CompAesth 16: Workshop on Computational Aesthetics

Permanent URI for this collection

Expressive 2016

Joint Symposium of
Computational Aesthetics (CAe)
Non-Photorealistic Animation and Rendering (NPAR)
Sketch-Based Interfaces and Modeling (SBIM)

Lisbon, Portugal | May 2016

Working with Images
Painted Stained Glass
Lars Doyle and David Mould
A Benchmark Image Set for Evaluating Stylization
David Mould and Paul L. Rosin
Automatic Texture Guided Color Transfer and Colorization
Benoit Arbelot, Romain Vergne, Thomas Hurtut, and Joëlle Thollot
Parameterized Skin for Rendering Flushing Due to Exertion
Teresa Vieira
Stylization
Barycentric Shaders: Art Directed Shading Using Control Images
Ergun Akleman, S. Liu, and Donald House
Art-directed Watercolor Rendered Animation
Santiago Montesdeoca, Hock-Soon Seah, and Hans-Martin Rall
Map Style Formalization: Rendering Techniques Extension for Cartography
Sidonie Christophe, Bertrand Duménieu, Jérémie Turbet, Charlotte Hoarau, Nicolas Mellado, Jérémie Ory, Hugo Loi, Antoine Masse, Benoit Arbelot, Romain Vergne, Mathieu Brédif, Thomas Hurtut, Joëlle Thollot, and David Vanderhaeghe
Interaction
EasySketch2: A Novel Sketch-based Interface for Improving Children's Fine Motor Skills and School Readiness
Honghoe Kim, Paul Taele, Jinsil Seo, Jeffrey Liew, and Tracy Hammond
Patternista: Learning Element Style Compatibility and Spatial Composition for Ring-based Layout Decoration
Huy Quoc Phan, Jingwan Lu, Paul Asente, Antoni B. Chan, and Hongbo Fu
Interactive NPAR: What Type of Tools Should We Create?
Tobias Isenberg
StandUp: Understanding Body-Part and Gestural Preferences for First-Person 3D Modeling
Kapil Dev, Nicolas Villar, and Manfred Lau
Synthesis
Daisy Visualization for Graphs
Katayoon Etemad, Faramarz Samavati, Sheelagh Carpendale
Data-Driven Iconification
Yiming Liu, Aseem Agarwala, Jingwan Lu, and Szymon Rusinkiewicz
Stippling with Aerial Robots
Brendan Galea, Ehsan Kia, Nicholas Aird, and Paul G. Kry
Quantum Art
Alain Lioret

BibTeX (CompAesth 16: Workshop on Computational Aesthetics)
@inproceedings{
10.2312:exp.20161058,
booktitle = {
Computational Aesthetics},
editor = {
Angus Forbes and Lyn Bartram
}, title = {{
Painted Stained Glass}},
author = {
Doyle, Lars
and
Mould, David
}, year = {
2016},
publisher = {
The Eurographics Association},
ISSN = {1816-0859},
ISBN = {978-3-03868-000-0},
DOI = {
10.2312/exp.20161058}
}
@inproceedings{
10.2312:exp.20161061,
booktitle = {
Computational Aesthetics},
editor = {
Angus Forbes and Lyn Bartram
}, title = {{
Parameterized Skin for Rendering Flushing Due to Exertion}},
author = {
Vieira, Teresa
}, year = {
2016},
publisher = {
The Eurographics Association},
ISSN = {1816-0859},
ISBN = {978-3-03868-000-0},
DOI = {
10.2312/exp.20161061}
}
@inproceedings{
10.2312:exp.20161062,
booktitle = {
Computational Aesthetics},
editor = {
Angus Forbes and Lyn Bartram
}, title = {{
Barycentric Shaders: Art Directed Shading Using Control Images}},
author = {
Akleman, Ergun
and
Liu, S.
and
House, Donald
}, year = {
2016},
publisher = {
The Eurographics Association},
ISSN = {1816-0859},
ISBN = {978-3-03868-000-0},
DOI = {
10.2312/exp.20161062}
}
@inproceedings{
10.2312:exp.20161072,
booktitle = {
Computational Aesthetics},
editor = {
Angus Forbes and Lyn Bartram
}, title = {{
Quantum Art}},
author = {
Lioret, Alain
}, year = {
2016},
publisher = {
The Eurographics Association},
ISSN = {1816-0859},
ISBN = {978-3-03868-000-0},
DOI = {
10.2312/exp.20161072}
}
@inproceedings{
10.2312:exp.20161069,
booktitle = {
Computational Aesthetics},
editor = {
Angus Forbes and Lyn Bartram
}, title = {{
Daisy Visualization for Graphs}},
author = {
Etemad, Katayoon
and
Samavati, Faramarz
and
Carpendale, Sheelagh
}, year = {
2016},
publisher = {
The Eurographics Association},
ISSN = {1816-0859},
ISBN = {978-3-03868-000-0},
DOI = {
10.2312/exp.20161069}
}
@inproceedings{
10.2312:exp.20161071,
booktitle = {
Computational Aesthetics},
editor = {
Angus Forbes and Lyn Bartram
}, title = {{
Stippling with Aerial Robots}},
author = {
Galea, Brendan
and
Kia, Ehsan
and
Aird, Nicholas
and
Kry, Paul G.
}, year = {
2016},
publisher = {
The Eurographics Association},
ISSN = {1816-0859},
ISBN = {978-3-03868-000-0},
DOI = {
10.2312/exp.20161071}
}

Browse

Recent Submissions

Now showing 1 - 7 of 7
  • Item
    EXPRESSIVE 2016: Frontmatter
    (Eurographics Association, 2016) Angus Forbes; Lyn Bartram; Pierre Bénard; Holger Winnemöller; Yotam Gingold; Ergun Akleman;
  • Item
    Painted Stained Glass
    (The Eurographics Association, 2016) Doyle, Lars; Mould, David; Angus Forbes and Lyn Bartram
    We propose a new region-based method for stained glass rendering of an input photograph. We achieve more regular region sizes than previous methods by using simple linear iterative clustering, or SLIC, to obtain tile boundaries. The SLIC regions respect image edges but provide an oversegmentation suitable for stained glass. We distinguish between important boundaries that match image edges, and unimportant boundaries that do not; we then resegment regions with unimportant boundaries to create more regular regions. We assign colors to stained glass tiles; lastly, we apply a painting layer to the simplified image, restoring fine details that cannot be conveyed by the tile shapes alone. This last step is analogous to the overpainting done in real-world stained glass. The outcome is a stylized image that offers a better representation of the original image content than has been available from earlier stained glass filters, while still conveying the sense of a stained glass image.
  • Item
    Parameterized Skin for Rendering Flushing Due to Exertion
    (The Eurographics Association, 2016) Vieira, Teresa; Angus Forbes and Lyn Bartram
    It is known that physical exercise increases bloodflow and flushing of the facial skin. When digital artists hand-paint the textures for animation of realistic effects such as flushing due to exertion, they observe real-life references and use their creativity. This process is empirical and time-consuming, with artists often using the same textures across all facial expressions. The problem is that there is a lack of guidelines on how skin color changes due to exertion, that is only surpassed when scans of facial appearance are used. However facial appearance scans are best suited when creating digital doubles and do not easily fit different characters. Here, we present a novel delta-parameterized method that guides artists in painting the textures for animation of flushing due to physical exertion. To design the proposed method we have analyzed skin color differences in L*a*b* color space, from 34 human subjects' portraits before and after physical exercise. We explain the experiment setup configuration, statistical analysis and the resulting delta color differences from which we derived our method parameters. We illustrate how our method suits any skin type and character style. The proposed method was reviewed by texture artists, who find it useful and that it may help render more realistic flushed exertion expressions, compared to state of the art, guesswork techniques.
  • Item
    Barycentric Shaders: Art Directed Shading Using Control Images
    (The Eurographics Association, 2016) Akleman, Ergun; Liu, S.; House, Donald; Angus Forbes and Lyn Bartram
    In this paper, we present Barycentric Shaders, a shading framework based on barycentric algebra, for the development of shader functions providing intuitive art-directed control. The framework guarantees that whatever style is desired will be consistently obtained regardless of the underlying rendering method and illumination model, since our shaders are used only to compute colors based on the incoming illumination. This property of our framework allows our shaders to be included in any rendering pipeline without major changes. We define barycentric operations over positive real colors to guarantee that results will always be positive real colors. With this formalization, we redefine shader functions as parametric functions that satisfy the partition of unity. This property supports an intuitive interaction mechanism for obtaining desired styles by guaranteeing that colors will always stay inside of the convex hull of a set of control colors. To obtain colored light effects, we extend our barycentric methods by allowing computation separately along each color channel, providing the convex hull property for each dimension independently. This results in a more relaxed rectangular box property without significantly changing visual style. This formalism can be particularly helpful to artists, who may not have mathematical training, by simplifying shader development to obtain a desired expressive style. This new approach also suggests a new rendering and shading architecture that provides a clear distinction between illumination and shading.
  • Item
    Quantum Art
    (The Eurographics Association, 2016) Lioret, Alain; Angus Forbes and Lyn Bartram
    The use of quantum computing in the creation of art is proving to be very interesting since it allows both the exploration of digital work using new algorithms and of artistic creation based on new concepts. These new algorithms mainly rely on the use of qubits instead of bits to perform simple or complex operations, which are applied to the components of digital works: namely the pixels in an image, the frames of an animation, the vertices of a 3D object, the words of a text or the notes of a musical score. This article reviews the use of quantum algorithms, using various examples and particularly the new methods being applied in computer graphics.
  • Item
    Daisy Visualization for Graphs
    (The Eurographics Association, 2016) Etemad, Katayoon; Samavati, Faramarz; Carpendale, Sheelagh; Angus Forbes and Lyn Bartram
    Since graphs are ubiquitous representations of data that are used in many applications, creating graph layouts is an important problem. These graph layouts are usefully discussed in terms of aesthetics that originated from mathematical concepts. In contrast, we explore the use of alternative aesthetics to inspire the visualization of graphs. We present Daisy Visualization, for which we have designed a new graph layout that is inspired by ornamental patterns of daisy flowers. In Daisy Visualization, graphs' attributes are mapped to floral elements to create an attractive information visualization that might more readily hold viewers' attention. As a practical use case we apply Daisy Visualization to the layout of ecological networks based on real ecosystem datasets. We show how specific attributes of ecological networks such as input/output edges, or respiration, can be mapped to floral elements. We conducted a qualitative assessment of Daisy Visualization, where we obtained overall positive feedback and interesting specific thoughts about various design decisions and possible future directions.
  • Item
    Stippling with Aerial Robots
    (The Eurographics Association, 2016) Galea, Brendan; Kia, Ehsan; Aird, Nicholas; Kry, Paul G.; Angus Forbes and Lyn Bartram
    We describe a method for creating stippled prints using a quadrotor flying robot. At a low level, we use motion capture to measure the position of the robot and the canvas, and a robust control algorithm to command the robot to fly to different stipple positions to make contact with the canvas using an ink soaked sponge. We describe a collection of important details and challenges that must be addressed for successful control in our implementation, including robot model estimation, Kalman filtering for state estimation, latency between motion capture and control, radio communication interference, and control parameter tuning. We use a centroidal Voronoi diagram to generate stipple drawings, and compute a greedy approximation of the traveling salesman problem to draw as many stipples per flight as possible, while accounting for desired stipple size and dynamically adjusting future stipples based on past errors. An exponential function models the natural decay of stipple sizes as ink is used in a flight. We evaluate our dynamic adjustment of stipple locations with synthetic experiments. Stipples per second and variance of stipple placement are presented to evaluate our physical prints and robot control performance.