Matthew Flagg, Atsushi Nakazawa, Qiushuang Zhang, Sing Bing Kang, Young Kee Ryu, Irfan Essa, James M. Rehg (2009), Human Video Textures In Proceedings of the ACM Symposium on Interactive 3D Graphics and Games 2009 (I3D ’09), Boston, MA, February 27-March 1 (Fri-Sun), 2009 [PDF (see Copyright) | Video in DiVx | Website ] Abstract This paper describes a data-driven approach […]
ACM Siggraph 2008 Class on Computional and Journalism Date and Time: Wednesday, 13 August 2008 | 1:45 pm – 5:30 pm Location: Room 502 A, Los Angeles Convention Center, Los Angeles, CA, USA Fundamentally, journalism is the process of collecting news information and disseminating that information with a layer of contextualization and understanding provided by […]
Vivek Kwatra, Arno Schödl, Irfan Essa, Greg Turk, Aaron Bobick (2003), “Graphcut textures: image and video synthesis using graph cuts” In ACM Transactions on Graphics (TOG), Volume 22 , Issue 3, Proceedings of ACM SIGGRAPH 2003, Pages: 277 – 286, July 2003, ISSN:0730-0301. (DOI|Paper| SIGGRAPH Video (160 MB, 50 MB) | Video Results 87 MB […]
Citation [bibtex key= 2001-Brostow-IMBSMA] Additional Info Gabriel J. Brostow and Irfan Essa (2001) “Image-based motion blur for stop motion animation” In Proceedings of the 28th annual conference on Computer graphics and interactive techniques (ACM SIGGRPH) Pages: 561 – 566 August 2001, ISBN:1-58113-374-X ACM New York, NY, USA (DOI|PDF|Video|Project Site) Abstract Stop motion animation is a […]
Paper [bibtex file=IrfanEssaWS.bib key=2000-Schodl-VT] Abstract This paper introduces a new type of medium, called a video texture, which has qualities somewhere between those of a photograph and a video. A video texture provides a continuous infinitely varying stream of images. While the individual frames of a video texture may be repeated from time to time, […]
Paper in ACM SIGGRAPH Symposium on Interactive 3D Graphics (1990) “The ThingWorld modeling system: Virtual Sculpting by Modal Forces”
We describe a real-time solid modeling system that is based on the physical analogy of forming clay by applying forces. The system is implemented by simulating real materials as they react to user-supplied forces. Unlike other physically-based modeling approaches, the Thingworld system allows the user to restrict forming action to simple global deformations during the initial “roughing in” phase of modeling, and then later concern themselves with detailing.