111 Works

Towards Point-based Facial Movement Simulation

Tom Uhlmann & Guido Brunnett
Lifelike animated characters are hard to create and involve extensive manual effort during generation of the geometry, adding a rig to the model, and creating the actual movements of limbs and tissue. Blendshapes is the leading technique regarding facial animations. This very simple mathematical model can be computed efficiently, thus it is suited for real time visualization. On the other hand it is hard to control, requires a skilled animator, and is still very error...

D.A.V.E: A Prototype for Automatic Environment Decoration

Callum James Glover & Eike Falk Anderson
To fully immerse players in video games, elements of the game world must form a rich, coherent and believable universe, which is time consuming and expensive to achieve manually. We propose an artists' tool for Autodesk Maya to aid environment decoration, allowing artists to focus on the more important elements of the worlds they create.

Font Specificity

Luther Power & Manfred Lau
We explore the concept of ''image specificity'' for fonts and introduce the notion of ''font specificity''. The idea is that a font that elicits consistent descriptions from different people are more ''specific''. We collect specificity-based data for fonts where participants are given each font and asked to describe it with words. We then analyze the data and characterize the qualitative features that make a font ''specific''. Finally, we show that the notion of font specificity...

Cytosplore: Interactive Visual Single-Cell Profiling of the Immune System

Thomas Höllt, Nicola Pezzotti, Vincent Van Unen, Na Li, Frits Koning, Elmar Eisemann, Boudewijn P. F. Lelieveldt & Anna Vilanova
Recent advances in single-cell acquisition technology have led to a shift towards single-cell analysis in many fields of biology. In immunology, detailed knowledge of the cellular composition is of interest, as it can be the cause of deregulated immune responses, which cause diseases. Similarly, vaccination is based on triggering proper immune responses; however, many vaccines are ineffective or only work properly in a subset of those who are vaccinated. Identifying differences in the cellular composition...

Hybrid Function Representation with Distance Properties

Alexander Tereshin, Valery Adzhiev, Oleg Fryazinov & Alexander Pasko
This paper describes a novel framework allowing for a hybrid representation of heterogeneous objects. We consider advantages and drawbacks of the conventional representations based on scalar fields of different kinds. The main result is introducing a hybrid representation called Hybrid Function Representation (HFRep) that preserves the advantages of the Function Representation (FRep) and Signed Distance Fields (SDFs) without their drawbacks. This new representation allows for obtaining a continuous smooth distance field in the Euclidean space...

GPU Smoke Simulation on Compressed DCT Space

Daichi Ishida, Ryoichi Ando & Shigeo Morishima
This paper presents a novel GPU-based algorithm for smoke animation. Our primary contribution is the use of Discrete Cosine Transform (DCT) compressed space for efficient simulation. We show that our method runs an order of magnitude faster than a CPU implementation while retaining visual details with a smaller memory usage. The key component of our method is an on-the-fly compression and expansion of velocity, pressure and density fields. Whenever these physical quantities are requested during...

Mutator VR: Vortex Artwork and Science Pedagogy Adaptations

Lance Putnam, Stephen Todd, William Latham & Duncan Williams
We present our virtual reality artwork Mutator VR: Vortex that immerses the viewer in procedurally-generated alien environments inhabited by interactive ''mutoid'' agents. The artwork was adapted into two science pedagogy experiences. Techniques and considerations regarding the dynamical, spatial, and graphical composition of the experiences are provided.

SURFACE: Xbox Controlled Hot-wire Foam Cutter

Freddie Taewoo Hong
This artwork is a 3-axis sculpting instrument controlled by an Xbox controller, which allows anyone to intuitively apply one's creativity in a real-time flow without the aid of pre-drawn digital geometry. Surface runs purely on user instinct rather than on any digital geometry. The artwork explores the ambiguous boundary between the analogue and digital; it also challenges conventional methods of digital fabrication, which rely vitally on CAD software.

Sketch-Based Modeling of Parametric Shapes

Bastien Wailly & Adrien Bousseau
We demonstrate a sketch-based modeling system running on a multi-touch pen tablet. Our system takes inspiration from the work of Nishida et al. [NGDGA*16], who proposed to use deep convolutional networks to interpret sketches of parametric shapes. While Nishida et al. applied this approach to the creation of procedural buildings, we focus on the creation of simple shapes (cuboids, cylinders, cones, spheres, pyramids) that users can assemble to create more complex objects. In this poster...

Emergence in the Expressive Machine

Laura Dekker
The ''Expressive Machine'' is a series of interactive artworks which explore a machine's-eye view of the world. The machine- an assemblage of hardware and software-provokes sensual interaction with viewer-participants, playing with transduction across multiple modes: from touch to sound, to word, to vision, to taste, to uniquely machinic states with no particular human analogue. These stimuli are processed in various interpretations, elaborations, in a relatively unstructured ''data soup''. Asynchronous processes consume data from the soup....

Visual Communication with Successive Reading of Public and Secret Information by Generating Dual-Layer Images

Karim Hammoudi, Halim Benhabiles, Mahmoud Melkemi & Shashank Rao Kadapanatham
In visual communication, visual cryptography is a technique that permits to share secret information through a two-step process. In a common processing scheme, two key images (ciphered images) are generated from a binary secret image. Then, the generated key images are sent to a recipient via two different communication channels. Once key images collected, the secret information is decoded via the human vision system by observing the superposition of the two key images. In this...

Transhuman Expression - Human-Machine Interaction as a Neutral Base for a New Artistic and Creative Practice

Liat Grayver & Gualtiero Volpe
Transhuman Expression is an interactive room installation created by Liat Grayver in collaboration with the EU-H2020-ICT project weDRAW in the context of a Vertigo STARTS residency at the Casa Paganini - InfoMus reseach center of DIBRIS - University of Genova, Italy. Data captured via motion detection of visitors is analyzed, processed, and projected on large screens positioned in the exhibition area. The collaboration benefited, was built on, and furthered experiences that both the artist and...

Artistic Sketching for Expressive Coding

Elodie Fourquet
This experiential paper describes using computer graphics and animation to motivate students taking their first programming course. An artistic context encourages students to create expressive images and animations. Their creative work consists in first abstracting a piece of art as a paper sketch, which they then abstract into code. Assessing the artistic merit of this activity will help our research community quest to better understand aesthetic, perception and meaning of visual representations [DS10].

The CyberAnthill: A Computational Sculpture

Evan Raskob
The CyberAnthill is both a generative sculpture and a Live Computational Sculpting (LCS) system that uses a 3D printer and custom software to build plastic sculptures out of layered cellular automata. As the title alludes to, the cellular automata are inspired by Langston's Ant and the light cycle racers in the cult 1980's science-fiction movie Tron. Instead of the normal process of printing exacting, predetermined 3D models, the 3D printer generates its plastic forms by...

Wandering Without Wondering

Peter J. Williams & Sala Wong
Wandering Without Wondering is a hybrid-media installation distilling and chronicling artists Sala Wong and Peter Williams' collaborative walking practice. The project uses various digital technologies to augment human senses, metaphorically linking and complicating the concepts of immersion and interaction through disruptive and hypermediated approaches to technologies such as 360-degree imaging, projection mapping, virtual reality and spatial audio produce an expressive, visually-saturated, physical/virtual hybrid space through which visitors journey between states of technologically-facilitated expression.

Irregular Pebble Mosaics with Sub-Pebble Detail

Ali Sattari Javid, Lars Doyle & David Mould
Pebble mosaics convey images through an irregular tiling of rounded pebbles. Past work used relatively uniform tile sizes. We show how to create detailed representations of input photographs in a pebble mosaic style; we first create pebble shapes through a variant of k-means, then compute sub-pebble detail with textured, two-tone pebbles.We use a custom distance function to ensure that pebble sizes adapt to local detail and orient to local feature directions, for an overall effect...

Defining Hatching in Art

Greg Philbrick & Craig S. Kaplan
We define hatching-a drawing technique-as rigorously as possible. A pure mathematical formulation or even a binary this-or-that definition is unreachable, but useful insights come from driving as close as we can. First we explain hatching's purposes. Then we define hatching as the use of patches: groups of roughly parallel curves that form flexible, simple patterns. After elaborating on this definition's parts, we briefly treat considerations for research in expressive rendering.

Stipple Removal in Extreme-tone Regions

Rosa Azami, Lars Doyle & David Mould
Conventional tone-preserving stippling struggles with extreme-tone regions. Dark regions require immense quantities of stipples, while light regions become littered with stipples that are distracting and, because of their low density, cannot communicate any image features that may be present. We propose a method to address these problems, augmenting existing stippling methods. We will cover dark regions with solid polygons rather than stipples; in light areas, we both preprocess the image to prevent stipple placement in...

Aesthetics of Curvature Bases for Sketches

Keith Lippincott, Ross L. Hatton & Cindy Grimm
In this work we propose a curve approximation method that operates in the curvature domain. The curvature is represented using one of several different types of basis functions (linear, quadratic, spline, sinusoidal, orthogonal polynomial), and the curve's geometry is reconstructed from that curvature basis. Our hypothesis is that different curvature bases will result in different aesthetics for the reconstructed curve. We conducted a user study comparing multiple curvature bases, both for aesthetics and similarity to...

Abstract Shape Synthesis From Linear Combinations of Clelia Curves

Lance Putnam, Stephen Todd & William Latham
This article outlines several families of shapes that can be produced from a linear combination of Clelia curves. We present parameters required to generate a single curve that traces out a large variety of shapes with controllable axial symmetries. Several families of shapes emerge from the equation that provide a productive means by which to explore the parameter space. The mathematics involves only arithmetic and trigonometry making it accessible to those with only the most...

Aesthetically-Oriented Atmospheric Scattering

Yang Shen, Ian Mallett & Konstantin Shkurko
We present Aesthetically-Oriented Atmospheric Scattering (AOAS): an experiment into the feasibility of using real-time rendering as a tool to explore sky styles. AOAS provides an interactive design environment which enables rapid iteration cycles from concept to implementation to preview. Existing real-time rendering techniques for atmospheric scattering struggle to produce non-photorealistic sky styles within any 3D scene. To solve this problem, first, we simplify the geometric representation of atmospheric scattering to a single skydome to leverage...

Generating Playful Palettes from Images

Stephen DiVerdi, Jingwan Lu, Jose Echevarria & Maria Shugrina
Playful Palettes are a recent innovation in how artists can mix, explore, and choose colors in a user interface that combines the benefits of a traditional media painter's palette with non-destructive capabilities of digital tools. We present a technique to generate a Playful Palette that best represents the colors found in an input image, allowing the artist to select colors from the image's gamut, while maintaining full editability of the palette. We show that our...

Sketching and Layering Graffiti Primitives

Daniel Berio, Paul Asente, Jose Echevarria & Frederic Fol Leymarie
We present a variant of the skeletal strokes algorithm aimed at mimicking the appearance of hand made graffiti art. It includes a unique fold-culling process that stylizes folds rather than eliminating them. We demonstrate how the stroke structure can be exploited to generate non-global layering and self-overlap effects like the ones that are typically seen in graffiti art and other related art forms like traditional calligraphy. The method produces vector output with no artificial artwork...

Single Stroke Aerial Robot Light Painting

Kejia Ren & Paul G. Kry
This paper investigates trajectory generation alternatives for creating single-stroke light paintings with a small quadrotor robot. We propose to reduce the cost of a minimum snap piecewise polynomial quadrotor trajectory passing through a set of waypoints by displacing those waypoints towards or away from the camera while preserving their projected position. It is in regions of high curvature, where waypoints are close together, that we make modifications to reduce snap, and we evaluate two different...

Enhancing Neural Style Transfer using Patch-Based Synthesis

Ondřej Texler, Jakub Fišer, Mike Lukáč, Jingwan Lu, Eli Shechtman & Daniel Sýkora
We present a new approach to example-based style transfer which combines neural methods with patch-based synthesis to achieve compelling stylization quality even for high-resolution imagery. We take advantage of neural techniques to provide adequate stylization at the global level and use their output as a prior for subsequent patch-based synthesis at the detail level. Thanks to this combination, our method keeps the high frequencies of the original artistic media better, thereby dramatically increases the fidelity...

Registration Year

  • 2019

Resource Types

  • Text