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Marceli Wein

dblp:98/2249 · DBLP profile ↗
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6ranked-venue papers
1as first author
0since 2021 · last 1990
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 6 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 5 · 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.

Human-computer interaction and pervasive computing
3 papers
User interface design and tools · 65% Interaction techniques and input · 35%
Computer graphics and multimedia
4 papers
Computer animation and physical simulation · 55% Rendering · 33% Virtual and augmented reality · 12%

Topics — the 8 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
User interface design and tools › user interface architecture
user interface management system
0.011986
A multitasking switchboard approach to user interface management · SIGGRAPH 1986
Interaction techniques and input › spatial interaction › 3d interaction
3d manipulation
0.011981
Tablet-based valuators that provide one, two, or three degrees of freedom · SIGGRAPH 1981
Interaction techniques and input
tablet input
0.011981
Tablet-based valuators that provide one, two, or three degrees of freedom · SIGGRAPH 1981
Computer animation and physical simulation
keyframe animation
0.021976
Interactive skeleton techniques for enhancing motion dynamics in key frame animation · SIGGRAPH 1976
Computer animation of free form images · SIGGRAPH 1975
Rendering › hidden surface removal
hidden-line removal
0.011978
Hidden line removal for vector graphics · SIGGRAPH 1978
Computer animation and physical simulation › character animation
skeletal animation
0.011976
Interactive skeleton techniques for enhancing motion dynamics in key frame animation · SIGGRAPH 1976
Virtual and augmented reality › immersive interaction
3d interaction
0.011981
Tablet-based valuators that provide one, two, or three degrees of freedom · SIGGRAPH 1981
Rendering
real-time rendering
0.011978
Hidden line removal for vector graphics · SIGGRAPH 1978

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

switchboard architecture · 0.0stick figure representation · 0.0interpolation · 0.0
YearPublicationVenuePosition
1990 State versus history in user interfaces
William B. Cowan, Marceli Wein
INTERACT2
1986 A multitasking switchboard approach to user interface management
Peter P. Tanner, Stephen A. MacKay, Darlene A. Stewart, Marceli Wein
SIGGRAPH4
1981 Tablet-based valuators that provide one, two, or three degrees of freedom
abstract
The ability of the user of a graphics system to interactively control the motions of 3-D objects enhances his or her spatial perception and comprehension of those objects. This paper describes several logical devices based on the tablet, each particularly suited to control some type of interactive manipulation of 2-D and 3-D objects in real time. The “turntable” and the “stirrer” convert rotary motion of the tablet pen or puck into values for one-axis rotational control; the “rack”, a two-axis device, is used for scaling control; for three-axis rotational control, the tablet-based three-axis trackball is particularly suited.
Kenneth B. Evans, Peter P. Tanner, Marceli Wein
SIGGRAPH3
1978 Hidden line removal for vector graphics
abstract
A system for removing hidden edges in line displays of three dimensional scenes is described. The hardware system is relatively low cost, and operates on several hundred vectors in real-time. The system consists of a graphics peripheral connected to a PDP 11/55 computer and a software package to drive the peripheral.
Marceli Wein, Peter P. Tanner, Grant Bechthold, Nestor Burtnyk
SIGGRAPH1
1976 Interactive skeleton techniques for enhancing motion dynamics in key frame animation
abstract
A significant increase in the capability for controlling motion dynamics in key frame animation is achieved through skeleton control. This technique allows an animator to develop a complex motion sequence by animating a stick figure representation of an image. This control sequence is then used to drive an image sequence through the same movement. The simplicity of the stick figure image encourages a high level of interaction during the design stage. Its compatibility with the basic key frame animation technique permits skeleton control to be applied selectively to only those components of a composite image sequence that require enhancement.
Nestor Burtnyk, Marceli Wein
SIGGRAPH2
1975 Computer animation of free form images
abstract
article Computer animation of free form images Share on Authors: N. Burtnyk National Research Council of Canada, Ottawa, Ontario National Research Council of Canada, Ottawa, OntarioView Profile , M. Wein National Research Council of Canada, Ottawa, Ontario National Research Council of Canada, Ottawa, OntarioView Profile Authors Info & Claims ACM SIGGRAPH Computer GraphicsVolume 9Issue 1Spring 1975 pp 78–80https://doi.org/10.1145/964963.563743Online:01 April 1975Publication History 15citation620DownloadsMetricsTotal Citations15Total Downloads620Last 12 Months9Last 6 weeks0 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
Nestor Burtnyk, Marceli Wein
SIGGRAPH2