Graphics Interface is the oldest continuously-scheduled conference in computer graphics and human-computer interaction. The conference dates back to 1969, when it was the "Canadian Man-Computer Communications Seminar", changing its name in 1982 to Graphics Interface. This year is Graphics Interface's 42nd year, and it takes place in Victoria, British Columbia from June 1st to 3rd.
The program for Graphics Interface 2016 features 26 papers. We received 33 (HCI) + 29 (Graphics) submissions. Among these high-quality submissions, we were able to accept 13 papers from the HCI track (39%), and 13 papers from the Graphics track (45%).
The program committee comprised 29 experts from Graphics and HCI. Each paper was formally reviewed by two committee members, at least two external reviewers, and often received informal reviews from more. A fully double-blind reviewing process was used: the identity of the paper authors was known only to the program committee and to the primary committee member assigned to the submission.
A Conversation with the CHCCS/SCDHM 2016 Achievement Award Winner
This paper constitutes the invited publication that CHCCS extends to the Achievement award winner. This year, we experiment with a new interview format, which permits a casual discussion of the research area, insights, and contributions of the award ...
Perceptual Real-time 2D-to-3D Conversion Using Cue Fusion
We propose a system to infer binocular disparity from a monocular video stream in real-time. Different from classic reconstruction of physical depth in computer vision, we compute perceptually plausible disparity, that is numerically inaccurate, but ...
A Field Study of On-Calendar Visualizations
Feedback tools help people to monitor information about themselves to improve their health, sustainability practices, or personal well-being. Yet reasoning about personal data (e.g., pedometer counts, blood pressure readings, or home electricity ...
A Subdivision Framework for Partition of Unity Parametrics
Partition of Unity Parametrics (PUPs) are a generalization of NURBS that allow us to use arbitrary basis functions for modeling parametric curves and surfaces. One interesting problem is finding subdivision schemes for this recently developed and ...
3D Surface Reconstruction from Unorganized Sparse Cross Sections
In this paper, we propose an algorithm for closed and smooth 3D surface reconstruction from unorganized planar cross sections. We address the problem in its full generality, and show its effectiveness on sparse set of cutting planes. Our algorithm is ...
Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2
Cooperative communication mechanics, such as avatar gestures or in-game visual pointers, enable player collaboration directly through gameplay. We currently lack a deeper understanding of how players use cooperative communication mechanics, and whether ...
All Across the Circle: Using Auto-Ordering to Improve Object Transfer between Mobile Devices
People frequently form small groups in many social and professional situations: from conference attendees meeting at a coffee break, to siblings gathering at a family barbecue. These ad-hoc gatherings typically form into predictable geometries based on ...
Style Aware Tone Expansion for HDR Displays
The vast majority of video content existing today is in Standard Dynamic Range (SDR) format and there is a strong interest in upscaling this content for upcoming High Dynamic Range (HDR) displays. Tone expansion or inverse tone mapping converts SDR ...
Capturing Spatially Varying Anisotropic Reflectance Parameters using Fourier Analysis
Reflectance parameters condition the appearance of objects in photorealistic rendering. Practical acquisition of reflectance parameters is still a difficult problem. Even more so for spatially varying or anisotropic materials, which increase the number ...
Revectorization-Based Shadow Mapping
Real-time rendering of high-quality, anti-aliased shadows is a challenging problem in shadow mapping. Filtering the shadow map reduces aliasing, but artifacts are still visible for low-resolution shadow maps or small kernel sizes. Moreover, the existing ...
RealFusion: An Interactive Workflow for Repurposing Real-World Objects towards Early-stage Creative Ideation
We present RealFusion, an interactive workflow that supports early stage design ideation in a digital 3D medium. RealFusion is inspired by the practice of found-object-art, wherein new representations are created by composing existing objects. The key ...
Usability and Performance of Mouse-based Rotation Controllers
Rotation controllers are used to interactively orient models in many important applications in 3D computer graphics and visualisation. Unfortunately, previous studies do not provide clear guidance on which rotation controller to use in a particular ...
Recursive SAH-based Bounding Volume Hierarchy Construction
Advances in research on quality metrics for bounding volume hierarchies (BVHs) have shown that greedy top-down SAH builders construct BVHs with superior traversal performance despite the fact that the resulting SAH values are higher than those created ...
Visual Clutter Reduction through Hierarchy-based Projection of High-dimensional Labeled Data
Visualizing high-dimensional labeled data on a two-dimensional plane can quickly result in visual clutter and information overload. To address this problem, the data usually needs to be structured, so that only parts of it are displayed at a time. We ...
HappyFeet: Embodiments for Joint Remote Dancing
We present HappyFeet, a dancing system designed for supporting the dancing experience of remotely located dance partners. HappyFeet uses 3D representations of dancers' feet in a shared virtual dance space to emphasize timing and placement of feet. It ...
Virtual Reality Rehearsals for Acting with Visual Effects
This paper presents the use of Virtual Reality (VR) for movie actors rehearsal of VFX-enhanced scenes. The impediment behind VFX scenes is that actors must be filmed in front of monochromatic green or blue screens with hardly any cue to the digital ...
Animated 3D Creatures from Single-view Video by Skeletal Sketching
Extraction of deformable 3D geometry is not accessible to casual users, as it either requires dedicated hardware or vast manual effort. Inspired by the recent success of semi-automatic 3D reconstruction from a single image, we introduce a sketch-based ...
Reading Between the Dots: Combining 3D Markers and FACS Classification for High-Quality Blendshape Facial Animation
Marker based performance capture is one of the most widely used approaches for facial tracking owing to its robustness. In practice, marker based systems do not capture the performance with complete fidelity and often require subsequent manual ...
PhysIK: Physically Plausible and Intuitive Keyframing
We present an approach for animating characters using inverse kinematics (IK) handles that allows for intuitive keyframing of physically plausible motion. Specifically, we extend traditional IK and keyframing to include center-of-mass (CM) and inertia ...
Icons for Kids: Can Young Children Understand Graphical Representations of App Store Categories?
This paper proposes the use of graphical representations - colloquially referred to as "icons" - of app-store program categories and provides evidence via a user study that these icons can be understood by young children (aged 4-8). Given the rapid ...
Assessing the Readability of Stacked Graphs
- Alice Thudt,
- Jagoda Walny,
- Charles Perin,
- Fateme Rajabiyazdi,
- Lindsay MacDonald,
- Riane Vardeleon,
- Saul Greenberg,
- Sheelagh Carpendale
Stacked graphs are a visualization technique popular in casual scenarios for representing multiple time-series. Variations of stacked graphs have been focused on reducing the distortion of individual streams because foundational perceptual studies ...
Improving Style Similarity Metrics of 3D Shapes
The idea of style similarity metrics has been recently developed for various media types such as 2D clip art and 3D shapes. We explore this style metric problem and improve existing style similarity metrics of 3D shapes in four novel ways. First, we ...
Face and Frame Classification using Geometric Features for a Data-driven Frame Recommendation System
In this work we present an automatic shape extraction and classification method for face and eye-ware shapes. Our novel eye-ware shape extraction algorithm can extract the polygonal shape of eyeware accurately and reliably even for reflective sun-...
Twist 'n' Knock: A One-handed Gesture for Smart Watches
Interacting with a smart watch requires a fair amount of attention, which can disrupt a user's primary activity. While single-handed gestures have been developed for other platforms, they are cumbersome to perform with a watch. A simple interaction is ...
Evaluating Angular Accuracy of Wrist-based Haptic Directional Guidance for Hand Movement
Haptic guidance for the hand can offer an alternative to visual or audio feedback when those information channels are overloaded or inaccessible due to environmental factors, vision impairments, or hearing loss. We report on a controlled lab experiment ...
An Investigation of Textbook-Style Highlighting for Video
Video is used extensively as an instructional aid within educational contexts such as blended (flipped) courses, self-learning with MOOCs and informal learning through online tutorials. One challenge is providing mechanisms for students to manage their ...
Visual Feedforward Guides for Performing Bend Gestures on Deformable Prototypes
As a novel input techniques for deformable devices, bend gestures can prove difficult for users to perform correctly as they have many characteristics to master. In this paper, we present three bend visual guides which use feedforward and feedback ...
Index Terms
- Proceedings of the 42nd Graphics Interface Conference