Maryann Simmons

dblp:96/2092 · DBLP profile ↗
← Back
6ranked-venue papers
1as first author
0since 2021 · last 2014
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 1 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
4 papers
Geometric modeling and processing · 51% Rendering · 49%
Human-computer interaction and pervasive computing
1 paper
User interface design and tools · 100%

Topics — the 10 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
global illumination
0.222014
Ink-and-ray: Bas-relief meshes for adding global illumination effects to hand-drawn characters · ACM Trans. Graph. 2014
The holodeck ray cache: an interactive rendering system for global illumination in nondiffuse environments · ACM Trans. Graph. 1999
Rendering
non-photorealistic rendering
0.212014
Ink-and-ray: Bas-relief meshes for adding global illumination effects to hand-drawn characters · ACM Trans. Graph. 2014
Geometric modeling and processing › vectorization
line drawing vectorization
0.212013
Topology-driven vectorization of clean line drawings · ACM Trans. Graph. 2013
Geometric modeling and processing › shape analysis
topology analysis
0.212013
Topology-driven vectorization of clean line drawings · ACM Trans. Graph. 2013
Geometric modeling and processing
vectorization
0.212013
Topology-driven vectorization of clean line drawings · ACM Trans. Graph. 2013
Rendering › shading
per-pixel shading
0.012003
Per-pixel smooth shader level of detail · SIGGRAPH 2003
Rendering › level of detail
shader level-of-detail
0.012003
Per-pixel smooth shader level of detail · SIGGRAPH 2003
Rendering
interactive rendering
0.011999
The holodeck ray cache: an interactive rendering system for global illumination in nondiffuse environments · ACM Trans. Graph. 1999
Rendering
ray tracing
0.011999
The holodeck ray cache: an interactive rendering system for global illumination in nondiffuse environments · ACM Trans. Graph. 1999
Rendering
parallel rendering
0.011999
The holodeck ray cache: an interactive rendering system for global illumination in nondiffuse environments · ACM Trans. Graph. 1999

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

reverse drawing · 0.3gradient-based pixel clustering · 0.3centerline extraction · 0.3optimization · 0.2bas-relief sculpture modeling · 0.2on-demand ray computation · 0.0holodeck data structure · 0.0LRU beam-replacement · 0.0
YearPublicationVenuePosition
2014 Ink-and-ray: Bas-relief meshes for adding global illumination effects to hand-drawn characters
abstract
We present a new approach for generating global illumination renderings of hand-drawn characters using only a small set of simple annotations. Our system exploits the concept of bas-relief sculptures, making it possible to generate 3D proxies suitable for rendering without requiring side-views or extensive user input. We formulate an optimization process that automatically constructs approximate geometry sufficient to evoke the impression of a consistent 3D shape. The resulting renders provide the richer stylization capabilities of 3D global illumination while still retaining the 2D hand-drawn look-and-feel. We demonstrate our approach on a varied set of hand-drawn images and animations, showing that even in comparison to ground-truth renderings of full 3D objects, our bas-relief approximation is able to produce convincing global illumination effects, including self-shadowing, glossy reflections, and diffuse color bleeding.
Daniel Sýkora, Ladislav Kavan, Martin Cadík, Ondrej Jamriska, Alec Jacobson, Brian Whited, Maryann Simmons, Olga Sorkine-Hornung
ACM Trans. Graph.7
2013 Topology-driven vectorization of clean line drawings
abstract
Vectorization provides a link between raster scans of pencil-and-paper drawings and modern digital processing algorithms that require accurate vector representations. Even when input drawings are comprised of clean, crisp lines, inherent ambiguities near junctions make vectorization deceptively difficult. As a consequence, current vectorization approaches often fail to faithfully capture the junctions of drawn strokes. We propose a vectorization algorithm specialized for clean line drawings that analyzes the drawing's topology in order to overcome junction ambiguities. A gradient-based pixel clustering technique facilitates topology computation. This topological information is exploited during centerline extraction by a new “reverse drawing” procedure that reconstructs all possible drawing states prior to the creation of a junction and then selects the most likely stroke configuration. For cases where the automatic result does not match the artist's interpretation, our drawing analysis enables an efficient user interface to easily adjust the junction location. We demonstrate results on professional examples and evaluate the vectorization quality with quantitative comparison to hand-traced centerlines as well as the results of leading commercial algorithms.
Gioacchino Noris, Alexander Sorkine-Hornung, Robert W. Sumner, Maryann Simmons, Markus Gross 0001
ACM Trans. Graph.4
2012 Smart Scribbles for Sketch Segmentation
abstract
Abstract We present ‘Smart Scribbles’—a new scribble‐based interface for user‐guided segmentation of digital sketchy drawings. In contrast to previous approaches based on simple selection strategies, Smart Scribbles exploits richer geometric and temporal information, resulting in a more intuitive segmentation interface. We introduce a novel energy minimization formulation in which both geometric and temporal information from digital input devices is used to define stroke‐to‐stroke and scribble‐to‐stroke relationships. Although the minimization of this energy is, in general, an NP‐hard problem, we use a simple heuristic that leads to a good approximation and permits an interactive system able to produce accurate labellings even for cluttered sketchy drawings. We demonstrate the power of our technique in several practical scenarios such as sketch editing, as‐rigid‐as‐possible deformation and registration, and on‐the‐fly labelling based on pre‐classified guidelines.
Gioacchino Noris, Daniel Sýkora, Arik Shamir, Stelian Coros, Brian Whited, Maryann Simmons, Alexander Sorkine-Hornung, Markus Gross 0001, Robert W. Sumner
Comput. Graph. Forum6
2010 BetweenIT: An Interactive Tool for Tight Inbetweening
abstract
Abstract The generation of inbetween frames that interpolate a given set of key frames is a major component in the production of a 2D feature animation. Our objective is to considerably reduce the cost of the inbetweening phase by offering an intuitive and effective interactive environment that automates inbetweening when possible while allowing the artist to guide, complement, or override the results.Tightinbetweens, which interpolate similar key frames, are particularly time‐consuming and tedious to draw. Therefore, we focus on automating these high‐precision and expensive portions of the process. We have designed a set of user‐guided semi‐automatic techniques that fit well with current practice and minimize the number of required artist‐gestures. We present a novel technique for stroke interpolation from only two keys which combines a stroke motion constructed from logarithmic spiral vertex trajectories with a stroke deformation based on curvature averaging and twisting warps. We discuss our system in the context of a feature animation production environment and evaluate our approach with real production data.
Brian Whited, Gioacchino Noris, Maryann Simmons, Robert W. Sumner, Markus Gross 0001, Jarek Rossignac
Comput. Graph. Forum3
2003 Per-pixel smooth shader level of detail
abstract
No abstract available.
Maryann Simmons, Dave Shreiner
SIGGRAPH1
1999 The holodeck ray cache: an interactive rendering system for global illumination in nondiffuse environments
abstract
We present a new method for rendering complex environments using interactive, progressive, view-independent, parallel ray tracing. A four-dimensional holodeck data structure serves as a rendering target and caching mechanism for interactive walk-throughs of nondiffuse environments with full global illumination. Ray sample density varies locally according to need, and on-demand ray computation is supported in a parallel implementation. The holodeck file is stored on disk and cached in memory by a server using a least-recently-used (LRU) beam-replacement strategy. The holodeck server coordinates separate ray evaluation and display processes, optimizing disk and memory usage. Different display systems are supported by specialized drivers, which handle display rendering, user interaction, and input. The display driver creates an image from ray samples sent by the server and permits the manipulation of local objects, which are rendered dynamically using approximate lighting computed from holodeck samples. The overall method overcomes many of the conventionl limits of interactive rendering in scenes with complex surface geometry and reflectance properties, through an effective combination of ray tracing, caching, and hardware rendering.
Gregory Ward Larson, Maryann Simmons
ACM Trans. Graph.2