SATIN: A Toolkit for Informal Ink-based Applications
Jason I. Hong, James A. Landay.
ACM Symposium on User Interface Software and Technology, CHI Letters, Vol. 2, No. 2, pp. 63--72,
2000. [BibTeX]
Seeing Structure: Using Knowledge to Reconstruct and Illustrate Anatomy
Kevin P. Hinshaw.
University of Washington,
2000. [BibTeX]
Shadows for Cel Animation
Lena Petrovic, Brian Fujito, Lance Williams, Adam Finkelstein.
Proceedings of SIGGRAPH, Kurt Akeley, pp. 511--516, July, ACM Press / ACM SIGGRAPH / Addison Wesley Longman,
2000. [BibTeX]
Silhouette Clipping
Pedro V. Sander, Xianfeng Gu, Steven J. Gortler, Hugues Hoppe, John Snyder.
Proceedings of SIGGRAPH 2000, Kurt Akeley, pp. 327--334, July, ACM Press / ACM SIGGRAPH / Addison Wesley Longman,
2000. [BibTeX]
Stylized Rendering Techniques For Scalable Real-Time 3D Animation
Adam Lake, Carl Marshall, Mark Harris, Marc Blackstein.
1st International Symposium on Non-Photorealistic Animation and Rendering (NPAR'00), pp. 13--20, Annecy, France, June 05 - 07,
2000. [BibTeX]
Systems for Sketching in 3D
Author(s): Jonathan M. Cohen.
Master Thesis: Brown University, May,
2000.
[BibTeX]
Abstract:
In this thesis we describe two systems for sketching in 3D with a 2D input device.
The first system allows the user to draw 3D stick figures. This system includes a novel technique for specifying 3D curves with 2D input from a single viewpoint. The user first draws the curve as it appears from the current viewpoint, and then draws its shadow on the floor plane. The system correlates the curve with its shadow to compute the curve's 3D shape. This method is more "natural" than existing methods in that it leverages skills that many artists and designers have developed from work with pencil and paper. The second system, Harold, combines ideas from existing techniques and introduces new concepts to make an interactive system for creating 3D worlds. The interface paradigm in Harold is drawing: all objects are created simply by drawing them with a 2D input device. Most of the 3D objects in Harold are collections of planar strokes that are reoriented in a view-dependent way as the camera moves through the world. Virtual worlds created in Harold are rendered with a stroke-based system so that a world will maintain a hand-drawn appearance as the user navigates through it. Harold is not suitable for representing certain classes of 3D objects, especially geometrically regular or extremely asymmetric objects. However, Harold supports a large enough class of objects that a user can rapidly create expressive and visually rich 3D worlds. We conclude with a discussion of 3D sketch-based interfaces in general, and propose a framework for analyzing them. From this analysis, we propose interface design principles and a general interface design methodology. We demonstrate this methodology by designing a system for sketching motion paths in 3D.
Teaching Non-Photorealistic Animation and Rendering
Thomas Strothotte, Stefan Schlechtweg.
1st International Symposium on Non-Photorealistic Animation and Rendering (NPAR'00), pp. 109, Annecy, France, June 05 - 07,
2000. [BibTeX]
Techniques for Interactive Video Cubism
Sidney Fels, Eric Lee, Kenji Mase.
ACM Multimedia 2000 Proceedings, pp. 368--370, October,
2000. [BibTeX]
The edge buffer: A data structure for easy silhouette rendering
John W. Buchanan, Mario Costa Sousa.
1st International Symposium on Non-Photorealistic Animation and Rendering (NPAR'00), pp. 39--42, Annecy, France, June 05 - 07,
2000. [BibTeX]
Using a 3D Puzzle as a Metaphor for Learning Spatial Relations
Felix Ritter, Bernhard Preim, Oliver Deussen, Thomas Strothotte.
Graphics Interface (GI'00), Montreal, 15-17 May,
2000. [BibTeX]