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Robert Jagnow

dblp:71/3635 · DBLP profile ↗
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4ranked-venue papers
3as first author
0since 2021 · last 2008
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorArtificial intelligence and machine learning · 1 · 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
2 papers
Rendering · 36% Geometric modeling and processing · 33% Visual content generation and editing · 18%

Topics — the 5 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
appearance modeling
0.012004
Stereological techniques for solid textures · ACM Trans. Graph. 2004
Rendering
material appearance
0.012004
Stereological techniques for solid textures · ACM Trans. Graph. 2004
Visual content generation and editing › texture synthesis
solid texture synthesis
0.012004
Stereological techniques for solid textures · ACM Trans. Graph. 2004
Geometric modeling and processing
procedural modeling
0.012002
A procedural approach to authoring solid models · ACM Trans. Graph. 2002
Geometric modeling and processing
solid modeling
0.012002
A procedural approach to authoring solid models · ACM Trans. Graph. 2002

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

stereological methods · 0.0tetrahedral representation · 0.0scripting language · 0.0particle system · 0.0finite element method · 0.0
YearPublicationVenuePosition
2008 Evaluation of methods for approximating shapes used to synthesize 3D solid textures
abstract
In modern computer graphics applications, textures play an important role in conveying the appearance of real-world materials. But while surface appearance can often be effectively captured with a photograph, it is difficult to use example imagery to synthesize fully three-dimensional (3D) solid textures that are perceptually similar to their inputs. Specifically, this research focuses on human perception of 3D solid textures composed of aggregate particles in a binding matrix. Holding constant an established algorithm for approximating particledistributions, we examine the problem of estimating particleshape. We consider four methods for approximating plausible particle shapes—including two methods of our own contribution. We compare the performance of these methods under a variety of input conditions using automated, perceptually motivated metrics, as well as a psychophysical experiment. In the course of assessing the relative performance of the four algorithms, we also evaluate the reliability of the automated metrics in predicting the results of the experiment.
Robert Jagnow, Julie Dorsey, Holly E. Rushmeier
ACM Trans. Appl. Percept.1
2004 Stereological techniques for solid textures
abstract
We describe the use of traditional stereological methods to synthesize 3D solid textures from 2D images of existing materials. We first illustrate our approach for aggregate materials of spherical particles, and then extend the technique to apply to particles of arbitrary shapes. We demonstrate the effectiveness of the approach with side-by-side comparisons of a real material and a synthetic model with its appearance parameters derived from its physical counterpart. Unlike ad hoc methods for texture synthesis, stereology provides a disciplined, systematic basis for predicting material structure with well-defined assumptions.
Robert Jagnow, Julie Dorsey, Holly E. Rushmeier
ACM Trans. Graph.1
2002 Virtual Sculpting with Haptic Displacement Maps
Robert Jagnow, Julie Dorsey
Graphics Interface1
2002 A procedural approach to authoring solid models
abstract
We present a procedural approach to authoring layered, solid models. Using a simple scripting language, we define the internal structure of a volume from one or more input meshes. Sculpting and simulation operators are applied within the context of the language to shape and modify the model. Our framework treats simulation as a modeling operator rather than simply as a tool for animation, thereby suggesting a new paradigm for modeling as well as a new level of abstraction for interacting with simulation environments.Capturing real-world effects with standard modeling techniques is extremely challenging. Our key contribution is a concise procedural approach for seamlessly building and modifying complex solid geometry. We present an implementation of our language using a flexible tetrahedral representation. We show a variety of complex objects modeled in our system using tools that interface with finite element method and particle system simulations.
Barbara Cutler, Julie Dorsey, Leonard McMillan, Robert Jagnow
ACM Trans. Graph.5