EDBT 2026 Demo / reviewers in the wild / expert
Jonathan D. Denning
dblp:84/8697
· DBLP profile ↗
5ranked-venue papers
3as 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 · 5 · 3 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 · 53% Visualization and visual analytics · 27% Visual content generation and editing · 10% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing › shape modeling › shape editing
mesh editing |
0.5 | 3 | 2015 | 3DFlow: continuous summarization of mesh editing workflows · ACM Trans. Graph. 2015 MeshGit: diffing and merging meshes for polygonal modeling · ACM Trans. Graph. 2013 MeshFlow: interactive visualization of mesh construction sequences · ACM Trans. Graph. 2011 |
Visualization and visual analytics › software visualization
workflow visualization |
0.3 | 2 | 2015 | 3DFlow: continuous summarization of mesh editing workflows · ACM Trans. Graph. 2015 MeshFlow: interactive visualization of mesh construction sequences · ACM Trans. Graph. 2011 |
Geometric modeling and processing › shape correspondence
mesh correspondence |
0.2 | 1 | 2013 | MeshGit: diffing and merging meshes for polygonal modeling · ACM Trans. Graph. 2013 |
Visual content generation and editing
material editing |
0.1 | 1 | 2011 | AppWarp: retargeting measured materials by appearance-space warping · ACM Trans. Graph. 2011 |
Rendering
reflectance modeling |
0.1 | 1 | 2011 | AppWarp: retargeting measured materials by appearance-space warping · ACM Trans. Graph. 2011 |
Methods — techniques the papers use, named apart from their topics
continuous summarization · 0.2greedy algorithm · 0.2user-constrained correspondence · 0.1regular expressions · 0.1hierarchical clustering · 0.1appearance-space warping · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2015 | 3DFlow: continuous summarization of mesh editing workflowsabstractMesh editing software is improving, allowing skilled artists to create detailed meshes efficiently. For a variety of reasons, artists are interested in sharing not just their final mesh but also their whole workflow, though the common media for sharing has limitations. In this paper, we present 3DFlow , an algorithm that computes continuous summarizations of mesh editing workflows. 3DFlow takes as input a sequence of meshes and outputs a visualization of the workflow summarized at any level of detail. The output is enhanced by highlighting edited regions and, if provided, overlaying visual annotations to indicated the artist's work, e.g. summarizing brush strokes in sculpting. We tested 3DFlow with a large set of inputs using a variety of mesh editing techniques, from digital sculpting to low-poly modeling, and found 3DFlow performed well for all. Furthermore, 3DFlow is independent of the modeling software used because it requires only mesh snapshots, and uses the additional information only for optional overlays. We release 3DFlow as open source for artists to showcase their work and release all our datasets so other researchers can improve upon our work. Jonathan D. Denning, Valentina Tibaldo, Fabio Pellacini |
ACM Trans. Graph. | 1 |
| 2013 | MeshGit: diffing and merging meshes for polygonal modelingabstractThis paper presentsMeshGit, a practical algorithm for diffing and merging polygonal meshes typically used in subdivision modeling workflows. Inspired by version control for text editing, we introduce themesh edit distanceas a measure of the dissimilarity between meshes. This distance is defined as the minimum cost of matching the vertices and faces of one mesh to those of another. We propose an iterative greedy algorithm to approximate the mesh edit distance, which scales well with model complexity, providing a practical solution to our problem. We translate the mesh correspondence into a set of mesh editing operations that transforms the first mesh into the second. The editing operations can be displayed directly to provide a meaningful visual difference between meshes. For merging, we compute the difference between two versions and their common ancestor, as sets of editing operations. We robustly detect conflicting operations, automatically apply non-conflicting edits, and allow the user to choose how to merge the conflicting edits. We evaluateMeshGitby diffing and merging a variety of meshes and find it to work well for all. Jonathan D. Denning, Fabio Pellacini |
ACM Trans. Graph. | 1 |
| 2011 | AppWarp: retargeting measured materials by appearance-space warpingabstractWe propose a method for retargeting measured materials, where a source measured material is edited by applying the reflectance functions of a template measured dataset. The resulting dataset is a material that maintains the spatial patterns of the source dataset, while exhibiting the reflectance behaviors of the template. Compared to editing materials by subsequent selections and modifications, retargeting shortens the time required to achieve a desired look by directly using template data, just as color transfer does for editing images. With our method, users have to just mark corresponding regions of source and template with rough strokes, with no need for further input. This paper introduces AppWarp , an algorithm that achieves retargeting as a user-constrained, appearance-space warping operation, that executes in tens of seconds. Our algorithm is independent of the measured material representation and supports retargeting of analytic and tabulated BRDFs as well as BSSRDFs. In addition, our method makes no assumption of the data distribution in appearance-space nor on the underlying correspondence between source and target. These characteristics make AppWarp the first general formulation for appearance retargeting. We validate our method on several types of materials, including leaves, metals, waxes, woods and greeting cards. Furthermore, we demonstrate how retargeting can be used to enhance diffuse texture with high quality reflectance. Xiaobo An, Xin Tong 0001, Jonathan D. Denning, Fabio Pellacini |
ACM Trans. Graph. | 3 |
| 2011 | MeshFlow: interactive visualization of mesh construction sequencesabstractThe construction of polygonal meshes remains a complex task in Computer Graphics, taking tens of thousands of individual operations over several hours of modeling time. The complexity of modeling in terms of number of operations and time makes it difficult for artists to understand all details of how meshes are constructed. We present MeshFlow , an interactive system for visualizing mesh construction sequences. MeshFlow hierarchically clusters mesh editing operations to provide viewers with an overview of the model construction while still allowing them to view more details on demand. We base our clustering on an analysis of the frequency of repeated operations and implement it using substituting regular expressions. By filtering operations based on either their type or which vertices they affect, MeshFlow also ensures that viewers can interactively focus on the relevant parts of the modeling process. Automatically generated graphical annotations visualize the clustered operations. We have tested MeshFlow by visualizing five mesh sequences each taking a few hours to model, and we found it to work well for all. We have also evaluated MeshFlow with a case study using modeling students. We conclude that our system provides useful visualizations that are found to be more helpful than video or document-form instructions in understanding mesh construction. Jonathan D. Denning, William B. Kerr, Fabio Pellacini |
ACM Trans. Graph. | 1 |
| 2010 | BendyLights: Artistic Control of Direct Illumination by Curving Light RaysabstractAbstract In computer cinematography, artists routinely use non‐physical lighting models to achieve desired appearances. This paper presentsBendyLights, a non‐physical lighting model where light travels nonlinearly along splines, allowing artists to control light direction and shadow position at different points in the scene independently. Since the light deformation is smoothly defined at all world‐space positions, the resulting non‐physical lighting effects remain spatially consistent, avoiding the frequent incongruences of many non‐physical models.BendyLightsare controlled simply by reshaping splines, using familiar interfaces, and require very few parameters.BendyLightcontrol points can be keyframed to support animated lighting effects. We demonstrateBendyLightsboth in a realtime rendering system for editing and a production renderer for final rendering, where we show thatBendyLightscan also be used with global illumination. William B. Kerr, Fabio Pellacini, Jonathan D. Denning |
Comput. Graph. Forum | 3 |