Demo Data from EDBT 2026 / reviewers in the wild / expert
Georges Winkenbach
dblp:76/5167
· DBLP profile ↗
3ranked-venue papers
2as first author
0since 2021 · last 1996
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2 · 2 first-authorDatabases, data management, data science and information retrieval · 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 |
Rendering · 74% Visualization and visual analytics · 19% Visual content generation and editing · 7% | |
| Human-computer interaction and pervasive computing
1 paper |
Design research and methods · 100% |
Topics — the 4 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
non-photorealistic rendering |
0.0 | 2 | 1996 | Rendering Parametric Surfaces in Pen and Ink · SIGGRAPH 1996 Computer-generated pen-and-ink illustration · SIGGRAPH 1994 |
Rendering › non-photorealistic rendering
pen-and-ink illustration |
0.0 | 1 | 1994 | Computer-generated pen-and-ink illustration · SIGGRAPH 1994 |
Design research and methods
interactive simulation |
0.0 | 1 | 1993 | Electronic "How Things Work" Articles: Two Early Prototypes · IEEE Trans. Knowl. Data Eng. 1993 |
Visual content generation and editing
texture synthesis |
0.0 | 1 | 1994 | Computer-generated pen-and-ink illustration · SIGGRAPH 1994 |
Methods — techniques the papers use, named apart from their topics
simulation · 0.0natural language generation · 0.03d animated graphics · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 1996 | Rendering Parametric Surfaces in Pen and InkabstractThis paper presents new algorithms and techniques for rendering parametric free-form surfaces in pen and ink. In particular, we introduce the idea of "controlled-density hatching" for conveying tone, texture, and shape. The fine control over tone this method provides allows the use of traditional texture mapping techniques for specifying the tone of pen-and-ink illustrations. We also show how a planar map, a data structure central to our rendering algorithm, can be constructed from parametric surfaces, and used for clipping strokes and generating outlines. Finally, we show how curved shadows can be cast onto curved objects for this style of illustration. CR Categories and Subject Descriptors: I.3.3 [Computer Graphics]: Picture /Image Generation; I.3.6 [Computer Graphics]: Methodology and Techniques. Additional Key Words: non-photorealistic rendering, comprehensible rendering, pen-and-ink rendering, resolution-dependent rendering, stroke textures, controlled-density hatching, outlini... Georges Winkenbach, David Salesin |
SIGGRAPH | 1 |
| 1994 | Computer-generated pen-and-ink illustrationabstractThis paper describes the principles of traditional pen-and-ink illustration, and shows how a great number of them can be implemented as part of an automated rendering system. It introduces “stroke textures,” which can be used for achieving both texture and tone with line drawing. Stroke textures also allow resolution-dependent rendering, in which the choice of strokes used in an illustration is appropriately tied to the resolution of the target medium. We demonstrate these techniques using complex architectural models, including Frank Lloyd Wright's “Robie House.” Georges Winkenbach, David Salesin |
SIGGRAPH | 1 |
| 1993 | Electronic "How Things Work" Articles: Two Early PrototypesabstractThe electronic encyclopedia exploratorium (E/sup 3/) is a vision of a future computer system-an electronic book describing how thing work. Typical articles in E/sup 3/ will describe such mechanisms as compression refrigerators, engines, telescopes, and mechanical linkages. Each article will provide simulations, three-dimensional animated graphics that the user can manipulate, laboratory areas that allow a user to modify the device or experiment with related artifacts, and a facility for asking questions and receiving customized, computer-generated English-language explanations. Some of the foundational technology is discussed, focusing on topics in artificial intelligence, graphics, and user interfaces. The initial prototype system and the technical lessons learned from it, as well as the second prototype currently under construction, are described.> Franz G. Amador, Deborah Berman, Alan Borning, Tony DeRose, Adam Finkelstein, Dorothy Neville, David Notkin, David Salesin, Michael Salisbury, Joe Sherman, Daniel S. Weld, Georges Winkenbach |
IEEE Trans. Knowl. Data Eng. | 13 |