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Craig E. Thayer

dblp:94/2551 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 1998
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2Human-computer interaction and ubiquitous computing · 2

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 · 41% Geometric modeling and processing · 22% Rendering · 19%

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

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › 2d animation
cel animation
0.021998
Texture Mapping for Cell Animation · SIGGRAPH 1998
Multiperspective panoramas for cel animation · SIGGRAPH 1997
Geometric modeling and processing
mesh deformation
0.011998
Texture Mapping for Cell Animation · SIGGRAPH 1998
Rendering
image-based rendering
0.011997
Multiperspective panoramas for cel animation · SIGGRAPH 1997
Computational photography and imaging › multi-perspective imaging
multi-perspective panorama
0.011997
Multiperspective panoramas for cel animation · SIGGRAPH 1997

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

silhouette detection · 0.0panorama construction · 0.0moving window rendering · 0.0
YearPublicationVenuePosition
1998 Texture Mapping for Cell Animation
abstract
We present a method for applying complex textures to hand-drawn characters in cel animation. The method correlates features in a simple, textured, 3-D model with features on a hand-drawn figure, and then distorts the model to conform to the hand-drawn artwork. The process uses two new algorithms: a silhouette detection scheme and a depth-preserving warp. The silhouette detection algorithm is simple and efficient, and it produces continuous, smooth, visible contours on a 3-D model. The warp distorts the model in only two dimensions to match the artwork from a given camera perspective, yet preserves 3-D effects such as self-occlusion and foreshortening. The entire process allows animators to combine complex textures with hand-drawn artwork, leveraging the strengths of 3-D computer graphics while retaining the expressiveness of traditional handdrawn cel animation.
Wagner Toledo Corrêa, Robert J. Jensen, Craig E. Thayer, Adam Finkelstein
SIGGRAPH3
1997 Multiperspective panoramas for cel animation
abstract
We describe a new approach for simulating apparent camera motion through a 3D environment. The approach is motivated by a traditional technique used in 2D cel animation, in which a single background image, which we call a multiperspective panorama,is used to incorporate multiple views of a 3D environment as seen from along a given camera path. When viewed through a small moving window, the panorama produces the illusion of 3D motion. In this paper, we explore how such panoramas can be designed by computer, and we examine their application to cel animation in particular. Multiperspective panoramas should also be useful for any application in which predefined camera moves are applied to 3D scenes, including virtual reality fly-throughs, computer games, and architectural walk-throughs. CR Categories: I.3.3 [Computer Graphics]: Picture/Image Generation. Additional Keywords: CGI production, compositing, illustration, imagebased rendering, mosaics, multiplaning, non-photorealistic renderi...
Daniel N. Wood, Adam Finkelstein, John F. Hughes, Craig E. Thayer, David Salesin
SIGGRAPH4