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William P. Horn

dblp:65/5916 · also Bill Horn 0001, William Horn 0001 · DBLP profile ↗
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6ranked-venue papers
1as first author
0since 2021 · last 2001
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorHuman-computer interaction and ubiquitous computing · 3Applied, interdisciplinary, general and emerging 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
3 papers
Geometric modeling and processing · 60% Image and video coding · 24% Rendering · 12%

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

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › mesh processing
mesh connectivity
0.012001
Cutting and Stitching: Converting Sets of Polygons to Manifold Surfaces · IEEE Trans. Vis. Comput. Graph. 2001
Geometric modeling and processing › mesh processing
mesh repair
0.012001
Cutting and Stitching: Converting Sets of Polygons to Manifold Surfaces · IEEE Trans. Vis. Comput. Graph. 2001
Image and video coding › 3d scene compression
3d mesh compression
0.011998
Geometry coding and VRML · Proc. IEEE 1998
Image and video coding › point cloud compression
geometry compression
0.011998
Geometry coding and VRML · Proc. IEEE 1998
Rendering
level of detail
0.011998
Progressive Forest Split Compression · SIGGRAPH 1998
Geometric modeling and processing › mesh processing
mesh compression
0.011998
Progressive Forest Split Compression · SIGGRAPH 1998
Geometric modeling and processing › mesh processing › multiresolution mesh representation
progressive mesh
0.011998
Progressive Forest Split Compression · SIGGRAPH 1998

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

snapping · 0.0pinching · 0.0edge stitching · 0.0variable-length lossy compression · 0.0topological compression · 0.0spanning tree encoding · 0.0progressive forest split · 0.0adaptive refinement · 0.0
YearPublicationVenuePosition
2001 Cutting and Stitching: Converting Sets of Polygons to Manifold Surfaces
abstract
Many real-world polygonal surfaces contain topological singularities that represent a challenge for processes such as simplification, compression, and smoothing. We present an algorithm that removes singularities from nonmanifold sets of polygons to create manifold (optionally oriented) polygonal surfaces. We identify singular vertices and edges, multiply singular vertices, and cut through singular edges. In an optional stitching operation, we maintain the surface as a manifold while joining boundary edges. We present two different edge stitching strategies, called pinching and snapping. Our algorithm manipulates the surface topology and ignores physical coordinates. Except for the optional stitching, the algorithm has a linear complexity and requires no floating point operations. In addition to introducing new algorithms, we expose the complexity (and pitfalls) associated with stitching. Finally, several real-world examples are studied.
André Guéziec, Gabriel Taubin, Francis Lazarus, William P. Horn
IEEE Trans. Vis. Comput. Graph.4
2000 Simplification of surface annotations
abstract
Geometric models are often annotated to provide additional information during visualization. Maps may be marked with rivers, roads or topographical information, and CAD data models may highlight the underlying mesh structure. While this additional information may be extremely useful, there is a rendering cost associated with it. Texture maps have often been used to convey this information at relatively low cost, but they suffer from blurring and pixelization at high magnification. We present a technique for simplifying surface annotations based on directed, asymmetric tolerance. By maintaining the annotations as geometry, as opposed to textures, we are able to simplify them while still maintaining the overall appearance of the model over a wide range of magnifications. Texture maps may still be used to provide low-resolution surface detail, such as color. We demonstrate a significant gain in rendering performance while retaining the original appearance of objects from many application domains.
Frank Suits, James T. Klosowski, William P. Horn, Gérard Lecina
IEEE Visualization3
1998 Progressive Forest Split Compression
abstract
In this paper we introduce the Progressive Forest Split (PFS) representation, a new adaptive refinement scheme for storing and transmitting manifold triangular meshes in progressive and highly compressed form. As in the Progressive Mesh (PM) method of Hoppe, a triangular mesh is represented as a low resolution polygonal model followed by a sequence of refinement operations, each one specifying how to add triangles and vertices to the previous level of detail to obtain a new level. The PFS format shares with PM and other refinement schemes the ability to smoothly interpolate between consecutive levels of detail. However, it achieves much higher compression ratios than PM by using a more complex refinement operation which can, at the expense of reduced granularity, be encoded more efficiently. A forest split operation doubling the number n of triangles of a mesh requires a maximum of approximately 3:5n bits to represent the connectivity changes, as opposed to approximately #5 + log 2 #n## n bits in PM. We describe
Gabriel Taubin, André Guéziec, William P. Horn, Francis Lazarus
SIGGRAPH3
1998 Converting sets of polygons to manifold surfaces by cutting and stitching
abstract
Many real world polygonal surfaces contain topological singularities that represent a challenge for processes such as simplification, compression, smoothing, etc. We present an algorithm for removing such singularities, thus converting non manifold sets of polygons to manifold polygonal surfaces (orientable if necessary). We identify singular vertices and edges, multiply singular vertices, and cut through singular edges. In an optional stitching phase, we join surface boundary edges that were cut, or whose endpoints are sufficiently close, while guaranteeing that the surface is a manifold. We study two different stitching strategies called "edge pinching" and "edge snapping"; when snapping, special care is required to avoid re-creating singularities. The algorithm manipulates the polygon vertex indices (surface topology) and essentially ignores vertex coordinates (surface geometry). Except for the optional stitching, the algorithm has a linear complexity in the number of vertices edges and faces, and require no floating point operation.
André Guéziec, Gabriel Taubin, Francis Lazarus, William P. Horn
IEEE Visualization4
1998 Geometry coding and VRML
abstract
The virtual-reality modeling language (VRML) is rapidly becoming the standard file format for transmitting three-dimensional (3-D) virtual worlds across the Internet. Static and dynamic descriptions of 3-D objects, multimedia content, and a variety of hyperlinks can be represented in VRML files. Both VRML browsers and authoring tools for the creations of VRML files are widely available for several different platforms. In this paper, we describe the topologically assisted geometric compression technology included in our proposal for the VRML compressed binary format. This technology produces significant reduction of file sizes and, subsequently, of the time required for transmission of such filed across the Internet. Compression ratios of 50:1 or more are achieved for large models. The proposal also includes a binary encoding to create compact, rapidly parsable binary VRML files. The proposal is currently being evaluated by the Compressed Binary Format Working Group of the VRML consortium as a possible extension of the VRML standard. In the topologically assisted compression scheme, a polyhedron is represented using two interlocking trees: a spanning tree of vertices and a spanning tree of triangles. The connectivity information represented in other compact schemes, such as triangular strips and generalized triangular meshes, can be directly derived from this representation. Connectivity information for large models is compressed with storage requirements approaching one bit per triangle. A variable-length, optionally lossy compression technique is used for vertex positions, normals, colors, and texture coordinates. The format supports all VRML property binding conventions.
Gabriel Taubin, William P. Horn, Francis Lazarus, Jarek Rossignac
Proc. IEEE2
1989 A theorem to determine the spatial containment of a point in a planar polyhedron
William P. Horn, Dean L. Taylor
Comput. Vis. Graph. Image Process.1