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- research-articleJuly 2024
Deep Sketch Vectorization via Implicit Surface Extraction
ACM Transactions on Graphics (TOG), Volume 43, Issue 4Article No.: 37, Pages 1–13https://doi.org/10.1145/3658197We introduce an algorithm for sketch vectorization with state-of-the-art accuracy and capable of handling complex sketches. We approach sketch vectorization as a surface extraction task from an unsigned distance field, which is implemented using a two-...
- research-articleJuly 2024
One Noise to Rule Them All: Learning a Unified Model of Spatially-Varying Noise Patterns
ACM Transactions on Graphics (TOG), Volume 43, Issue 4Article No.: 114, Pages 1–21https://doi.org/10.1145/3658195Procedural noise is a fundamental component of computer graphics pipelines, offering a flexible way to generate textures that exhibit "natural" random variation. Many different types of noise exist, each produced by a separate algorithm. In this paper, ...
- posterJune 2024
How do video content creation goals impact which concepts people prioritize for generating B-roll imagery?
C&C '24: Proceedings of the 16th Conference on Creativity & CognitionJune 2024, Pages 542–549https://doi.org/10.1145/3635636.3664252B-roll is vital when producing high-quality videos, but finding the right images can be difficult and time-consuming. Moreover, what B-roll is most effective can depend on a video content creator’s intent—is the goal to entertain, to inform, or something ...
- research-articleDecember 2023
Explorable Mesh Deformation Subspaces from Unstructured 3D Generative Models
- Arman Maesumi,
- Paul Guerrero,
- Noam Aigerman,
- Vladimir Kim,
- Matthew Fisher,
- Siddhartha Chaudhuri,
- Daniel Ritchie
SA '23: SIGGRAPH Asia 2023 Conference PapersDecember 2023, Article No.: 68, Pages 1–11https://doi.org/10.1145/3610548.3618192Exploring variations of 3D shapes is a time-consuming process in traditional 3D modeling tools. Deep generative models of 3D shapes often feature continuous latent spaces that can, in principle, be used to explore potential variations starting from a set ...
- research-articleJuly 2022
ASSET: autoregressive semantic scene editing with transformers at high resolutions
- Difan Liu,
- Sandesh Shetty,
- Tobias Hinz,
- Matthew Fisher,
- Richard Zhang,
- Taesung Park,
- Evangelos Kalogerakis
ACM Transactions on Graphics (TOG), Volume 41, Issue 4Article No.: 74, Pages 1–12https://doi.org/10.1145/3528223.3530172We present ASSET, a neural architecture for automatically modifying an input high-resolution image according to a user's edits on its semantic segmentation map. Our architecture is based on a transformer with a novel attention mechanism. Our key idea is ...
- research-articleOctober 2020
Design Adjectives: A Framework for Interactive Model-Guided Exploration of Parameterized Design Spaces
UIST '20: Proceedings of the 33rd Annual ACM Symposium on User Interface Software and TechnologyOctober 2020, Pages 261–278https://doi.org/10.1145/3379337.3415866Many digital design tasks require a user to set a large number of parameters. Gallery-based interfaces provide a way to quickly evaluate examples and explore the space of potential designs, but require systems to predict which designs from a high-...
- posterAugust 2020
Concurrent Editing of Vector Graphics using Similarity
SIGGRAPH '20: ACM SIGGRAPH 2020 PostersAugust 2020, Article No.: 8, Pages 1–2https://doi.org/10.1145/3388770.3407400We propose a novel paradigm for concurrent editing of vector geometry. Our method automatically establishes an editing context, which encompasses similar Bv́ezier geometry within a graphic object (local repetition), as well as multiple instances of ...
- posterJuly 2019
Skinning vector graphics with GANs
SIGGRAPH '19: ACM SIGGRAPH 2019 PostersJuly 2019, Article No.: 70, Pages 1–2https://doi.org/10.1145/3306214.3338544We propose a novel method for editing vector graphics which enables users to intuitively modify complex Bézier geometry. Our method uses a Generative Adversarial Network (GAN) to automatically predict salient points for any arbitrary geometry defined by ...
- ArticleJune 2019
Finding Layers Using Hover Visualizations
GI'19: Proceedings of the 45th Graphics Interface Conference on Proceedings of Graphics Interface 2019June 2019, Article No.: 16, Pages 1–9https://doi.org/10.20380/GI2019.16In 2D digital art software, it is common to organize documents in to layers that are composited to create the final image, mimicking the traditional technique of creating an image by drawing on stacked transparent celluloid sheets. While intuitive, the ...
- otherNovember 2016
PiGraphs: learning interaction snapshots from observations
SA '16: SIGGRAPH ASIA 2016 Virtual Reality meets Physical Reality: Modelling and Simulating Virtual Humans and EnvironmentsNovember 2016, Article No.: 5, Pages 1–2https://doi.org/10.1145/2992138.2992147Computer graphics has made great progress in enabling people to create visual content. However, we still face a big content creation bottleneck. In particular, designing 3D scenes and virtual character interactions within them is still a time---...
- research-articleJune 2014
First-class runtime generation of high-performance types using exotypes
PLDI '14: Proceedings of the 35th ACM SIGPLAN Conference on Programming Language Design and ImplementationJune 2014, Pages 77–88https://doi.org/10.1145/2594291.2594307We introduce exotypes, user-defined types that combine the flexibility of meta-object protocols in dynamically-typed languages with the performance control of low-level languages. Like objects in dynamic languages, exotypes are defined programmatically ...
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ACM SIGPLAN Notices: Volume 49 Issue 6, June 2014 - research-articleJuly 2011
Characterizing structural relationships in scenes using graph kernels
SIGGRAPH '11: ACM SIGGRAPH 2011 papersAugust 2011, Article No.: 34, Pages 1–12https://doi.org/10.1145/1964921.1964929Modeling virtual environments is a time consuming and expensive task that is becoming increasingly popular for both professional and casual artists. The model density and complexity of the scenes representing these virtual environments is rising ...
- research-articleDecember 2010
Context-based search for 3D models
SIGGRAPH ASIA '10: ACM SIGGRAPH Asia 2010 papersDecember 2010, Article No.: 182, Pages 1–10https://doi.org/10.1145/1866158.1866204Large corpora of 3D models, such as Google 3D Warehouse, are now becoming available on the web. It is possible to search these databases using a keyword search. This makes it possible for designers to easily include existing content into new scenes. In ...
- research-articleDecember 2009
DiagSplit: parallel, crack-free, adaptive tessellation for micropolygon rendering
SIGGRAPH Asia '09: ACM SIGGRAPH Asia 2009 papersDecember 2009, Article No.: 150, Pages 1–10https://doi.org/10.1145/1661412.1618496We present DiagSplit, a parallel algorithm for adaptively tessellating displaced parametric surfaces into high-quality, crack-free micropolygon meshes. DiagSplit modifies the split-dice tessellation algorithm to allow splits along non-isoparametric ...
- ArticleJuly 2007
Design of tangent vector fields
SIGGRAPH '07: ACM SIGGRAPH 2007 papersAugust 2007, Pages 56–eshttps://doi.org/10.1145/1275808.1276447Tangent vector fields are an essential ingredient in controlling surface appearance for applications ranging from anisotropic shading to texture synthesis and non-photorealistic rendering. To achieve a desired effect one is typically interested in ...
- ArticleJuly 2006
An algorithm for the construction of intrinsic delaunay triangulations with applications to digital geometry processing
SIGGRAPH '06: ACM SIGGRAPH 2006 CoursesJuly 2006, Pages 69–74https://doi.org/10.1145/1185657.1185668The discrete Laplace-Beltrami operator plays a prominent role in many Digital Geometry Processing applications ranging from denoising to parameterization, editing, and physical simulation. The standard discretization uses the cotangents of the angles in ...