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Patrick Paczkowski

dblp:91/10540 · DBLP profile ↗
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3ranked-venue papers
3as first author
0since 2021 · last 2019
—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 · 1 · 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
3 papers
Geometric modeling and processing · 91% Virtual and augmented reality · 9%
Human-computer interaction and pervasive computing
2 papers
Interaction techniques and input · 53% Personal fabrication and tangible interfaces · 32% User interface design and tools · 16%

Topics — the 4 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › shape modeling
3d modeling
0.622019
PaperCraft3D: Paper-Based 3D Modeling and Scene Fabrication · IEEE Trans. Vis. Comput. Graph. 2019
Paper3D: bringing casual 3D modeling to a multi-touch interface · UIST 2014
Geometric modeling and processing › shape modeling › surface modeling
developable surface modeling
0.622019
PaperCraft3D: Paper-Based 3D Modeling and Scene Fabrication · IEEE Trans. Vis. Comput. Graph. 2019
Paper3D: bringing casual 3D modeling to a multi-touch interface · UIST 2014
Interaction techniques and input › touch interaction
multi-touch interaction
0.212014
Paper3D: bringing casual 3D modeling to a multi-touch interface · UIST 2014
Geometric modeling and processing
architectural design
0.112011
Insitu: sketching architectural designs in context · ACM Trans. Graph. 2011

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

fiducial markers · 0.8developable surfaces · 0.8user-centered design · 0.4multi-touch tablet · 0.4multidimensional scaling · 0.1bundle adjustment · 0.1
YearPublicationVenuePosition
2019 PaperCraft3D: Paper-Based 3D Modeling and Scene Fabrication
abstract
A 3D modeling system with all-inclusive functionality is too demanding for a casual 3D modeler to learn. There has been a shift towards more approachable systems, with easy-to-learn, intuitive interfaces. However, most modeling systems still employ mouse and keyboard interfaces, despite the ubiquity of tablet devices and the benefits of multi-touch interfaces. We introduce an alternative 3D modeling and fabrication paradigm using developable surfaces, inspired by traditional papercrafting, and we implement it as a complete system designed for a multi-touch tablet, allowing a user to fabricate 3D scenes. We demonstrate the modeling and fabrication process of assembling complex 3D scenes from a collection of simpler models, in turn shaped through operations applied to virtual paper. Our fabrication method facilitates the assembly of the scene with real paper by automatically converting scenes into a series of cutouts with appropriately added fiducial markers and supporting structures. Our system assists users in creating occluded supporting structures to help maintain the spatial and rigid properties of a scene without compromising its aesthetic qualities. We demonstrate several 3D scenes modeled and fabricated in our system, and evaluate the faithfulness of our fabrications relative to their virtual counterparts and 3D-printed fabrications.
Patrick Paczkowski, Julie Dorsey, Holly E. Rushmeier, Min H. Kim 0001
IEEE Trans. Vis. Comput. Graph.1
2014 Paper3D: bringing casual 3D modeling to a multi-touch interface
abstract
A 3D modeling system that provides all-inclusive functionality is generally too demanding for a casual 3D modeler to learn. In recent years, there has been a shift towards developing more approachable systems, with easy-to-learn, intuitive interfaces. However, most modeling systems still employ mouse and keyboard interfaces, despite the ubiquity of tablet devices, and the benefits of multi-touch interfaces applied to 3D modeling. In this paper, we introduce an alternative 3D modeling paradigm for creating developable surfaces, inspired by traditional papercrafting, and implemented as a system designed from the start for a multi-touch tablet. We demonstrate the process of assembling complex 3D scenes from a collection of simpler models, in turn shaped through operations applied to sheets of virtual paper. The modeling and assembling operations mimic familiar, real-world operations performed on paper, allowing users to quickly learn our system with very little guidance. We outline key design decisions made throughout the development process, based on feedback obtained through collaboration with target users. Finally, we include a range of models created in our system.
Patrick Paczkowski, Julie Dorsey, Holly E. Rushmeier, Min H. Kim 0001
UIST1
2011 Insitu: sketching architectural designs in context
abstract
Architecture is design in spatial context. The only current methods for representing context involve designing in a heavyweight computer-aided design system, using a full model of existing buildings and landscape, or sketching on a panoramic photo. The former is too cumbersome; the latter is too restrictive in viewpoint and in the handling of occlusions and topography. We introduce a novel approach to presenting context such that it is an integral component in a lightweight conceptual design system. We represent sites through a fusion of data available from different sources. We derive a site model from geographic elevation data, on-site point-to-point distance measurements, and images of the site. To acquire and process the data, we use publicly available data sources, multidimensional scaling techniques and refinements of recent bundle adjustment techniques. We offer a suite of interactive tools to acquire, process, and combine the data into a lightweight stroke and image-billboard representation. We create multiple and linked pop-ups derived from images, forming a lightweight representation of a three-dimensional environment. We implemented our techniques in a stroke-based conceptual design system we call Insitu . We developed our work through continuous interaction with professional designers. We present designs created with our new techniques integrated in a conceptual design system.
Patrick Paczkowski, Min H. Kim 0001, Yann Morvan, Julie Dorsey, Holly E. Rushmeier, Carol O'Sullivan
ACM Trans. Graph.1