstract
We present a framework for geometric warps and deformations. The framework provides a conceptual and mathematical foundation for analyzing known warps and for developing new warps, and serves as a common base for many warps and deformations. Our framework is composed of two components: a generic modular algorithm for warps and deformations; and a concise, geometrically meaningful formula that describes how warps are evaluated. Together, these two elements comprise a complete framework useful for analyzing, evaluating, designing, and implementing deformation algorithms. While the framework is independent of user-interfaces and geometric model representations and is formally capable of describing any warping algorithm, its design is geared toward the most prevalent class of user-controlled deformations: those computed using geometric operations. To demonstrate the expressive power of the framework, we cast several well-known warps in terms of the framework. To illustrate the framework's usefulness for analyzing and modifying existing warps, we present variations of these warps that provide additional functionality or improved behavior. To show the utility of the framework for developing new warps, we design a novel 3-D warping algorithm: a mesh warp ---useful as a modeling and animation tool---that allows users to deform a detailed surface by manipulating a low-resolution mesh of similar shape. Finally, to demonstrate the mathematical utility of the framework, we use the framework to develop guarantees of several mathematical properties such as commutativity and continuity for large classes of deformations.
Tim Milliron, Robert J. Jensen, Ronen Barzel, Adam Finkelstein
ACM Trans. Graph.2
1998 Texture Mapping for Cell Animation
abstract
We present a method for applying complex textures to hand-drawn characters in cel animation. The method correlates features in a simple, textured, 3-D model with features on a hand-drawn figure, and then distorts the model to conform to the hand-drawn artwork. The process uses two new algorithms: a silhouette detection scheme and a depth-preserving warp. The silhouette detection algorithm is simple and efficient, and it produces continuous, smooth, visible contours on a 3-D model. The warp distorts the model in only two dimensions to match the artwork from a given camera perspective, yet preserves 3-D effects such as self-occlusion and foreshortening. The entire process allows animators to combine complex textures with hand-drawn artwork, leveraging the strengths of 3-D computer graphics while retaining the expressiveness of traditional handdrawn cel animation.
Wagner Toledo Corrêa, Robert J. Jensen, Craig E. Thayer, Adam Finkelstein
SIGGRAPH2