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Nathan Litke

dblp:79/5099 · DBLP profile ↗
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6ranked-venue papers
3as first author
0since 2021 · last 2010
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 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
2 papers
Computer animation and physical simulation · 58% Geometric modeling and processing · 33% Visual content generation and editing · 9%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
fluid simulation
0.112010
Simulating bull drool in "Knight and Day" · SIGGRAPH ASIA (Sketches) 2010
Computer animation and physical simulation › fluid simulation › viscous fluid simulation
viscoelastic fluid simulation
0.112010
Simulating bull drool in "Knight and Day" · SIGGRAPH ASIA (Sketches) 2010
Geometric modeling and processing › surface parameterization
low-distortion parameterization
0.012003
Globally smooth parameterizations with low distortion · ACM Trans. Graph. 2003
Geometric modeling and processing › mesh processing
mesh simplification
0.012003
Globally smooth parameterizations with low distortion · ACM Trans. Graph. 2003
Geometric modeling and processing
surface parameterization
0.012003
Globally smooth parameterizations with low distortion · ACM Trans. Graph. 2003
Visual content generation and editing
visual effects
0.012010
Simulating bull drool in "Knight and Day" · SIGGRAPH ASIA (Sketches) 2010

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

particle-based solver · 0.1relaxation · 0.0numerical optimization · 0.0
YearPublicationVenuePosition
2010 Simulating bull drool in "Knight and Day"
abstract
For the recent production of Knight and Day, we developed a particle-based solver to simulate visco-elastic fluid effects.
Oliver Palmer, Nathan Litke
SIGGRAPH ASIA (Sketches)3
2005 An Image Processing Approach to Surface Matching
Nathan Litke, Marc Droske, Martin Rumpf, Peter Schröder
Symposium on Geometry Processing1
2004 Axioms and variational problems in surface parameterization
Ulrich Clarenz, Nathan Litke, Martin Rumpf
Comput. Aided Geom. Des.2
2003 Globally smooth parameterizations with low distortion
abstract
Good parameterizations are of central importance in many digital geometry processing tasks. Typically the behavior of such processing algorithms is related to the smoothness of the parameterization and how much distortion it contains. Since a parameterization maps a bounded region of the plane to the surface, a parameterization for a surface which is not homeomorphic to a disc must be made up of multiple pieces. We present a novel parameterization algorithm for arbitrary topology surface meshes which computes a globally smooth parameterization with low distortion. We optimize the patch layout subject to criteria such as shape quality and metric distortion, which are used to steer a mesh simplification approach for base complex construction. Global smoothness is achieved through simultaneous relaxation over all patches, with suitable transition functions between patches incorporated into the relaxation procedure. We demonstrate the quality of our parameterizations through numerical evaluation of distortion measures and the excellent rate distortion performance of semi-regular remeshes produced with these parameterizations. The numerical algorithms required to compute the parameterizations are robust and run on the order of minutes even for large meshes.
Andrei Khodakovsky, Nathan Litke, Peter Schröder
ACM Trans. Graph.2
2001 Fitting Subdivision Surfaces
abstract
We introduce a new algorithm for fitting a Catmull-Clark subdivision surface to a given shape within a prescribed tolerance, based on the method of quasi-interpolation. The fitting algorithm is fast, local and scales well since it does not require the solution of linear systems. Its convergence rate is optimal for regular meshes and our experiments show that it behaves very well for irregular meshes. We demonstrate the power and versatility of our method with examples from interactive modeling, surface fitting, and scientific visualization.
Nathan Litke, Adi Levin, Peter Schröder
IEEE Visualization1
2001 Trimming for subdivision surfaces
Nathan Litke, Adi Levin, Peter Schröder
Comput. Aided Geom. Des.1